Microstation/J: Tutorial Workbook
Microstation/J: Tutorial Workbook
Tutorial Workbook
DAA004490-1/0004
Trademarks
AccuDraw, Bentley, the B Bentley logo, MDL, MicroStation, MicroStation Modeler, MicroStation PowerDraft, MicroStation Review, MicroStation Vault, QuickVision, SmartLine and TeamMate are registered trademarks of Bentley Systems, Incorporated. MicroStation/J, MicroStation MasterPiece, MicroStation SE and PowerScope are trademarks of Bentley Systems, Incorporated. Bentley SELECT is a service mark of Bentley Systems, Incorporated. Adobe, the Adobe logo, Acrobat, the Acrobat logo, Distiller, Exchange, and PostScript are trademarks of Adobe Systems Incorporated. Windows is a registered trademark and Win32s is a trademark of Microsoft Corporation. Other brands and product names are the trademarks of their respective owners.
Copyrights
1998 Bentley Systems, Incorporated. MicroStation 95 1995 Bentley Systems, Incorporated. 1997 HMR Inc. All rights reserved. MicroStation Image Manager 1997 HMR Inc. 1996 LCS/Telegraphics. Portions of QuickVision are 1993-1995 Criterion Software Ltd. and its licensors. Portions of QuickVision were developed by the CAD Perfect Development Laboratory. Portions 1992-1997 Spotlight Graphics, Inc. IGDS file formats 1987-1994 Intergraph Corporation. Intergraph Raster File Formats 1994 Intergraph Corporation Used with permission. Portions 1992-1994 Summit Software Company. Unpublished rights reserved under the copyright laws of the United States and other countries. All rights reserved.
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Table of Contents
1. Your First MicroStation Session
Tutorial Prerequisites _____________________________________1-1 MicroStation Basics _______________________________________1-2 Using the Mouse _______________________________________ 1-2 Screen Layout __________________________________________ 1-3 Window Controls _______________________________________ 1-3 Window Navigation _____________________________________ 1-4 Using Dialog Boxes and Settings Boxes ____________________ 1-5 Menus in dialog boxes and settings boxes __________________ 1-6 Controls _______________________________________________ 1-6 Exercise: Starting MicroStation ____________________________ 1-8 Exercise: Using a drawing tool____________________________ 1-10 Exercise: Placing line strings and circles____________________ 1-13 Exercise: Placing text____________________________________ 1-15 Exercise: Getting help ___________________________________ 1-16 Exercise: Deleting elements ______________________________ 1-18 Exercise: Using key-ins __________________________________ 1-19 Exercise: Saving a design file _____________________________ 1-21 Exercise: Ending the session _____________________________ 1-22
2. MicroStation Fundamentals
Exercise: Exercise: Exercise: Exercise: Exercise: Backing up a design file_________________________ Fitting the active design _________________________ Windowing areas of the design _________________ Zooming and panning __________________________ Interrupting a drawing tool to use a view control ___ 2-1 2-3 2-4 2-6 2-8
4. Modifying a Design
Exercise: Modifying a design using multi-lines and a custom line style____________________________________ 4-1
7. Working in 3D
Prerequisites ____________________________________________ 7-1 Getting started in 3D _____________________________________ 7-2 Using AccuDraw in 3D design_____________________________ 7-8 Fixing the AccuDraw drawing plane _______________________7-8 AccuDraw Shortcuts _____________________________________7-10 Setting the Active Depth and the Display Depth______________ 7-14 Setting the Active Depth _________________________________7-14 Setting the Display Depth ________________________________7-18 Viewing a 3D design _____________________________________ 7-20 Display Depth __________________________________________7-21 Introduction to 3D modeling tools _________________________ 7-25 Creating more complex models____________________________ 7-50 Exercise: A 3D Project: Creating An Office Building __________7-73 Creating the buildings structure ___________________________ 7-74 Render the work in progress ______________________________ 7-97 Adding a staircase to the design ___________________________ 7-98 Creating the window walls________________________________ 7-124 Assessing your project results _____________________________7-133
8. Element Tags
Exercise: Exercise: Exercise: Exercise: Attaching, reviewing, and editing tags______________8-2 Creating a new tag set ___________________________8-4 Selecting Tagged Elements _______________________8-6 Reporting on tag data ___________________________8-8
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9. Labeling a Design
Exercise: Exercise: Exercise: Exercise: Exercise: Dimensioning the exterior of a building ___________ Placing typical dimensions _______________________ Dimensioning the interior of a building ____________ Adding notes __________________________________ Using cells for labeling purposes _________________ 9-2 9-9 9-12 9-17 9-23
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15.Animation Basics
Introduction ____________________________________________ 15-1 Creating Actors__________________________________________ 15-3 Manipulating Actors _____________________________________ 15-7 Hierarchical Motion ______________________________________ 15-9 Scripting Actors _________________________________________ 15-12 Editing a script _________________________________________15-15 Keyframe Animation _____________________________________ 15-16 Scripting keyframes _____________________________________15-17 Defining a Parameter ____________________________________ 15-19 Saving and Recording a Script _____________________________ 15-22
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Tutorial Prerequisites
This document assumes that you can do the following: Set up and start your computer system. Use the basic system commands to edit, copy, rename, and delete files and directories. Use the basic features of Microsoft Windows (if applicable). Recognize fundamental MicroStation procedures and terminology presented in Getting Started in Chapter 2 in the Setup Guide. Use MicroStations On-line Help system to find additional information on any term or procedure described.
Before you work through this tutorial, you should register your license. If you have not completed that process, you can still use MicroStation, but upon starting your session you will have to click the Bypass button in the License Information dialog box and wait 30 seconds.
MicroStation/J Tutorial Workbook
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MicroStation Basics
You must have the Visualization and Learning tutorials module enabled during MicroStation installation in order to include the tutorial dgn files in the delivery.
MicroStation Basics
Before you begin the exercises, you should review the following information to familiarize yourself with the options and terms used within MicroStation. For more details on the basics of MicroStation, see Getting Started in Chapter 2 in the Setup Guide.
Invoked by
Left button Left button-Right button chord Right button Not available <Alt>-Left button <Alt>-Left button-Right button chord Not available
The defaults are appropriate for a two-button mouse. If you are using a three-button mouse, you should change Tentative to use a single button (rather than the two-button chord) for faster operation.
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MicroStation Basics
Screen Layout
Menu bar
Status bar
Window Controls
MicroStation windows have a control menu that opens when you press on the window menu button at the far left of the title bar. The complete set of options is only available from a view window. In other windows or dialog boxes there is a smaller set of options. All standard Windows items are listed in the control menu. Items not available in MicroStation are grayed out and cannot be chosen.
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MicroStation Basics
Window Navigation
Views, tool boxes, dialog boxes, and settings boxes are displayed graphically in windows. Windows contain controls that can be operated graphically, by clicking or dragging, and controls that can be operated or take input from the keyboard.
Primary and Standard tool bars, View window, Tool Settings window
The window in which a keystroke will have an effect is said to have the input focus. The title bar of the window that has the input focus is highlighted. One way to give a window the input focus is to click in the window. You can also use the keyboard to move the input focus from one window to another.
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MicroStation Basics
Use these keys to navigate between windows:
Key
<sc>
Function
Moves input focus upward through the following window hierarchy: Primary tool bar Key-in window Tool Settings window AccuDraw window If a window is closed, its level in the hierarchy is skipped. However, once the Key-in window receives the focus, pressing <Esc> does not move the focus to another window. Moves input focus downward through the window hierarchy. If a window is closed, its level in the hierarchy is skipped. Moves input focus from one settings box (or the Primary tool bar) to the next. (If using Microsoft Windows, use <F6> only.) Same as <F6> but moves through the windows in the reverse order. (If using Microsoft Windows, use <Shift-F6> only.)
When the Key-in window has the input focus, the cursor in the key-in area blinks.
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MicroStation Basics
File menu in dialog boxes used to open files From the File menu, you can choose from among the last four files opened with the dialog box. For example, the File menu in the Open Design File dialog box contains items for up to four of the most recently opened design files. (These same files also are listed in, and can be opened from, the File menu in the MicroStation window.) The File menu in the Run User Command dialog box contains up to the last four user commands run. If no files of the appropriate type have been opened, the File menu contains the item, No File History. Directory menu in dialog boxes used to open files From the Directory menu, you can choose Select Configuration Variable (see Configuration Variables in the MicroStation Administrators Guide), Current Work Directory, or one of the numbered (1, 2, 3, and so on) directories.
The current work directory is the directory that was the current directory when you started MicroStation. Some users segregate their projects by directory and start MicroStation in a particular directory to work on that project. Choosing Current Work Directory from the File menu displays the files in the directory in which MicroStation was started in the dialog box. The numbered directories include the directory or directories specified in the configuration variable used by the dialog box and up to four of the last directories used by the dialog box in the current session.
Controls
Dialog boxes have the following types of controls: Buttons are areas that you click to start an operation. A button, usually labeled OK, must be clicked to start the open or save operation and dismiss (close) the dialog box. Check boxes are areas that you click to turn a setting on or off. When on, a check box is filled with an x.
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MicroStation Basics
A field is an area into which you can key in text or numbers. In a non-modal settings box (one that can remain open while you work), what you key in has no effect until you press <Tab> or <Enter> or otherwise move the input focus out of the field. List boxes are rectangular areas in which files, directories, or other items are listed for selection or reference. When an item is selected, it is displayed as light text on a dark background. Option menus are menus that pop down when you press on the currently chosen menu item text. Radio buttons are either round diamond-shaped controls that let you turn on one of several mutually exclusive items, just as the buttons on a car radio allows you to tune in only one station at a time. When off, a radio button is light gray and appears to project upwards. When on, the radio button is dark and appears to be depressed.
The shape of the button is dependent on the windowing system. Within a Windows environment, the radio buttons will be round. Within a Motif environment, the radio buttons will be diamond shaped. If a button in a dialog box is outlined, it is the default button; pressing the <Enter> key on the keyboard is the equivalent of clicking that button with the mouse. For example, the OK button in the Open Design File dialog box is the default button, so you can press <Enter> rather than clicking the OK button to open the selected file. You can also double-click the desired file in the Files list box to open it, rather than selecting the file in the Files list box and then clicking the OK button.
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MicroStation Basics
2. From the File menu, choose New by clicking that menu item. To click an item in a menu or a button means to point at it and click the Mouse button.
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MicroStation Basics
The Create Design File dialog box opens.
3. Type the name for your new design file, mydesign, in the Name field. 4. Click the OK button.
The Create Design File dialog box closes, and the MicroStation Manager dialog box displays mydesign.dgn in the Name field. The file is also selected (highlighted) in the Files list box.
5. Click OK. 6. The MicroStation Manager dialog box closes and the design file mydesign.dgn opens.
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MicroStation Basics
Your screen should look something like this:
The Place SmartLine tool is highlighted and additional, connected tools branch off from the Place SmartLine tool.
2. As you continue to hold down the Data button, drag the pointer toward the center of view window 1.
The rectangular outline becomes the Linear Elements tool box, which contains Place SmartLine and several more tools. You
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MicroStation Basics
have torn the Linear Elements tool box from the Main tool box.
4. In the Linear Elements tool box, point at the Place Line tool (next to the Place SmartLine tool) and click (press and release) the Data button.
The Place Line tool is now selected. There are several visible effects: the tool name is displayed in the status bar, and the title bar of the Tool Settings window now reads Place Line. In the Main tool box, Place Line replaces Place SmartLine. When you move the pointer into view window 1, the pointer changes from an arrow to a crosshair.
5. Press and hold down the Data button as you move the pointer in view window 1.
The pointer assumes the shape of an X. As you drag the pointer, the line you are placing is dynamically displayed as though it were a rubber band attached to the pointer. This effect is called dynamic update or rubberbanding.
6. Release the Data button to place the line. If the line appears jagged, dont worry. The screen may not have enough dots (pixels) to display this particular line without jaggies. When you plot the line (as in the illustration), it will be straight.
The pointer locations where you pressed and released the Data button are called data points. These data points, labeled 1 and 2 in the above illustration, specify the endpoints of the line. The Place Line tool is still selected, as indicated in the status bar. The tool is locked. You can place additional lines simply by repeating steps 5 and 6 above. Experienced users like to lock tools as a means of increasing efficiency. (You can select tools without locking them by double-clicking them: pointing at them and clicking the Data button twice in quick succession.) Lets get back to placing elements. When you enter a series of data points, one after the other, you can press (and release) the
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MicroStation Basics
Data button to enter each one. You may find this drawing method easier than dragging.
The line you are placing is dynamically displayed as you move the pointer.
2. Enter a second data point in view window 1 and place the line.
Surprise! A new line is dynamically displayed as you move the crosshair pointer. The dynamic line extends from the end of the line you just placed. If you were to enter another data point now, you would have two connected lines. (They would be separate elements, but have a common endpoint.) Lets say you want to start a new line at another location.
The Place Line tool is like most element placement tools in that, when you use it, you enter a series of two or more data points. For entering each data point, you can choose between dragging and pressing the Data button, and these techniques can be used in combination. You can Reset to start an element at a different location.
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MicroStation Basics
Now that you have learned these techniques, place some more lines for practice, and then continue with the next exercise.
The Place SmartLine tool is selected. The prompt in the status bar reads Place SmartLine > Enter first vertex.
2. Enter a data point (press and release the Data button) in view window 1 to define a vertex.
The first segment of the line string is dynamically displayed as you move the crosshair pointer.
3. Enter several more data points to define additional vertices.
Placing vertices with the Place Stream Line String tool (steps 2 and 3).
The line string is placed. The Place SmartLine tool is one of the few tools with which you cannot Reset to start over at a different location. This is because a
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MicroStation Basics
line string can have many segments, and Resetting is how you indicate to MicroStation that the line string is complete.
The prompt in the status bar reads Place Circle By Center > Identify Center Point.
3. Enter a data point in view window 1 to define the center of the circle. The pointer changes to crosshairs.
There are other ways to place a circle by drawing from edge to edge, for instance, as you will see in a moment. In fact, there is more than one way to place most element types.
The prompt in the status bar is Place Circle By Edge > Identify Point on Circle
2. Enter a data point (press and release the Data button) in view window 1 to define a point on the edge of the circle.
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MicroStation Basics
3. Enter a data point to define another point on the edge of the circle.
Small squares mark the locations of both edge points. A circle passing through both points and the location of the pointer is dynamically displayed.
4. Enter a data point to define a third point on the edge of the circle and place the circle.
Place some more circles. Try both dragging and pressing for entering data points. Because the Edge Method setting requires three data points, you cannot drag to enter them all.
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MicroStation Basics
3. Move the pointer to where you want to place the text in view window 1.
The text in the Text Editor window displays dynamically as you move the pointer. (The text may be too large to fit in view window 1, but it will all be placed.)
4. Enter a data point (press and release the Data button) to place the text.
5. After pressing the Data button, a copy of the text is still displayed. Pressing the Reset button clears the text.
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MicroStation Basics
The Help window opens through your browser, and the Table of Contents is displayed. The Help window is divided into two frames. The left frame or Table of Contents frame displays the list of available topics. The right frame or Document Body frame displays the text associated with the currently selected topic.
2. In the Table of Contents window, click on the blue arrow located to the left of the topic for which you need further information.
The associated help article displays. The article itself contains hypertext.
A number of hits are displayed in the list box. The one titled Construct Chamfer is the most likely candidate.
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MicroStation Basics
3. In the list box, click Construct Chamfer.
The help article on the Construct Chamfer tool is displayed in the Document Body frame.
Tracking gives you help on each tool you select. For each new tool you select, the help is automatically displayed in the Help window.
Turn on Tracking and get help on the next tool you will
use, Place Block.
1. From the Help menu, select Tracking.
Tracking is now enabled. When tracking is on, the Help window displays information about the tool you select.
2. In the Polygons tool box from the Main tool bar, select the Place Block tool.
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MicroStation Basics
2. Select the line you want to delete by pointing at it and pressing (and releasing) the Data button.
The line is bracketed with handles (small squares) to indicate that it is selected. If you selected the wrong element (or didnt select any element), just try again.
3. In the Primary tool bar, select the Delete Element tool.
Rather than selecting the Delete Element tool, you can press the <Del> key to delete the element. If you delete the wrong element, you can undo the mistake.
key. See Using the PC Keyboard in Chapter 2 in the Setup Guide). (That is, while holding down the <Ctrl> key, press the <Z> key.) This is the same as choosing Undo from the Edit menu. <Ctrl-Z> is the keyboard accelerator for that menu item. The line is displayed where it was before it was deleted. You can undo element placement, manipulation, and modification operations. It is possible to undo multiple operations in MicroStation. The first undoable operation is shown as part of the Undo item in the Edit menu. Similarly, the first redoable operation is shown as part of the Redo item in the same menu. When you delete an element, the element remains in the design file even though it is no longer part of the design and you cannot see it.
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MicroStation Basics
shorthand for Point at Utilities in the main menu bar; click the Data button to post the menu; and click the Key-in item.)
When you use the keyboard, the text you type goes into the window that has the input focus. The title bar of the window that has the input focus title is highlighted. If a settings box has the input focus when you want to enter a key-in in the Key-in window, you must first give the Key-in window the input focus. To do this, press <Esc> or click in the Key-in window. The MicroStation key-in language is composed of a hierarchy of English keywords. For example, keying in PLACE CIRCLE CENTER CONSTRAINED selects the Place Circle tool and sets the tools Method to Center; PLACE CIRCLE EDGE CONSTRAINED, the Place Circle tool with Method set to Edge; and DELETE ELEMENT, the Delete Element tool. The key-in used to select each tool is shown in the Users Guide.
A powerful feature of Key-ins is the ability of the MicroStation software to recognize and complete commands. For example, if you key-in ACC and hit the space bar, the rest of ACCUDRAW will be filled in on the text line. You can abbreviate key-ins for example, PLACE CIRCLE CENTER CONSTRAINED can be abbreviated to PLA CI C C and PLACE CIRCLE EDGE CONSTRAINED to PLA CI E C. (You can shorten the key-in by omitting letters at the ends of words as long as the abbreviation is unique, so MicroStation understands which key-in you are abbreviating.) You dont need to use uppercase letters.
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MicroStation Basics
While the key-in area of the Key-in window has the input focus, you can recall previous key-ins by pressing the <> key (up arrow). Another way to recall a previous key-in is to select it in the list box at the bottom of the window. Depending on the context, the instruction, Key in, may mean that text is to be keyed in fields in other windows, such as settings boxes.
The Save Design As dialog box opens. Choosing either Save or save as has the same effect if the active design file is mydesign.dgn.
2. In the Files field, key in a new filename.
The file is saved. The MicroStation windows title bar shows the new filename.
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(type the text and then press <Enter>). The prompt in the status bar reads Place Circle By Center > Identify Center Point.
MicroStation Basics
or In the Key-in window, key in EXIT. or In the Key-in window, key in QUIT. or Press <Alt-F4>. (<Alt> refers to MicroStations logical <Alt> key. See Using the PC Keyboard in Chapter 2 in the Setup Guide.) OR
1. Press <Alt-F> . 2. Press <X>.
<Alt-F> and <X> are mnemonic access characters. For more information about these short-cuts, see Operating menus with the keyboard in Chapter 2 in the Setup Guide.
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MicroStation Fundamentals
This tutorial covers the fundamentals of using view controls to navigate in your designs. It also gives you an idea of the flow of MicroStation. For example, you will see how you can interrupt a drawing tool to use a view control and then return to the drawing tool at the point at which it was interrupted. This tutorial is structured as a series of exercises that are meant to be performed consecutively. You will learn about: Backing up a design file Fitting the active design Windowing areas of the design Zooming and panning Interrupting a drawing tool to use a view control
In each exercise, it is assumed that you have just completed the preceding exercise.
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The backup file off_bak.dgn is created and opened as the active design file. Recall that the MicroStation windows title bar identifies the active design file.
All the sample files supplied with MicroStation, including those used with the Tutorial Workbook are backed up on the delivery media. If you want to start over with one, reinstall the sample files. (If there are any sample files that you do not want overwritten during reinstallation, rename them or move them to another directory.)
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The entire design is fitted in view window 1. Notice that the Fit View view control remains selected.
2. In the center of the design, locate the receptionists desk in the lobby. You will use this location later in this tutorial.
While using the view controls, if you lose the design and find yourself looking at an empty view, use the Fit View view control to locate your drawings.
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MicroStation Fundamentals
When the pointer is precisely over the corner of the window border, it becomes a diagonal double arrow.
2. When the pointer becomes a diagonal double arrow, press (and hold down) the Data button, and drag the corner upward and to the left until the view window occupies only the upper left quadrant of the screen. 3. Re-select the Fit View view control to again display the entire design in view window 1.
The design includes a border and reference lines that extend far beyond the floor plan. There is no need to see these in their entirety in view window 1.
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Window Area view is used to enlarge a part of the design to fill an entire view window.
As you move the pointer, a rectangular box indicating the area to be fit is dynamically displayed.
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Windowing the floor plan (steps 2 and 3)
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3. Position the pointer just below and to the right of the floor plan, and again enter a data point.
The box disappears, and the defined area fills the view (to the extent possible, given the difference between the shape of the area you defined and the shape of the view window).
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MicroStation Fundamentals
2. Position the pointer inside view window 1 just above and to the left of the floor plan. Then press (and release) the Data button to enter a data point there.
The pointer changes to a large X. In the Tool Settings window, Apply to Window is set to (view window) 1.
When you zoom in or out, the point at which you enter the data point becomes the views center. Therefore, the center of the typewriter is displayed at the center of view window 2, and the size of each element displayed in the view is doubled.
3. In the view control bar in the border of view window 2, select the Zoom Out view control (its icon is a sign).
The size of the displayed elements is halved. That is, they are sized as they were before you zoomed out.
4. Again select Zoom Out.
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2. Select the View Next view control, which is located immediately to the right of View Previous in the view control bar.
View window 2 returns to its state prior to use of View Previous. A convenient way to change the part of the design displayed in a view without changing the magnification is to dynamically pan (like zoom, a camera metaphor) in a view.
The dynamic panning procedure does not lend itself to step-bystep description, so it is recommended that you review the next procedure in its entirety before starting to perform it.
The anchor point is a point in the view window, not a point in the design. It is not displayed.
3. While keeping the Data button depressed, drag the pointer a short distance directly to the right of the anchor point.
The design begins to pan (shift) in the direction you dragged the pointer. The farther you drag the pointer from the anchor point, the faster the panning occurs. You also control the direction of the panning by dragging the pointer. Imagine an arrow starting at the anchor point and ending wherever you drag the pointer. Panning follows the direction of the imaginary arrow, and the panning speed increases with the length of the imaginary arrow. Panning stops when you release the Data button.
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MicroStation Fundamentals
View window 2 returns to its state prior to the last zoom operation.
The I-beam is gray and is located at the intersection of the two dashed, green lines just inside the corner of the floor plan. (If you cannot see the I-beam, use the Zoom Out view control to increase the portion of the design visible in view window 2. When you find the I-beam, use the Zoom In view control to increase the magnification again and to display the I-beam in the center of the view window.)
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4. Move the pointer around in both view windows without pressing the Data button.
As you move the pointer, MicroStation dynamically displays a line from the I-beam to the pointer location. However, if you position the pointer directly over a view windows resize border, the line no longer displays and the pointer becomes a double arrow. Even though the Place Line tool is selected, you can resize view windows, change settings, and use the view controls.
While the Window Area view control is selected, the title of the Tool Settings window is Window Area.
2. Reset. (Recall the Reset button is the right mouse button.)
The Window Area view control is de-selected, and the Place Line tool is reselected. The tools settings are again shown in
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MicroStation Fundamentals
much like the View Previous. The line disappears, and the message in the status bar reads Place Line > <Place Line> Undone.
In the remaining tutorials, zooming and panning are not specifically described within exercises or procedures. It is assumed that you will zoom and pan as needed.
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In each exercise, it is assumed that you have just completed the preceding exercise.
If you have trouble If you have trouble when you are going through the lesson, doing one of the following usually helps:
Reset, by pressing the Reset button. This is most useful when you have trouble using a tool. Undo, by choosing Undo from the Edit menu, or by clicking the Undo icon in the Standard tool bar below the main menu bar. This is most helpful after you finish using a tool and realize that you have made a mistake. Remember, MicroStation lets you undo more than just the last operation. Undo a change made with a view control by choosing the View Previous view control, located on the view control bar in the bottom border of each view window. This is helpful if you use a view control to zoom out or window an area and lose your bearings. NOT RESET OR ENTER A DATA POINT UNTIL YOU ARE W DO TOLD TO DO SO.
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A clock face appears. Each hour represents 30 of an arc, with a half hour representing 15 of an arc.
2. Activate AccuDraw. 3. Select the Place Smartline tool. 4. Snap to the center of the clock hands and enter a data point. 5. Move your pointer toward the III.
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This location is 45 from the intersection of the clock hands. This represents the crossover point for the input focus. Depending on where your pointer is located, the focus will be on X or Y.
AccuDraws input focus set to the Y field at the 45 crossover point. Notice that a slight movement of your pointer toward the II will index the pointer to the X field and vice versa as you move back toward the I.
9. Try moving the pointer around to various parts of the clock face.
Can you predict where the focus will go as you move the pointer around the screen?
10. Press Reset. 11. Deactivate AccuDraw by double clicking the window control button in the upper left corner of the AccuDraw window.
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Make sure that the pointer remains close to the X axis so that a horizontal line is placed.
8. Reset. 9. Repeat steps 3 through 7 three times to create the remaining compass directions.
Make sure that, after you accept the tentative point, you move the pointer in the direction of the line you are placing.
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Placing line 1 by snapping to the compass center and using AccuDraw to enter the X coordinate value. Placing lines 2, 3 and 4 by snapping to the compass center and using AccuDraws index function to place X and Y coordinate values.
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AccuDraws appearance has changed. It now displays its Polar coordinate system (distance and angle values) instead of its Rectangular coordinate system (X and Y values). When placing a circle it does not matter which coordinate system is in use because the value you key into AccuDraw determines the radius value of the circle.
4. Enter 1.00 in the Distance field of the AccuDraw window and press <Enter>. 5. Move the pointer about the screen.
Notice that the Distance field remains constant but the Angle field changes.
6. Enter a data point, and then reset. 7. Repeat steps 2 through 6, using a radius value of 1.75 for the outer circle.
Placing the compass circles using AccuDraw to input the radius value. Note that the second data point is placed at different locations for the two circles.
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Pressing the <spacebar> shifts between AccuDraws Polar and Rectangular coordinate modes.
5. Move the pointer away from the center of the compass toward the North East and enter 45 for the Angle. 6. Place a data point to place the new compass point, and then reset.
Copying the diamond compass point using mirror about a line and AccuDraw.
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not enter data points in this exercise until you are instructed W Do to do so.
4. Verify that AccuDraw is using its Polar coordinate mode. 5. Press the <O> key to place the origin at this point. 6. Enter 1.50 in the Distance field and 90 in the Angle field of the AccuDraw window. 7. Enter a data point to accept this location.
8. Return to the Text window and replace the N with a W. 9. Press the <Esc> key to return the focus to AccuDraw. 10. Move the pointer to the West. 11. Press the <spacebar> to switch to the Rectangular coordinate mode. 12. Enter 1.5 for both the X and Y values.
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14. Return to the Text window and replace the W with an S. 15. Press the <Esc> key to return the focus to AccuDraw. 16. Move the pointer to the South. 17. Enter 1.5 for both the X and Y values. 18. Enter a data point to accept this location. 19. Reset.
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Note what has happened to the AccuDraw compass. It now rotates about the selected origin point to follow the pointer movements.
6. Snap to endpoint of the North marker line.
Snap here
Snapping to the North marker line.
Note how the axes of the AccuDraw compass are aligned now. The point location just entered established the X axis of AccuDraws drawing plane.
8. Move the pointer back toward the compass needle. 9. Enter 0.25 in the X field of the AccuDraw window and press <Enter>.
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Notice that the Y value sets to 0.0000 as you move along the index line.
12. Enter 0.25 in the X field of the AccuDraw window and press <Enter>. 13. Accept with a data point. 14. Press the <R> key, and then the <Q> key. 15. Snap to endpoint of the East marker line.
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3-12
Modifying a Design
In this tutorial, you will use MicroStations basic features for drawing 2D designs. After you create and open a new design file, you will see how easily MicroStations line styles, tentative points, and cells let you draw a simple architectural plan. This tutorial is structured as a series of exercises that are meant to be performed consecutively. You will learn about: Modifying a design using multi-lines and a custom line style
In each exercise, it is assumed that you have just completed the preceding exercise.
If you have trouble If you have trouble when going through the lesson, doing one of the following usually helps:
Reset by pressing the Reset button. This is most helpful when you have trouble using a tool. Undo by choosing Undo from the Edit menu. This is most helpful after you finish using a tool and realize youve made a mistake. Remember MicroStation lets you undo more than just the last operation. Undo a change made with a view control by clicking on the View Previous tool located on the bottom of each view window. This is helpful if you use a view control to zoom in or out of an area and lose your bearings.
4-1
The Open Design File dialog box opens. The active design file is automatically selected in the Files list box, which has the input focus.
2. Select the \Workspace\projects\tutorials\intro\dgn directory. 3. Press <R>.
This design file contains only part of an architectural design. You can fit the entire design into one view at a reasonable magnification. The filled orange multi-lines in view window 1 represent the exterior wall of the building that will not be changed.
4-2
The multi-line that runs along the bottom of the design is to be cut from this point to a point further to the left.
7. Key in 18:11,9:0 and press <Enter>.
View window 3 opens and displays the magnified left end of the orange multi-line near the upper right corner of view window 1. The View Attribute Fill is on in view window 1, but not in view window 3.
2. From the Settings menu, choose Manage.
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Modifying a Design
The multi-line defined as the Partition component becomes the active multi-line style and the Place Multi-line tool is selected. The prompt in the status bar is Enter first point.
5. In view window 3, snap a tentative point to the lower end of the vertical line at the left end of the multi-line. 6. Enter a data point to accept the tentative point.
One end of the multi-line is placed. The multi-line dynamically displays from that point to the pointer.
7. Use the Zoom In view control to display in view window 1 a magnified view of the left end of the multi-line directly below the filled multi-line in view window 3. 8. Reset to deselect the Zoom In view control. 9. In view window 1, snap a tentative point on the end of the dashed, blue line that runs along the center of the multi-line. 10. Enter a data point to accept the tentative point.
The first partition is placed. Another multi-line segment dynamically displays from the end of this segment to the pointer. Do not Reset.
11. In the Window menus Open/Close sub-menu, turn off view 3. 12. Use the Fit View view control to fit view 1. 13. Enter a Reset to return to the placement of the multi-line.
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The Data Point Keyin settings box opens. The <P> shortcut is used for a single data point key-in.
3. From the option menu choose Absolute (xy=). 4. In the field, key in 6:10,9:0 and press <Enter>.
The Data Point Keyin settings box closes and another multiline segment is placed. The lines length is constrained by the 9:0 (Y-axis measurement)
5. With focus now in the AccuDraw Tool Settings window, change the AccuDraw window options from X and Y to Distance and Angle by pressing <spacebar>.
If Distance and Angle are already set, pressing <spacebar> changes the options back to X and Y.
6. Position the multi-line toward the top of the screen.
The third and final partition is placed. The partitions length is constrained by the Distance field key-in of 16.
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Modifying a Design
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4-7
Modifying a Design
4-8
In each exercise, it is assumed that you have just completed the preceding exercise.
5-1
The Cell Library settings box opens. The name and path of the attached cell library are shown in the title bar.
An image of the cell is displayed to the right in the Cell Library settings box. The cell comprises a door frame, an open door, and the swing.
3. In the Active Cells section below the list box, click the Placement button.
The name of the selected cell is displayed to the right of the Placement button.
4. Close the Cell Library settings box or drag it out of the way.
In the Place Active Cell tool settings box, DR30RH is the active cell. As you move the pointer about the screen, the cell is dynamically displayed. The cells origin, the point used to position the cell in the design, is at the pointer.
5-2
Large cross hairs display at the corner and the cell is displayed with its origin there. Do not accept the tentative point; it is for reference.
8. Press the <O> key to locate the drawing plane origin at the tentative point location. 9. In the AccuDraw windows Distance field, key in 0:6. 10. Position the cell origin on the drawing plane x-axis. 11. Enter the data point.
12. Reset.
The door cell is placed at an offset of six inches (12 foot) to the right.
5-3
7. Reopen the AccuDraw window (if necessary), by selecting the Start AccuDraw tool in the Primary tool bar.
4. Snap a tentative point to the multi-line segment (between the sides of the door). 5. Enter a data point to accept.
The multi-line is cut at the left edge of the door frame, and the cut displays dynamically along the multi-line to the x-axis position of the pointer.
6. If necessary, use the Zoom Out view control to include the entire door cell in view window 3. 7. Snap a tentative point to the right end of the door frame.
You will know that you have snapped to the door frame when the door frame highlights. If part of the multi-line highlights, try again.
8. Accept the tentative point to end the cut.
Snapping to the right door frame to end the cutting in steps 7 and 8.
Once the action is complete, the Snap mode returns to Keypoint my default.
5-4
As you move the pointer about the screen, an arc and a second radius line are displayed.
2. Use the Zoom In view control to display a magnified view of the right end of the opposing exterior wall in view window 3.
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4 5
In the cell library attached to this design file, there are cells that represent office furnishings. Now that you have completed this lesson, for more practice placing cells, select other cells as the Active Cell and place them in the office to furnish it.
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In the Views column, the list box entry for the FURNITURE level indicates its elements are displayed in all views except view window 1.
4. Click the Active button.
This designates the FURNITURE level the Active Level. The Active Level is the level on which new elements are placed the level in this particular design on which it is logical to place furniture cells. Because the Active Level, by definition, is on (displayed) in all views, you can now see the elements on the FURNITURE level displayed in view window 1. Furniture is already laid out in the office to the left of the new partition.
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6. Browse through the cells in the cell library by selecting cell names in the list box. 7. When you find a piece of furniture to place in the office, click the Placement button while that cell is selected. 8. From the Main tool bar, select the Place Active Cell tool. 9. Position the cell in view window 1 and place it by entering a data point. 10. Repeat steps 6 through 9 until the office is furnished to your satisfaction.
5-8
In each exercise, it is assumed that you have just completed the preceding exercise.
If you have trouble If you have trouble when going through the lesson, doing one of the following usually helps:
Reset, by pressing the Reset button. This is most helpful when you have trouble using a tool. Undo, by choosing Undo from the Edit menu. This is most helpful after you finish using a tool and realize youve made a mistake. Remember MicroStation lets you undo more than just the last operation. Undo a change made with a view control by clicking on the View Previous tool from the View Control bar along the bottom of each view window. This is helpful if you use a view control to zoom or window an area and lose your bearings.
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6-2
7. Key in architectural border in the Description field. 8. In the Saved Views list box, select the saved view Border.
The saved view in bordera.dgn is attached for reference to the active design at a scale of 1:1. That is, something one master unit long in the reference file appears one master unit long in the active design file. At this scale, the border is too small to contain the office design.
6-3
The reference file bordera.dgn is already selected in the Reference Files settings box, so you are not prompted to identify a reference file. The Scale Reference File dialog box opens.
3. In the left field, key in 8 and press <Enter>.
As you move the pointer, a rectangle representing the scaled reference file saved view dynamically displays.
4. Position the rectangle around the office design.
Now eight master units in the active design file are the same length as one master unit in the reference file. The reference file appears eight times larger. However, the office design is not yet properly centered in the border.
6-4
As you move the pointer, a rectangle representing the reference file saved view is dynamically displayed.
3. Enter a data point in the middle of the office design to position the origin.
The reference file is moved the same distance and direction as the origin.
4. If you are not satisfied with the location of the border, repeat steps 1 through 3.
The design is in 3D, but the 2D drawing principles you have learned are sufficient for you to complete the lesson with ease.
2. From the File menu, choose Reference.
6-5
Note the revision balloon. The mechanical group has moved the left pump, and the pump is no longer connected to your piping.
6. Open view window 6 to take a look at the change from a different perspective, then close that view.
This situation is typical of concurrent design projects. Changes to a design made by one designer often affect parts of the design for which others designers are responsible. Reference files make these situations easier to manage. Here you do not need to copy the pumproom.dgn design file work into your design file because you have attached it as a reference file.
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3. In the Fence tool box, select the Manipulate Fence Contents tool.
4. In the Manipulate Fence Contents settings box, choose Stretch from the Operation option menu. 5. Enter a data point on any grid point to define the origin for the move.
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You will use the Manipulate Fence Contents tool to move the fence three feet (three grid points) to the right. The grid is useful here because the design is aligned on the grid and Grid Lock is on.
The piping stretches and connects to the pump on both sides, updating the design. The pump is not affected because it is in the reference file.
7. To better see the results, select the Place Fence tool to remove the fence and then use the Update View view control to update the view.
Connected piping.
The other designers on the team are now able to attach the design file changes. See for yourself:
When the view updates, you can see that the pump and piping are reconnected. All these design files can be attached as reference files from any system in the network, be it a personal computer, workstation, or VAX.
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Working in 3D
In this chapter you will be introduced to the 3D capabilities of MicroStation.
Prerequisites
In addition to the prerequisites listed in Your First MicroStation Session on page 1-1, before you begin this chapter, you should be able to do the following: Understand and use the 2D concepts presented in the Users Guide, Chapters 1 through 9. Read and understand the 3D concepts presented in the Users Guide, Chapter 10. Use AccuDraw in 2D. Complete many sequences of steps, making sure that you are accurately entering the settings listed. This chapter starts with a short series of exercises designed to introduce key 3D features of MicroStation. Following this, an extended set of exercises are presented stepping you through the process of creating several 3D models using a variety of 3D tools and techniques. Finally, there are a series of tutorials stepping you through the various 3D visualization techniques. In all the exercises, you must be very careful to use the exact settings, plane orientations, and distances provided so that you can accurately complete the 3D models. In these exercises it is assumed that window scroll bars are turned on.
7-1
Getting started in 3D
A check mark next to the Scroll Bars item indicates that they are on already. Selecting them again will toggle them off.
Getting started in 3D
In this exercise you will create a 3D design and place some elements in standard 3D views. You will discover why these elements look different in the various views.
The Create Design File dialog box closes, and the new design files name appears in the name field (with the default .dgn extension).
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Getting started in 3D
8. Click the OK button.
The MicroStation Manager dialog box closes and the newly created design file is opened, displaying a model of a cube.
A new 3D file.
Notice that four viewing windows are open, showing the cube from various directions Top, Isometric, Front, and Right. Each view is displaying the same model, but from different viewing locations.
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Working in 3D
Getting started in 3D
5. Check that Rotation is set to View, and Type is set to Rectangular. 6. If necessary, in the Operation section, turn on Floating Origin, Context Sensitivity, and Smart Key-ins leaving Auto Point Placement turned off. 7. Close the AccuDraw Settings box. 8. From the File menu, choose Save Settings.
To provide a starting position for the exercise, you will now place an active point at the global origin of the design file.
This will make the active point more visible on the screen.
2. In the Main tool bars Points tool box, select the Place Active Point tool. 3. In the Primary tool bar, click the Start AccuDraw icon. 4. In any view, enter a tentative point (anywhere in the view). 5. Type <P> to open AccuDraws Data Point Key-in box. 6. If necessary, set the Data Point option menu to Absolute (xy=) 7. In the input field, key in 0 <Enter> (that is, the number 0, followed by the Enter key).
The active point is placed at the design files Global Origin, xy=0,0,0.
8. Use the Fit View view control to fit each view.
You can use the alternate key-in XY= via the Key-in window to place an element at an exact place in the design cube. For the first part of the exercise, you will place the word Top in the Top view.
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Getting started in 3D
5. Check that Method is set to By Origin, in the Tool Settings window. 6. Set Justification to Left Bottom. 7. In the Text Editor, type Top. 8. In the Top view, snap to the active point. 9. Accept to place the text. 10. Enter a Reset to clear the Text Editor. 11. Use the Fit View view control to fit each view.
Examining the word Top in the design In the previous procedure, the text was placed in a Top view. The text was placed parallel to the view or screen, which, in a Top view, is aligned with the xy plane of the Design Cube.
In a 3D design file, the orientation of an element can be aligned with any view. With AccuDraws Rotation set to View, elements
7-5
Working in 3D
Getting started in 3D
are placed parallel to the view being used to place them. For example, with the text that you just placed: In the Top view (where it was placed), the text looks normal. In the Front view, the text appears to be a line. In a Front view you look along the xy plane, in the y-direction. Imagine a sheet of transparent paper, with text on it. If you looked at this sheet of paper, along its plane from the bottom edge, text would appear as lines. In the Right view, the three letters are one behind the other and again appear as a line. You are again looking along the xy plane, but this time in the x-direction. In the Isometric view, the text is skewed but is still legible. In an Isometric view, none of the planes of the other Standard views is parallel to the screen.
The word Front appears as a line in both the Top View and the Right View. It appears normally in the Front View in which it was placed.
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Getting started in 3D
8. Close the Text Editor window.
Your screen should look like the figure below. All views display the same words but from different directions.
Because text is 2D, it appears as lines when viewed edge-on. The four views are set up with different viewing directions, looking at the same elements in the design. That is, simultaneously you can see the three words from different directions. Words that are not seen clearly from one direction are clearly visible when viewed from another direction. In the Isometric view all three words are both visible and legible. Be sure that you understand the above. It is important to understand what is being displayed on your screen, and why.
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Working in 3D
This is just one feature of AccuDraw and 3D, that it can align its drawing plane (compass) with the currently selected view. Now you will learn about other features of AccuDraw that will assist you in your 3D work.
The text disappears, leaving the active point displayed in each view.
3. Make the Active Color Cyan (7). 4. From the Settings menu, choose AccuDraw.
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The AccuDraw Settings box closes. With the AccuDraw Coordinate System Rotation set to Top, it will not matter which view is used, the element will be placed as though in a Top View.
Notice that the AccuDraw compass is rotated, as is the text. They are aligned with the Top View.
4. Accept to place the text. 5. Reset to clear the Text Editor.
Notice that the word Front is in the same plane as the word Top, placed previously. This is because AccuDraws rotation is set to Top.
5. Type <F> (the letter F on the keyboard).
Notice that the AccuDraw compass and the text now rotate to a Front View orientation.
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View orientation
Working in 3D
Using AccuDraw in this way you can work in a pictorial view, such as the Isometric View, but still constrain the orientation of elements to that of the Top View. Similarly, you can constrain elements to the orientation of the Front or (right) Side views. The orientation of the AccuDraw drawing plane can be set in the AccuDraw Settings box, as you did in the previous exercise. A more convenient method, however, is to use AccuDraw Shortcuts to change the orientation. This can be done interactively, as the following exercise demonstrates.
Similarly, you can place text rotated to the Right View orientation using the S AccuDraw Shortcut. Try this for yourself, following the same procedure as above, but typing <S> instead of <F>.
AccuDraw Shortcuts
As in the preceding exercise, many of the following procedures refer to typing in a single character to change the orientation of the AccuDraw drawing plane. Also, you can select these settings from the AccuDraw Shortcuts menu. This menu is accessible from the AccuDraw Settings box, by clicking Shortcut Key-ins.
This second point is the diagonally opposite vertex of an imaginary cube whose origin is at the global origin. When you
7-10
In this case, each orthogonal view, when Fitted, displays the same volume the volume between the two active points. This is useful when you start a 3D model. Simply place two active points so that a Fit includes the entire volume in which you will work. Then, as elements are placed, they appear in each orthogonal view, saving you having to fit after each one.
7-11
Working in 3D
Planar elements, like the text you placed earlier, are affected by the view used to place them, or by the AccuDraw drawing plane setting.
Occasionally, you may need to fit the Isometric view to display all of the elements. The Isometric view is inclined to the screen so parts of the imaginary cube may not be in its view volume.
Examining the elements just placed Planar elements placed in one orthogonal view appear as lines in the other orthogonal views. They are flat, 2D surfaces that appear as lines when viewed edge-on. When placed with data points, and with AccuDraws rotation set to View, their orientation is parallel to the screen in the view in which they were placed. In the Isometric view, all shapes are at least partially visible, which makes it useful for seeing the model as you create it.
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If AccuDraw is not active, planar elements placed with data points take the orientation of the view being used. That is, they are placed parallel to the view, or screen. This is the same as having AccuDraws rotation set to View.
Notice that the yellow rectangle, though skewed, is at least visible in all other views. This shows again that the Isometric view does not align with the other standard (orthogonal) views.
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Working in 3D
The 3D View Control tool box opens. Tools in the 3D View Control tool box, let you specify which part of the design file appears in each view. Also, you can specify at what depth, in each view, data points are placed by default.
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Looking at the Front and Right views, notice that both elements have been placed midway between the two active points. When you Fitted the views, you specified that the Active Depth be centered. That is, the active depth was set at the center of the views depth, which is midway between the displayed points.
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Working in 3D
After placing the block and the circle in the Top View.
In the status bar, the message View 1: Active Depth=500.0000 appears. You know that the two active points are placed at depths of 0 and 1000. Therefore, 500 is exactly midway. Now, change the active depth and place another element.
Graphics appear in the Isometric View, displaying part of the viewing volume of the Top View, plus its Active Depth plane, which is at the same level as the red block and green circle.
The Isometric View, displaying the Top Views viewing volume and Active Depth Plane.
3. Move the pointer in any view and notice that the Active Depth plane moves with the pointer. The graphics may not be readily visible in the other views, but the Isometric View displays them clearly. 4. In any view, snap to the upper active point. 5. Accept to set the Active Depth at that point. 6. Set the Active Color to Yellow(4).
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Looking at these new elements You can see, in the Front and Right views, that the yellow block and circle lie in the plane of the upper active point. This is the Active Depth plane that you defined prior to placing those elements. Working in 3D
In the Top view, all of the elements appear to be together. In the Front and Right views, however, it is obvious that the yellow elements, just drawn, are on a different plane.
Snapping to existing elements In the preceding exercises, you placed the various elements with data points. That is, you did not snap to existing elements in the design. The Active Depth value is a default depth at which elements are placed. If you snap to an existing element in the design then the Active Depth value is ignored, and the depth of the snap point is used. This feature will be used in later exercises.
If you know the required Active Depth, you can use the AZ= key in via the Key-in window (available from the Utilities menu). For example, to set a views Active Depth to 500, key in AZ=500 and select the view. You cannot set the Active Depth outside the views Display Depth specifying a value in front of the front clipping plane or behind the back clipping plane sets the Active Depth to the front or back clipping plane, respectively, and causes Active Depth set to Display Depth to display in the Status bar.
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Dynamics in each view display the Top views volume. The pointer controls the location of the views front clipping plane (the one nearest you in the Top View).
3. In the Front or Right view, enter a data point between the two groups of elements to define the front clipping plane.
The pointer now controls the back clipping plane for the selected view.
4. In the Front or Right view, enter a data point below the lower group of (red and green) elements to define the back clipping plane.
Setting the Display Depth: Identify the view (1) and then define the front and back clipping planes (2 and 3).
The Top view updates with only the red and green elements (those on the lower plane) visible. Because the yellow
7-18
5. Use the Zoom Out view control to zoom out the Front View (once). 6. Repeat steps 24, this time setting the front clipping plane above the yellow elements, and the back clipping plane between the two groups (use the zoomed out Front View to set the upper limit).
When you know the range required for Display Depth, you can use the alternate key-in DP= via the Key-in window. For example, to set the Display Depth between 200 and 300, key in DP=200,300 and select the view. While any view can be used to set the Active Depth or Display Depth, it is most convenient to use an orthogonal view. Dynamics associated with the Set Active Depth and Set Display Depth view controls are affected by the view volume. Whether or not these dynamics appear on screen, the tools still function normally. If necessary, increase a views Display Depth or Window Area to make the dynamics visible. Using the procedures demonstrated in the preceding exercise, you can change the Active Depth and Display Depth in any view. Also, you can check the Display Depth, and the Active Depth of any view, with the Show Display Depth, and Show Active Depth view controls. In each case, the values appear in the Status bar.
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Working in 3D
The Top view updates with only the yellow elements plus the upper active point visible. In this case, the red and green elements are behind the back clipping plane and are not displayed.
Viewing a 3D design
Viewing a 3D design
In this exercise, you will learn how to view a 3D design from any location, looking in any direction. You will learn how the View Rotation settings box, along with the Set Display Depth view control, lets you view various items of your design in isolation. In preparation, start MicroStation and open vwlesson.dgn. This design file is shipped in MicroStations \Workspace\projects\tutorials\intro\dgn directory.
This design is saved with views 1 to 4 open, displaying the model from the Top, Front, Right, and Isometric views. You are not restricted to these, or other, standard views the Rotate View view control and the View Rotation settings box let you rotate views to any orientation. Whereas the Window Area tool lets you specify an area of interest, the Set Display Depth view controls let you specify the depth that is displayed in each view.
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Viewing a 3D design
Display Depth
By default, 3D views usually are set to display as wireframe views. This lets you see through elements, which is useful because you can see elements that are behind others. However, particularly in a complex design, it can be hard to see what you want to work on in a wireframe view that displays the entire model. To view a limited part of the model, you can use the Set Display Depth view control.
Set the Display Depth in the Top view to isolate the blue
tanks
1. In the 3D View Control tool box, select the Set Display Depth view control. 2. Enter a data point in the Top View. 3. In the Front or Right view, enter a data point above the model, to set the front clipping plane. 4. In the Front or Right view, enter a second data point just below the upper floor, so the blue tanks are included.
The Top View updates with the new Display Depth. The blue tanks are clearly visible. Elements located below the tanks no longer confuse the view.
Setting the display depth in the Top View. Identify the view (1) and then the Front and Back clipping planes (2 and 3).
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Working in 3D
Viewing a 3D design
4. In the Top View, enter a second data point above the blue tanks to set the Front Views back clipping plane.
The Front View updates with the new Display Depth. Again, the blue tanks now are clearly visible.
Front view with new Display Depth. Setting the display depth in the Front View Identify the view (1) and then the Front and Back clipping planes (2 and 3).
Display Depth setting and the view control tools When you use the Zoom In, Zoom Out, or Window Area view controls, no change is made to the display depth of a view. Similarly, if you use the Fit View view control, with Expand Clipping Planes turned off, the display depth remains unchanged. That is, the view is expanded to fit all displayable elements within the current front and back clipping planes. When Expand Clipping Planes is turned on, the Fit View view control also expands the front and back clipping planes to fit all displayable elements. By default, the Fit View view control has Expand Clipping Planes turned on.
The Top and Front views magnified (without change to display depth).
3. In the Top View, use the Fit View view control to fit the view.
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Viewing a 3D design
With the setting Expand Clipping Planes turned on, the complete model is displayed.
4. In the tool settings, turn off Expand Clipping Planes. 5. In the Front View, use the Fit View view control to fit the view.
The view is fitted, but the front and back clipping planes are not adjusted.
6. In the tool settings, turn on Expand Clipping Planes. 7. Enter a data point in the Front View, or select the Fit View view control.
The view is fitted, with the front and back clipping planes adjusted to display the entire model.
Result of fitting the Front View with Expand Clipping Planes turned off (left) and on (right).
Rotated views and display depth As well as working with standard views, you can set the Display Depth in rotated (non-standard) views. Views may be rotated graphically with the Rotate View view control, or with precision via the View Rotation settings box. Here, you will use the precision controls to rotate the view 45.
The cube graphic in the settings box updates to reflect the current orientation of the selected view and Front appears in the Std. option menu.
3. In the Step field, enter 45. 4. From the Axis option menu, choose View. 5. Click (once) on the plus (+) arrow for the y-axis.
MicroStation/J Tutorial Workbook
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Working in 3D
Viewing a 3D design
The cube graphic updates, showing the new orientation.
View Rotation Settings box, set to rotate View 3 by 45 about the views Y axis.
View 3 is rotated to the orientation just defined in the View Rotation settings box.
7. Close the View Rotation settings box. 8. Use the Fit View view control to fit View 3.
The viewing volume of the selected view is indicated, where possible, in the other views.
3. In the Top View, use the Window Area view control to magnify the blue tanks.
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On selecting the back clipping plane, view 3 updates to display the defined volume.
Setting the display depth in the rotated view Identify the view (1) and then the Front and Back clipping planes (2 and 3).
When using the Set Display Depth tool, sometimes the other views do not display its dynamics because their view volume does not encompass the volume of the view being manipulated. This can be remedied by increasing the window area and/or the Display Depth of the other views.
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Working in 3D
In addition to the View Rotation settings box and Display Depth tool, the Camera also changes the Display Depth.
For this model, you will first create the underlying solids, two slabs and a cylinder, and then a shape from which the strengthening rib will be constructed. The holes will be cut next followed by the rounding on the edges.
In these following exercises, unless specified otherwise, the AccuDraw compass mode referred to is rectangular. You can press <Space> to toggle between Rectangular and Polar mode.
This design file has view 1 to 4 open. They are Top, Isometric, Front, and Right views respectively.
2. Make level 2 the Active Level. 3. Turn off all other levels in all views.
Tool boxes containing the 3D SmartSolids modeling tools are located in the 3D Main tool box.
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Right Column
3D Construct tool box 3D Utility tool box
For the purposes of this exercise, Master Units are assumed to be millimeters. First, you will place two Active Points so that a fit will display the volume in which the model will be constructed. For the exercise, these will save you having to fit views after each element is placed.
The active point is placed at the design files Global Origin, xy=0,0,0.
7. Type <P> to open AccuDraws Data Point Key-in box. 8. In the input field, key in 65,65,65 <Enter>.
To begin, you will place two slabs and a cylinder, which will form the basic solids from which the finished model will be constructed.
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Working in 3D
This constrains the slab to the design file coordinates, with the slabs height aligned with the Z axis of the design file.
7. Turn on Orthogonal. 8. Turn on Length and Width and, in the respective fields, key in 34. 9. Turn on Height and, in its field, key in 14.
Sets the start point of the slab at coordinates x=15, y=15, z=20. This is an alternative key-in method to that used with AccuDraws Data Point Key-in box. In general, you will find that AccuDraw provides quicker data point input to that of the straight key-ins.
2. In the Top View, enter a data point anywhere along the right side of the view.
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Where a number of identical slabs are to be placed, the foregoing method is fine. Having defined the Length Width and Height, you can place any number of these identical slabs. The same applies where only one, or even two of the dimensions, changes. For one-off slabs such as this, however, there is a more efficient method in which you use AccuDraw.
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Working in 3D
In the Place Slab tool settings, the Axis setting is Points (AccuDraw).
2. Key in P.
AccuDraws compass appears at 15,15,20 in the view where the pointer is located.
4. Type <T> to align AccuDraws drawing plane with the Top View. 5. In the Isometric View, move the pointer in AccuDraws positive X direction (the direction of the red tick on the compass). 6. With the pointer indexed to AccuDraws X direction, key in 34 and enter a data point.
With the pointer indexed to AccuDraws X direction, input focus is on AccuDraws X input field.
7. Still in the Isometric View, move the pointer up and to the left until AccuDraws previous distance lock indicator displays, and enter a data point.
Because both length and width are the same, the previous distance lock saves you keying in the value.
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To construct this slab you will use another of AccuDraws features, the Origin key-in <O>. This is used to set AccuDraws origin at the tentative snap point. As you will see, you will snap to the center of the existing slab, and place the first point of the new slab relative to this point.
1. If necessary, reselect the Place Slab tool. 2. In the Isometric View, snap a tentative point to the midpoint of the upper front edge of the slab, as shown do not enter a data point!
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Working in 3D
Next you will place a second slab abutting the first, with their top faces adjacent. This second slab is 60mm long, 3mm wide, and 28mm deep, and located symmetrically about the center line of the first slab.
6. Move the pointer in AccuDraws positive X direction 7. With the pointer indexed to AccuDraws positive X direction, key in 60 and enter a data point. 8. Move the pointer to the right, key in 3 and enter a data point. 9. Move the pointer downward, key in 28 and enter a data point.
To complete this part of the exercise, you will place a cylinder at the rear of the first slab. Again, you will use AccuDraw to input the dimensions interactively.
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To complete the basic building blocks of this model, you will now place a shape that will form the template for the strengthening rib. AccuDraw will be used, in the Isometric View, to place the shape.
1. In the Main tool boxs, Polygons tool box, select the Place Shape tool. 2. In the Isometric View, snap to the center of the rear upper edge of the first slab and accept with a data point.
AccuDraws compass appears at the snap point, still aligned with the Top View (if not, type <T> to align it correctly).
3. Move the pointer toward the front of the slab, indexed to the negative Y direction (opposite the green tick on the compass).
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Working in 3D
Snap to the center of the rear top edge of the first slab for the first point (1). With the pointer indexed to AccuDraws negative Y direction, key in 25 and enter a data point (2).
5. Type <S> to realign AccuDraws compass to the Side View. 6. Move the pointer upward, indexed to AccuDraws positive Y direction (in line with the green tick). 7. With the pointer indexed to AccuDraw positive Y, key in 20 but do not enter a data point. 8. Move the pointer to the left, until AccuDraws previous distance lock indicator displays and enter a data point.
Because you did not enter a data point after the 20 key-in, AccuDraw still retains the previous distance (25).
Locating the 3rd data point: Left: Move the pointer upward indexed to AccuDraws Y direction and key in 20. Right. Move the pointer to the left until the previous distance lock indicator appears and enter a data point (3).
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Snap to the center of the upper rear edge of the slab to complete the shape.
2. In the tool settings, Turn on Add To Both Sides. 3. Turn on Thickness and, in its field, key in 1.5.
The rib is to be a total of 3 mm thick, so you will thicken it 1.5 mm each side.
4. In any view, identify the ribs triangular shape.
The shape is highlighted. Simultaneously, dynamic arrows display in all views to show the direction and extent of the thickening.
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The 3D Construct tool box is located at top right of the 3D Main tool box. The Thicken to Solid tool is located at the far right of the 3D Construct tool box.
Working in 3D
With the template for the rib in place, you will now convert it to a solid, using the Thicken to Solid tool. Another tool, Extrude, could also be used to create a solid from the shape. The advantage of the Thicken to Solid tool, in this instance, is that it lets you thicken both sides of the surface. The Extrude tool thickens in one direction only, which would result in you having to reposition the solid, to center it.
You now have the basics of the model. Currently, it consists of 4 individual solids. Using tools from the 3D Modify tool box, you will now consolidate the separate solids into a single unit, and then add the finishing touches. Again, with the aid of AccuDraw, you can work entirely in the Isometric View.
First, using the Construct Union tool, you will consolidate the individual solids.
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Uniting the two slabs. Left: Identify both slabs (1 and 2). Right: Accept to create the union (3).
You can use this method to unite two or more solids, by individually selecting the elements. Alternatively, you can use the Element Selection tool to first select the elements in one step, as shown below.
1. In the Main tool box, select the Element Selection tool. 2. Place a selection fence to envelope all elements of the model.
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Working in 3D
Left: Use the Element Selection tool to select all elements to be united (1 and 2). Right: Select the Construct Union tool to effect the union.
With the model in its raw state, you can now start to add the finishing touches. First, you will chamfer the rear edges of the main body, back to the cylindrical section. To determine the dimensions of the chamfer, you can use the Measure Distance tool. The distances should be 8mm and 34mm, as shown.
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The selected edge highlights. Notice also, that as you move the pointer over the model, the various edges highlight to show you which edge would be selected with a data point.
6. Away from the model, to avoid selecting another edge, accept with a data point.
Left: Identify the edge to chamfer (1). Right: Accept to chamfer the edge (2).
To construct the second chamfer, the dimensions will be the same, but reversed. Rather than reverse the Distance 1 and 2 values, you can simply turn on Flip Direction.
Values for Distance 1 and 2 are retained from the previous operation.
2. Turn on Flip Direction. 3. Identify the rear right edge.
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Working in 3D
Left: Identify the rear right edge (1). Right: Accept (2) to complete the chamfer.
Two more chamfers are required on the lower left and right edges at the front of the bracket. Dimensions for both these chamfers are 8mm in the vertical direction and 20mm in the horizontal direction.
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Accept, away from the model (3), to complete the two chamfers.
Before adding rounding to the various edges, 3 holes will be cut in the bracket. A hole partway through the cylindrical lug, and two attachment holes through the front face of the bracket. To cut a hole in a solid, you first create a cutting profile. For this model, all cutting profiles will be circles. Again, working in the Isometric View, AccuDraw will be used to place the circles at the correct orientation and location.
This locks the pointer at the correct location for the holes center.
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Working in 3D
A similar procedure could be used to place the profile for the opposite corner. A quicker option is to mirror copy the first circle. Using AccuDraw, this also can be done in the Isometric View.
Mirror copying the first profile: Identify the existing circle (1). Snap to the center of the upper front edge and accept (2).
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With the cutting profiles in place, you can now cut the holes in the solid.
Graphics appear, showing the direction of the cut (in this case forward and back because Both was selected).
6. Accept to create the cut.
Using the Cut Solid tool: Left: Identify the solid (1) and the cutting profile (2). Graphics display the direction of the cut. Right: Accept (3) to create the cut.
When you create a cut, you can change the tool settings prior to accepting the construction. You will see this feature when you create the second and third holes.
The tool settings should be the same as for the previous hole.
MicroStation/J Tutorial Workbook
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Working in 3D
Graphics appear, showing the direction of the cut (again, both forward and back because Both was selected).
4. In the tool settings, change Cut Direction to Forward.
The arrow depicting the Back direction disappears. Because the template is on the face of the solid, the hole still will pass completely through it.
5. Accept to create the hole.
For the hole in the cylindrical lug, you will set Cut Mode to Define Depth, because it is a blind hole and does not pass completely through the model.
Notice that the Cut Direction arrow, which is set to Forward, is pointing the wrong way (upward).
6. Set Cut Direction to Back.
Placing the blind hole in the cylindrical lug: Left: Identify the solid (1) and the cutting profile (2). Right: Accept (3) to create the hole.
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This turns off the display of the two active points, which are no longer needed.
3. Use the Fit View view control to fit each view. 4. In the Right View, use the Window Area view control to magnify the strengthening rib of the bracket.
During the following exercise, you will be able to use the various views to assist in the modifications.
1. In the 3D Modify tool box, select the Modify Solid tool. 2. Turn on distance and, in its field, key in 3. 3. Identify the solid. 4. As you move the pointer over the solid, notice that the various faces highlight in a dashed line. 5. In the Top View, place the pointer over the top face of the rib, so that it highlights. 6. Accept.
The selected face highlights in a heavier weight line. Simultaneously, an arrow appears in each view, showing the direction and extent of the modification.
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Working in 3D
Modifying the rib: Identify the solid (1), and the face to be modified (2). Accept (3) to make the change.
As you can see, this tool lets you make changes such as this without the need to go back and recreate parts of the model manually. Similarly, you can adjust curved faces, such as that of the cylindrical part of this model. Here, you will add 0.5 mm to the radius of the outer face.
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An arrow appears in each view, showing the direction and extent of the modification. Because the amount of adjustment is very small in this case, the arrow is hard to see.
6. Accept to complete the modification.
Modify the radius of the cylindrical section. Identify the solid (1) and the outer face of the cylinder (2). Move the pointer outward from the identification point on the cylinder to define the direction of the modification and accept (3).
With the final adjustments made, you will now add the rounding to the edges. This is done with the Fillet Edges tool. In completing this task it may be necessary to magnify various parts of the model to ensure that the correct edges are identified.
1. In the 3D Modify tool box, select the Fillet Edges tool. 2. In the Radius field, key in 7. 3. Identify the first edge.
The solid highlights, with the selected edge further highlighted in a heavier line weight.
4. In turn, identify each of the remaining 5 corners, as shown.
Notice as you move the pointer over the solid, edges highlight interactively. Entering a data point selects the dynamically highlighted edge. Selected edges remain highlighted in a heavier weight line.
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Working in 3D
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Filleting the vertical edges: Left: Identify the two edges (1 and 2). Right: Accept (3) to complete the construction.
When you fillet the next edge you will learn about the Select Tangent Edges setting, and how it can be used.
Filleting the top edge: Left: Identify the edge (1). With Select Tangent Edges turned on all edges joined tangentially are selected. Right: Accept (2) to create the fillet.
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Working in 3D
Rendered images showing views from above (left) and below (right) the model to be constructed in this exercise.
With this model, you will start with a 3D primitive solid, a cone. You will then remove various sections with the Cut Solid tool. After filleting some edges, you will then hollow out the model from below, using the Shell Solid tool.
This design file has view 1 to 4 open. They are Top, Isometric, Front, and Right views respectively.
2. Make level 2 the Active Level.
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The 3D Primitives tool box is located top left of the 3D Main tool box.
2. Set Type to Solid. 3. Set Axis to Drawing Z. 4. Turn on Orthogonal. 5. Turn on Top Radius and, in its field, key in 20. 6. Turn on Base Radius and, in its field, key in 25. 7. Turn on Height and, in its field, key in 10.
10. Use the Fit View view control to fit each view.
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Working in 3D
8. In the Isometric View, identify the lower left front vertex of the cube.
You can use any view to draw elements. We are using the Isometric View because it usually gives a better idea of the overall model. During the exercise, you will use this view and others, where appropriate. Next, a partial cut will be placed in the top. The profile is a 16 mm diameter circle.
Use the Front and Right views to confirm that you have snapped to the correct location.
6. Type <O> to set AccuDraws origin at the snap point. 7. If necessary, press <T> to rotate AccuDraws drawing plane to the Top orientation.
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Snap to the top center of the cone to place the circle (1).
Using the circle as a cutting profile, you will now create the cutout.
The circle highlights. An arrow displays, showing the direction and extent of the cut.
8. Accept to create the cut.
Placing the cut-out: Left: Identify the solid (1) and the profile (2). Right: Accept to create the cut.
You will now apply a 2 mm x 5 mm chamfer to the lower edge of the cut.
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Working in 3D
The solid highlights, with the selected edge further highlighted in a heavier line style.
6. Accept to create the chamfer.
Chamfering the cut-out: Left: Identify the lower edge (1). Right: Accept (2) to complete the chamfer.
Cutting the square spigot hole is next. This will be done with a 6 mm square cutting profile, placed at the center of the solid.
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Using the block that you just placed, you will place a square hole through the center of the solid.
The block highlights. Arrows display, showing that the cut will be in both directions.
6. Accept to complete the cut.
Creating the square spigot hole: Left: Identify the solid (1) and the cutting profile (2). Right: Accept (3) to create the cut.
Before completing the basic solid, by cutting out the finger grips, you will place 1.5 mm rounding on the top outer edge. Doing it
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Working in 3D
Rounding the top edge: Left: Identify the top outer edge (1). Right: Accept to fillet the edge (2).
To complete the basic solid, you will now create the cut outs for the taps finger grips.
Snap to the outer edge of the solid (on the right side).
You will now create a polar array of this circle to complete the drawing of the cutting profiles.
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Creating the array: Left: In the Top View identify the circle (1), and snap to the centerline (2).
With the cutting profiles in place, you will now create the cutouts in the solid.
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Working in 3D
Creating the first finger grip: Above Left: Identify the solid (1) and the cutting profile (2). Above Right: Accept (3) to create the cut. Below: After completing the remaining four cuts.
With the basic solid of the tap handle completed, it is time to add the finishing touches. First, you will hollow out the under side, leaving a wall thickness of 1.5 mm. For this operation, you will use the Shell Solid tool.
If Shell Outward was turned on, the wall thickness would be added to the outside of the current model. We want to remove material from the model, leaving a 1.5 mm wall thickness.
4. Identify the base solid. 5. Move the pointer over the model until the entire lower face highlights (in a dashed line) and enter a data point.
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Material is removed from the underside of the solid, leaving the specified wall thickness.
Shelling out the model. Left: Identify the solid (1) and the face to remove (2). Right: Accept to remove the face and material (3).
Next, you need to add 1.5 mm fillets to the edges around the finger grips. In wireframe display, you may find that this model is a little confusing and hard to determine outside edges from inside edges. A solution is to change the display mode to a rendered image or hidden line view.
1. In the Isometric View windows border, select the Change View Display Mode view control. 2. Check that View is set to 2. 3. From the Display Mode option menu, choose Hidden Line.
The view updates in Hidden Line display mode. The view windows title changes to Isometric View (cached). Depending on your system, this may take a few seconds as the view is cached.
With the display mode set to hidden line, it is much easier to select the correct edges for filleting.
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Working in 3D
Filleting the finger grip edges Left: Identify the edges (1 to 5). Right: Accept to complete the fillets (6).
To complete this model, add 1 mm fillets to the circular edge on the top of the tap handle, and around the bottom outer edge.
Adding the final fillets to the model Left: Identify the two edges (1 and 2). Right: Accept to create the fillets (3).
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Converting 2D elements to 3D
Converting 2D elements to 3D
As part of constructing an earlier model, you created a solid from a 2D shape, using the Thicken to Solid tool. Other tools also are available to create 3D solids from planar shapes. These techniques will be demonstrated in the following exercise in which you will construct the model shown below.
Unless specified otherwise, the AccuDraw compass mode referred to is rectangular. You can press <Space> to toggle between Rectangular and Polar mode.
To construct this model, you are first going to draw plan, front and side elevations. These will be simple shapes, ignoring the radii at the vertices, which you can add later as fillets. The shapes will form the profiles that you will use to create the finished solid. To give you more practice at using AccuDraw in 3D, you will be working entirely in the Isometric View.
This design file has view 1 to 4 open. They are Top, Isometric, Front, and Right views respectively. The default cube appears in each view.
2. Close the Top, Front, and Right views (views 1, 3, and 4). 3. Enlarge the Isometric View to fill the screen. 4. Use the Pan View view control to pan the cube graphics to approximately the center of the view.
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Working in 3D
Converting 2D elements to 3D
5. Make level 2 the Active Level. 6. If necessary, in the Primary tool bar, click the Start AccuDraw icon.
For the purposes of this exercise, Master Units are assumed to be millimeters. Your first task is to draw the plan and elevation elements. You will draw them in the Isometric View, using AccuDraw to provide the correct orientation. For reference, the illustration below shows the dimensions for the plan and elevations.
First, you will draw the plan view of the model, which is a 50 mm square with a 12 mm diameter hole in the center.
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Converting 2D elements to 3D
4. Use Center snap to snap to the center of the square. 5. Accept to place the circle. 6. Reset to finish.
With the plan completed, you will now construct the side elevation, using the Place Shape tool. AccuDraw will be used to correctly orientate the shape.
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Working in 3D
Converting 2D elements to 3D
6. Move the pointer to the right, key in 10 and enter a data point. 7. Move the pointer upward, key in 30 and enter a data point. 8. Move the pointer right, until AccuDraws previous distance indicator appears and enter a data point.
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Converting 2D elements to 3D
When the previous distance indicator appears, AccuDraws Y field displays 30, verifying that it is the same distance as the previous point.
9. Move the pointer downward, until AccuDraws previous distance indicator again appears and enter a data point. 10. Identify the right vertex of the square to set the next point. 11. Again identify the right vertex of the square to complete the shape.
You could use a similar technique for drawing the front elevation of the model. However, it is very similar to the side elevation, so you will make use of the existing element by rotating a copy of it, and then modify it. Again, AccuDraw will ensure that the axis of rotation is in the correct orientation.
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Working in 3D
Converting 2D elements to 3D
4. Identify the side elevation shape. 5. Type <T> to rotate AccuDraws compass to the Top orientation. 6. Snap to the center of the circle. 7. Accept to complete the rotated copy. 8. Reset to finish.
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Converting 2D elements to 3D
7. Move the pointer downward and, with it indexed to AccuDraws negative X direction, key in 5, without entering a data point. 8. Move the pointer to the right, key in 3, and enter a data point. 9. Reset to finish.
With the outside border of the front elevation placed, you will now place the two circles representing the horizontal holes in the model.
7. Move the pointer downward and, with it indexed to AccuDraws negative Y direction, key in 12 and enter a data point. 8. In the Diameter field, key in 6. 9. Snap to the bottom center of the front elevation shape, without entering a data point. 10. Type <O> to set AccuDraws origin at the snap point. 11. Move the pointer upward and, with it indexed to AccuDraws Y direction, key in 6 and enter a data point.
You will now group the circles to their associated shape. Later, these will form the holes in the solid.
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Working in 3D
Converting 2D elements to 3D
5. Reset to finish.
With the profiles completed, you can now commence the conversion to a 3D solid. First, the Extrude tool will convert the front and side profiles into separate solids. These will then be combined.
Notice as you move the pointer, the profile is extruded into a 3D element.
3. Snap to the opposite edge of the plan profile to define the extent of the extrusion. 4. Accept to complete the extrusion.
Extrude the front profile: Left: Identify the profile (1). Right: Snap to the opposite edge of the top profile to define the extent of the extrusion (2).
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Converting 2D elements to 3D
4. Accept to complete the extrusion.
Extrude the side profile: Left: Identify the profile (1). Right: Snap to the opposite edge of the top profile to define the extent of the extrusion (2).
With the profiles extruded into solids, you can now create a combined solid from them.
With the side and front extrusions combined, you will now use the circle in the plan profile to create the vertical hole in the solid.
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Working in 3D
Converting 2D elements to 3D
3. Set Cut Mode to Through. 4. Identify the solid.
Using the 2D elevations in this way, the model is almost complete. To complete it, you will now add 2 mm fillets to the straight edges of the solid and 0.5 mm radius fillets to the five circular openings (four openings in the sides and the opening on the top).
Each edge could be filleted individually. In the following procedure, however, the number of steps is reduced by selecting the edges in groups.
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Converting 2D elements to 3D
4. In turn, identify the remaining 7 horizontal edges as shown (in any order). 5. Accept away from the model to fillet the selected edges.
Left: Identify the edges to fillet (1) Right: Accept to fillet the selected edges (2).
4. In turn, identify the remaining 5 vertical edges as shown below (in any order). 5. Accept to fillet the selected edges.
The solid along with the selected edge, plus others tangentially connected, are highlighted.
7. Select the remaining 2 (upper) edges as shown.
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Left: Identify the first vertical edge (1), followed by the remaining 5 edges.
Working in 3D
The solid along with the selected edge, plus others tangentially connected, are highlighted.
Converting 2D elements to 3D
8. Accept to fillet the edges.
Left: Identify the top edge (1), followed by the remaining 2 edges. Right: Accept to fillet the edges.
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The focus of this exercise, a 2 story office building. Note the various architectural features to be constructed using a variety of MicroStation tools.
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Working in 3D
The working units for this project is set to typical architectural values as shown.
6. Click OK.
The Design File Settings box closes and an Alert box opens warning you about the effects of changing the working units.
7. Click OK to accept the changes to the working units.
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10. From the 3D Main tool box, float the 3D Primitives tool box.
The 3D Primitives tool box is located top left of the 3D Main tool bar.
11. From the File menu, choose Save Settings.
To commence this project, you will construct the first column footing. This will comprise a 3D slab. At the outset you dont know whether the view is zoomed in or out enough, but the slab still can be drawn and the view fitted at the completion of the slab.
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Working in 3D
6. In the Isometric View, snap a tentative point anywhere in the view (do not enter a data point). 7. Type <P> to open AccuDraws Data Point Key-in box. 8. With the Data Point option menu set to Absolute (xy=), in the input field, key in 0 <Enter>.
12. Move the pointer downward below the first point to set the slabs height dimension and enter a data point.
Notice that AccuDraws compass has rotated automatically to a side orientation for placement of this last data point.
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The view updates to display the entire slab. It is 8 feet long, 8 feet wide, and 2 feet high, with its top left front vertex at xy=0,0,0. In the above exercise you used a combination of tool settings, coordinate data input (to set the first point at xy=0,0,0) and AccuDraw to create the footer. In the next exercise we will construct the remaining footers needed to support the entire office building.
Now would be a good time to save the settings in the file, by choosing Save Settings from the File Menu.
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Working in 3D
2. In the 3D Primitives tool box, select the Place Slab tool. 3. Check that Type is set to Solid, Axis is set to Points (AccuDraw), and Orthogonal is turned on. 4. Turn off Length, Width and Height. 5. Starting with the lowest footing displayed in the view, snap to its left upper corner (as it appears in the view) without entering a data point. 6. Type <O> to set AccuDraws compass at the tentative snap point. 7. Type <T> to set AccuDraws drawing plane to Top.
8. Move the pointer to the right and, with it indexed to AccuDraws X direction, type 2 and enter a data point.
The compass moves 2 feet to the right. This action locates the first corner of the wall footing slab. You are now prompted for the length of the slab. This will be generated using AccuDraws index axis feature.
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The length of the slab is now fixed to 3 feet. A dynamic rectangle displays ready for setting the width.
10. Snap to the nearest corner of the next column to the left, and accept.
The top of the slab is now defined. All that remains is to set its depth.
11. Snap to a lower corner of the column (or any other column) and accept.
That completes the first wall footing, which is located along the left (West) edge of the building. Note how you used existing column footings to define two of the three dimensions of the new wall footing. In the next exercise, you will create the wall footing for the rear (North) edge of the building. Because the footing is not symmetrical about the column footing, you cannot merely rotate copy the wall footing just created. However, by using the Mirror tool, it is possible to rotate and copy to the new location with the correct offset.
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Working in 3D
You are prompted to enter the first point on the mirror line axis.
5. Snap to the upper left (Northwest) corner of the first column footing, and accept.
This defines a diagonal across the footings top face. The wall footing is mirror copied about this line to the correct location.
7. Reset to finish.
Now, you will copy the wall footings along each edge of the building. To complete this task you will first copy the existing wall footings to fill in the gaps along the North and West edges. You will then mirror copy these to create wall footings for the opposite edges.
Complete the wall footings for the North and West edges
1. Use the Fit View view control to fit the view. 2. In the Manipulate tool box select the Copy tool. 3. Identify the rear (North) wall footing just created.
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With two edges of the foundation complete, all that remains is to duplicate the North and West side wall footings to complete the South and East side of the building. You could use the Mirror tool to mirror and copy the West footings to the East, and the North footings to the South. However, because the building is
MicroStation/J Tutorial Workbook
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Working in 3D
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For the moment, do not delete the construction line. You can make use of it in the next part of the construction. With the foundation footing in place, you will now create the actual foundation wall, which is a short wall that wraps around the entire building, but is not solid. A separate floor slab will sit on top of this foundation wall. To construct the foundation wall, you will first create its plan profile and then extrude it. First you will draw a 90 x 60 block, with its start point at the center of the top face of the Southwest column footing (the first footing drawn). Because this element is a 3D slab, you cannot use Center snap to locate the center of the face. It would snap to the center of the slab, both horizontally and vertically. You could use AccuDraw to precisely locate the start point. Another option, that you will use here, is to make use of the existing construction line, after first modifying it.
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Working in 3D
You can use this line, snapping to its center point, to define the center of the footings top face.
The dynamic block locks to 90 feet along the front edge of the building.
5. Move the pointer (and the dynamic block) up (towards the rear of the building), type 60 and enter a data point.
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Copying the inner edge parallel, will create the outer edge of the wall.
A new block is created one foot larger than the selected block.
6. Reset to finish.
You will use the two blocks to create the foundation wall. After extruding the outer block, you will use the inner block to cut a hole through the new solid.
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Working in 3D
6. In the 3D Main tool bars 3D Modify tool box, select the Cut Solid tool. 7. If necessary, set Cut Direction to Both, and Cut Mode to Through. 8. Identify the extruded solid. 9. Identify the inner block.
With the foundation wall in place, next comes the first floor slab. In this exercise, the Place Slab tool will be used to cap the foundation wall just created.
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This sets the length of the slab (the back edge of the first floor slab).
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Working in 3D
3. In the 3D Primitives tool box, select the Place Cylinder tool. 4. Set Type to Solid 5. Set Axis to Points (AccuDraw) 6. Turn on Orthogonal. 7. At the Northwest corner, snap to the lower inside corner of the foundation wall and accept.
A dynamic circle appears representing the column radius. Its radius is controlled by the pointer.
8. If necessary, type <T> to set the AccuDraw drawing plane to the top plane. 9. Move the pointer to the right and, with it indexed to AccuDraws X direction, type 2 and enter a data point.
The pointer now controls the height of the cylinder and the AccuDraw compass is displayed in the front orientation.
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11. Use the Fit View view control to fit the view.
This first column can be used, with the Construct Array tool to fill in the remaining columns. Settings for this tool are the same as those used earlier.
The Construct Array tool uses the drawing plane orientation to establish its construction plane.
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Working in 3D
The Construct Array tool quickly creates the remaining columns of the building.
In the next procedure we will be using a combination of tentative points and AccuDraws Set Origin feature to construct the second floor. To successfully complete this procedure, pay close attention to the placement of the data points. In many instances, you will need to perform more than one operation prior to actually entering a data point. One problem with working in the Isometric view is that of overlapping elements, especially in a busy design. In the case of this building, the columns all line up to make it hard to distinguish between the individual columns. To alleviate this you can rotate the view. In an earlier tutorial, you used the View Rotation settings box to rotate a view. Here, you will use another view rotation tool that lets you rotate views interactively.
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With the columns visibly separated in the view, the next task will be made much easier.
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Working in 3D
This establishes the elevation of the second floor, 13 feet below the top of the column.
5. Type <T> to change AccuDraws drawing plane to the top orientation. 6. Type <Z> to lock the Z axis at 0 (the height of the first data point). 7. Snap to the center of the Northeast column and accept.
With the Z value locked, the element stays at the same height.
8. Type <Z> to lock the Z axis again. 9. Snap to the center of the Southeast column and accept.
This being the third point establishes the plane of the shape so no more Z locking is necessary.
10. Snap to the center of the column to the left of the Southeast column and accept. 11. Move the pointer toward the column directly North of the previous data point. With it indexed to AccuDraws negative Y direction, move the pointer until the previous distance index mark appears, and enter a data point.
Because the distance between all of the columns is the same, this distance represents the center-to-center distance between the two columns (30 feet). This index mark can be used also for the next three data points at adjacent columns.
12. Move the pointer West until the previous distance index mark appears and enter a data point, then South until the mark
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Placing the second floor slab requires the combined use of shortcut key-ins, precision data and snaps, to properly position the slab 13 feet down from the top of the column.
Using the shape just placed, you will now extrude it to create the slab.
The second floor slab is created. With the second floor complete, next you will create the roof slab. This will be an 8 inch slab and be located at the top of the columns.
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Working in 3D
This defines the length of the slab. The orientation of the slab is defined by the Axis setting, which, in this case, is constrained to the design file axis (Drawing Z).
10. Identify the top center of any column along the South edge of the building.
Currently, the roof slab is at the same height as the top of the columns. Before continuing, move it up so that its upper surface is 2 inches above the columns.
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This moves the slab up two inches above the columns so they do not protrude through to the top of the roof slab.
5. Reset to finish.
With the roof slab established, it is time to create the roof fascia. For this you will first create two blocks. These will be used together as a template and extruded to form the fascia.
Sets the start point of the block 10 inches above. Currently, the block is orientated vertically (in AccuDraws Side drawing plane).
6. Type <T> to change AccuDraws drawing plane to the Top. The block also rotates to the Top orientation. 7. Type <Z> to lock the Z axis.
This ensures that the second point of the block is constrained to the same height as the first (10 inches above the roof slab).
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Working in 3D
The block is completed. This block will now be copied parallel to create the second part of the fascia profile.
The AccuDraw compass appears in the view oriented along the front plane. Note how the extrusion is orthogonal (at 90 degrees) to the footprint.
5. With focus in the AccuDraw window, move the pointer below the fascia profile and type 5.
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Extrude is used to create a solid from the complex element created in the previous exercise.
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Working in 3D
To begin with, you will construct a construction line to use in locating the landing and the steps.
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When you snap, AccuDraw calculates the intersection point of the line with the slab surface.
8. Reset to finish.
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Working in 3D
The height of the slab is defined as 6 inches and the slab is placed.
To create the top set of stairs again you will make use of the construction line. First, however, it must be modified to suit.
The top surface highlights, and the construction line is shortened to the intersection with the surface.
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8. Close View 4.
You will need the Isometric view only to construct the steps. A total of 10 steps will be placed between the landing and the upper floor slab. To position the steps, you will first create construction points. You will need 11 evenly spaced construction points.
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Working in 3D
10. Use the Delete Element tool to delete the construction line. 11. Set the Active Line Weight back to 0.
As an alternative, you could have set the number of keypoints on the construction line to 10, and use the keypoint snap to locate the steps. The advantage with the points is that they are visible.
Make sure that the pointer remains indexed to the negative X axis as you enter the data point.
7. Move the pointer upward to the right and, with focus in AccuDraws X field, type 6, without entering a data point. 8. Move the pointer to the left and type :10, followed by a data point.
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Using this block as a profile, you will extrude the first step. To make the step taper to a point at its base, you will use a Y scale factor of zero.
This will bring the bottom of the projection to a point along the axis of the step.
5. Use the Window Area view control to zoom in on the step profile. 6. From the Snap mode option menu, in the Status bar, choose Center. 7. Snap to the center of the step profile (the block) and accept with a data point. 8. Move the pointer downward, beneath the step.
The block is extruded with the width diminishing to a point (the lower edge).
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Working in 3D
3. Turn on Orthogonal.
You can now copy this first step to the remaining 8 locations, designated by the point elements (ignoring the first and last points).
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Working in 3D
The steps are copied to the lower level, aligned with the left edge of the landing.
To scale these steps from their current length (6 feet) to their correct length (4 feet) you will scale them using the 3 Points method. This method can be used wherever the scale factor is not an exact amount. In this case the scale factor is 4/6, or 0.6666 (repeating).
3. In the Manipulate tool box, select the Scale tool. 4. From the Method option menu, choose 3 Points.
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With Proportional turned off, the contents of the fence will be scaled only in the direction of the data points. You will specify that scaling is along the X axis only.
6. Turn on Use Fence with Inside as the fence option. 7. Identify the back left vertex of the bottom step. 8. Identify the back right vertex of the same step.
9. Move the pointer downward to the left and, with it indexed to AccuDraws negative X axis, type 2 and enter a data point.
The steps (inside the fence) are scaled from 6 feet to 4 feet long.
10. Reset to finish. 11. Select the Place Fence tool to turn off the fence. 12. Use the Fit View and Window Area view controls to display both stairways and the landing.
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Working in 3D
With AccuDraw, the mirror operation can be performed in the Isometric view.
Before continuing on to create the hand rails, please read the following background information. The purpose of this exercise is to show how you can use AccuDraws drawing plane orientation in combination with locking one or two axes to precisely place elements. The goal of this exercise is the placement of the handrail around the stairs we just built.
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This level will be used to place the initial elements that will be used as guides for constructing the finished handrail.
2. Set the Active Color to Yellow (4). 3. Turn on Views 1,3, and 4. 4. From the Window menu, choose Tile. 5. In all views, turn off all levels except 4, 6, and 8. 6. In each of the orthogonal views, use the Fit View and Window Area view controls to focus on the stairs. 7. In the Isometric view, use the Window Area view control to zoom in on the right hand side lower steps and the landing.
While the elements will be placed using the Isometric view, you can monitor the placement in the orthogonal views (Top, Front, and Right). During the course of the exercise, you may want to
MicroStation/J Tutorial Workbook
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Working in 3D
6. Move the pointer upward and, with it indexed to AccuDraws Y axis, type 3:6 and enter a data point.
As all the uprights are the same length, you can copy this to place the remaining construction center lines. You will be using AccuDraw to position the line relative to existing elements in the design. Each of the following copy procedures can be performed in a continuous stream, but are broken into separate items here, for clarity.
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6. Type <O> to set AccuDraws origin to the new point. 7. Type <S> to set AccuDraws orientation to Side. 8. Move the pointer upward to the left and, with it indexed to AccuDraws X axis, type :5 and enter a data point.
This locks AccuDraws Y and Z fields to zero. Only the X value may be changed.
2. Snap to the rear right corner of the landing, without entering a data point.
Notice that the line remains offset from the snap point.
3. Type <O> to set AccuDraws origin at the snap point. That is, at the offset snap point.
MicroStation/J Tutorial Workbook
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Working in 3D
The line is copied to a position 2 inches to the right of the landing, and 5 inches in from the back edge.
5. Type <F> to change AccuDraws plane to the front orientation. 6. Move the pointer downward to the left and, with it indexed to the negative X axis, press <Enter>.
This locks AccuDraws Y and Z fields to zero. Only the X value may be changed.
7. Snap to the right edge of an upper stairway step (any of the steps can be used), without entering a data point.
Notice that the line remains indexed to the X axis, because the Y and Z values are locked at zero.
8. Type <O> to reset AccuDraws origin at the (offset) snap point. 9. Move the pointer upward to the right and, with it indexed to the X axis, type :2 and enter a data point. 10. Reset to finish.
Using the locking feature of AccuDraw, as shown in the preceding exercise, lets you place points precisely, using existing elements as reference points. As you have seen, this applies even in a pictorial view such as Isometric. This same locking feature will be used in the following exercises. Try to work out how to place the following uprights prior to following the exercise steps. To complete the uprights for the right side of the stairways, you need to copy one upright to a point 5 inches back from the edge of the second floor slab, and 2 feet 3 inches in (toward the stairs) from the right side corner of the notch. This allows space for the
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The Isometric view ready for copying the final two uprights for the right side.
6. Type <O> to reset AccuDraws origin to the new snap point. 7. Type <T> to change AccuDraws orientation to top. 8. Move the pointer upward to the left and, with it indexed to AccuDraws Y axis, type :5 and enter a data point.
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Working in 3D
9. Still in the Isometric view, move the pointer downward to the left and, with it indexed to AccuDraws negative X axis, press <Enter>.
This locks AccuDraws Y and Z fields to zero. Only the X value may be changed.
10. Snap to the upright at the bottom of the upper stairway and accept with a data point.
The upright is located in its correct location, aligned with the lower upright.
Uprights for the left side of the lower right stairway can be placed by mirror copying the two on the right side. Similarly, these can be mirror copied to create the right side uprights for the lower left stairway.
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8. Again select the Mirror tool. 9. Still in the Front view, snap to the center of the landing and accept with a data point.
The uprights are copied to the right side of the left lower staircase.
10. Enter a data point away from other elements to deselect the uprights.
With the upright reference lines in place, you can use these to construct the handrail reference lines. Later, these will be converted to tubular elements. Start with the center section of the lower stairs.
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Working in 3D
Placing the SmartLine by identifying the uprights in the order shown (1 - 4).
5. Reset to finish.
Similarly, the right hand side handrail reference line can be constructed with a SmartLine.
Placing the SmartLine by identifying the uprights in the order shown (1 - 6).
3. Reset to finish.
Copies of these same SmartLines will be used to create the lower handrails.
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With the skeleton of the handrails constructed, you will now begin converting them to tubular solids. Cylinders will be used to create the lower handrail, while the top handrail will be constructed by extruding a circular section along the path formed by the reference line. You will use the Isometric view to construct the handrails, but monitor the other views as a check as you place the various elements.
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Working in 3D
5. In the 3D Primitives tool box, select the Place Cylinder tool. 6. Set Axis to Points (AccuDraw). 7. Turn on Orthogonal. 8. Turn on Radius and, in its field, key in :1.
11. Repeat this procedure, to place a cylinder on each section of the lower handrail reference line, for both the center handrail
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This will make it easier to see the lines that are connected, to check for errors.
5. In the Groups tool box, select the Create Complex Chain tool. 6. Set Method to Automatic. 7. Identify the upright (reference line) at the left end of the center handrail.
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Working in 3D
To construct the top handrail, a different procedure is used. You will first create a complex chain of the top reference line and its two end uprights. This will be used as a path to extrude a circular profile, and to ensure a clean join between the top handrail and the uprights at each end.
The complex chain is created, and the line changes to red, the active color.
11. Repeat the above steps for the top handrail on the right of the stairs.
With the path lines defined, you will now draw a circle at the beginning of each chained element, to be used as a profile.
4. In the Ellipses tool box, select the Place Circle tool. 5. Set Method to Center
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The circle highlights. Make sure that the circle highlights. If necessary, zoom in on it.
5. Accept with a data point.
To complete this section of the handrail, place 2 inch diameter cylinders at the remaining uprights.
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Working in 3D
Settings should be the same as those used earlier. That is Axis set to Points (AccuDraw), Orthogonal turned on, and Radius turned on with a value of :1 (that is, 0.0833).
2. Identify (snap to and accept) the bottom of the upright on the left. 3. Identify the top of the same upright.
The handrail reference lines disappear. To create the handrail for the left side, a fence is put around the handrail in the right, and a mirror copy made.
Make sure that the handrail and uprights are completely enclosed by the fence.
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11. Reset to finish. 12. Select the Place Fence tool to turn off the fence.
With the knowledge gained from the previous exercises, you should be able to construct the remaining sections of handrail,
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Working in 3D
At this point you can turn on all of the levels and review your design. A short rendering session is probably in order. Using the Isometric view as a starting point, rotate the view and zoom in to look at the details of the staircase and railings.
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During this exercise feel free to navigate in the views for better viewing of the work in progress.
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7. Move the pointer upward to the right and, with it indexed to AccuDraws X axis, type :6 and enter a data point.
Working in 3D
Next, you will copy this mullion 3 times at 8 71/3 between centers. To do this, you will use AccuDraws data point key-in dialog box. With this dialog box you can use key-ins that include the pipe (|) parameter, which lets you specify that a value is repeated multiple times. For additional information, see the Users Guide.
This specifies that the element is copied in the negative Y direction 8 71/3 three times.
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For the horizontal mullions, you will again use the Place Slab tool.
4. In the 3D Primitives tool box, select the Place Slab tool. 5. Set Axis to Drawing Z. 6. Turn on Orthogonal. 7. Turn on Height and, in its field, key in :6. 8. Identify the front left corner of the northern most mullion.
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Working in 3D
11. Move the pointer upward to specify that the mullion is constructed upward from the base and accept with a data point.
The first horizontal mullion is completed. The height of the slab is taken from the tool settings of the Place Slab tool. Copying this horizontal mullion vertically will create the remaining two.
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The mullions are united into a single element. With the window frame completed, you can now use the Copy, Rotate, and Mirror Copy tools to create the remaining frames.
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Working in 3D
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The remaining windows can be created from the existing windows, using the Mirror tool.
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Working in 3D
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This completes the basic construction of a simple office building. During this series of exercises you learned how AccuDraw interacts with a large variety of tools. In most cases, the work was performed using the Isometric view alone. Additional design elements are possible for inclusion in this project. Features like an entrance vestibule, carpet, even a curved wall feature are possible.
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Working in 3D
As you can see, MicroStation provides a wealth of tools for the accurate creation of very complex architectural models. We hope these exercises have helped to show you the efficiency that MicroStations 3D features bring to the design process.
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Element Tags
In this tutorial you will work with tags tools, create and define tags and tag sets, select tagged elements, and create reports on tag data. This tutorial is structured as a series of exercises that are meant to be performed consecutively. You will learn about: Attaching, reviewing, and editing tags (see page 8-2). Creating a new tag set (see page 8-4). Selecting Tagged Elements (see page 8-6). Reporting on tag data (see page 8-8).
In each exercise, it is assumed that you have just completed the preceding exercise.
8-1
A list of the designs tag sets is displayed in the Tool Settings window. (The windows title bar now reads Attach Tags.)
2. In the Tool Settings windows Tag Sets list box, select fixture. 3. Identify the ceiling fan in the first floors great room. 4. Accept the ceiling fan.
5. In the Attach Tags (fixture) dialog boxs list box, select part_num. 6. In the Enter Part Number field, type F-1000-36. 7. Select fixture_code. 8. In the Enter Fixture Type code field, type FAN. 9. Select price. 10. In the Enter unit Price field, replace the default value by selecting the text and typing 89.95. 11. Select project. 12. Click on the OK button.
The Attach Tags [fixture] dialog box closes and the pointer is an X with the specified tag text values attached to the X and dynamically displayed. The display of a tag value is determined by the Attach Tags [fixture] dialog boxs Display field. If the Display fields check
8-2
The new price value displays but the new part_num does not.
The Review Tags dialog box opens. The tag names and values are displayed.
4. Click the OK button to close the Review Tags dialog box. 5. Near the kitchens ceiling fan, identify the switch element (small triangle) by the sliding door. 6. Accept the switch element.
8-3
Element Tags
The Review Tags [switch] dialog box opens. This selection method is useful if there is tag data from more than one tag set attached to the element.
2. Below the Tag Sets list box, click the Add button.
The Tag Set Name closes and the tag set Fire_line appears in the Sets list box in the Tag Sets dialog box.
5. Below the Tags list box, click on the Add button.
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6. In the Tag Name field, key in Pipe_size. 7. In the Prompt field, key in Enter pipe size:. 8. Click the OK button.
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Element Tags
2. Confirm that the three Mode options are set to Inclusive, Selection, and On. 3. Click the Tags button.
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The Criteria list box shows the newly defined search criterion, and the default conjunctive clause, And.
8. Click the Or button.
In the Criteria list box are two statements that are evaluated with the And statement having precedence over the Or. Outlets and fixtures that are on the outside of the building are selected and displayed with handles.
14. Close the Select By settings box.
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Element Tags
2. From the Report On menu, choose Tagged Elements. 3. Make the following selections: In the Tag Sets list box, select fixture. In the Tags list box, select part_num. 4. Click the Add button. 5. In the Tags list box, select fixture_code. 6. Click the Add button. 7. Make the following selections: Select price and click the Add button. Select $file_pos and click the Add button. 8. In the Report File Name field, key in fixture.
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After a moment, the status bar prompt reads Done Generating Report. The report file fixture.rpt is written to MicroStations \Workspace\projects\examples\generic\out directory. Use a word processor or text editor to view this ASCII, comma delimited, report file.
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Element Tags
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Labeling a Design
This tutorial uses the floor plan design, floor.dgn, in \Workspace\projects\tutorials\intro\dgn directory to illustrate dimensioning and labeling a design. This tutorial is structured as a series of exercises that are meant to be performed consecutively. You will learn about: Dimensioning the exterior of a building (see page 9-2). Placing typical dimensions (see page 9-9). Dimensioning the interior of a building (see page 9-12). Adding notes (see page 9-17). Using cells for labeling purposes (see page 9-23).
In each exercise, it is assumed that you have just completed the preceding exercise.
If you have trouble If you have trouble when going through the lesson, doing one of the following usually helps:
Reset, by pressing the Reset button. This is most helpful when you have trouble using a tool. Undo, by choosing Undo from the Edit menu. This is most helpful after you finish using a tool and realize youve made a mistake. Remember MicroStation lets you undo more than just the last operation. Undo a change made with a view control by choosing View Previous from the view controls. This is helpful if you use a view control to zoom or window an area and lose your perspective.
About floor.dgn The design in floor.dgn is a simple office floor plan. View window 3 is a fitted view that shows the entire plan.
A concrete slab that underlies the office building is represented by a red rectangle on Level 3, Slab. The exterior walls are yellow multi-lines on Level 1, Exterior. (The corner of the slab outside the exterior wall is a patio.) The interior walls are multilines with yellow and blue component lines on Level 2, Drywall. Doors, jambs, and sweeps are placed on Levels 4, 5, and 6, Doors, Jambs, and Sweeps.
MicroStation/J Tutorial Workbook
9-1
Setting up views for dimensioning As you dimension the design, refer to the illustrations for ideas on how best to set up views showing the part of the design you need to see at each step. You may find it convenient to fit the entire design in one view and to window areas into a second view to see detail. It may also be convenient at times to show details in two views, enter a data point in one to position one end of a dimension element, and enter a data point in the other to finish the dimension.
It may help to refer to the first page of this chapter, where the labeled design is shown. Finally, all the dimensions and notes you will be adding are already in the design, but on level 63, which is turned off (that is, not displayed) in all views.
9-2
When you place dimensions, they will be associated with elements in the design. If the elements are moved, the dimensions will update to reflect the new distances between the dimension endpoints.
9-3
Labeling a Design
Pause here and look closely at the dimension text. Is text displayed or are boxes with Xs in them displayed? If the text appears to be boxes, you can adjust the text size to display appropriately. The size threshold above which MicroStation draws text is a user preference.
The controls for text display and editing preferences are displayed.
Dimensioning patio and east masonry wall.
The dimension text is displayed. (You may have to update the view to see the text.)
When working with designs containing a lot of text, you may find it convenient to set the Smallest Text preference higher. That will prevent MicroStation from taking the time to draw text that may be too small to read.
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2. To identify the block, enter a data point on the segment that represents the south edge of the slab. (Do not preview with a tentative point. If the wrong element is selected, Reset until the desired element is selected.)
The south edge of the slab (42) is dimensioned. The Dimension Element tool remains selected.
The east edge of the slab (60) is dimensioned. To dimension the diagonal (southeast) masonry wall, begin with the portion from the south-southeast corner of the building to the front doorway opening. Window as appropriate, and remember there are more views available for your use. Consider opening another view window with the Window menus Open/Close submenu so you can see the south-southeast corner of the building and each door jamb.
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Labeling a Design
The dimension that is dynamically displayed is parallel to a views x-axis (horizontal). You need the dimension to be parallel to the southeast masonry wall.
4. From the Alignment option menu in the tool settings, choose True.
The dynamic dimension now rotates about the first point as you move the pointer.
5. Enter a data point on the southwest outer corner of the front doorway opening (preview with a tentative point).
The dimension line is parallel to the wall. The dimension is 13'-2". The Dimension Size with Arrows tool remains selected, and a second dimension is dynamically displayed. Continue to dimension the southeast masonry wall.
6. Enter a data point on the northeast outer corner of the front doorway opening (preview with a tentative point).
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3. Enter a data point to the southeast to define an extension line length about 3 feet longer than the extension lines in the previous dimensions. 4. Enter a data point on the northern corner of the diagonal masonry wall (preview with a tentative point).
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Labeling a Design
2. Enter a data point on the southern corner of the diagonal masonry wall (preview with a tentative point).
9-8
Next you will dimension the distance from the corner of a room to the doorway, placing the dimension in the room near the southwest corner of the building.
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Labeling a Design
Next you will dimension the interior wall, placing the dimension in the next room to the north.
9-10
5. Enter a data point on the southeast corner of the room (preview with a tentative point).
The prompt in the status bar is Define length of extension line. Although the Adjust Dimension Line setting is off, you still need to define the location of the dimension line.
6. Enter a data point about halfway between the south wall and the door in the east wall to define the location of the dimension line.
The other typical dimension is the width of the entry hallway between each partition and the adjacent doorway opening.
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Labeling a Design
7. Enter a data point on the southwest corner of the central reception area (preview with a tentative point). The reception area is the central area of the floor plan onto which the office doors open.
2. In the Tool Settings box, set Alignment to True. 3. In the Dimension Settings boxs, Category list box, select Extension Lines. 4. Turn on Extension Lines. 5. Enter a data point on the center line of the northernmost partition between the entry hallway and the adjacent room at its intersection with the southeast masonry wall (preview with a tentative point). 6. Enter a data point about 3 feet northwest of the southeast masonry wall to define the dimension line endpoint. 7. Enter a data point on the southeast masonry wall at the closest point where it is broken for the front doorway (preview with a tentative point). 8. Reset to place the dimension (1'-5"). 9. Turn off Extension Lines in the Dimensions Settings box.
The notation (TYP.) is standard for typical dimensions. You will annotate these dimensions in a later exercise.
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So far, dimension text has been automatically centered along dimension lines. The Text Location setting in the Dimension Placement settings box sets where dimension text is located. In the next series of dimensions, you will need to manually place some dimension text so it does not obscure other dimensions.
MicroStation/J Tutorial Workbook
9-13
Labeling a Design
The prompt in the status bar is Place dimensioning text, and the dimension text (11'-10") is dynamically displayed for positioning.
8. Enter a data point to position the dimension text a little south of what would be automatic placement (center justified). This positioning will prevent the east-west dimension you will place later from overlaying the text. 9. Reset to place the dimensions.
Instead of using manual dimension text location, you could use the Modify Element tool from the Main tool box to move the dimension text after it is placed. However, the text will move only along the axis in which it was placed.
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Labeling a Design
With that, all plan dimensions necessary to construct the building are placed.
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Adding notes
You placed the 1'-1" masonry wall thickness dimension near the southwest corner of the building.
4. Enter a data point to position the text below the dimension text. Leave the Text Editor window open.
While the Place Text tool is selected, the text (TYP.) is dynamically displayed.
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Labeling a Design
The text is dynamically displayed at the Active Angle; if the Active Angle is not 0, in the Place Text Tool Settings window, set the Active Angle to 0.
Adding notes
The room label notes will be violet and slightly larger and heavier than the dimension text.
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Adding notes
Suppose the client for this building project requires that the rooms adjacent to the entry hallway and the room in the northeast corner be numbered offices. To label the rooms, you can use enter data fields as placeholders for future entry of office numbers. Make the fields three characters long to allow space for three digit office numbers.
5. Type Ray.
Labeling other offices on east side of building.
6. Enter a data point to position the text in the next office to the north.
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Labeling a Design
4. In the Text Editor window, click the Reset button to clear the text in the window.
Adding notes
1. In the Text Editor window, click the Reset button to clear the text in the window.
Because you typed more than just one line of text, MicroStation will place the text as a text node.
4. Enter a data point to position the text node in the reception area.
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Adding notes
The text node is displayed with a small cross and a text node identification number. These are useful when placing empty text nodes that will be filled with text later.
2. Display the number of the fitted view from the View Number option menu. 3. Turn off Text Nodes. 4. Click the Apply button.
At this point, the client tells you the office numbering scheme. The odd-shaped offices, from west to east, are #101 and #102. The office in the northeast corner of the building is #105.
If you closed the Text Editor window after placing the last text, the window reopens.
3. Select the fitted view.
The text element in office 101 highlights (the oldest text element in the view that has an enter data field). The enter data field is denoted by a rectangle.
4. If necessary, in the Text Editor window, click the Reset button to clear the text in the window.
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Labeling a Design
Adding notes
5. Key in 101. (Remember that key in means to press <Enter> after typing the text.)
The enter data field is filled in, meaning office 101 is properly labeled. The text element, with enter data field, in office 102 is highlighted. If you make any mistakes, complete step 6, and then use the Fill In Single Enter Data Field tool to make corrections.
6. Repeat steps 4 and 5 for office 102 and office 105. 7. Use the View Attributes settings box to turn off the display of enter data field characters (underscores) in the fitted view. The check button is labeled Data Fields.
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The cell library is attached and you are returned to the Cell Library settings box.
5. In the list box, select the ARROW cell and look at the graphics in the box to the right. Then repeat for the NORTH cell.
The ARROW cell is the arrowhead and the NORTH cell is used to indicate direction. Leave the settings box open for the next procedure.
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Labeling a Design
Now you will place the arrow east of the east masonry wall and exterior dimensions so that the arrow points to the north.
The tool description in the status bar is Place Active Cell Relative.
3. In the Active Angle field, key in 90. In the X Scale field, key in 10. 4. This will make the cell point to the north. 5. Enter a data point to position the cell.
3. Enter a data point on the midpoint of the arrowhead base (preview with a tentative point).
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Alternately, you can select the Right Isometric view of the object.
3. Use the Fit View view control to fit the Top view (Window 1). 4. From the Utilities menu, choose Saved Views.
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2. In the Sheet Parameters section of this settings box, verify Sheet Location option menu is set to Sheet View.
The drawing sheet will be incorporated into the active design file.
3. From the Tools menu in the Drawing Composition settings box, choose Open Sheet View and select View 4.
An alert asking if it is OK to turn the sheet annotation and dimension levels (62 and 63) off in non-sheet views appears. Accept the default of Yes.
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5. Navigate to \Workspace\system\seed and choose seed.sht. 6. Click the OK button. 7. In the Attachment Parameters section of the Drawing Composition settings box turn on the Save Full Path option and enter the logical name sheet.
The sheet border will appear. At this point the drawing sheet is attached at a scale of 1 to 1 with the design units of the active design.
9. Use the Fit View view control to fit the drawing sheet in Window 4.
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This sets the scale of all subsequent reference file attachments to 1/4 scale where one inch of the drawing sheet equals four inches of the model.
2. From the Tools menus Attach Standard sub-menu, choose Top.
A dynamic rectangle representing the extents of the model in the top view appears.
3. Enter a data point in the top left corner of the drawing sheet to position the top view.
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You are prompted to select an element in the principal reference file attachment.
2. In the top view that was just attached, identify an element.
Another rectangle appears, indicating the limits of the folded attached view.1
4. Enter a data point to position the attached view below the top view.
5. Reset.
1. Technically, the model file is again referenced automatically, at the same scale as the original attachment.
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10
5. Press reset.
The pictorial view will be attached to the drawing sheet at a smaller scale than the orthographic views.
1. Technically, the model file is again referenced automatically, at the same scale as the original attachment.
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When the reference file associated with the pictorial view is attached, a smaller than normal frame of empty space is created around the extents of the object.
3. In the View Parameters section of the Drawing Composition settings box, turn on the Hidden Line Removal and Include Hidden Lines check boxes.
All future view attachments will now be displayed as hidden line images with dashed lines for hidden features.
4. From the Tools menu, choose Attach Saved View.
The Select Saved View dialog box opens, displaying the saved views in the active design file.
5. From the list of views select PICT. 6. Click the OK button.
The Select Saved View dialog box closes. The saved view PICT is attached to the sheet file. A rectangle at the cursor shows the saved views boundary.
7. Enter a data point in the top right corner of the drawing sheet to position the pictorial view.
After a short time the hidden line rendered image will appear at the location selected.
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This results in a more mechanical dimensioning style than the default open arrowhead.
4. (Optional) Under Unit Format, turn on the Show Trailing Zeros check box.
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10
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12
11. Place the extension line so the dimension will appear left of the object and enter a data point. 12. Snap to the centerpoint of the large center hole.
For the purpose of this example, only the 3.9-inch dimension is required.
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The bracket object moves 0.1 meter down. Because the 3.9 inch dimension was placed with the Association Lock activated, this dimension will automatically update to 4.3.
MicroStation begins to recalculate any sheet views in which the hidden line option was turned on.
3. Note the repositioning of the center brace in the newly recomputed hidden line view.
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In each exercise, it is assumed that you have just completed the preceding exercise.
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The settings boxs title bar identifies the new settings file.
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A component named Unnamed of type Linear is listed in the Component list box.
3. Press the <Tab> key until Unnamed is highlighted in the field below the Component list box. 4. In the field below the list box, key in Paved Edge (replacing Unnamed) and press <Enter>.
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7. Click the Save button to close the settings box and save the settings.
The following table shows how the active settings change upon selection of the Paved Edge component in the Select Settings window:
Setting
Active Level Active Color Active Line Style Active Line Weight
Changes to
6 4 0 2
The Select Settings window is opened by choosing Manage from the Settings menu.
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5. From the Edit menus Create sub-menu, choose Name. 6. In the field below the Name list box, key in Unpaved Edge to replace Unnamed.
Next you will name, link, and define a stroke pattern component for this line style.
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6. From the Stroke Type option menu, choose Dash. 7. Select the third stroke. 8. From the Stroke Type option menu, choose Dash. 9. Repeat steps 7-8 for the fifth, seventh, and ninth strokes.
Set the length of the gap and dash strokes and save the
new line style definition
1. In the stroke pattern display, select the first stroke. 2. In the Length field (adjacent to the Length option menu), key in:.1 ( 1 10 of an inch) and press <Enter>. This is the length the stroke should be when it is plotted. 3. Repeat steps 1-2 for the next two strokes and all the gaps. 4. Select the fifth stroke. 5. In the Length field, key in:.3 ( 3 10 of an inch). 6. Repeat steps 4-5 for the seventh stroke. 7. From the settings boxs File menu, choose Save. 8. Close the Line Style Editor settings box, sink it, or move it out of the way.
Since the Unpaved Edge line style has been created, you can now add the Unpaved Edge component to the Roads group.
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A component named Unnamed of type Linear is listed in the Component list box.
2. Press the <Tab> key until Unnamed is highlighted in the field below the Component list box. 3. In the field below the list box, key in Unpaved Edge. 4. In the Component list box, double-click Unpaved Edge.
In the Modify Unpaved Edge settings box, Unpaved Edge is shown as the (line) Style.
10. Turn on Line Style Scale. 11. Click the Save button to close the settings box and save the settings.
This table shows how the active settings change upon selection of the Unpaved Edge component in the Select Settings window:
Setting
Active Level Active Color Active Line Style
Changes to
6 3 Unpaved Edge
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Road group
1. From the Edit menus Create sub-menu in the Edit Settings settings box, choose Text. 2. In the field below the Component list box, key in Annotation (replacing Unnamed). 3. In the Component list box, double-click Annotation.
4. Turn on Key-in and key in ICON (the key-in for Place Text) in its field. 5. Turn on Level and key in 2 in its field. 6. Turn on Color and key in 1 in its field. 7. Turn on Font and click the Select button to the right of its field.
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All components of the Road group have been defined. The following table shows how the active settings change upon selection of the Paved Annotation component in the Select Settings window (assuming the drawing scale is set to 1/8 = 1):
Setting
Active Level Active Color Active Font Active Angle Active Text Height Active Text Width
Changes to
2 1 WORKING 0 1:0 1:0
Next you will add a deciduous tree cell component and a linear tree line component to the Tree group you created in the first exercise. Suppose the company standard calls for deciduous trees to be placed using the cell DECID, in white, with no rotation.
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This table shows how the active settings change upon selection of the Deciduous component in the Select Settings window (assuming the drawing scale is set to 1 8 " = 1' and the active design files working units match those of the cell):
Setting
Active Level Active Color Active Line Style Active Line Weight Active Cell Active Angle Active Scale
Changes to
1 1 0 0 DECID (sample2.cel) 0 96.0
The color, line weight, and line style settings will only affect the cells symbology if the cell was created as a point cell.
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11. Click the Save button to close the settings box and save the settings.
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Changes to
11 2 Treeline 2 96
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Introduction
Lighting can make the difference between an average image and a truly photo-realistic image. You can use global lighting and source lighting, individually or together, to illuminate your models. Global lighting is controlled from the Global Lighting settings box, while source lighting is provided by special light source cells. These cells contain data fields, which specify the various settings for the particular light source. When rendering an image, all lighting information is taken from the active design file only. Global lighting settings and any light sources in attached reference files are ignored. In the following tutorial, you will learn about the following: Using Global Lighting (see page 12-1) Creating a Lighting Setup with Source Lighting (see page 12-11) Area Light Sources (see page 12-23) Using Multiple Lighting Setups (see page 12-28) Attenuating Light Sources (see page 12-31)
Sample design files used in this tutorial are installed in MicroStations workspace\projects\tutorials\visualization\dgn directory. Files of the same name in workspace\projects\examples\visualization\dgn show the expected outcome of the tutorial exercises.
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Render View 1
1. In the Rendering Tools tool box, select the Render tool. 2. If necessary, in the Render settings window, from the Target option Menu, choose View. 3. From the Render Mode option Menu, choose Ray Trace. 4. From the Shading Type option menu, choose Normal. 5. Enter a data point in View 1 to select it.
Rendered Isometric view of model. Lack of detail is due to several surfaces being inclined at the same angle to the Flashbulb light source.
In the image, there is a lack of detail with the flat surfaces, though the rounded edges are plainly discernible. To improve the image, use the Define Camera tool to slightly rotate the Isometric view. This changes the surface angles relative to the view camera.
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The settings window expands to display more settings, and the buttons label changes to Hide.
6. If necessary, turn on Controlled Movement. 7. In the Increment: Angle field, key in 10. 8. Click the Pan Horizontal icon. 9. In View 1, enter a data point at the middle right edge of the view.
The view camera is rotated 10 to the right, which has the effect of rotating the model 10 to the left.
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Rotating the view has improved the image, but further improvement is needed. To accomplish this, use Solar, which simulates light from the sun. Solar lighting settings let you position the sun.
This ensures that the suns position is taken from the Solar Vector Direction fields, rather than the Time and Location values.
5. In the Altitude Angle field, key in 90.
This sets the sun to directly overhead. Note that the X, Y, and Z vectors become 0,0, and 1, respectively.
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7. If necessary, in the Rendering Tools tool box, select the Render tool. 8. Select View 1.
Solar lighting has brightened the upper surfaces. The grooves inside the model, however, are in shadow and still a little dull. If this is a problem, turn off Solar Shadows. With these turned off, the sun illuminates all surfaces facing it.
With Solar Shadows turned on, the surfaces of the grooves are in shade and not illuminated by the sun.
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For further practice, experiment by changing the settings in the Global Lighting settings box, and see how the image is affected. For example, you can relocate the sun by keying in Azimuth and Altitude angles or turning off Lock and selecting Location and Time options. Using the global lighting settings in this way lets you quickly create a lighting scene for producing general images of your model. When final images are required, look at the source lighting options, either alone or in conjunction with global lighting. Use Solar lighting with Sky Light when the model is of a building or structure.
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With Solar Shadows disabled, all horizontal surfaces facing the sun are illuminated by it. This is regardless of whether or not, in reality, they would be in shade.
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This design file has been saved with the saved view sky1 attached to View 1, which is the view that is used in this exercise.
2. From the Settings menus Rendering sub-menu, choose Global Lighting.
Turn on Solar and Solar Shadows. Turn on Lock. In the Azimuth field, key in 30. In the Altitude Angle field, key in 50.
5. In the Rendering Tools tool box, select the Render tool. 6. With Render Mode set to Ray Trace, enter a data point in View 1.
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To lighten the shadows and reveal the small building, turn on Flashbulb lighting. This reveals detail, but looks unnatural because the light does not produce shadows.
Flashbulb lighting reveals the building hidden in the shadows, but does not look natural.
In this situation, use Add Sky Light to all Solar and Distant Lights.
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With no sky lighting, the small building in front of the tower is hidden in the shadows of the taller buildings.
12
Add Sky Light to all Solar and Distant Lights settings, in the Global Lighting settings box.
5. Check that Flashbulb is turned off. 6. In the Rendering Tools tool box, select the Render tool. 7. With Render Mode set to Ray Trace, enter a data point in View 1.
Notice this time, that the small building is visible in the shadows of the larger building. Additionally, it has cast a shadow against the larger building. Because the lighting is coming from all directions of the sky (but concentrated in the direction of the Sun) objects in the shadows also are illuminated. Secondary shadows are cast by the light coming from directions other than the Sun. The rendered image has a natural look.
Secondary shadows are cast by the Sky Light. With Sky Light, the small building becomes visible in the shadows.
On a cloudy day, sky lighting is more diffused and there is less contrast. Shadows are not as distinct as on a clear day. You can simulate this by inputting a value (between 0 and 1) in the Cloudiness field.
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Notice that the shadows are less distinct because the lighting is more evenly distributed across the cloudy sky.
This example shows an element that represents the ground. If a model does not have a representation of the ground, turn on Approximate Ground Reflection for Sky Light. This simulates the reflection of Sky Light by the (non-existent) ground, to give a more natural look to the model.
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Subject
Fill Light lower intensity fills in dark spots casts no shadows Camera
Obviously, the positioning of lights depends on the location of the camera. In this exercise, you will place three point light sources around the sample model. For this exercise, use the design file litex1.dgn.
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It is possible to guess approximately where the camera is located, and in which direction it is pointing, but there is a better way. You can draw a line that indicates the direction of the camera, which you can use as a guide when locating the light sources. To verify the position, use the Define Camera tool to display the camera view cone.
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This is an alternative method to the Define Camera tool for turning on the camera in a view.
12
The guide line is not required in the camera view, which will be rendered later.
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Using the Camera View Cone to verify the location of the guide line.
As long as the guide line is reasonably close to the center line of the View Cone, it is accurate enough for the light placement. In the first instance, the key and fill lights are created on either side of the camera viewing direction. To start with, they are placed at about the level of the top of the model. Then the backing light source is placed opposite the camera, behind and above the model.
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On is enabled. Intensity is set to 1.00. Color is set to White. Shadow is turned on.
5. In the Top view, enter a tentative point below the (approximate) center of the model. 6. With the focus in the AccuDraw window, press <O> to set the drawing plane origin at the tentative point location, and move the pointer into the Front view. 7. If necessary, press <V> to orientate the AccuDraw compass to the view orientation.
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If the light source cell does not appear, turn on the view attribute Constructions (for all views but the camera view). Light source cells are construction class elements and are placed on level 1. Next, create the back light, which has similar settings to that of the key light, with the exception that Shadow is turned off.
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Like the back light, the fill light source does not cast shadows. Its Intensity setting will be changed to a lower value.
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With the light sources in place, render the camera view to see the result. Before doing this, make sure that the Global Lighting settings are correct. You can open the Global Lighting dialog box directly from the Define Light settings window.
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After creating the three light sources and rendering the camera view.
So far, only Point light sources have been used. You can use a Spot light source to add impact to an image. In the following exercise, the key light source is replaced with a Spot light source. First, delete the original key light source.
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6. Click OK.
You can use the Scan button to locate light source cells whether or not they are displayed in any view. If you use normal MicroStation tools to manipulate or delete light sources, you may have to key in DEFINE LIGHTS before the rendering process recognizes the modifications. Next, you will create the Spot light source. Since Spot light sources are directional, you will define both the position of the light source and the target point.
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An Alert box opens, asking if you are sure that you want to delete the light source.
11. Use the Render tool to render the camera view to see the effect from the Spot light source. Notice that the area illuminated by the Spot light source is well defined. Just like spotlights in real life, these computer Spot light sources can focus ones attention on a particular part of the model.
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This disables the display of light sources in View 1, which is used to display the rendered images. Typically the light sources themselves are not included in the rendered image, just their light.
8. From the Settings menus Rendering sub-menu, choose View Attributes.
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To begin with, use Flashbulb and Ambient lighting to illuminate the scene.
In this scene the image on the monitor glows, because its material definition, pcscreen, has an Ambient setting of 5. Although the controls in the Define Materials settings box show a maximum of 1 for Ambient, you can key in larger values. Normally, this would not be desirable, but in this case increasing the Ambient setting produces the effect of an illuminated screen.
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To improve the image, you can create overhead lighting. This design already has rectangles that are ready to be converted to Area light sources.
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Scene with Flashbulb, and Ambient lighting does not look natural due to the absence of any shadows.
12
The element highlights, and an arrow appears to indicate the direction of the proposed Area light source.
9. If the arrow points upward instead of downward into the room, turn on Reverse in the Define Light tool settings box.
This reverses the direction of the light source so that it shines in the opposite direction to that indicated by the arrow. If the arrow is pointing in the correct direction, make sure that Reverse is turned off
If the arrow points in the wrong direction, turn on Reverse in the Define Light settings window.
With the two Area light sources created, check the difference that has been made to the image. First, turn off Flashbulb lighting.
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Area light sources, when created from Primary class elements, and when their location is present in the view, appear in the rendered image. They are visible whether or not the levels containing the elements used to create them are turned on. You can see this in another saved view, EX2. When rendered, it displays one of the Area light sources in this model. Area light sources created from
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After adding Area light sources, the image looks much more natural with soft shadows.
12
Rendered image of the saved view EX2, displaying one of the Area light sources in the ceiling.
To make the shadows smoother, you can increase the Samples setting of the Area light sources. By default, Samples is set to 4. Increasing this to 10 or 20, for example, will produce smoother shadows at the expense of longer processing time. Normally, this would be done only for the final images.
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You will see that a desk lamp is included in this model. Source lighting consists of a Point light source in the desk lamp.
The rendered view is very dark. Looking at the image notice that only the point light source present in desklite.dgn, the active design file, is illuminating the model. Because the Area light sources are present in the reference file only, they do not take any part in illuminating the scene.
Desklite.dgn has lighting for the monitor and desk lamp only. Area light sources are present in the reference file only.
To correct this, you could create Area light sources in the active design file. Easier still, the Area light sources (created in the earlier exercise) could be copied from the reference file into the active design file.
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Copy the Area light sources into the active design file
1. In the Top view, use the Zoom In view control to zoom in on the two rectangles containing the Area light sources.
You should be able to see the enter data fields of the Area Light sources that you placed in the previous exercise. If not, make sure that levels 1 and 2 of the reference file are turned on and that the view attribute Constructions is turned on.
View 1 (the Top View) showing the two Area light sources from the reference file.
2. If necessary, in the Primary tool bar, select the Start AccuDraw tool. 3. Select the Copy tool. 4. Identify one of the Area light sources (you can snap to the enter data fields).
The key-in DEFINE LIGHTS is required only if standard MicroStation tools have been used to manipulate light sources, after a view has been rendered in the current design session. Lighting information is read into memory the first time that rendering is used in a session. When the Define Lights tool is used to manipulate light sources, no key-in is required.
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With Area light sources, the image again begins to look natural. Light from the desk lamp, however is too bright on the floor and is washing out part of the image.
The status bar displays PNTLT when the point light source is identified.
5. In the Define Light settings window, turn on Attenuate. 6. If necessary, in the Distance field, key in 0.6.
MicroStation/J Tutorial Workbook
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With the desk lamp attenuated, it is still bright at the desk level, but much more subdued at floor level. Sharp shadows are still apparent, but the carpet detail is not washed out.
With the desk lamp attenuated, the carpet is not washed out. The sharper shadows from the desk lamp are now only just discernible.
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Introduction
Material definitions add realism to computer-generated images of 3D models. When a model is rendered, instead of producing simple colored surfaces, realistic textured surfaces are displayed. Material definitions can be simply pattern maps, bump maps, or a combination of the two. In addition, MicroStation supports procedural textures, which provide a more sophisticated material definition, particularly for solids.
In the following tutorial, you will learn about the following: Defining Materials (see page 13-2) Applying Materials (see page 13-12) Using Existing Material Definitions (see page 13-14)
13-1
Defining Materials
Multi-level Texture Interpolation (see page 13-21) Procedural Textures (see page 13-22)
A sample design file used in this tutorial, mattute1.dgn, is installed in MicroStations Workspace\projects\tutorials\visualization\dgn directory. A file of the same name in Workspace\projects\examples\visualization\dgn shows the expected outcome of the tutorial exercises.
Defining Materials
Material definitions are stored in material palettes (.pal files), while material assignments are stored in material assignment tables (.mat files). To make use of material definitions, each design file needs its own material assignment table. A single material assignment table refers to one or more palette files for its materials. In the following exercises, you will define and apply material definitions to elements in the sample design file mattute1.dgn. Material definitions will be variations of those delivered with MicroStation. To avoid altering the original versions, you will save the new definitions in a separate material palette file. This protects your work, as well as protecting others who may have used the as-delivered definitions with their models.
The scene has one Distant light source for illumination, as well as global Flashbulb and Ambient lighting.
2. If necessary, open views 1 through 4, and set them to be Top, Isometric, Front, and Right, respectively. 3. If necessary, make level 10 the Active Level. 4. If necessary, turn off all other levels in each view. 5. Use the Fit View view control to fit each view. 6. If necessary, in the Tools menus Visualization Tools submenu, turn on Rendering Tools to open the Rendering Tools tool box.
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Defining Materials
On level 10 is the pool and edging.
Obviously, the rendered view does not look much like the original pool. In this exercise, you will create two materials to line and edge the pool. These will be saved in a new palette file. You will access the Define Materials settings box with the Apply Material tool, MicroStations convenient tool for all material operations.
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Defining Materials
Included on the right-hand side of the Apply Material settings window is a material preview box.
2. Double-click the material preview box.
Double-clicking in the material preview box opens the Define Materials settings box.
On entering a name in the Material Name field, the Add button becomes active.
2. If necessary, from the Map option menu in the lower right quadrant of the settings box, choose Pattern. 3. Click Select.
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Defining Materials
5. Click the Preview button, to view the image.
6. Click OK.
The dialog box closes and focus returns to the Define Materials settings box. The name of the selected file appears in the Map Name field. The material is displayed in the preview box.
7. From the mapping option menu (located above the Select button), choose Master Units.
This sets the units for the Size and Offset fields.
8. In both the Size X and the Size Y fields, key in 0.45.
The material preview updates after each setting is keyed in. This sets the size of the pattern for applying to the material. Each tile will be 0.45 x 0.45 (master units).
9. Turn on Base Color and Specular Color.
By default, both colors are white. Base Color is the underlying color (tint) of the pattern map image and Specular Color is the color of the specular highlights. When these are turned off, the Active Color is used for the preview box. In the model, the color of the element (to which the material is applied) is used.
10. If necessary, in the pattern Weight field, key in 1.
With settings less than 1, more of the underlying color of the material is seen. This setting allows you to tint the color of materials, by reducing the effect (Weight) of the Pattern Map image.
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Defining Materials
11. Click Add.
A list box entry for the material definition appears in the Materials list.
The Define Materials settings box after adding the new material definition.
Before continuing, try reducing the Weight value, and note the effect it has on the material. You can experiment with the settings, without affecting the saved material, as long as you dont click the Replace button.
Varying the Weight setting controls how much of the pattern map is seen. Values illustrated are 0 (left), 0.3 (center) and 1.0 (right).
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Defining Materials
For the pool edging material, you can define a pattern map and a bump map. Whereas the pool lining material is a smooth tile, the edging material has ridges that are given a texture with a bump map. A bump map is merely the same image as that for the pattern map, or it can be a gray-scale version of the (colored) pattern map. It produces a 3D texture effect when Phong shaded or ray traced.
Focus returns to the Define Materials settings box. The material is displayed in the preview box.
5. Check that Base Color and Specular Color are still turned on and set to white. 6. Check that the pattern Weight still is set to 1. 7. Check that the Map option menu still is set to Master Units. 8. In the Size Y field, key in 0.2.
This is to set the width (in Master Units) of the edging material.
9. Check that Size X still is set to 0.45.
To this material definition, you can now add the bump map, to give the material a 3D texture.
This is a gray-scale image of the pattern map block01b.jpg. Equally, you could also use the pattern map image as a bump map.
4. Click OK.
MicroStation/J Tutorial Workbook
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2. Click Select.
Defining Materials
Focus returns to the Define Materials settings box. The material is displayed in the preview box.
5. If necessary, set the bump Height value to 1.
This setting controls the height of bumps when rendered. Higher values produce more texture in materials.
6. Click Add.
A list box entry for the material definition appears in the Materials list. Again, before continuing, look at how the Height setting varies the appearance of the material. Remember, do not click the Replace button or you will overwrite your present material definition.
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Defining Materials
9. In the Materials list box, select Pool - edging.
Height 0
Height 1
Height 20
Height 20 inverted
Varying the bump Height setting changes the appearance of the material. Turning on Invert reverses the ridges and valleys in the texture.
Unlike the tile used for the Pool - lining material, this material is not square. It is good practice, therefore, to preview it to check for any problems, such as orientation.
The element is rendered in the Isometric view. As well, the Display setting for the preview box changes to Preview. A copy of the rendered element appears in the preview box.
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Defining Materials
Notice that the grooves are aligned at a 90 angle to the edge. This can be changed so that they run parallel to the edge.
Close up preview shows the edging material incorrectly aligned with the design.
The material preview display (now showing the selected element) updates. The Replace button is enabled.
2. Click Replace.
To be sure that the material is now correctly defined, again use the Preview function.
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Defining Materials
5. Accept.
The element is rendered, and the preview box updates to display the newly identified element.
Preview now shows the edging material correctly aligned with the design.
The dialog box closes. Focus returns to the Define Materials settings box.
In these tutorials, the default directories are used for material palette files and material table files. In practice, it is highly recommended that you save any custom material palette files in a directory outside the MicroStation directory structure. This avoids possible problems with software upgrades deleting the old files.
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Applying Materials
Applying Materials
You can assign materials to elements in the design by color and level. Additionally, a definition can be attached as an attribute to an element. When attached as an attribute, this overrides the color and level criteria.
In the Apply Material settings window, the design file name appears on the Table option menu. By default, the table is given the same name as the design file, but with a .mat extension.
By default, the material table is given the name of the design file. When saved, it is appended with .mat.
The dialog box closes, and focus returns to the Apply Material settings window. The name of the material palette file is on the Palette option menu button. The name of the palettes first material displays on the Material option menu button, with the material displayed in the preview box.
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Applying Materials
5. If necessary, from the Method option menu, choose Assign Color/Level. 6. From the Mode option menu, choose Apply Material.
An asterisk appears next to the materials name on the Material option menu button. This denotes that the material has been used.
Materials can be used more than once. The asterisk denotes only that a material has been used at least once in the design.
The material name appears on the option menu button, and the preview box updates to show the selected material.
2. Identify the violet pool sides or bottom. 3. Accept.
An asterisk appears next to the materials name on the option menu button.
The Save Table As dialog box appears. By default the file name is displayed as the design file, but with a .mat extension (that is, mattute1.mat).
2. Click OK.
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2. Accept.
Ray traced image of the pool after applying the lining and edge materials.
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1. In the Rendering Tools tool box, select the Apply Material tool. 2. Click Palette Open.
The Open Palette File dialog box opens. By default, the names of the sample palette files in MicroStations materials directory are listed.
3. Use the controls in the dialog box to select the palette water.pal. 4. Click OK.
The dialog closes and focus returns to the Apply Material settings window.
5. From the Material option menu, choose Water - pool.
Looking at the material preview box, notice that the water is not transparent. If so, you would see the Bentley logo through the material. To correct this, without changing the existing material,
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1. If necessary, use the Fit View view control to fit each view.
The Define Materials settings box opens, with the palette file water.pal loaded and the material Water - pool already selected.
2. From the settings boxs File menu, choose Open Palette. 3. Use the controls in the dialog box to select the palette created in the previous exercises, tutemats.pal. 4. Click OK.
The dialog closes and focus returns to the Define Materials settings box. The Water - pool material remains displayed.
5. In the Material Name field, key in Pool - water.
Using a different name avoids possible conflicts with the material in the water.pal palette.
6. Click Add.
A list box entry for the material definition appears in the Materials list.
Use unique names for material definitions to counter problems that may arise where two or more palettes, containing materials having the same name, are used in a design. In these cases, the first instance of the material becomes the one that is used for the definition. Now that the material has been added to the customized palette file, under a new name, you can make modifications to its definition. These changes do not affect the original Water - pool material. The material has a Transmit setting of zero. That is, no light is transmitted through the material it is opaque. To make the water transparent, adjust the Transmit setting using the preview box as a guide to how the material will look.
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The preview box updates. The logo now can be seen through the water.
With Transmit set to 0.8, the logo can be seen through the water material.
8. Close the More Material Settings box. 9. In the Define Materials settings box, click Replace.
Now, you can apply the material to the element in the design.
An asterisk appears next to the materials name on the option menu button.
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Ray traced image showing the newly applied Pool water material.
To properly check the appearance of the Pool - water material, zoom in closer and render the view again.
Looking at the image, the water is now transparent, and you can see the refraction. Though the lines of the tiles are bent as they disappear below the surface of the water, the image is not photorealistic. Even though the surface of the water is disturbed, the submerged tiles look perfect. In reality, these would appear distorted due to refraction through the uneven surface of the water. You can add a bump map to the water material definition.
Refraction bends the straight lines of the tiles at the intersection with the water.
Ray traced image showing the newly defined Pool - water material.
Although the waters surface is disturbed, the submerged tiles are incorrectly shown as being perfect.
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The dialog box closes. Focus returns to the Define Materials settings box.
9. If necessary, in the bump Height field, key in 1.0.
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The Define Materials settings box opens, with the palette file open and the material selected.
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As a result of adding the bump map, the lines in the tile pattern are distorted by the refraction through the water.
The water material definition, with a bump map, gives a more natural appearance to the rendered image.
Try changing the Height setting for the bump map and inspecting the results by rendering the view. Dont forget to click the Replace button after changing the setting. With the pool competed, the next step is to create the grass material for the pool surrounds. For this, use the standard grass material that is delivered with MicroStation. The material assignment table will therefore refer to two palette files.
A large green circle appears with the pool located at the center.
3. In the Rendering Tools tool box, select the Apply Material tool. 4. In the Apply Material settings window, click the Palette Open button.
The dialog box closes, and the name of the selected palette file appears on the Palette option menu button.
7. From the Material option menu, choose Grass.
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An asterisk appears next to the material name on the option menu button.
Now, a comparison can be made between rendering with and without Multi-level Texture Interpolation.
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Materials such as grass can look slightly unnatural when rendered, particularly where the material disappears into the distance. To correct this problem, a rendering option is provided Multilevel Texture Interpolation. With this option chosen, the material image files (both pattern maps and bump maps) are prefiltered into a series of successively lower resolution maps when the material is first referenced. These then are used to interpolate to the nearest value for each pixel. This only applies for Phong and ray traced images.
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Procedural Textures
3. In the Rendering Tools tool box, select the Render tool. 4. From the Render Mode option menu in the Render settings window, choose Phong or Ray Trace. 5. Select View 1.
Left: Multilevel Texture Interpolation OFF Image appears noisy. Grass material displays too much detail in the distance. Edging material is not well defined. Right: Multilevel Texture Interpolation ON As the grass material gets further from the eyepoint, less and less detail is shown. Edging material is better defined.
Procedural Textures
In the previous exercises, two-dimensional images were used to define the materials. During rendering, these images were applied to the surfaces, similar to applying wallpaper to a wall. If the pattern was too small, it was repeated or tiled on to the surface. MicroStation has another form of material, that comes in both two-dimensional and three-dimensional forms procedural textures. In fact, each procedural texture is an MDL application that applies the material to the elements in the design. The following exercise illustrates the use of a 3D procedural texture.
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Procedural Textures
View 2 displays a cube. In the material palette, proctext.pal, use the sample marble procedural texture for this cube. To avoid changing the sample, copy it into the material palette created and used in previous exercises.
1. In the Rendering Tools tool box, select the Apply Material tool. 2. Double-click the material preview box.
For 3D procedural textures, the cube display is convenient for viewing the material in three different planes.
4. From the Define Materials settings boxs File menu, choose Open Palette.
The selected material is displayed in the preview box, and the settings are updated for the material.
8. From the settings boxs File menu, again choose Open Palette. 9. Use the controls in the dialog box to select the palette you created in a previous exercise, tutemats.pal. 10. Click OK.
The Materials list box updates to display materials from the selected palette. The marble material remains selected, and its settings remain displayed.
11. In the Material Name field, key in Pool - statue.
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Procedural Textures
12. Click Add.
A list box entry for the material definition appears in the Materials list.
13. From the settings boxs File menu, choose Save Palette.
Notice that when the material is a procedural texture, there are additional items in the Map section of the Define Materials settings box. For example, an extra field, Z, appears for the Size and Offset settings. When a 3D procedural textures is selected you can modify it along all three axes. Additionally, the Edit button (lower right) is enabled when any procedural texture is the selected material (this will be looked at later). If one of the standard materials is selected, the Map area will revert to the standard arrangement (no Z field for Size and Offset, and the Edit button disabled).
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Procedural Textures
6. If necessary, from the Render Mode option menu in the Render settings window, choose Ray Trace. 7. Select View 2.
Notice that the veins in the marble material meet correctly at the edges. The material has been applied as a three-dimensional substance, not as a two-dimensional image applied to each face. Another advantage of using 3D procedural textures is that a solid made up of several elements can have the material applied as though it is a single element. In the next exercise the material will be applied to the figure, which is created from a number of elements, grouped as a cell.
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Procedural Textures
The veins of the marble vary through the figure, because it is not the same pattern map applied to the arms, legs, torso, and head. It is one material applied to the whole figure.
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Procedural Textures
7. Accept. 8. Again, use the Render tool to render View 2.
To change the appearance of standard materials, you can change the values in the Map section of the Define Materials settings box. When using procedural textures you can change additional parameters as well as the Size values. These may vary for each procedural texture. You can access them using the Edit button in the Map section of the Define Materials settings box.
The Define Materials settings box opens with the material selected.
3. In the Define Materials settings box, click Edit.
Editable Procedural Texture Values for the marble material Pool - statue.
For this material, changes can be made to the Base and Vein Color, of the marble. As well, the level_of_detail and
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Procedural Textures
vein_tightness can be varied. As changes are made to the values, the preview box in the Define Materials settings box updates to reflect the changes. Try experimenting with the values and, when you are happy with the result, click the Replace button to save the new material. With the setting relative_coords there are two values, 0 or 1. When set to 1, the material is calculated relative to the element in the design. In an animated sequence, the material will move with the element. When set to 0, the material is calculated relative to (0,0,0) in the design cube. Here, an animated object will slide through the material, which remains static. In the sequence, it will appear as though the material is sliding across the element.
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Introduction
Radiosity solving provides a view independent solution of the diffuse reflections between materials. It does not produce an image as such, but the rendering processes can then use the radiosity solution. Ray tracing, for example, can add the (view dependent) specular highlights, reflections, and refraction. Radiosity solving is generally best suited to architectural applications, where (diffuse) reflections from walls and other furnishings add to the overall lighting for the scene. Without radiosity this reflected light is normally not taken into account. Many of the decisions to be made in creating an image of a design are subjective. Radiosity solving, in company with ray tracing, provides a complementary set of tools for creating lifelike images of designs. In the following tutorial you will learn the basics of radiosity solving with MicroStation and, in particular, the following: Radiosity and Ray Tracing (see page 14-1) Relating Light Source Brightness to the Real World (see page 14-3) Patches, Elements, and Adaptive Subdivision (see page 14-4) Stopping Conditions (see page 14-15)
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When the radiosity solution is used, reflected light is taken into account. For example, the floor under the table is partially illuminated by the light reflected off the walls.
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Working units
In order to render an image using a radiosity solution with the appropriate brightness, the physical dimensions of the geometry in the design must be expressed in real-world units. If the working units of the design are meters, and the light source brightness is in lumens, then the radiosity solution provides illuminance in lux (lumens per square meter). If the working units of the design are feet, illuminance is calculated in foot-candles (lumens per square foot). This unit information is used to render an image of the appropriate brightness. The resulting image roughly matches a real-world view of the given design and lighting, within the limited absolute range of the display device.
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Radiosity solving uses the Brightness setting of light source cells to calculate the amount of light energy. Typically, when the Intensity setting is 1.0, then the Brightness setting can be related to lumens. A light source having an Intensity of 1.0 and a Brightness of 1000 produces 1000 lumens of light.
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Only one light source is present in the model a point light source providing light from the table lamp.
2. From the Settings menus Rendering sub-menu, choose Global Lighting. 3. If necessary, turn off Ambient, Flashbulb, and Solar lighting. 4. Close the Global Lighting settings box. 5. From the Utilities menu, choose Saved Views.
Leave the Radiosity settings box open through the following exercises. Using the Radiosity settings box, you can control the quality and processing time of a radiosity solution. First define the basic settings for materials, lighting and display.
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(This forces the light energy from any and all light sources to be processed first, before considering reflected light.)
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Turning off Illuminate Both Sides of Surfaces forces the solving process to illuminate only that side of a surface with positive surface normals (normals pointing outward from the surface). This reduces processing time by ignoring the dark side of surfaces. This design is set up with the surfaces correctly aligned.
(Only one shot will be used for this part of the exercise.)
3. In the Maximum Element Subdivisions field, key in 0.
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With no adaptive subdivision at the shadow boundaries, the triangular shapes of the element mesh are plainly visible in places.
With the Maximum Element Subdivision set at 0, elements are not further subdivided at the shadow boundary. You can make shadow boundaries more accurate by reducing the initial element area.
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Element Area <= 0.02 As the size of the element mesh triangles is reduced, the shadow boundaries appear more accurately defined.
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Notice that the shadow boundaries are much better defined, even with the element mesh size set to 0.2. This is because the Maximum Element Subdivisions setting allows for further subdivision of the element mesh at shadow boundaries.
With this setting, you will see that the shadow boundary now is smoothly defined. Increasing the value of the Maximum Element
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In the resulting image, notice the illumination of the floor under the table. Shadows cast by the tables legs also can be seen. These
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Shot number 2 adds illumination from the brightest patch on the wall to the right. Part of the floor below the table is illuminated.
This will cause the intermediate image to be displayed after each shot.
5. Click Solve Radiosity.
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Looking at the shadows, it is obvious that the reflected light is from a patch on the wall to the right of the image. During processing, you can display the location of these patches.
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The shooting patch (highlighted by the white dashed line) for the second shot.
Up to this point, the radiosity solution has been recalculated from the start each time. We can retain the current calculations in memory.
Because the Intermediate Display has been disabled, only the shooting patch appears, prior to the view being rendered. Increasing the shots to three, you will see the effects of lighting from the unshot patch that now is brightest. Because Keep Database in Memory is on, the process will continue from the previous shot, rather than starting with shot 1.
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Notice this time that the shot is from a patch on the wall to the left of the view. When the view is rendered, you can see from the shadows that the light has come from this patch.
Shot number 3 adds illumination from the brightest patch on the wall to the left.
Letting the next shot process you will see that the brightest unshot patch now is on the surface of the table.
Shot number 4 adds illumination from light reflected from the table top. This is shown, in particular, by the illumination of the underside of the lamp base.
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An alert box appears, asking if you want to remove the current rendering database from memory, including any radiosity solution.
2. Click OK in the alert box. 3. In the Radiosity Settings group box, in the Maximum Samples per Shot field, key in 4.
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Stopping Conditions
4. Click Solve Radiosity. 5. Select View 2.
With Maximum Samples per Shot set to 4, the shadows from the reflected light are softened.
Two settings control radiosity processing times Limit Number of Shots and Min(imum) Illumination Threshold. When either of these conditions is met, processing stops. In the preceding exercises, the Limit Number of Shots setting has controlled the radiosity calculations. In each case processing terminated after the specified shot. In production environments, the number of shots allowed would be far greater than used in those exercises. You do not have to wait until the final shot before seeing some form of image. You can stop processing at any time by entering Reset. This stops the radiosity calculations after the current shot, and renders the selected view. When Keep Database in Memory is on, you can resume the calculations from the last shot. Additionally, you can specify that an Intermediate Display is rendered at regular intervals.
An alert box appears, asking if you want to remove the current rendering database from memory, including any radiosity solution.
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Stopping Conditions
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Stopping Conditions
2. Click OK in the alert box.
This will cause the calculations to stop when the remaining light falls below 25% of the total light at the outset.
5. In the Radiosity settings box, click the Display tab. 6. In the Display Settings group box, from the Intermediate Display option menu, choose Smooth Shaded. 7. In the Display Frequency field, key in 5.
Leave all other settings as they were for the previous exercise(s).
8. Check that Keep Database in Memory is on in the settings boxs File menu. 9. Click Solve Radiosity. 10. Select View 2.
As processing progresses, notice the messages that appear in the status bar at the bottom of the screen. Typically, the message takes the form: Radiosity Shot:2 energy: 5.062173 (unshot 46.695407;stop 25.000000). From these you can see how much light is being processed for the shot, how much is remaining, and what the stopping value is. In this case the stopping value is 25, calculated as (0.25 x 100), where 100 is the light from the single light source in the model. When the process completes the fifth shot, View 2 will be smooth shaded. Checking these intermediate displays (in this case, every
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Stopping Conditions
fifth shot) can help you decide if you want to stop the process early (with a Reset).
Third intermediate display, after the 15th shot, showing Smooth Shaded image.
Remember that you can stop radiosity solving at any time by Resetting. By setting a different stopping condition, you then can use this solution to display shaded images of various views.
After the current shot is completed, the view is rendered. (If you Reset during a shot whose number is a multiple of 5 [the Display Frequency setting], a second Reset will be required.)
2. In the Radiosity settings box, click the Settings tab. 3. In the Radiosity Settings group box, turn on Limit Number of Shots and, in its field, key in 0.
The view is rendered using the final display option, which is Ray Trace. Notice that the ray tracing of the view is faster than normal, because the ray tracing process uses the radiosity solution that is present in memory.
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Letting processing continue until the stopping condition is met, can be time consuming. The time it takes will depend on the speed of your system. So that the radiosity solution does not have to be recalculated in the future, you can save the resulting database to disk and reload it into memory when required.
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Stopping Conditions
If the Render tools Render Mode is set to Ray Trace, the view is ray traced without using the radiosity solution. For the exercise, two other saved views are present in the active design file.
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Stopping Conditions
View 4 is ray traced with radiosity. If you repeat this exercise with Render Mode set to Ray Trace, not only will the image look different (no diffuse reflections), it will take longer to ray trace.
Saved View CAM3, ray traced without radiosity. No diffuse reflections are displayed.
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Stopping Conditions
Display Luminance
1. In the Radiosity settings box, click the Display tab. 2. From the Final Display option menu, choose Luminance. 3. From the Analytic Display option menu, choose Color. 4. Click Solve Radiosity. 5. Select View 2.
View 2 updates with the false color display, showing the amount of light reflected by surfaces.
6. Repeat steps 3 to 5, with Analytic Display set to Grey Scale.
Display Illuminance
1. From the Final Display option menu, choose Illuminance. 2. From the Analytic Display option menu, choose Color. 3. Click Solve Radiosity. 4. Select View 2.
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Stopping Conditions
View 2 updates with the false color display, showing the amount of light reaching the surfaces.
5. Repeat steps 3 to 5, with Analytic Display set to Grey Scale.
The Query Radiosity button is enabled only when a radiosity solution is present in memory.
In the status bar, the value for Luminance is displayed in Lumens/Sq.M (Meters are the master units for this design). Following this value are those for the separate RGB components.
5. Enter further data points to display the Luminance in other parts of the view.
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Stopping Conditions
Similarly, you can query the radiosity solution with the Query Radiosity tool in the Rendering Tools tool box.
Similarly, you can display the values for Illuminance, by choosing Illuminance as the Display option.
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15 Animation Basics
This tutorial is set up as a number of consecutive exercises to teach the basics of animation. Work through these exercises from start to finish.
Introduction
In this tutorial, you will learn how to animate objects in a design. Using a model of a windmill, you will learn about the following: Creating Actors (see page 15-3) Manipulating Actors (see page 15-7) Hierarchical Motion (see page 15-9) Scripting Actors (see page 15-12) Keyframe Animation (see page 15-16) Defining a Parameter (see page 15-19) Saving and Recording a Script (see page 15-22) You will animate the blades of the windmill to rotate and its complete top assembly to pivot from side to side.
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Introduction
You will learn how to animate the blades to rotate, and the whole assembly to oscillate.
The sample design file used in this tutorial, windmill.dgn, is installed in MicroStations Workspace\projects\tutorials\visualization\dgn directory. A file of the same name in Workspace\projects\examples\visualization\dgn shows the expected outcome of the tutorial exercises.
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Creating Actors
Creating Actors
When you create an actor for animation, a special cell is created that is recognized by the animation process. You can create an actor from one or more elements in a design. Elements that are grouped in a cell, are treated as a single element. Where a group of separate elements is required to form a single actor, you can group them using the Element Selection tool. When you create an actor, you can specify the ways in which the actor can move. These settings are applied for parametric motion, or when you use the Manipulate Actor tool.
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Animation Basics
Creating Actors
Actors tool box, which is the top left icon of the tool frame.
Opening the Animation Actors tool box, from the Animation Tools tool frame.
For this model, the first actor to define is the windmills blade assembly. This part is made of a number of separate elements, thus requiring them first to be grouped.
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Creating Actors
In the design, the blades are located such that the spindle is aligned with the y-axis.
8. In the Isometric view, with Center snap mode active, snap to the center of the blades spindle.
A triad, attached to the pointer, indicates how the actor will be allowed to move. The circle normal to the y-axis indicates rotation about the y-axis.
9. Accept to define the actors origin. This defines the point about which the blades will be allowed to rotate.
Defining the origin of the actor Blades. The triad attached to the pointer indicates that the actor can rotate about the y-axis.
Z X
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Animation Basics
Creating Actors
As with the blades of the windmill, the pump housing and wind vane are constructed of several separate elements. Again, you need to group them before creating the actor.
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Manipulating Actors
8. In the Isometric view, with Center snap mode active, snap to the center of the vertical shaft at the bottom of the housing.
A triad, attached to the pointer, indicates how the actor will be allowed to move. The circle normal to the z-axis indicates rotation about the z-axis.
9. Accept to define the actors origin. This defines the point about which the housing will be allowed to rotate.
Defining the origin of the actor Vane. The triad attached to the pointer indicates that the actor can rotate about the z-axis.
Z X
Manipulating Actors
Once an actor has been created, you can manipulate it with the Manipulate Actor tool. When using this tool, the only movements that are allowed are those that were defined when the actor was created.
The elements displayed are grouped in either the Blades or Vane actor cell. Using the Manipulate Actor settings window, you also can highlight an actor prior to identifying it for manipulation.
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Animation Basics
Manipulating Actors
The actor Vane highlights in each view.
3. In the list box, double-click Blades.
This identifies the actor Blades as the actor to manipulate. It highlights in each view. In the Manipulate Actor settings window, Method is set to Rotate About Y.
4. Click the Method option menu to open it. Notice that only the Rotate About Y option is enabled (the others being dimmed).
When the actor Blades was created, only the Rotate About Y option was chosen.
Manipulate Actor settings window. The Method option menu displays allowable manipulations, which were enabled when the actor was created (others are dimmed).
5. In any view, move the pointer (without entering a data point), and notice that the blades rotate as the pointer is moved.
Actor Vane highlights in each view. In the Manipulate Actor settings window, Method changes to Rotate About Z.
7. In any view, move the pointer (without entering a data point), and notice that the vane assembly can rotate about the z-axis.
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Hierarchical Motion
Actor Vane was created with only the Rotate About Z option.
8. Reset.
Alternatively, you can identify an actor by entering a data point on any part of it.
In the previous exercise, you saw how you could individually manipulate either of the actors. The problem is that the blades do not remain connected to the vane assembly when it is rotated. Another tool, Attach Actor, solves this problem. With this tool you can attach one actor to another, such that the attached actor remains connected to the parent when it (the parent) is manipulated.
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Hierarchical Motion
Animation Basics
Hierarchical Motion
This identifies the actor to which to attach the first actor. The Attach Actor settings window updates, showing the parent actor in red, with the child actor indented and colored blue.
The Attach Actor settings window, showing a list of the available actors.
After attaching Blades to Vane, the settings window updates with the attached actor indented and colored blue. The parent actor is displayed in red.
Having attached the blades to the vane assembly, the blades will rotate with it and rotate correctly about their pivot point. As the blades are swivelled with the vane assembly, the original y-axis (about which the blades were set to rotate) swivels with them.
The entire assembly highlights because the blades are now attached to Vane.
3. In any view, move the pointer (without entering a data point), and notice that the assembly (including the blades) rotates about the z-axis.
Moving the pointer rotates the blades, along with the vane assembly, because they are now attached.
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Hierarchical Motion
4. In the settings window, turn on Angle. 5. In the Angle field, key in 30. 6. Accept the rotation.
With hierarchical motion, when an actor is attached to another, it moves with the parent actor. You can still manipulate the attached actors independently. In this example, you can manipulate the blades without affecting the vane assembly.
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Animation Basics
Scripting Actors
The blades still rotate correctly about their pivot point.
6. Reset.
Scripting Actors
Before you can record an animation, you must script the actors to define the required motion. This can be in the form of a formula that describes the motion as a function of the frame number. Alternatively, you can specify keyframes and the animation process will interpolate the in-between frames. In the following exercises you will script the blades of the windmill to spin, and for the whole assembly to pivot from side to side.
Animation. The Animation Producer settings box opens. As actors are scripted, the script entries appear in the Animation Producer settings box.
The Script Actor dialog box opens, displaying the Actor Name, and the available settings. Here, only the Y Rotation setting is enabled, which was defined when the actor Blades was created.
3. In the Begin Frame and End Frame fields, key in 0 and 71 respectively.
This controls the frame interval during which the actor is scripted. In this case it is for a total of 72 frames.
4. In the Y Rotation field, key in -5*frame.
This specifies that the actor will rotate 5 for every frame of the movie and in 72 frames it will rotate a full 360. The minus sign causes the rotation in this case to be counterclockwise, as required.
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Scripting Actors
5. Click OK.
The Script Actor dialog box closes, and the script entry is added to the open script in the Animation Producer settings box.
The variable frame (all lowercase) is one of a number of built-in variables that can be used in scripting motion equations.
Double-click the Blades actor to open the Script Actor dialog box.
After setting the script for the actor, clicking the OK button closes the dialog box and inserts the script entry into the Animation Producer settings box.
Once actors have been scripted, their motion can be previewed on screen. The appearance and method for previewing is controlled in the Preview Settings box. As well, tools in the Animation Preview tool box let you control the preview in a similar fashion to the controls of a video recorder.
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Animation Basics
Scripting Actors
If necessary, turn on Clear View Between Frames. If necessary, turn on Animated Elements. Make sure all other settings are off.
3. Close the Preview Settings box. 4. From the Animation Producer settings boxs View option menu, choose View 3 (the Front View). 5. If necessary, use the Fit View view control to fit View 3. 6. In the Animation Producer settings box, click the play (>>) button at bottom left.
The blades rotate in the chosen view. Previewing allows you to check that the animation is working correctly. For example, you can check that the blades are rotating in the correct direction. As the animation plays, the current frame number displays in the frame field. You can key-in any frame number and the current view will update to display that frame. You can select another view via the View option menu. A better alternative, to perform these and other previewing procedures, is to use tools in the Animation Preview tool box. Using the Animation Preview tools lets you quickly check the motion in any view, as the following exercise will demonstrate.
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Scripting Actors
The blades rotate in the current view (as displayed in the Animation Producer settings box).
3. Enter a data point in any other view.
The blades now rotate in the newly selected view. The Animation Producer settings box updates to display the new view number. Similarly, you can use other tools from the Animation Preview tool box, to rewind (play in reverse), go to a particular frame, go to the first and go to the last frame.
Editing a script
If you make a mistake during scripting, you can edit the script entry. Double-click the script entry in the Animation Producer settings box to open the Edit Actor Script dialog box, to make corrections.
This will cause the blades to rotate 10 for every frame, or 2 complete revolutions in the specified 72 frames.
3. Click OK.
The dialog box closes. If you preview the animation again, you will see that the blades now spin for two revolutions in the 72 frames.
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Animation Basics
2. In the Animation Preview tool box, select the Play Animation tool.
Keyframe Animation
Keyframe Animation
With the blades scripted, you can now script the vane assembly (which includes the rotating blades as an attached actor). For this part of the animation, you will script the actor(s) using keyframes. You will animate the assembly so that it oscillates 40.
The dialog box closes, and the keyframe appears in the Animation KeyFrames settings boxs list. Leave the settings box open to create and script the remaining keyframes.
After keying in keyframe information in the Create KeyFrame dialog box, clicking OK inserts the keyframe into the Animation KeyFrames list.
Next, you will create the midpoint keyframe. Before doing so, move the assembly to its new position for the keyframe.
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Keyframe Animation
The assembly (blades and vane) rotate -40 about the z-axis.
After rotating the vane assembly to its position for the second keyframe.
The dialog box closes, and the keyframe appears in the Animation KeyFrames settings boxs list.
Scripting keyframes
Having created the keyframes, you must now script them into the animation.
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Animation Basics
Keyframe Animation
The dialog box closes and the script entry is added to the open script in the Animation Producer settings box.
Clicking the Script button opens the Script KeyFrame dialog box, in which the scripting information is entered.
Clicking OK closes the Script KeyFrame dialog box, and the scripting information for the keyframe is added to the list in the Animation Producer settings box.
This will cause the actor to move with constant acceleration from the previous keyframe to this one.
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Defining a Parameter
4. Click OK.
The dialog box closes, and the script entry is added to the open script in the Animation Producer settings box. For the final keyframe, the animation returns to the start position. This allows the animation to be played back in a continuous loop, without a jump back to the start position.
The dialog box closes, and the script entry is added to the open script in the Animation Producer settings box.
Animation Producer settings box with all script entries for the parametric motion plus the keyframes.
Now, when you preview the animation in the Isometric view, you will see that the whole assembly oscillates from side to side, as the blades rotate. Notice how the vane accelerates as it swings to the middle point, and then bounces back, decelerating as it returns to the starting point, while the blades rotate at a constant speed.
Defining a Parameter
In the foregoing exercises, the blades were animated by specifying an amount of rotation for each frame. To calculate a single revolution, 360 was divided by the total number of frames in the animation (72) to give 5. To double the number of revolutions, the angle was changed to 10. While this method
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Animation Basics
Defining a Parameter
gives the correct result, it requires that the number of frames is known. During the course of creating animations, you may find that you have to adjust the number of frames. In this case you would have to adjust the angle of rotation per frame, also. A much simpler method is to define a parameter that is correct for all cases, no matter how many frames are required. For example, a parameter r1 can be defined to be the expression 360/maxFrame. The variable maxFrame is another of the built-in variables that are available. It is equal to the total number of frames in the sequence. Therefore, in this example, to rotate the blades you simply script them to rotate r1 for a single revolution, 2*r1 for two revolutions, and so on.
Type the variable maxFrame, with upper and lower case, exactly as shown.
5. In the Description field, key in rotation angle for single revolution.
Descriptions are useful for choosing the correct parameter in a complicated animation that has a number of parameters defined.
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Defining a Parameter
6. Click OK.
The dialog box closes, and the parameter is inserted in the Animation Parameters settings boxs list.
7. Close the Animation Parameters settings box.
Having defined the parameter, you can now use it to script the actor Blades.
This scripts the blades to rotate two complete revolutions. The minus sign makes the revolution counterclockwise.
4. Click OK.
The dialog box closes. Now you can control the number of revolutions, simply by changing one figure, the r1 multiplier. This will apply, no matter how many frames are required for the sequence.
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Animation Basics
By default, the script is given the same name as the design file, but with a .msa extension.
3. Click OK.
Scripts are saved as text files. During the animation process, the script file is read to retrieve the animation instructions. If you view the script with a text editor, such as the Windows Notepad editor, you will see that the script is divided into two sections one for general settings and the other for script entries. In the latter section, the entry for the actor Blades is followed by the keyframe entries.
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2. If necessary, from the View option menu, choose 1. 3. If necessary, from the List Files of Type option menu, choose JPEG (JFIF).
This sets the type of image files that will be created for the sequence. Each frame will be a separate .jpg image.
4. Adjust other settings as desired.
These settings are similar to those for saving a rendered image to disk.
5. In the File field, key in wmill000.
The number included in the file name will be incremented for subsequent frames. The extension .jpg will be appended automatically.
6. Click OK.
The dialog box closes, and the frames are rendered and saved to disk. As each frame is completed, it is displayed in a window.
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Animation Basics
The Record Script dialog box (left) and the display window (above) showing the frames as they are processed.
Once the script is recorded, you can view the resulting animation sequence exactly as you would a normal movie.
The sequence loads. The Movies settings box expands to display the first frame.
5. Click the play (>) button.
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Introduction
MicroStation is delivered with a number of sample files in which actors, parameters, and sometimes scripts, already have been created. By examining these files, and working with them, you can learn more about creating animations from your own designs. In the following tutorials, you will learn about the following: Keyframe Velocity (see page 16-1) Keyframe Velocity and Deformation (see page 16-2) Parametric Motion Control (see page 16-8) Path Control and Camera Movement (see page 16-18) Animating Materials and Lights (see page 16-30)
Keyframe Velocity
When you define keyframes, the velocity setting affects the rate at which the interpolation between frames is calculated. Choices are Constant, Accelerate, Decelerate, Accelerate-Decelerate, and Infinite. In the sample file, dotrace.dgn, the spheres have been keyframed to move along parallel paths but with different velocity settings. You will see that they start and finish at the same time (frame number), but move with very different motions.
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The spheres move across the screen according to the defined motion. Start
Frame 0
Half-way point
Frame 19
Finish
Frame 39
Accelerate - starts from rest, moving with constant acceleration. Decelerate - moves under
constant deceleration to finish at rest.
Accelerate - Decelerate - starts from rest, accelerates to half-way, then decelerates to finish at rest. Infinite - jumps instantaneously to
finish point. Movement of animated objects using keyframe velocity options.
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Previewing keyframes
You can view Keyframes using the Freeze button in the Animation KeyFrames settings box. When you click Freeze, the geometry in the file moves to the locations for the keyframe. Care should be taken that a home keyframe is created, so that W geometry can be returned to original locations. That is, you should create a keyframe of the geometry prior to moving it into position for other keyframes.
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Using this method, you can render the keyframes to check that the geometry is correctly located prior to scripting and recording. To create an animation from the keyframes, first you have to script them.
The dialog box closes, and the script entry appears in the Animation Producer settings box.
Alternatively, to open the Script KeyFrame dialog box, you can double-click on the keyframe in the settings box.
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Scripting a keyframe.
The Script KeyFrame dialog box opens. By default, Frame Number is incremented to 10.
3. From the Velocity option menu, choose Accelerate. 4. Click OK.
The dialog box closes, and the script entry is added to the open script in the Animation Producer settings box.
The Script KeyFrame dialog box opens. By default, Frame Number is incremented by 10 from the previous keyframe.
3. From the Velocity option menu, choose Decelerate.
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The dialog box closes, and the script entry is added to the open script in the Animation Producer settings box. This completes the scripting of the teapot falling to the table and compressing. To complete the scripting you have to repeat the above procedures in reverse, to make the teapot rebound.
The dialog box closes, and the script entry is added to the open script in the Animation Producer settings box.
The dialog box closes, and the script entry is added to the open script in the Animation Producer settings box. That completes scripting of the keyframes. Prior to recording the script, you can preview the animation by clicking the play (>>) button in the Animation Producer settings box, or select the Play Animation tool in the Animation Preview tool box.
Further example
A second sample file shows a more realistic application of keyframe velocity and deformation techniques. This file, key2.dgn, is installed in MicroStations workspace\projects\examples\visualization\dgn directory. It is scripted, ready for previewing, or recording.
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Simple gears
Using the sample design file, gears.dgn, you will script a sequence that shows the two geared wheels driven by a third wheel via a connecting link.
Gears.dgn, in which the two geared wheels are driven by the third wheel via a connecting link.
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The Animation Parameters settings box opens, displaying the previously defined parameters.
In effect, scripting for each of these actors is simply a matter of multiplying the appropriate velocity by the frame number. GEAR1 is the one exception. This actor has the link (actor LINK) attached to it. In order for the link to be correctly aligned at all times, it
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it rotates twice as fast as GEAR2. This is calculated by counting the number of teeth in each of the gears (GEAR3 has only half that of GEAR2).
LINK GEAR1
Actor LINK must be scripted to rotate in the reverse direction to remain correctly oriented as GEAR1 rotates.
The Script Actor dialog box opens. By default the Begin Frame value is set at 0.
3. In the End Frame field, key in 20. 4. In the Z Rotation field, key in v1*frame. 5. Click OK.
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The dialog box closes and the script entry is added to the open script in the Animation Producer settings box.
Script entries are case-sensitive. If you see an error message such as symbol V1 not defined while entering a script, you may have used incorrect case.
The dialog box closes, and the script entry is added to the open script in the Animation Producer settings box.
6. In the X Rotation field, key in v3*frame. 7. Click OK.
The dialog box closes, and the script entry is added to the open script in the Animation Producer settings box.
You can preview and/or record the script and play it back to observe the motion. To create a longer sequence, with a smoother and slower motion, change the End Frame values of the actor
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You can also use simple equations to create quite complicated motion, as shown in the following sample file.
Planetary gears
The next sample file, plangear.dgn, illustrates the complicated motion in a planetary gear set. This file is ready for recording, with all parameters defined, as well as actors created and scripted.
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With a model such as this, only one-third of a revolution is required to simulate a complete revolution of the gears. During playback (with Loop turned on), the model will appear to rotate continuously. The output shaft has three equally spaced planetary gears driving it. When a third of a revolution has been completed, the model will look identical to when it is in its starting position. In this example, the input gear and each planetary gear has 12 teeth. The outer ring gear has 36 teeth. Each planetary gear, therefore, must rotate three times, to make a complete circuit of the outer ring gear. During this time, the input shaft must rotate four times, made up of: One rotation to match the circuit that the planetary gears make around the outer ring gear, plus;
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Each planetary gear rotates three times as it completes a circuit of the outer ring gear. To match the planetary gears, the input shaft must complete four rotations, for each complete circuit that the planetary gears make of the outer ring gear. It must match the three rotations that the planetary gear makes as it circles the outer ring gear, plus a fourth, to keep with the planetary gear as it circles around the outer ring gear.
In this model, actors PLANET and BEARING have been copied to create the remaining two planet gear assemblies. They were then attached to the actor OUTPUT. Only one script entry is required for each of PLANET and BEARING, and it is applied to all copies of the actor. To better understand how this sequence works, first inspect the parameters that have been set. These are used in the scripting equations for the actors.
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Here, the last three parameters were developed from the first in the list, vInput. In this first parameter:
360.0 * 4.0 specifies the angle through which input shaft
Referring parameters back to a common source reduces problems if changes ever have to be made. For example, to animate the model for a full revolution requires only that the 3.0 divisor be removed in the vInput parameter. Notice in the scripting information for each of the actors that they refer back to the parameters: INPUT vInput*frame OUTPUT vOutput*frame PLANET (vPlanet-vOutput)*frame BEARNG (vBearing-vOutput)*frame When these equations are expanded: INPUT = (4/3 * maxFrame) * frame OUTPUT = (1/3 * maxFrame) * frame PLANET = (-3/3 * maxFrame) * frame BEARING = [(-20/35 * 3)/3 * maxFrame] * frame
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Universal joint
This example is contained in the sample file, ujoint.dgn, which is installed in MicroStations \workspace\projects\examples\visualization\dgn directory. It animates an assembly in which two parallel shafts are connected, through universal joints, by an angled connecting shaft. While the velocity of the input and output shafts are the same, the connecting shaft moves at a non-uniform velocity. This
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All actors, parameters, and scripting have been completed in this file, ready for recording. While the first and third shafts rotate at a constant rate, the connecting rods rotation is defined by the relationship used to define the parameter angleConnect. For this model, the following parameters are defined:
jointAngle angle between the input shaft and the output shaft. In this model the angle between the connecting rod and shafts at both ends is 60. vInOut angle of rotation per frame, of the first and third shafts, which rotate at the same rate, 360.0/maxFrame. angleInOut actual angle of rotation of the first and third shafts, at any given frame. Defined as vInOut * frame. That
When this sequence is recorded and played back, you will notice the non-uniform rotation of the connecting rod, compared to the input and output shafts, which rotate at a uniform rate.
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Defining paths
To best learn how these features operate, work through the following exercise, using the sample file, defpath.dgn.
This design should have views 1-4 open and oriented as Top, Isometric, Front, and Right respectively. Levels 2 and 63 (only), should be turned on in each view (as shown below).
2. Use the Fit View view control to fit each view. 3. If necessary, open the Animation Producer settings box by choosing Render > Animation from the Utilities menu. 4. If necessary, open the Animation Actors tool box.
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Brang
To check that Brang has been attached correctly to the path element, preview the motion.
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The dialog box closes, and the script entry for the path is added to the open script in the Animation Producer settings box.
This ensures that both the animated element and the stationary objects will display in the preview.
6. In the Animation Producer settings box, click the play button.
The actor moves around the defined path. Because the view is not cleared between frames, you see the location of the actor for each frame. This is useful for determining whether you have defined sufficient steps to adequately animate the motion, or to check for interference.
7. In the Preview Settings box, turn on Clear View Between Frames. 8. Again, click the play button.
The actor moves around the defined path, this time with the view cleared between each frame.
With Clear View Between Frames turned off, each frame is left displayed on screen, until the next update.
With the boomerangs path defined, the next task is to script it to spin. You do this using parametric motion, where a formula defines the amount of spin per frame.
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7The dialog box closes, and the script entry is added to the open script in the Animation Producer settings box.
6. Click the play button to preview the motion.
Double-click the actor name to open the Script Actor dialog box.
Click the OK button to enter the script entry in the Animation Producer settings box.
With animations such as this, you may find it necessary to check for clashes at various points in the sequence. You can do this using the controls in the Animation Producer settings box, but more flexibility is available with tools in the Animation Preview tool box. Using these tools you can freeze the actors at any frame in the sequence. With this tool, the actors move to their positions for the selected frame number. Note that this is different from previewing the motion, which is a display action only. After previewing, when you update the view, it returns it to its original state, with the actors in their original positions.
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The boomerang moves to its position for frame 40. This can be seen in all views. Simultaneously, the Animation Producer settings box updates to show frame 40 as the Preview frame.
4. Now, in the Current Frame Number field, key in 50.
The boomerang moves to its position for frame 50. This can be seen in all views. Using this method, you can quickly check for any interference.
All actors are affected by the Freeze button, whether they are visible in the view or not, and whether their level is displayed or not. Similarly, you can use the Animation Producer settings box to freeze actors at particular frame numbers. Use this method to return the geometry to its starting position.
The boomerang moves back to the start position. Other tools in the Animation Preview settings box let you quickly examine the animation sequence in any view. Similarly, you can step through the sequence frame by frame.
Entering data points in other views starts the animation playing in the newly selected view. The View number updates in the Animation Producer settings box.
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The boomerang moves to the next frame number for each data point.
3. In View 3, enter more data points.
For each data point, the boomerang moves to the next frame number in the newly selected view. Updating the views, returns the boomerang to its original position. The preview tools are display only, no geometry is moved. Only the Freeze tool moves the geometry to its position for a selected frame. In the previous example, you moved an object along a path. As well you used parametric motion to animate the object as it moved along the path. In the following exercise you will add a camera view to the sequence.
Scripting cameras
You can script cameras to film the animation. Also, just like actors, you can script cameras to move along a path, while being aimed at a target, which can be either stationary or moving.
Create a camera
1. Open the Animation Cameras tool box.
You can do this by tearing it off the Animation Tools tool frame (top right icon) or by selecting Tools/Visualization Tools > Animation Cameras.
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This makes the camera cell large enough to be readily visible. The scale factor is dependent on the working units setup of the design. The camera cell is dynamically displayed.
5. Snap a tentative point to the center of the green circle at the lower left of the Top view. 6. Accept.
The camera view cone is dynamically displayed, with the target point attached to the pointer.
7. Snap a tentative point to the start point of the boomerangs path (the dashed line). 8. Accept.
7 5
Creating the animation camera.
Having created the camera, next you script it. This procedure tells the animation process from which frame to view the action from this camera.
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The dialog box closes, and the script entry is added to the open script in the Animation Producer settings box.
Double-click on the camera in the camera list to open the Script Camera dialog box. Scripting the animation camera.
Now the camera is focused on the beginning of the boomerangs path from frame 1. That is, throughout the sequence, the camera is aimed at the beginning of the path. In order to have the camera follow the boomerang, you have to script the boomerang to be a target.
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The dialog box closes, and the script entry is added to the open script in the Animation Producer settings box.
Notice that view 3 becomes a camera view, displaying perspective, and the camera now follows the path of the boomerang as it flies around the scene. For the final part of this exercise, define a path for the camera to move along as it is filming the boomerang. The path already is present in the design file, on level 61.
Along with the model, the camera and a large green arc, which nearly circles the model, are visible. You define a path for a camera the same way as for any other actor.
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The dialog box closes, and a script entry is added to the open script in the Animation Producer settings box.
3
Again, you can preview the animation. This time you will see that the camera moves around the model as it follows the boomerang in flight.
To record the animation, first turn on level 3, which contains a shape representing the ground.
Target cells
Where there is no actor to use as a target for the camera, you can create and script target cells using the Create Target and Script Target tools in the Animation Cameras tool box. Targets are special cells on which the active animation camera focuses during a sequence. Targets are useful also for creating walk-throughs. You can control the direction of the camera by scripting a target for it to follow.
Further examples
Two fully scripted examples incorporating animation cameras and targets are contained in the design files, hirise.dgn and
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7. Click OK.
High rise building In hirise.dgn, the thick yellow complex chain circling the building is the camera path, while the single vertical line is the path of a target.
Animation Producer settings box, displaying script entries for sample design hirise.dgn.
Target path
Rendered image of the building in the sample design hirise.dgn, showing paths for camera (solid line) and target (dashed line).
Camera path
Inspecting the script for this sequence, notice that the camera is active from frame 0. The target also is scripted for the entire sequence (frames 0-299). The path for the target, however, is scripted for frames 99-299 only. That is, for the first 100 frames, the camera moves along its path, focused on the stationary target. From frame 99 (the 100th frame), the target moves (upward) along its defined path. Thus, by the time the camera reaches the end of its path, it is focused on the upper part of the building.
Racing car In the racecar.dgn example, the car follows a path along the road. Keyframes are used to turn the front wheels and steering wheel, while the wheels rotation is controlled parametrically. The default script, racecar.msa, shows the scene from the drivers viewpoint.
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Looking at the script entries in shiftcam.msa, the first camera, CARCAM, is active beginning with frame 0. The second, CROWD, viewed from the spectators viewpoint at the first turn, becomes active at frame 40. At the same frame number, a target, BODY, is scripted. Attached to the body of the car, it ensures that the camera follows the racing car. The third camera, SKYCAM, becomes active at frame 81 and again follows the target attached to the car. The Velocity setting for each camera is Infinite, causing
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Crowd view
Skycam view
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The saved view is displayed in View 4. This view will be used for previewing and recording the animation.
9. From the Settings menus Rendering sub-menu, choose View Attributes.
Ray traced view of the sample model used for the exercises in animating lights and materials.
This model is an advertising sign that oscillates through 90. The signboard is illuminated, from inside, by a single Area light source that shines through the transparent front panel. To begin the exercise, you add an image to the material definition for the front panel. You then animate this light, turning it on and off. Around the edge of the sign is fluorescent lighting that is simulated, using the edging materials Ambient setting. You script this lighting also to turn on and off, as well as to change color during the animation. To complete the exercise, you script the image on the front panel to be animated.
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Because the material is transparent, ray tracing is the best option for displaying it.
5. If necessary, from the Map option menu, choose Pattern. 6. Click Select.
The Select Pattern Map dialog box closes and focus returns to the Define Materials settings box. The Replace button enables because a change has been made to the material definition.
11. Click Replace. 12. From the settings boxs File menu, choose Save Palette. 13. Close the Define Materials settings box.
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Ray traced view of the sample model with the pattern map applied to the sign.
Before continuing, preview the sequence to see how the sign will move.
Notice that the sign remains stationary for a few frames, rotates through 90, then back to the starting position for the last few
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These will make it much easier to identify the light source. If they do not appear, turn on the view attribute Constructions for the Front view (View 3).
First, script the light to turn on at the start. To do this you script the intensity to change from 0 to 1 in the first 4 frames (frames 0 to 3).
The whole sign highlights because the Area light source is part of the actor, SIGN. The tool settings box displays the settings for Light-316, the selected light source.
3. In the tool settings, in the Frame Number field, key in 0. 4. From the Interpolation option menu, choose Linear. 5. From the Velocity option menu, choose Constant.
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The script entry is added to the open script in the Animation Producer settings box.
9. Repeat steps 2-8, but with Frame Number set to 3 and Intensity set to 1.
This has scripted the light to be off at frame 0, and to power up to full brightness by frame 3 (the 4th. frame). Next, turn it off at the end of the animation.
The script entry is added to the open script in the Animation Producer settings box.
5. Repeat steps 1-4, but with Frame Number set to 35 and Intensity set to 0.
If you want to see the result at this stage you can record the script. For a test recording like this, make the View Resolution a small value (say 100 in the X Resolution field). The movie frames will be small but rendering time for the frames is reduced. If you record the script, make sure you set Shading to Ray Trace to get the correct effects from the Area light source.
Scripting materials
If you checked your work so far you would have noticed that the edging around the sign is very bright. This is due to the material definition for the edging having an Ambient setting of 5, well
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The script entry is added to the open script in the Animation Producer settings box.
9. Repeat steps 2-8, but with Frame Number set to 3 and Ambient set to 5.
As you did with the lighting for the sign, you now do the reverse to script the edging materials Ambient setting back to 1 for the end of the sequence.
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6. From the Setting option menu, choose Ambient. 7. In the Ambient field, key in 5. 8. Accept the settings with a data point.
The script entry is added to the open script in the Animation Producer settings box.
9. Repeat steps 2-8, but with Frame Number set to 35 and Ambient set to 0.
If you record the script at this stage, you will see the light for the sign, plus the edging, go from dim to bright, the sign rotate through 90 and back, and the lights dim again. As was mentioned earlier, each setting for a light or a material has to be scripted separately. Now, script the edging material to change color.
From the Velocity option menu, choose Constant. In the Materials list select Sign-edging. From the Setting option menu, choose Color. When Color is chosen as the setting, a Color button appears. This displays the current color of the material.
4. Click Color.
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The script entry is added to the open script in the Animation Producer settings box.
8. Repeat steps 2-7 but with Frame Number set to 17 and Color set to Red (Red 255, Green 0, Blue 0). 9. Again, repeat steps 2-7 with Frame Number set to 35 and Color set to Blue (Red 0, Green 0, Blue 255).
This sets the color of the edging to be blue at the beginning, changing to red by the halfway mark, and back to blue for the finish. Only one more script entry is required, to animate the universal joint that is displayed on the sign.
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The script entry is added to the open script in the Animation Producer settings box. That completes the scripting for this sequence. The script can now be recorded. If you find that 36 frames does not provide smooth enough motion, try scaling the script (choose Scale Script from the Animation Producer settings boxs File menu). For example, scale the script by a factor of 2.
Further example
Another example of this form of scripting is the sample design, poolanim.dgn, which is installed in MicroStations \Workspace\projects\examples\visualization\dgn directory. Open this design and check the script entries in the Animation Producer settings box. You will see that there are three entries for frame 0, two entries for frame 14, and three entries for frame 29. All entries apply to a single material, Water - trans, in the material palette file, poolanim.pal, as shown below.
Frame Number
0
Setting
Pattern X Size Pattern Y Size Pattern Angle Pattern X Size Pattern Y Size Pattern X Size Pattern Y Size Pattern Angle
Value
1.00 1.00 0 1.05 1.05 1.00 1.00 360
14 29
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Ray tracing should be used to properly display the transparent water material.
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Introduction
Tree View and Timeline provide an alternative method for reviewing and amending your animation scripts. Using Tree View, you can quickly access all the components that may be animated. Timeline lets you vary the beginning and end frames for the various script entries, graphically. As changes are made, they are reflected in the script entries of the Animation Producer settings box. Similarly, any changes made via the Animation Producer settings box are reflected in the Tree View and Timeline settings boxes. In the following exercises work with a sample design file containing 3 cars that are scripted to travel around a race track.
This design file has been saved with View 1, an Isometric view, open. Levels 2 and 10 only, should be displayed.
2. From the Utilities menus Render sub-menu, choose Animation.
The Animation Producer settings box opens. Notice that the Animation Producer settings box has three Path script entries, one for each of the cars in the design. The path
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Introduction
element is located on level 63. Preview the animation to see how they move around the track.
The three cars move around the track in unison. You can vary the time taken for a car to complete a circuit by changing the number of frames in which the path is traversed.
3. Click OK.
The script entry in the Animation Producer settings box updates accordingly.
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Introduction
4. Click the Play button.
The three cars move around the track, but this time the yellow car completes the circuit far ahead of the other two. It finishes at frame 30, while the remaining cars finish at frame 50. Look now at another way to adjust animation scripts using Tree View and Timeline.
The Animator Tree View settings box opens. In the list box, the file name appears next to the Bentley logo.
2. In the list box, click the Bentley logo (or double-click the file name).
The tree expands to display items for each of the actor cars.
4. Click the GCAR icon. 5. For the GCAR branch, click the Properties icon, followed by the Path icon.
Looking at the tree, note the branch attached to the Path entry is Frames 0-50, which is the path script for that actor. You can edit this entry from the Tree View.
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Introduction
Edit the script entry, from the Tree View settings box
1. In the Tree View settings box, select the entry Frames 0-50 for the Actor GCAR, using the right mouse button.
The entry in the Tree View settings box updates, as does the corresponding entry in the Animation Producer settings box.
Editing the Path script entry from the Tree View settings box.
The three cars move around the track at different speeds. You have seen how an existing script item can be edited from the Animator Tree View settings box. Similarly, you can create a script entry by selecting Add from the pop-up menu. In the previous exercise, a number of keyclicks were required to expand the tree to the required depth. There is a simple way to go directly to the required level of information. First, compress the tree back to the start point.
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Introduction
To the left of the Compress Tree icon, is the Tree Expand Options icon. You use this to select the depth to which the tree will expand.
5. Click Execute.
The dialog box closes and the Animator Tree View settings box displays the tree expanded to the Frames script entries for the Path entry of each actor. This is a quick method to display the relevant information for every actor. However, other actor properties also are displayed. For this animation, there is no need to display Target, Script and Keyframes branches. You can turn these off with the Tree Filter button. When Tree Filter is enabled, only those items that are animated are displayed.
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Introduction
button. The tree updates to display only the Path and Frames for each actor.
With the Tree Filter disabled, all items are displayed (left) whether they are animated or not. With the Tree Filter button depressed (right) the tree displays only those items that are animated.
We have looked at editing a script entry using the Tree View settings box. Another option is the Timeline settings box. First, send the script entries to the timeline.
The Animator Timeline settings box opens. The script entry for GCAR Path is displayed. You can select multiple entries to send to Timeline also.
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Introduction
Both entries are added to the display in the Timeline settings box.
Where you want to send all valid script entries to Timeline, you can use the Tree Expand Options function to select them automatically. Before continuing and looking at this feature, delete the current entries in the Timeline settings box and compress the tree in the Tree View settings box.
1. In the Animator Timeline settings box, click the Remove All Entries button.
You can now expand the tree and select the action script items for transferal to Timeline.
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Introduction
2. If necessary, From the Options option menu, choose Expand to Frames. 3. Turn on Select Action Items. 4. If necessary, in the All Actors section, turn on Paths. 5. Click Execute.
The dialog box closes. In the Tree View settings box, the tree expands. All action items (Path entries) are highlighted.
6. Click the Send to Timeline button.
The highlighted entries are sent to the Timeline settings box. Notice in the text column, at the left of the Timeline settings box, is a description of each entry. This corresponds to the entry in the Animation Producer settings box. For example, GCAR Path in Timeline corresponds to Path GCAR in the Animation Producer settings box. The right side of the settings box displays, graphically, the entries. For example, GCAR Path is represented by a red line running from frame number 0 to 40, corresponding to the script entry. At each end of this line are handles, in the form of small black squares. You use these to adjust the beginning and end frame numbers for the script entry.
The current frame number (and time) is displayed in the lower left corner of the settings box.
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Introduction
4. Release the data button to complete the change.
Notice that the entries in both the Animation Producer and the Animator Tree View settings boxes changes accordingly.
Adjusting the beginning frame number for GCAR Path.
Current Frame number and Time is displayed as you adjust the handles.
Notice that the green car (GCAR) starts moving later than the other cars. Both it and the red car (RCAR) take 25 frames to complete the circuit, but GCAR starts and finishes 5 frames later. You can move the entire path sequence in one operation, thus changing both the beginning and end frame numbers. You do this by clicking on the line between the begin and end frame handles in the Timeline settings box.
Notice that the beginning and end frame numbers appear in the message area in the lower left corner of the settings box.
2. Release the data button to complete the move.
GCAR now starts at frame 0 and finishes at frame 25. Similarly, you can copy an entry. For example, copy each script entry to make the cars do two laps of the track.
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5. Using the same technique, change the finishing frames for the cars, as follows:
Introduction
Where the total frames exceeds that displayed in the settings box, you first use the view controls in the settings box to display a greater range.
Timeline display after zooming out the view and aligning frame zero with the left end.
Notice that the cars now complete two laps of the track. Currently, the velocity of each car is constant. You can adjust these settings also, from the Timeline settings box.
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Introduction
2. From the Velocity option menu, choose Accelerate. 3. Click OK.
The dialog box closes, the selected section of the red line changes to green in the Timeline settings box. Colors are used to display the velocity setting for path entries. You can display the key to these colors in the Timeline settings box.
Previewing the sequence shows the green car starts slowly but then catches the red car by the beginning of the second lap. As you have seen, in this brief introduction, you can use Tree View and Timeline to quickly and simply modify animation scripts.
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17-12
Index
A
AccuDraw 12-14 Active Depth 7-14 Actor attach one to another 15-9 create 15-3 manipulate 15-7 parametric motion 16-8 path 16-19 preview motion 15-14 script 15-12, 16-10 test range of motion 15-7 animation cameras create 16-23 path 16-26 script 16-25 Animation Cameras tool box 16-23 Apply Material tool 13-12 Arc by endpoint, center, and sweep angle 5-5 Area light sources 12-23 copy 12-30 create 12-25 visibility 12-27
atan 16-17
C
Cell 5-1 Active 9-24 designate Active 9-24 place Active 9-24 point 11-11 preview 5-2 use as label 9-23 Cell Library 5-1 multiple 5-1 use of multiple 5-1 Check Box 1-6 Circle 1-14 Closed Tee Joint 4-6 Copy, area light source 12-30
cos 16-17
Attach Reference File 6-2, 6-5 Attach Actor tool 15-9 Automatic Fill In Enter Data Fields 9-21
Create Actor 15-4 Animation Camera 16-23 design file 7-2 Custom Line Style define 11-5 name 11-6 stroke pattern see Stroke Pattern Cut All Component Lines 5-3
B
bump maps add to material definition 13-19 apply to material 13-19 height 13-8 select 13-7
D
Data Point 1-11 Define Actor Path 16-19, 16-26 Light 12-16
i-1
Index: E
DEFINE LIGHTS key-in 12-30 Deformation 16-2 Delete Element 1-18 Design File create 7-2 save as to create backup copy 2-2 Dialog Box non-modal (settings box) 1-7 Dialog Box Item (Control) 1-6 check box 1-6 field 1-7 list box 1-7 option button/menu 1-7 Dimension Element 9-5 Size with Arrows 9-3 typical 9-9 Dimension Settings alignment 9-6 text location 9-14 Drawing Composition 10-2 attach view by folding 10-5 create sheet file 10-2
F
Fence extend 6-7 Stretch 6-7 Field 1-6 File settings see Settings Group File Menu Exit 1-22 Save As 2-2 Fill In Single Enter Data Field 9-21 Fit View 2-3 Foot-candles 14-3 Frame count 15-20, 16-15 number 15-12 Freeze 16-3, 16-22
G
Global Lighting 12-1 ambient 12-2 flashbulb 12-2 Grass 13-20 Groups > Edit 11-2
E
Element delete 1-18 Selection 1-19 undelete 1-19 Element Mesh 14-6 Enter Data Field fill in automatically 9-21 EXIT 1-22 Exit 1-22 Extend fence contents (stretch) 6-7
H
Help browse 1-16 contents 1-17 display 1-18 hypertext 1-17 search for keyword 1-17 topics 1-17 tracking 1-18 window 1-18 Hypertext 1-17
i-2
Index: I
I
Image > Movies 15-24 Input Focus 1-20 AccuDraw window and 3-2 Interpolation 16-1
M
Manipulate Actor 15-7 Marble 13-27 Material ambient lighting and 12-24, 16-36 apply 13-12 bump map see Bump Map color 16-37 copy definition 13-23 define 13-2 edit definition 13-10 grass 13-20 marble 13-27 pattern map see Pattern Map preview application to element 13-10 script characteristic 16-36 transparency 13-16 usage of existing definition 13-14 water 13-16, 16-39 Material Palette default directory 13-11 Material Table default directory 13-11
maxFrame 16-15
J
Joint multi-line 4-6
K
Keyframing 15-16 interpolation between frames 16-1 preview 16-3 velocity 16-1 Key-in 1-19
L
Light Source animate 16-34 attenuate 12-31 back 12-17 brightness 14-3 create 12-16 delete 12-20 fill 12-18 intensity 16-35 key 12-16 Point 12-16 scan for 12-21 script 16-34 setup 12-11 Spot 12-21 standard setup 12-11 Line 1-10, 3-2 delete 1-18 select 1-19 Line String 1-13 Line Style custom see Custom Line Style standard 11-3
Menu option 1-6 MicroStation PowerDraft buttons see MicroStation PowerDraft Buttons start 1-8 Motion along path 16-19 animation camera 16-26 hierarchical 15-11 parametric control 16-8 preview 16-19 range of 15-7 Move Reference File 6-5 Movie see Sequence
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Index: O
MSA File 15-22 Multi-line cut all component lines 5-3 Preview actor motion 15-14, 16-19 application of material 13-10 keyframe 16-3 material 13-10 settings 15-14 Procedural Texture 13-22 3D 13-22 edit 13-27 edit values 13-27 three-dimensional 13-22 Projection, three point 12-15
O
Option Menu 1-6
P
Parameter custom 15-20 define 15-20 Parametric Motion see Motion Patch brightest unshot 14-12 size 14-6 unshot 14-12 Path actor 16-19 animation camera 16-26 Pattern Map animate 16-38 increment 16-38 rotate 16-39 select 13-7, 16-31 weight 13-6 Place Active Cell 5-2 Arc by Center 5-5 Circle 1-14, 1-18 Line 1-10, 2-9 Line String 1-13 Multi-line 4-4 SmartLine 3-2 Text 9-17 Place Text 1-15 Point cell 11-11
Q
QUIT 1-22
R
radiosity solving 14-1 light source brightness and 14-3 maximum element sub-divisions 14-8 minimum illumination threshold 14-16 monitor in progress 14-15 samples 14-14 stopping conditions 14-15 Radiosity, ray tracing and 14-1 Ray Tracing, radiosity and 14-1 Reference Files 6-2 attach to active design file 6-2, 6-5 move 6-5 scale 6-4 Render > Animation 15-2 Rendering > Radiosity 14-4 Rendering Database clear 14-15 keep in memory 14-15 Rendering Settings view attributes 13-14 Reset button 1-12 Rotate pattern map 16-39
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Index: S
S
Save As 2-2 Save, script 15-22 Saved Views 10-1 Scale at which design is displayed see Zoom Reference File 6-4 Scan 12-21 Script Actor 15-12, 16-10 animated material 16-38 Animation Camera 16-25 edit 15-15 file 15-22 keyframe 15-17, 16-4 light source 16-34 material characteristic 16-36 parametric motion 15-12, 15-21, 16-10 save 15-22 Selection 1-18 Sequence, play 15-24 sequences. See animation sequences, flythrough sequences 15-24 Set Display Depth 7-18 Settings file see Settings Group Settings Group activate 4-3 component 11-3 create 11-3 Settings Menu Groups > Edit 11-2 Settings menu Rendering > Radiosity 14-4 Shadow boundaries 14-7 solar 12-7 Shot effect of more 14-10 samples per 14-14 SmartLine 3-2
solar sequences 15-24 Spot light sources 12-21 Starting MicroStation PowerDraft 1-8 Stroke Pattern dash stroke 11-7 gap stroke 11-7
T
tan 16-17
Text editor see Text Editor Window Text Editor Window clear 9-19 Text Settings group component 11-9 Texture multi-level interpolation 12-24, 13-21 Tool Box, Animation Cameras 16-23
U
Utilities Saved Views 10-1 Utilities menu Image > Movies 15-24 Render > Animation 15-2
V
Velocity 16-1 View attributes for rendering 13-14 magnification see Zoom rotation 7-23 View Attributes display depth 7-18, 7-22 View Cone 12-15
W
Water 13-16, 16-39
i-5
Index: Z
Window Area 2-5 Select Settings 4-3
Z
Zoom In 2-6 Out 2-6
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