Sketchup Tutorial
Sketchup Tutorial
User Interface Welcome to SketchUp dialog box Deleting 2D person component Toolbars (Windows) and Tool Palettes (OS X) Creating models to scale Sharing files between versions Detaching toolbars (PC) Customizing the toolbar (Mac) Using the layers toolbar (PC) Showing or hiding tool palettes (Mac OS X) Viewing tool palette help tips Toolbars (Microsoft Windows) Google tool palette (Mac) Tool bar context menu (Mac) Toolbar control types (Mac) Sandbox Tool Palette Large tool palette (Mac) Google tool palette Showing and hiding toolbars (Microsoft Windows) Drawing Axes Aligning the point of view to the current view Determining which way is up, down, east, west, north, and south Hiding the drawing axes Moving and rotating the drawing axes relative to current position Drawing axes The drawing axes context menu Drawing window Measurements toolbar options Menus Application window Drawing window area Status bar Toolbars and Tool Palettes (Mac OS X) Scene tabs Scene tab context menu items Toolbars (Microsoft Windows) Title bar Measurements toolbar Inference Encouraging an Inference Locking an inference Inference Inference Dialog boxes Manipulating dialog boxes in a dialog box stack in LayOut (Mac OS X) Minimizing dialog boxes Resizing dialog boxes Snapping dialog boxes to other user interface components Dialog boxes Menus Edit menu (Mac OS X) Window menu (Mac OS X) Help menu (Windows) SketchUp menu (Mac OS X) File menu (Windows) View (Mac OS X) Help menu (Mac OS X) View Menu (Windows) Tools menu (Mac OS X) Tools Menu (Windows) File menu (Mac OS X) Edit Menu (Windows) Window menu (Windows) Draw menu (Windows) Draw Menu (Mac OS X) Camera Menu (Windows) Camera Menu (Mac OS X) 28 17 11
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Invoking a context menu Context Menus Context menu items for entities Context menus User Interface Selecting a template Select Tool SketchUp Select Tool: Introduction SketchUp Select Tool: Selecting a single entity SketchUp Select Tool: Selecting multiple entities SketchUp Select Tool: Expanding the selection set SketchUp Select Tool: Adding and subtracting from a selection set SketchUp Select Tool: Selecting or deselecting all geometry Eraser Tool SketchUp Eraser Tool: Introduction SketchUp Eraser Tool: Erasing SketchUp Eraser Tool: Soften edges Paint Bucket tool Paint Bucket Tool: Introduction Paint Bucket Tool: Applying materials Paint Bucket Tool: Fill options Paint Bucket Tool: Groups and components Paint Bucket Tool: Face Rules Paint Bucket Tool: Sampling Line Tool SketchUp Line Tool: Introduction SketchUp Line Tool: Drawing a line SketchUp Line Tool: Creating precise lines SketchUp Line Tool: Creating a face SketchUp Line Tool: Editing a line entity SketchUp Line Tool: Drawing lines by inference SketchUp Line Tool: Dividing lines into equal segments SketchUp Line Tool: Splitting a line SketchUp Line Tool: Splitting a face SketchUp Line Tool: Line entities Arc Tool SketchUp Arc Tool: Introduction SketchUp Arc Tool: Drawing an arc SketchUp Arc Tool: Creating precise arcs SketchUp Arc Tool: Editing an arc entity SketchUp Arc Tool: Editing an extruded arc SketchUp Arc Tool: Drawing a half-circle SketchUp Arc Tool: Drawing tangent arcs SketchUp Arc Tool: Arc entities Freehand Tool SketchUp Freehand Tool: Introduction SketchUp Freehand Tool: Drawing curves SketchUp Freehand Tool: Drawing 3D polylines SketchUp Freehand Tool: Editing a curve entity SketchUp Freehand Tool: Curve entities SketchUp Freehand Tool: 3D polyline entities Rectangle Tool SketchUp Rectangle Tool: Introduction SketchUp Rectangle Tool: Drawing a rectangle SketchUp SketchUp SketchUp SketchUp Rectangle Rectangle Rectangle Rectangle Tool: Tool: Tool: Tool: Drawing a square Creating precise rectangles Drawing rectangles by inference Locking a rectangle to the current inference direction
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SketchUp Rectangle Tool: Face entities Circle Tool SketchUp Circle Tool: Introduction SketchUp Circle Tool: Drawing a circle SketchUp SketchUp SketchUp SketchUp SketchUp Circle Circle Circle Circle Circle Tool: Tool: Tool: Tool: Tool: Creating precise circles Editing a circle entity Editing an extruded circle Locking a circle to its current orientation Circle entities
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SketchUp Polygon Tool: Drawing a polygon SketchUp Polygon Tool: Drawing precise polygons SketchUp Polygon Tool: Editing a polygon entity SketchUp Polygon Tool: Editing an extruded polygon SketchUp Polygon Tool: Locking a polygon to its current orientation SketchUp Polygon Tool: Polygon entities Move Tool Move Tool: Introduction Move Tool: Moving a single entity Move Tool: Moving several entities Move Tool: Moving by inference Move Tool: Moving precisely Move Tool: Stretching geometry Move Tool: Moving or stretching with Autofold Move Tool: Making copies Move Tool: Creating multiple copies (linear arrays) Move Tool: Moving groups and components Rotate Tool Rotate Tool: Introduction Rotate Tool: Rotating geometry Rotate Tools: Making rotated copies Rotate Tool: Creating multiple rotated copies (radial arrays) Rotate Tool: Folding along an axis of rotation Rotate Tool: Rotating precisely Rotate Tool: Locking the rotate tool to its current orientation Scale Tool Scale Tool: Introduction Scale Tool: Scale grip types Scale Tool: Scaling geometry Scale Tool: Scaling 3D surface or image entities Scale Tool: Scaling components Scale Tool: Scaling about the geometry center Scale Tool: Scaling uniformly Scale Tool: Controlling scaling direction with the Axis tool Scale Tool: Scaling precisely Push/Pull Tool Push/Pull Tool: Introduction Push/Pull Tool: Creating a volume Push/Pull Tool: Repeating a Push/Pull operation Push/Pull Tool: Creating voids Push/Pull Tool: Creating a new Push/Pull starting face Push/Pull Tool: Pushing and pulling a curved face Push/Pull Tool: Pushing and pulling precisely Offset Tool Offset Tool: Introduction Offset Tool: Offsetting a face Offset Tool: Offsetting lines Offset Tool: Repeating an offset operation Offset Tool: Offsetting precisely Follow Me Tool Follow Me Tool: Introduction Follow Follow Follow Follow Me Me Me Me Tool: Tool: Tool: Tool: Manually extruding a face along a path Preselecting the path Automatically extruding a face along a single surface path Creating a lathed shape 86 84 74 70
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Position Texture Tool Position Texture Tool: Introduction Position Texture Tool: Repositioning a material Position Texture Tool: Material positioning pins Position Position Position Position Position Position Position Position Texture Texture Texture Texture Texture Texture Texture Texture Tool: Tool: Tool: Tool: Tool: Tool: Tool: Tool: Manipulating a material using Fixed Pin mode Manipulating a material using Free Pin mode Manipulating an image as material using Free Pin mode Wrapping material around corners Wrapping material around a cylinder Repositioning a material on hidden geometry Projecting a material Reorienting materials
Position Texture Tool: Fixed pin and free pin mode context commands Intersect With Model Tool
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Intersect With Model Tool: Introduction Intersect With Model Tool: Creating complex geometry Intersect With Model Tool: Using Intersect With Model with groups and components Tape Measure Tool Tape Measure Tool: Introduction Tape Measure Tool: Measuring distance Tape Measure Tool: Creating guide lines and guide points Tape Measure Tool: Scaling an entire model Tape Measure Tool: Scaling entities Tape Measure Tool: Locking a line to a specific inference direction Tape Measure Tool: Placing precise guide lines and guide points Tape Measure Tool: Tape Measure tool entities Tape Measure Tool: Guide line entities Tape Measure Tool: Guide Point entities Protractor Tool Protractor Tool: Introduction Protractor Tool: Measuring an angle Protractor Tool: Creating angled guide lines Protractor Tool: Creating precise angles Protractor Tool: Locking the Protractor tool to its current orientation Axes Tool Axes Tool: Introduction Axes Tool: Moving the drawing axes Axes Tool: Resetting the drawing axes Dimension Tool SketchUp Dimension Tool: Introduction SketchUp Dimension Tool: Placing linear dimensions SketchUp Dimension Tool: Placing radius dimensions SketchUp Dimension Tool: Placing diameter dimensions SketchUp Dimension Tool: Toggling dimension types SketchUp Dimension Tools: Dimension entities Text Tool SketchUp Text Tool: Introduction SketchUp Text Tool: Creating and placing leader text SketchUp Text Tool: Creating and placing screen text SketchUp Text Tool: Editing text SketchUp Text Tool: Attaching text directly to a face SketchUp Text Tool: Configuring text settings SketchUp Text Tool:Text entities 3D Text Tool 3D Text Tool: Introduction 3D Text Tool: Creating 3D text 3D Text Tool: Place 3D Text dialog box Section Plane Tool Section Plane Tool: Introduction Section Plane Tool: Creating section cut effects Section Plane Tool: Manipulating section planes Section Plane Tool: Creating grouped section slices Section Section Section Section Plane Plane Plane Plane Tool: Tool: Tool: Tool: Using sections with scenes Aligning your view Animating section cut effects Section Plane entities 98 97 95 92
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Section Plane Tool: Simultaneously activating multiple section planes Section Plane Tool: Exporting sections Section Plane Tool: Hiding Section Plane entities and section cuts Standard Views Standard Views: Introduction Standard Views; Printing standard views in Perspective mode Standard Views: Using the Isometric (Iso) view Matching Photos and Models Match Match Match Match Match Match Match Match Photo: Photo: Photo: Photo: Photo: Photo: Photo: Photo: Introduction Taking photos Modeling from photos Re-entering matching mode Re-entering sketching mode Deleting matched photo Matching models to photos Matching controls and context menu items
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Orbit Tool: Introduction Orbit Tool: Orbiting the view Orbit Tool: Suspending the gravity setting Orbit Tool: Orbiting with a three-button mouse Pan Tool Pan Tool: Introduction Pan Tool: Panning the view Pan Tool: Panning while in other tools (one-button mouse - Mac OS X) Pan Tool: Panning while in the Orbit tool (three-button mouse) Zoom Tool Zoom to Photo Tool Zoom Extents Tool Zoom Tool: Introduction Zoom Tool: Zooming in and zooming out of your model Zoom Tool: Zooming with a scroll wheel mouse Zoom Tool: Centering the point of view Zoom Tool: Changing focal length with the Zoom tool Zoom Tool: Changing field of view Zoom Tool: Adjusting perspective (field of view) Zoom Window Tool: Introduction Zoom Window Tool: Zooming In on a portion of your model Camera tools Next Previous Walk Tool Walk Tool: introduction Walk Tool: Touring your model Walk Tool: Looking around while in the Walk tool Walk Tool: Ascending and descending Walk Tool: Toggling collision detection Look Around Tool Look Around Tool: Introduction Look Around Tool: Looking around Look Around Tool: Specifying an eye height Look Around Tool: Activating the Look Around tool while in the Walk tool Walkthrough tools Position Camera Tool: Introduction Position Camera Tool: Positioning the camera Sandbox From Scratch Tool Sandbox From Scratch Tool: Introduction Sandbox From Scratch Tool: Creating a new TIN Sandbox From Scratch Tool: Creating precise TINS Sandbox From Scratch Tool: Drawing a flat TIN by inference Smoove Tool Smoove Tool: Introduction Smoove Tool: Sculpting a terrain Smoove Tool: Specifying sculpting radius values Smoove Tools: Specifying an offset value Drape Tool Drape Tool: Introduction Drape Tool: Draping edges onto a TIN Drape Tool: Painting draped terrain Add Detail Tool Add Detail Tool: Introduction Add Detail Tool: Detailing a TIN Add Detail Tool: Specifying an offset value Add Detail Tool :Creating smooth areas Sandbox tools Enabling the Sandbox tools Improving Sandbox tool performance Flip Edge Tool: Introduction Flip Edge Tool: Modifying TINs Stamp Tool: Introduction Stamp Tool: Creating impressions of geometry in a TIN Sandbox From Contours Tool: Introduction Sandbox From Contours Tool: Creating a sandbox from contour lines Solid Tools Solid Tools Introduction 124 123 121 120
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Outer Shell Tool: Creating an outer shell Intersect Tool: Performing an intersection Union Tool: Performing a union Subtract Tool: Performing a subtraction Trim Tool: Performing a trim Split Tool: Performing a split Google Toolbar Toggle Terrain Button Toggle Terrain Hiding Google Earth terrain Uploading a component to 3D Warehouse Finding and downloading models from the 3D Warehouse into SketchUp Launching Building Maker from Sketchup Creating Buildings with Building Maker and SketchUp Share Model button Get Models button Share Component button Add Location Add Location: Introduction Add Location: Adding a location Setting the location of your model Stitching locations together SketchUp and Google Earth Keeping or deleting a model that you placed in Google Earth Preview Model: Introduction Preview Model: Previewing a model in Google Earth Storing models for use in Google Earth Optimizing Models for Google Earth Placing Models in the Ocean Materials Browser Applying materials (Microsoft Windows) Applying materials (Mac OS X) Editing materials (Microsoft Windows) Editing materials (Mac OS X) Deleting materials (Microsoft Windows) Deleting materials (Mac OS X) Adding materials from image files (Mac OS X) Loading and selecting colors from images (Mac OS X) Selecting color with the screen picker tool (Mac OS X) Materials Browser context menu items (Mac OS X) Materials Browser context menu items (Microsoft Windows) Materials picker options (Mac OS X) Materials Browser controls (Mac OS X) Materials Browser edit panel (Microsoft Windows) Materials Browser (Mac OS X) Materials Browser controls (Microsoft Windows) Materials Browser Edit panel (Mac OS X) Materials Browser details menu (Microsoft Windows) Materials Browser (Microsoft Windows) Color pickers (OS X) Components Browser Creating a component Setting the gluing and cutting plane of a component Editing a component instance as a whole Editing entities within a component instance Exploding a component Inserting components Applying materials to components Moving the insertion point Inserting a component Changing component thumbnail Finding components near the current Google Earth view Components browser controls Component entities Components browser context menus Component definitions and instances The Create Component dialog box Components browser Styles Browser 174 164 161 156
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Applying styles Editing styles Aligning edges to axes Sharing styles Adding a watermark to the drawing area Styles Browser controls The Styles Browser Face panel The Styles Browser Background panel The Styles Browser Watermark panel Styles Browser details menu The Styles Browser Edge panel The Styles Browser Modeling panel Styles Browser Watermark Watermark panel Watermark Watermark settings Model settings and managers Moving geometry between layers in SketchUp Outliner Filtering groups and components in the hierarchical view Identifying entries in the outliner hierarchy Moving items within the outliner Naming groups and components within the outliner Traversing component and group hierarchies Outliner Details menu Scenes Manager Creating an animation Running an animation Adding a scene Updating a scene Assigning styles to scenes Details arrow Scenes manager options Scenes manager What can I use Scenes for? Generating Scene Thumbnails What should I know about Scene thumbnails? Scenes and animations Preferences What are templates and how do I change the default template? Creating a template Assigning keyboard shortcuts (Microsoft Windows) Assigning keyboard shortcuts (Mac OS X) Exporting preferences, including keyboard shortcuts (Microsoft Windows) Importing preferences, including keyboard shortcuts (Microsoft Windows) Resetting keyboard shortcuts Application Preferences dialog box (Mac OS X) Application Preferences dialog box (Microsoft Windows) Automatically loading a template Entity Info Dialog Box Entity info Entity info dialog box Layers Manager Layers Manager Layers Manager options Details menu Does SketchUp support layers? Shadows Dialog Box Details arrow Shadows settings dialog box Shadow options Enabling shadows Fog Dialog Box Fog options Fog dialog box Setting fog Model settings and managers 205 192
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Model Info dialog box Instructor Choose Color dialog box (Microsoft Windows) Match Photo dialog box Soften Edges Dialog Box Soften Edges dialog box Soften Edges options Entities Entities intro Image entities Image proportions Inserting image entities Group Entities Group entities Creating a group Editing a group Applying materials to groups Exploding (Ungrouping) a Group Surface Entities Surface entities Creating an arc surface Creating a cylindrical surface Creating a polyface surface Importing How should I prepare a CAD file for import into SketchUp? Importing an Adobe Illustrator File CAD (DWG/DXF) import Importing CAD files at the correct scale Reducing DWG or DXF import file size Importing 3D DWG or DXF files DWG/DXF Supported CAD Elements 3D Model (DWG/DXF) Import The Import AutoCAD DWG/DXF Options dialog box DWG/DXF import plug-in COLLADA (DAE) import Importing COLLADA (DAE) Files 3D Model COLLADA (DAE) Import The COLLADA (DAE) Import Options dialog box DEM import Importing DEM files 3D Model (DEM) import DEM Import Options dialog box 3DS import Importing 3DS files 3DS Model (3DS) Import 3DS import options dialog box 2D image import Importing large images Importing 2D graphic files Importing 2D graphics as textures 2D Graphic Import Image file size versus quality Exporting Export Options dialog box (Mac OS X) 3D Model Export The Export Options dialog box Exporting Epix files 2D graphic (Epix) export AutoCAD (DWG/DXF) export 3D Model (DWG/DXF) Export AutoCAD Export Options dialog box (Mac OS X) 3D DWG/DXF export details Exporting 3DDWG or DXF files Exporting 2D DWG or DXF Files COLLADA (DAE) export Exporting COLLADA (DAE) Files The COLLADA (DAE) Export Options dialog box 3D Model Collada (DAE) Import and Export 3D Model COLLADA (DAE) Export 237 228 226 224 222
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3DS3DS Export Export Options dialog box 3DS known issues and limitations 3D Model (3DS) export Exporting 3DS files Preparing a 3DS file for export KMZ export 3D Model (KMZ) Export The KMZ Export Options Dialog Box Exporting KMZ files OBJ export OBJ Export Options dialog box OBJ export known issues and limitations 3D Model (OBJ) Export Exporting OBJ files FBX export The FBX Export Options dialog box Exporting FBX files XSI export The XSI Export Options dialog box 3D Model (XSI) Export Exporting XSI files VRML export 3D Model (VRML) Export Exporting VRML Files The VRML Export Options dialog box (Microsoft Windows) VRML Export Options dialog box (Mac OS X) 2D export Export Image Options dialog box 2D Graphic Export (Microsoft Windows) Exporting a Raster Image PDF/EPS export PDF/EPS Hidden Line Options dialog box (Microsoft Windows) 2D Graphic (PDF/EPS) Export 2D PDF/EPS Export Details Exporting PDF or EPS files 2D DWG/DXF export DWG/DXF Export Options dialog box (Mac) DWG/DXF Hidden Line Options dialog box (Microsoft Windows) 2D Graphic (DWG/DXF) Export Exporting 2D DWG or DXF Files Section slice export Section Slice Export Exporting Section Slices 2D Section Slice Options dialog box (Microsoft Windows) 2D Section Slice Options dialog box (Mac OS X) Animation export Animation export Animation types The Animation Export Options dialog box (Mac OS X) The Animation Export Options dialog box (Microsoft Windows) Exporting an animation Printing Printing (Microsoft Windows) Printing (Mac OS X) Printing to scale The Page Setup dialog box (Mac OS X) The The The The Print Preview and Print dialog boxes (Microsoft Windows) Print dialog box (Mac OS X) Document Setup dialog box (Mac OS X) Print Setup dialog box (Microsoft Windows)
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Common tasks Using the Credits feature Ensuring edge alignment to axes Copying geometry Creating a 2-Point Perspective Dividing lines or arcs into equal segments Drawing accurate angled lines Drawing engraved text Flipping or mirroring geometry
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Installing Ruby plugins Remapping mouse buttons Creating an image igloo Using Street View images to photo texture buildings Installing Ruby Plugins Adding a background to your model Drawing Specific shapes Drawing a bowl Drawing a cone Drawing an ellipse Drawing an inner tube Drawing a pyramid (creating a pyramidal hipped roof) Drawing a sphere Technical Reference Codec Lists Raster File Formats BugSplat (Microsoft Windows) Edge Splitting Behavior (SketchUp 6 versus SketchUp 7) 2D vector file formats SketchUp Ruby API and Console SketchUp and OpenGL Loading an offline crash report Tech Glossary 281 273
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User Interface
Welcome to SketchUp dialog box
The Welcome to SketchUp dialog box appears when you first run SketchUp. This dialog box is primarily used to choose a template for use in SketchUp (templates have predefined settings, such as units of measurement), license a copy of SketchUp Pro, and learn more about SketchUp. Licensing Status Field The Licensing Status field displays current information about your license status. SketchUp can either be Licensed, Not Licensed (during an 8-hour evaluation of SketchUp Pro), or Not Licensed - Expired (the 8-hour evaluation period is over). Default Template Field The Default Template field displays the name of the currently used template. You must choose a template to use SketchUp. Add License Button Click the 'Add License' button to add a license. The Add License dialog box appears. Choose Template Button Click the 'Choose Template' button to select a default template. Refer to Selecting a Template for more information. Learn Tab Click on the arrow next to the Learn tab to display several options for learning SketchUp. License Tab Click on the arrow next to the License tab to display the currently active licenses. Template Tab Click on the arrow next to the Template tab to display a list of available templates. Always Show on Startup Checkbox Check the 'Always Show on Startup' button to display the Welcome to SketchUp dialog box when you launch SketchUp. Uncheck the 'Always Show on Startup' button to never show the Welcome to Sketchup dialog box when you launch SketchUp. Use the Welcome to SketchUp menu item on the Help menu to display the Welcome to SketchUp dialog box. Start Using SketchUp Button Click the 'Start using SketchUp' button to close the Welcome to SketchUp dialog box and start using SketchUp.
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Large Tool Set The Large Tool Set contains the most-used tools and menu items for experienced users. These tools and menu items are: Select tool, Make Component, Paint Bucket tool, Eraser tool, Rectangle tool, Line tool, Circle tool, Arc tool, Polygon tool, Freehand tool, Move tool, Push/Pull tool, Rotate tool, Follow Me tool, Scale tool, Offset tool, Tape Measure tool, Dimension tool, Protractor tool, Text tool, Axes tool, 3D Text tool, Orbit tool, Pan tool, Zoom tool, Zoom Extents tool, Previous, Next, Position Camera tool, Look Around tool, Walk tool, Section Plane tool.
Camera Toolbar The buttons on the Camera Toolbar activate the Orbit tool, Pan tool, Zoom tool, Zoom Window tool, Previous, Next, and Zoom Extents tool camera tools.
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Construction Toolbar The buttons on the Construction Toolbar activate the Tape Measure tool, Dimensions tool, Protractor tool, Text tool, Axes tool, and 3D Text tool.
Solid Tools Toolbar The buttons on the Solid Tools Toolbar activate the Outer Shell tool, Intersect tool, Union tool, Subtract tool, Trim tool, and Split tool.
Outer Shell Toolbar The Outer Shell toolbar contains one button for the Outer Shell Tool. This toolbar only appears in the free version of SketchUp. Drawing Toolbar The buttons on the Drawing Toolbar activate the Rectangle tool, Line tool, Circle tool, Arc tool, Polygon tool, and Freehand tool.
Styles Toolbar The buttons on the Styles Toolbar activate SketchUp's face rendering styles (x-ray transparency, wireframe, hidden line, shaded, shaded with textures, and monochrome).
Google Toolbar The buttons on the Google Toolbar are used to collaborate between SketchUp and other Google products. The Toolbar contains the Add New Building, Add Location, Show Terrain, Photo Textures, Preview Model in Google Earth, Get Models, Share Model, and Upload Components buttons.
Layers Toolbar The Layers Toolbar provides quick access to several often used layer operations.
Measurements Toolbar The Measurements Toolbar contains a field where you can type values corresponding to the currently activated tool. For example, you can type in the specific length of a line while you are in the Line tool. The Measurement Toolbar is used to create accurate geometry.
Modification Toolbar The Modification Toolbar contains geometry modification tools. The tools on this Toolbar are the Move tool, Push/Pull tool, Rotate tool, Follow Me tool, Scale tool, and Offset tool.
Principal Toolbar The buttons on the Principal Toolbar activate the Select tool, Make Component, Paint Bucket tool, and Eraser tool.
Sections Toolbar The Sections Toolbar allows you to conveniently execute common section operations. The controls on this Toolbar include buttons for toggling the section cut effect and toggling the display of section planes.
Shadows Toolbar The Shadows Toolbar is used to control shadows. This Toolbar contains buttons to launch the Shadow Settings dialog box (left-most icon) and enable/disable shadows (second icon). This Toolbar also contains slider bars to control settings related to the time of year (left-most slider bar) and time of day (right-most slider bar).
Standard Toolbar The Standard Toolbar contains a variety of menu items which help with file and drawing management and shortcuts to printing and help operations. These menu items are New, Open, Save, Cut, Copy, Paste, Erase, Undo, Redo, Print, and Model Info.
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Walkthrough Toolbar The buttons on the Walkthrough Toolbar activate the Position Camera tool, Walk tool, and Look Around tool.
Views Toolbar The buttons on the Views Toolbar activate SketchUp's standard views (iso, top, front, right, back, and left). The bottom view is not included, but is available from the Camera menu.
Dynamic Components Toolbar The buttons on the Dynamic Components toolbar activate the Interaction tool, Component Options dialog box, and Component Attributes dialog box.
Sandbox Toolbar The buttons on the Sandbox Toolbar activate SketchUp's Sandbox tools (Sandbox From Contours, Sandbox From Scratch, Smoove tool, Stamp tool, Drape tool, Add Detail tool, and Flip Edge tool).
Large buttons The Toolbar can be displayed using large and small tool buttons. Check the Use Large Tool buttons checkbox in the General panel of the Preferences dialog box to switch between large and small tool buttons.
The Standard Views control gives you quick access to SketchUp's Standard Views (not including a bottom view). Face Style
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The Face Style control allows you to quickly switch between SketchUp's Face Rendering Styles. You can also use the View menu or the Styles dialog box to switch between these styles. Undo/Redo
The Undo command will undo the last drawing or editing command performed. The Redo Command cancels Undo operations, stepping forward in the modification history. Shadows (sliders)
The Shadows sliders give you quick access to the most frequently used shadow settings. You can turn shadow casting on and off with the checkbox, and adjust date and time with the sliders. You can also use the Shadow Settings dialog box to access more detailed shadow settings. Shadows (icon) The Shadows icon control toggles shadows on and off. Layers
The Layers Toolbar provides quick access to several often used layer operations. Display the Current Layer: The Layers Toolbar displays the current layer name. Any new entities you draw will be assigned to the current layer. Add a Layer: Click in the text field of the drop-down list and type a new layer name to add a new layer to the model. Slideshow The Slideshow control is used to start and stop slide shows. Model Info The Model Info control is used to display the Model Info dialog box. Section Display The Section Display control toggles the display of Section Planes. Section Cuts The Section Cuts control toggles the display of the Section Cut Effect. X-Ray Mode The X-Ray Mode control toggles the X-Ray display mode. Component Maker The Component Maker creates a Component entity from the selected geometry. You will be prompted to set a few characteristics for the Component entity upon clicking this Toolbar control. Separator The Separator is used to add a vertical line to separate controls in your Toolbar. Space The Space is used to add a space between controls. Flexible Space The Flexible Space is used to add an adjustable space between controls. A Flexible Space automatically adjusts spacing between Toolbar controls depending on the number and size of controls in the Toolbar. Print The Print control activates the Print dialog box, enabling you to print the current view of your model. Colors The Colors control launches the Color Picker. Fonts The Fonts control launches the Font dialog box. Customize
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The Customize control invokes the Customize Toolbar dialog box. Measurements The Measurements control contains a field where you can type values corresponding to the currently activated tool. For example, you can type in the specific length of a line while you are in the Line tool. The Measurement Toolbar is used to create accurate geometry.
Drawing Tools The buttons on the drawing tools section of the tool palette activate the Rectangle tool, Line tool, Circle tool, Arc tool, Polygon tool, and Freehand tool.
Modification Tools The modification tools section of the tool palette contains geometry modification tools. The tools on this Toolbar are the Move tool, Push/Pull tool, Rotate tool, Follow Me tool, Scale tool, and Offset tool.
Guide Tools The buttons on the construction tools section of the tool palette activate the Tape Measure tool, Dimensions tool, Protractor tool, Text tool, Axes tool, and 3D Text tool.
Camera Tools The buttons on the camera tools section of the tool palette activate the Orbit tool, Pan tool, Zoom tool, Zoom Window tool, Previous, Next, and the Zoom Extents tool.
Walkthrough Tools The buttons on the walkthrough tools section of the tool palette activate the Position Camera tool, Walk tool, and Look Around tool.
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Drawing Axes
Aligning the point of view to the current view
You can align SketchUp's point of view to be perfectly aligned with the current view. To align the point of view to the current view: 1. Context-click on the drawing axes. The drawing axes context menu is displayed. 2. Select Align View from the context menu.
Determining which way is up, down, east, west, north, and south
Each axis has a solid line on one side of the origin and a dotted line on the other side of the origin. Following is an explanation for each line that make up the origin: The The The The The The solid blue line leads up from the origin. dotted blue line leads down from the origin. solid red line leads east from the origin. dotted red line leads west from the origin. solid green line leads north from the origin. dotted green line leads south from the origin.
A Real-World 3D understanding of the axis is important when you placing models in Google Earth or casting realistic shadows.
The following image shows the Move Axes dialog box on Mac OS X:
3. Specify displacement and rotation values in the units specified under the Units panel of the Model Info dialog box. 4. Click the OK button.
Drawing axes
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SketchUp's drawing axes consist of three colored lines (red, green, blue), perpendicular to each other, displayed in the drawing area. These axes are helpful in providing a sense of direction in 3D space while you work. The plane where the red and green axes lines lie is called the ground plane. The term origin, is used to define the place where all of axes lines start or originate.
Note: The Drawing Axes will be automatically hidden in any images exported from SketchUp.
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Drawing window
Measurements toolbar options
Following is a list of options that can be used in the Measurements toolbar. Units Use the following characters to indicate a specific unit of measurement when entering a value in the Measurements toolbar. If you do not indicate a unit of measurement, your default units are used (as indicated by the template you are using in SketchUp). number + " (inches). Example: 10" number + ' (feet). Example: 10' number + mm (millimeters). Example: 10mm number + cm (centimeters). Example: 10cm number + m (meters). E64xample: 10m Arrays An array is an arrangement of geometry in a line (linear array) or around an point (radial array). number + x (external array). Type this number after making a manual copy of geometry to duplicate that copy an additional x-1 times. So, 3x creates 2 additional copies plus the original copy. The copies are made in the same direction as the first copy (either in a line or radially around a point). Example: 3x number + * (external array) Type this number after making a manual copy of geometry to duplicate that copy an additional x-1 times. So, 3* creates 2 additional copies plus the original copy. The copies are made in the same direction as the first copy (either in a line or radially around a point). Example: 3* / (internal array). Type this number after making a manual copy of geometry to duplicate copy an additional x-1 times (between the original and manual copy). So, 3/ creates 2 additional copies between the original and manual copy. The copies are made moving backward from the first, manual, copy (either in a line or radially around a point). Example: 3/ Measurements field commands with SketchUp tools You can enter values in the Measurements toolbar when you use specific tools to specify precise values, such as a specific number of sides in a circle. Arc tool number (chord length). Enter this value right after setting the starting point of the arc. Example: 10 number (bulge). Enter this value right after setting the ending point of the arc. Example: 5. number+ r (radius). Enter this value right after setting the ending point of the arc (in place of bulge). Example: 10r number + s (segments). Enter this value right after setting the ending point of the arc. Example: 20s Refer to Creating Precise Arcs for further information. Circle tool number + s (sides/segments). Enter this value right after setting the center point of the circle. Example: 10s number + r (radius). Enter this value right after setting the center point of the circle. Example: 5r Refer to Creating Precise Circles for further information. Field of View tool number + deg (field of view). Enter this value right after selecting the Field of View tool. Example: 110deg Refer to Changing Field of View and Focal Length for further information. Line tool number (length). Enter this value right after setting the starting point of the line. Example: 4' 2 5/8" [number, number, number] (absolute coordinate). Enter three numbers right after setting the starting point of the line to identify an ending point at an absolute coordinate relative to the axis. For example: [3',4',7'] <number, number, number> (relative coordinate). Enter three numbers right after setting the starting point of the line to identify an ending point at relative coordinate to the start point. For example: <1.5m, 4m, 2.75m> Note: The exact format for Measurements toolbar entries will vary depending on your computer's Regional Settings. For European users, the list separator symbol may be a semi-colon instead of a comma, so the format would be [x;y;z]. Refer to Creating Precise Lines for further information. Look Around tool number (eye height). Enter this value right after selecting the Look Around tool to set your eye height as your tour through a model. For example: 6' Move tool number (distance). Enter this value as you begin to move geometry in a specific direction. For example: 10' [number, number, number] (global coordinate). Enter three numbers right after selecting geometry to identify a global coordinate for the ending of the move relative to the axis. For example: [3',4',7'] <number, number, number> (relative coordinate). Enter three numbers right after selecting geometry identify a relative coordinate for the ending of the move. For example: <1.5m, 4m, 2.75m> Refer to Moving Precisely for further information. Offset tool number (length). Enter this value right after you click on the lines or face you want to offset. Example: 20' Refer to offsetting precisely for further information. Push/Pull tool number (distance). Enter this value right after you select a face to push or pull. Example: 10 Refer to Offsetting Precisely for further information. Polygon tool number + s (sides). Enter this value right after setting the center point of the polygon. Example: 10s number + r (radius). Enter this value right after setting the center point of the polygon. Example: 5r
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Refer to Creating Precise Polygons for further information. Protractor tool number (degrees). Enter this value right after setting the start of the angle to set the angle of a guide line. Example: 15 number:number (slope). Enter these values (rise:run) right after setting the start of the angle to set the slope of the guide line. Example: 14:7 Refer to Creating Precise Angles for further information. Rotate tool number (angle). Enter this value right after setting the start of the rotation. Example: 15 number:number (slope). Enter these values (rise:run) right after setting the start of the rotation. Example: 14:7 Refer to Rotating Precisely for further information. Scale tool number (scale multiplier). Enter this value right after you begin to scale geometry. Example: 10 number + units (length). Enter this value right after you begin to scale geometry. Example: 10' Refer to Scaling Precisely for further information. Tape Measure tool number (distance for guide line or guide point). Enter this value as you start to create a guide line or guide point. Example: 10" number (resize model). Enter this value right after you measure the length of a line segment to resize the entire model. Example: 20' Refer to Placing Precise Guide Lines and Guide Points for further information. Refer to Scaling an Entire Model for further information. Rectangle tool number, number (length and width). Enter these values after setting the starting point of the rectangle. Example: 10',5' number (length value only; use existing width value). Enter this value after setting the starting point of the rectangle. Example: 10' , number (width value only; use existing length value). Enter this value after setting the starting point of the rectangle. Example: , 5' Refer to Creating Precise Rectangles for further information. Zoom tool number + mm (focal length). Enter this number right after selecting the Zoom tool. Example: 300mm number + deg (field of view). Enter this value right after selecting the Zoom tool. Example: 110deg Refer to Changing Field of View and Focal Length for further information. Refer to Changing Focal Length with the Zoom Tool for further information.
Menus
Menus appear below the title bar. The majority of SketchUp tools, commands, and settings are available within these menus. The menus that appear by default are: SketchUp (Mac OS X-only), File, Edit, View, Camera, Draw, Tools, Window, and Help.
Application window
The SketchUp user interface is designed to be simple and easy to use. The main parts of the SketchUp user interface are the title bar, menus, toolbars and tool palettes, drawing area, status bar, and the Measurements Toolbar. Mac OS X Following is an image of the SketchUp user interface on Mac OS X:
Microsoft Windows Following is an image of the SketchUp user interface on Microsoft Windows:
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Note: The previous images contain screenshots of the SketchUp Pro application. The SketchUp (free) application looks the same.
Status bar
The status bar is the long gray rectangular area at the bottom of the drawing area. Microsoft Windows Following is an image of the status bar on Microsoft Windows:
Geolocation button Hover over the Geolocation button to display location information for the current model. Click the Geolocation button to display the Location panel of the Model Info dialog box. The Georeferencing portion of the Location panel allows you to manually establish the geographic location for the current model. A model can have three states, as indicated by the icon next to the Use georeferencing checkbox: Not georeferenced (faded exclamation point), Manually georeferenced using location in SketchUp (bright exclamation point), and georeferenced with data from Google Earth (Google Earth logo with exclamation point). Note: Altering the fields in the Location panel of the Model Info dialog box while using georeferenced data from Google Earth yields a warning that Google Earth terrain and layers will be erased. Attribution button Click the Attribution button to display the Credits panel of the Model Info dialog box. The Credits panel allows you to view contributors toward the current model. This panel also allows the current users to claim credit toward the current model. Google Login button Click the Google Login button to log in to your Google account. Instructor button Click on the Instructor button to display the Instructor dialog box. Measurements Toolbar The Measurements Toolbar displays dimensional information while you draw. You can also enter values into the Measurements Toolbar to manipulate currently selected entities, such as creating elements of a specific dimension. Mac OS X Following is an image of the status bar on Mac OS X:
Geolocation button Hover over the Geolocation button to display location information for the current model. Click the Geolocation button to display the Location panel of the Model Info dialog box. The Georeferencing portion of the Location panel allows you to manually establish the geographic location for the current model. A model can have three states, as indicated by the icon next to the Use georeferencing checkbox: Not georeferenced, Manually georeferenced (using location in SketchUp), and georeferenced with data from Google Earth. Attribution button Click the Attribution button to display the Credits panel of the Model Info dialog box. The Credits panel allows you to view contributors toward the current model. This panel also allows the current users to claim credit toward the current model. Google Login button Click the Google Login button to log in to your Google account. Instructor button Click on the Instructor button to display the Instructor dialog box. Measurements Toolbar The Measurements Toolbar displays dimensional information while you draw. You can also enter values into the Measurements Toolbar to manipulate currently selected entities, such as creating elements of a specific dimension. Note: Use the resize handle to make the drawing area larger so you can see the entire message in the status bar.
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Scene tabs
Scene tabs are created when a scene is created using the Scene Manager. Click on a scene tab to switch between the scenes in your file. Note: Scene tabs are not part of the default application user interface. Scene tabs are only displayed when you create a scenes using the Scene Manager. Refer to Adding a scene for further information. Microsoft Windows Following is an image of the scene tabs on Microsoft Windows:
Title bar
Mac OS X The title bar (at the top of SketchUp) contains the standard Macintosh OS X window controls (close, minimize, and maximize) on the left, and a title bar collapse/expand button on the right. In the middle of the title bar is the name of the currently opened file. A blank drawing area appears when you start SketchUp and the name of the currently opened file is 'Untitled' in the title bar, indicating that you have not yet saved your work. Microsoft Windows The title bar (at the top of SketchUp) contains the standard Microsoft Windows controls (close, minimize, and maximize) on the right, and the name of the currently opened file. A blank drawing area appears when you start SketchUp and the name of the currently opened file is 'Untitled' in the title bar, indicating that you have not yet saved your work.
Measurements toolbar
By default, the Measurements toolbar is located on the right side of the status bar. The Measurements toolbar displays dimensional information while you draw. You can also enter values into the Measurements toolbar to manipulate currently selected entities, such as creating elements of a specific dimension. Other behaviors of the Measurements Toolbar are as follows: You can type a value in the Measurements toolbar before or after an operation is complete as long as the value is entered prior to the start of a new operation. Detailed information on the Measurements toolbar values accepted for each tool appears in the Drawing Tools and Modification Tools sections of this user's guide. You must press the Enter (Microsoft Windows) or Return (Mac OS X) key to accept a typed value. You can change the value of the geometry as many times as you like before you start a new operation. The Measurements toolbar cannot be used again to enter values for a tool once you have exited the tool. SketchUp will display a tilde (~) before the number to indicate that a number is not precise (not within precision settings as set in the Units panel of the Model Info dialog box).
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It is not necessary to click in the Measurements toolbar before typing. The Measurements toolbar is always awaiting input from your keyboard. You can type values in the Measurements toolbar using an alternate measuring system than the default system. SketchUp will convert the value to the default system. For example, you can type in 3' 6" even if you are using metric system as your default. Units are set within the Units panel of the Model Info dialog box. You must use the appropriate list separator for your region in the Measurements Toolbar. The separator you use depends on your regional settings: English and Spanish language regions (US, United Kingdom, South America, Central America) use a comma and European countries use a semicolon.
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Inference
Encouraging an inference
At times, the inference you need may not come up immediately or SketchUp might choose alignments with the wrong geometry. In these cases, you can increase the chances of a particular alignment by pausing your mouse cursor over the particular location that you want SketchUp to infer from. When the visual cue appears, SketchUp will briefly prioritize that alignment as you continue drawing. To encourage SketchUp to create a parallel line to match the length of another, parallel, line (such as when drawing the third line of a rectangle): 1. Create the first two edges of a rectangle with the first edge being parallel to the red axes. 2. Click on the start point of the third edge and move the line tool as though you were creating the third line parallel to first line. As you begin to move the Line tool, the line should appear in red.
3. Mid-line creation, move the Line tool over the start point of the first line you created for the rectangle. Your line will extend diagonally to this point. 4. Leave the tool over this point until the Endpoint visual cue displays.
5. Move the Line tool to the approximate location where the end of the third line should appear. A dotted line, with the color of the corresponding axes (green) will follow the Line tool to indicate you are directly inline with the start point of the first line.
6. Click when the line you are drawing is indicated by an axes color (red) and is directly perpendicular to the green dotted line.
Note: Hover over any line to create a line parallel to that line. Refer to Inference Types for further information.
Locking an inference
Locking an inference At times, geometry might interfere with your ability to infer points from other points, making it difficult to draw accurately. Use an inference lock, which tells SketchUp not to waver from the direction it is currently inferring from, to solve this problem. To use the inference lock, press hold the Shift key when SketchUp infers the desired alignment (the inference line will bold). The alignment will remain locked, even as you move the mouse and/or pick a secondary inference point. The following image shows the inference locked in the blue direction to ensure that a new line is exactly perpendicular to the face.
Any of the inference conditions may be locked; along an axis direction, along an edge direction, on a face, from a point, parallel or perpendicular to an edge, and so on. Forcing an Inference Direction You can force SketchUp to infer parallel to a specific axis by pressing one of the following keys while using the Line tool, Move tool, or Tape Measure tool: Right arrow key = red axis Left arrow key = green axis Up or down arrow keys = blue axis
Inference
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Inference types There are three main types of inferences: point, linear, and planar. SketchUp often combines inferences together to form a complex inference. Point inference A point inference is based on the exact point of your cursor in your model. Following is a list of point inference types:
Endpoint: The Endpoint inference indicates the end of a Line or Arc entity. The Endpoint inference is represented by a green circle. Following is an image of an Endpoint inference. Midpoint:The Midpoint inference indicates the middle point on a line or edge. The Midpoint inference is represented by a cyan circle. Following is an image of a Midpoint inference. Intersection: The Intersection inference indicates an exact point where a line intersects another line or face. The Intersection inference is represented by a red x. Following is an image of an Intersection inference. On Face: The On Face inference indicates a point which lies on a Face entity. The On Face inference is represented by a blue diamond. On Edge:The On Edge inference indicates a point that lies along an edge. The On Edge inference is represented by a red square. Following is an image of an On Edge inference. Linear Inference A linear inference snaps along a line or direction in space. In addition to a tooltip, a linear inference sometimes displays a temporary dotted line while you draw.
On Red Axis: The On Red Axis inference indicates a linear alignment to the red drawing axis. The On Red Axis inference is represented by a red line. On Green Axis: The On Green Axis inference indicates a linear alignment to green drawing axis. The On Green Axis inference is represented by a green line. On Blue Axis: The On Blue Axis inference indicates a linear alignment to the blue drawing axis. The On Blue Axis inference is represented by a blue line. From Point: The From Point inference indicates a linear alignment from a point along the drawing axes directions. The From Point inference is represented by a dotted line whose color corresponds to the axis direction (red, green, or blue). Perpendicular: The Perpendicular inference indicates perpendicular alignment to an edge. The Perpendicular inference is represented by a magenta line. Parallel: The Parallel inference indicates a parallel alignment to an edge. The Parallel inference is represented by a magenta line. Tangent at Vertex: The Tangent at Vertex inference indicates an arc whose vertex is tangent to a previously drawn arc's vertex. The Tangent at Vertex inference is represented by a cyan arc Shape Inferences SketchUp indicates half circles, squares, and golden sections, using unique inference indicators. These indicators follow.
Half Circle: The Half Circle inference indicates an arc that is exactly one half of a circle. Square: The Square inference indicates a rectangle whose sides are all the same size. Golden Section: The Golden Section inference indicates a rectangle whose properties match the Golden Ratio as found in mathematics and the arts. Drawing Plane Inference SketchUp will snap to the planes defined by the Drawing Axes or your view when it cannot snap to geometry in the drawing area. For example, SketchUp will draw on the ground plane when the point of view is that of the ground plane. Component and Group Inferences All inferences apply on geometry inside Component entities or Group entities. Group and Component inference indicators are the same shape, but are magenta color. Group and component tooltips also indicate that the inference is in a Group or Component entity by appending the phrase 'in group' or 'in component' to the end of an inference tooltip.
Inference
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Inference introduction SketchUp features a geometric analysis engine, called the inference engine, allowing you to work in 3D space using a 2D screen and input device. This engine helps you draw very accurately by inferring points from other points as you draw while also providing you with visual cues. Inference cues The inference engine uses visual cues, appearing automatically while working on the model, to identify significant points or geometric conditions. These cues make complex inference combinations clear to you as you draw. Additionally, the inference engine uses specific colors to indicate its type of inference (covered further in Inference Types).
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Dialog boxes
Manipulating dialog boxes in a dialog box stack in LayOut (Mac OS X)
A dialog box stack refers to a series of dialog boxes snapped together at their bottom and top edges such that they form a stack. The following image contains a dialog box stack with Layers dialog box opened in the middle.
You can manipulate the dialog boxes in a dialog box stack in the following ways: Move the entire dialog box stack by clicking and dragging the top-most dialog box's title bar. Click on any dialog box's title bar to minimize or maximize a dialog box within the stack. Move a dialog box to the right, left, or down to break it from the stack. Reinsert the dialog box at the end of the stack by snapping the dialog box to the bottom edge of the stack. Reinsert the dialog box in the middle of the stack by moving sideways into a middle position. Snap the entire dialog box stack to the screen by moving it to the outer edge of the screen.
Dialog boxes
Most dialog boxes in SketchUp are modeless, meaning they do not limit your interaction with the rest of the application by requiring user input before continuing with your work. Instead, these dialog boxes can be displayed while you work allowing you to make dynamic settings changes to your model while you are sketching. Dialog boxes in SketchUp can be snapped to other user interface components on your screen, resized, and minimized (with some exceptions).
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Menus
Edit menu (Mac OS X)
The Edit menu contains items allowing you to perform editing functions on SketchUp geometry. These menu items include those for creating and editing groups and components, visibility operations, and standard cut, copy, paste commands. Undo Use the Undo menu item to undo the last drawing or editing commands performed. SketchUp allows you to undo all operations you have performed, one at a time, to the state at which you saved your file. The number of possible sequential Undo commands is limited to 100 steps. Keyboard Shortcut: Command+Z Note: Undo will undo any operation that creates or modifies geometry, but it does not undo changes to your point of view. Use the Previous menu item under the Camera menu to undo a point of view change. Redo The Redo menu item returns the last undo to its previous state. Keyboard Shortcut: Shift+Command+Z Cut The Cut menu item removes the selected elements from your model and places them in the clipboard. The contents of the clipboard can then be inserted back into any open SketchUp document by using the Paste menu item. You can use cut, copy and paste to move geometry between open SketchUp windows. Contents of the clipboard will remain on the clipboard until replaced with other content using an additional Cut or a Copy command. Keyboard Shortcut: Command+X Copy The Copy menu item copies the selected items to the clipboard without deleting the items from the model. The contents of the clipboard can then be inserted back into any open SketchUp document by using the Paste menu item. You can use cut, copy and paste to move geometry between open SketchUp windows. Contents of the clipboard will remain on the clipboard until replaced with other content using an additional Cut or a Copy operation. Keyboard Shortcut: Command+C Paste Use the Paste menu item to paste the contents of the clipboard into the current SketchUp document. The pasted geometry will be attached to and placed by the point of the cursor, allowing you to position the new geometry when it is pasted. You can use cut, copy and paste to move geometry between open SketchUp windows. Contents of the clipboard will remain on the clipboard until replaced with other content using an additional Cut or a Copy operation. Keyboard Shortcut: Command+V Paste in Place Use the Paste in Place menu item to paste an item at the same location where it was cut or copied. Delete Use the Delete menu item to remove the currently selected entities from your model. Delete Guides Use the Delete Guides menu item to delete all of the guides that are in the drawing area. Select All Use the Select All menu item to select all selectable entities in the model. Hidden entities, any items on a hidden layer, or geometry that is clipped away using a section plane cannot be selected with the Select All menu item. Keyboard Shortcut: Command+A Select None The Select None menu item clears the selection set, deselecting any currently selected items in the model. Keyboard Shortcut: Shift+Command+A Hide Use the Hide menu item to hide any selected object. Hiding geometry can help simplify your current view, or enable viewing and working inside tight areas. Keyboard Shortcut: Command+E Unhide The Unhide submenu contains options for unhiding hidden entities. Selected The Selected menu item unhides any selected hidden object. Ensure Show Hidden Geometry is enabled under the View menu to view and select hidden geometry. Last The Last menu item unhides the last entities hidden with the Hide command. All The All menu item unhides all hidden entities in your current document.
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Keyboard Shortcut: Shift+Command+E Lock The Lock menu item is used to lock any component or group that you do not want to be able to be moved or edited. Unlock The Unlock submenu contains options for unlocking components and groups. Selected Use the Selected menu item to unlock all components and groups in a selection set. All Use the All menu item to unlock all components and groups in your drawing area. Make Component Use the Make Component menu item to create a component entity from the selected entities. Keyboard Shortcut: Shift+Command+G Make Group The Make Group menu item creates a Group entity from the selected entities. Keyboard Shortcut: Command+G Close Group/Component Use the Close Group/Component menu item to exit from a group or component's context or editing session. Keyboard Shortcut: Control-Shift+Command+G Intersect Faces The Intersect Faces sub-menu contains menu items for intersecting geometry with other geometry. With Model Complex geometry in SketchUp can be easily created using the With Model menu item (also called the 'Intersector'). Use the With Model menu item to intersect all entities overlapping with the currently selected entity (such as a box component and a tube component). With Selected Select the With Selection to intersect only those items that are selected. With Context Select the With Context menu item to intersect two entities within the current context (excluding all entities outside of the context). Entity Commands Sub-Menu The Entity Commands sub-menu contains all of the commands available to manipulate the currently selected entity (which are the same as the commands found in the entity's context menu). The sub-menu's name and contents will change depending on the entity that you have selected. Special Characters (Mac OS X) The Special Characters menu item opens the Mac OS X Character Palette allowing you to insert special characters, such as mathematical symbols, letters with accent marks, arrows, and other 'dingbats,' into your model. The Mac OS X help system contains additional help on this feature.
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Layers Use the Layers menu item to display the Layers Manager used to manage your SketchUp layers. Outliner The Outliner menu item invokes the Component Outliner used to display components and groups in a hierarchy. Scenes The Scenes menu item invokes the Scene Manager used to manage scenes for an animation. The Scene Manger will display with the current scene highlighted. Show Fonts The Show Fonts sub-menu includes options for toggling the display of the Fonts Panel allowing you to choose a font face and type. The Font Panel also allows you to select bold and italic versions of your fonts. Keyboard Shortcut: Command+T Shadows The Shadows menu item invokes Shadow Settings dialog box for manipulating shadows in your model. Fog The Fog menu item invokes the Fog dialog box used to add a fog effect to your model. Match Photo The Match Photo menu item invokes the Match Photo dialog box used to help you create accurate 3D models from photos and to accurately place models in a photo's context. Soften Edges The Soften Edges menu item invokes the Soften Edges dialog box used to soften and smooth edges in your model. Instructor The Instructor menu item invokes the Instructor used to display information about the currently activated tool. Hide/Show Dialogs Use the Hide/Show Dialogs menu item to hide and show all currently active dialog boxes. Ruby Console The Ruby Console menu item displays the Ruby Console where you can type Ruby script. Component Options The Component Options menu item is used to display the Component Options dialog box used to configure a dynamic component. Component Attributes The Component Attributes menu item is used to display the Component Attributes dialog box used to develop a dynamic component. Photo Textures Photo Textures menu item is displays the Photo Textures dialog box used to capture a texture from Street View and apply it to the currently selected face. Bring All To Front Use the Bring All To Front menu item to bring all of your open SketchUp windows to the foreground of Mac OS X. All open document windows and active panels and palettes are brought to front. Arrange in Front Use the Arrange in Front menu item to bring all of your open SketchUp windows to the foreground of Mac OS X and arrange them from the center outward toward the edge of the screen. (Open Documents) The (Open Documents) menu items represent a dynamically generated list of all your open SketchUp files . Select the file you want to activate from this menu to switch between files.
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The License Info menu item displays information about your SketchUp license, including the type of license and serial number. Authorize Use the Authorize menu item to authorize your SketchUp license to extend the use of SketchUp beyond the 8 hour trial period. Click on this menu item to display the SketchUp Authorization Screen. Type in the authorization number, provided when you buy SketchUp, to authorize SketchUp. Unauthorize Use the UnAuthorize menu item to unauthorize your SketchUp license. This menu item is used primarily when switching from a single-user license to a multiuser network license. Warning: SketchUp will not run after you unauthorize your license. You must authorize a new single-user or network license to use SketchUp again. Set Network License File Use the Set Network License File menu item to relocate the network license file on the network. Unset Network License File Use the Unset Network License File menu item to delete the location of the network license file on the network. Lan License Monitor The Lan License Monitor menu item displays the LAN License Monitor dialog box. This dialog box displays single user licenses on the network. Check for Update... The Check For Update menu item checks to see if you have the most current version of SketchUp. You will be prompted to download the current version if your version is out-of-date. An Internet connection is required to use this feature. About SketchUp... The About SketchUp menu item activates the About SketchUp dialog box. This dialog box provides information about your SketchUp version and license.
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Open* Use the Open menu item to launch the Open dialog box, allowing you to open a previously saved SketchUp file. You will be prompted to save your changes if an unsaved model is already open because only one file can be open at a time. Keyboard Shortcut: Ctrl+O Save* Use the Save menu item to save the currently active SketchUp model to your file system. When you close an unsaved document, or attempt to quit SketchUp with unsaved open documents, SketchUp will prompt you to save your work before continuing. Keyboard Shortcut: Ctrl+S Tip: If Create Backup is enabled within the General panel of the preferences dialog box, the existing file will be converted to a backup file (.skb), and the new drawing will be saved in place of that currently existing file (.skp). The Create Backup option can help preserve your data in the event of an accidental removal of a .skp file. Backup files are saved in the My Documents (Microsoft Windows) or Library/Application Support/Google Sketchup 6/SketchUp/Autosave (Mac OS X) folder, by default. Tip: It is good to save often. You can have SketchUp automatically save for you at a specific time increment by enabling the Auto-save option within the General panel of the Preferences dialog box. Save As* Use the Save As menu item to open the Save As dialog box which defaults to the current document's folder. You can use this dialog box to save the current drawing as a new document. This file can be assigned a new name, a new location, and a previous version of SketchUp. The new file will become the current file in the drawing window. Save A Copy As* Use the Save A Copy As menu item to save a new file based on your current model. This menu item does not overwrite or close the current file and is useful for saving incremental copies or tentative schemes of your work. Save As Template Use the Save As Template menu item to save the current SketchUp file as a template. This menu item launches a dialog box where you can name the template and set the template as the default template (to be loaded every time you launch SketchUp). Revert Use the Revert menu item to revert your current document to its last saved state. Send to LayOut Use the Send to LayOut menu item to send the current model to LayOut. Preview in Google Earth Use the Preview in Google Earth menu item to quickly view your model in Google Earth while working on the model. Geo-location The Geo-location submenu contains menu items for Geo-locating your models. Add Location... Use the Add Location menu item to display the Add Location dialog box for selecting a location for your model. This menu item is only available when a location has not been added. Clear Location Use the Clear Location menu item to remove the location from your model. Show Terrain Use the Show Terrain menu item to toggle the Google Earth snapshot image between a 2D and 3D image. Building Maker The Building Maker submenu contains menu items for working with Building Maker. Add New Building Use the Add New Building menu item to launch Building Maker from SketchUp. Refer to the Building Maker Getting Started Guide for further information on using Building Maker. 3D Warehouse The 3D Warehouse submenu contains menu items for accessing the 3D Warehouse repository of models. Get Models Use the Get Models menu item to download a model from the Trimble 3D Warehouse. Share Model Use the Share Model menu item to post your SketchUp model file and corresponding KML file to the Trimble 3D Warehouse. The Trimble 3D Warehouse is a repository where models can be shared with other Google Earth or SketchUp users. Upload Component Use the Upload Model button to post the currently selected component to the 3D Warehouse. Export Use the Export submenu to access SketchUp's export functionality, which is useful for sharing your work with other people or exporting your drawings for use in other applications. You can export your SketchUp model as a 3D model, a 2D graphic, section slice, or animation. 3D Model Use the 3D Model menu item to export you SketchUp file to 3D formats, such as KMZ files. Additional file formats are available for export using SketchUp Pro. 2D Graphic
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Use the 2D Graphic menu item to export 2D bitmap and dimensionally accurate, resolution independent, 2D vector drawings. Pixel-based images can be exported in JPEG, PNG, Epix, BMP, TGA, and TIFF file formats. Vector images can be exported in PDF, EPS, DWG, and DXF file formats. This option makes it easy to send your SketchUp files to a plotter, quickly integrate them into construction documentation, or further modify your models using vector-based illustration software. Note that vector output formats may not support certain display options, such as shadows, transparency, and textures. Section Slice Use the Export 2D Section Slice menu item to output dimensionally accurate 2D section slices in standard vector formats. Animation Use the Animation menu item to export a pre-rendered animation file containing the scene sequence you have created. This option makes it easy to archive your animations to CD or DVD and to create smooth animations of complex models. Import Use the Import menu to import information from other files into your SketchUp drawings. Print Setup Use the Print Setup menu item to access to the print setup dialog box. This dialog box is used to select and configure printer and scene properties for printing. Print Preview Use the Print Preview menu item to preview your model as it will appear on paper (using the print setup settings). Print The Print menu item opens the standard Print dialog box. This dialog box enables you to print the current model in SketchUp's drawing area to the currently selected printer. Keyboard Shortcut: Ctrl+P Generate Report The Generate Report menu item is used to generate a report of all attributes contained in a dynamic component. (Recently Opened File List) The (Recently Opened File List) menu item lists recently opened SketchUp files. Select a file from this list to open the file. Exit The Exit menu item closes the current file and the SketchUp application window. SketchUp will notify you to save your file if it has not been saved since the last change. = Functionality only available in SketchUp Pro * Problem Detection Minor problems can occur with your model given the infinite flexibility that SketchUp provides when designing in 3D. You likely will not notice anything different in your model, except that it will perform better, after these problems are fixed. SketchUp checks all files for problems when they are opened and saved if the Automatically check models for problems check box is checked in the General Panel of the Application Preferences. SketchUp displays a dialog box allowing you to fix problems if they are found. This dialog box has three options: Always fix my models, Fix it now, and Fix it later. We recommend you click on the Always fix my models button in this dialog box to fix the problem. This button also checks the Automatically fix problems when they are found checkbox in the General Panel of the Application Preferences. This preferences option causes SketchUp to automatically fix problems without user intervention. Refer to the Automatically fix problems when they are found option for further information. SketchUp will check your model for unrecoverable errors during Open, Save, Save As, and Save A Copy As, preventing the overwriting of a good auto-save file. Sketchup will display a dialog box in the rare case that unrecoverable errors are found in your model. This dialog box contains the option to quit SketchUp and send a report. We recommend you click on the quit SketchUp and send report button to terminate SketchUp and preserve your previously valid auto-save file. This report contains valuable information regarding the unrecoverable errors.
View (Mac OS X)
The View menu contains menu items that alter the display of entities within your model. Note: Items in the View menu alter the display of entities. Items in the Camera menu alter your point of view. Tool Palettes The Tool Palettes submenu contains all of the tool palettes. There are three tool palettes: Large tool Set, Google, and Dynamic Components. The Large tool Set palette contains all tools needed by advanced SketchUp users. The Google palette has tools for using SketchUp with Google Earth and the Trimble 3D Warehouse. The Dynamic Components palette has one tool for activating animated dynamic components. The Sandbox palette has tools for creating terrain and organic shapes. Scene Tabs The Scene Tabs command toggles the display of scene tabs. See the Scene Manager topic for further information. Hidden Geometry Use the Hidden Geometry menu item to display hidden geometry or entities that have been hidden using the Hide menu item or context command. The Hidden Geometry menu item displays hidden faces with a light cross-hatch pattern (edges are displayed dashed), enabling you to select the geometry. Once selected, hidden geometry can be made visible with the Unhide and Unhide All menu items. Section Planes The Section Planes menu item toggles the display section plane entities. Section Cuts The Section Cuts menu item toggles the display of any section cut effects. Axes
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The Axes menu item toggles the display of the drawing axes. Guides The Guides menu item toggles the display of guide line entities and guide point entities. Shadows The Shadows menu item activates shadows. Fog The Fog menu item activates fog. Refer to the Fog dialog box for information on configuring fog settings. Edge Style The Edge Style submenu contains options to activate edges, back edges, and edge styles. The edge styles are Profiles, Depth Cue, and Extension. Refer to the Styles Browser Edge panel for further information. Face Style The Face Style submenu contains options to activate face styles. The face styles are X-ray, Wireframe, Hidden Line, Shaded, Shaded with Textures, and Monochrome. See the The Styles Browser Face panel for further information. Component Edit The Component Edit submenu contains commands to alter the display of other entities when editing components. Hide Rest of Model Use the Hide Rest of Model menu item to toggle the display of the model when editing a component. Hide Similar Components Use the Hide Similar Components menu item to toggle the display of similar components when editing a component. Animation The Animation submenu contains several menu items related to scenes and animations. See the Scenes and Animations topic for further information. Add Scene Use the Add Scene menu item to add a new scene to the current file. Update Scene Use the Update Scene menu item to update a scene if you have made changes to the scene Delete Scene Use the Delete Scene menu item to delete a scene from the current model. Previous Scene Use the Previous Scene menu item to transition to the previous scene. Next Scene The Next Scene menu item is used to transition to the next scene. Play The Play menu item starts an animation. See the Scenes and Animations topic for further information. Settings The Settings item invokes the Animation panel of the Model Info dialog box. Hide/Show toolbar The Hide/Show toolbar menu item controls the visibility of the toolbar. You can also modify the visibility of the toolbar by clicking on the toolbar collapse/expand button at the top right corner of the title bar. Customize Toolbar The Customize Toolbar menu item launches the Customize Toolbar dialog box allowing you to place command buttons on the toolbar.
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Note: Items in the View menu alter the display of entities. Items in the Camera menu alter your point of view. Toolbars The Toolbars submenu contains all of the toolbars. These toolbars are: Getting Started, Large tool Set, Camera, Construction, Drawing, Styles, Google, Layers, Measurements, Modification, Principal, Sections, Shadows, Standard,Views, Walkthrough, Dynamic Components, and Sandbox. The Large Buttons menu item toggles large toolbar buttons on and off. This option can enhance usability on tablets or low-resolution displays. Scene Tabs The Scene Tabs command toggles the display of scene tabs. See the Scene Manager topic for further information. Hidden Geometry Use the Hidden Geometry menu item to display hidden geometry or entities that have been hidden using the Hide menu item or context command. The Hidden Geometry menu item displays hidden faces with a light cross-hatch pattern (edges are displayed dashed), enabling you to select the geometry. Once selected, hidden geometry can be made visible with the Unhide and Unhide All menu items. Section Planes The Section Planes menu item toggles the display section plane entities. Section Cuts The Section Cuts menu item toggles the display of any section cut effects. Axes The Axes menu item toggles the display of the drawing axes. Guides The Guides menu item toggles the display of guide line entities and guide point entities. Shadows The Shadows menu item activates shadows. Fog The Fog menu item activates fog. Refer to the Fog dialog box for information on configuring fog settings. Edge Style The Edge Style submenu contains options to activate edges, back edges, and edge styles. The edge styles are Profiles, Depth Cue, and Extension. Refer to the Styles Browser Edge panel for further information. Face Style The Face Style submenu contains options to activate face styles. The face styles are X-ray, Wireframe, Hidden Line, Shaded, Shaded with Textures, and Monochrome. See the The Styles Browser Face panel for further information. Component Edit The Component Edit submenu contains commands to alter the display of other entities when editing components. Hide Rest of Model Use the Hide Rest of Model menu item to toggle the display of the model when editing a component. Hide Similar Components Use the Hide Similar Components menu item to toggle the display of similar components when editing a component. Animation The Animation submenu contains several menu items related to scenes and animations. See the Scenes and Animations topic for further information. Add Scene Use the Add Scene menu item to add a new scene to the current file. Update Scene Use the Update Scene menu item to update a scene if you have made changes to the scene Delete Scene Use the Delete Scene menu item to delete a scene from the current model. Previous Scene Use the Previous Scene menu item to transition to the previous scene. Next Scene The Next Scene menu item is used to transition to the next scene. Play The Play menu item starts an animation. See the Scenes and Animations topic for further information. Settings The Settings item invokes the Animation panel of the Model Info dialog box.
The Tools menu provides access to all of the modification tools in Sketchup. This menu represents one of three mechanisms for accessing these tools (additional mechanisms are the tool palette and keyboard shortcuts). Select The Select menu item invokes a Select tool allowing you to select one or more entities to modify. Keyboard Shortcut: Spacebar Eraser Use the Eraser menu item to invoke the Eraser tool allowing you to erase entities from the drawing area. This tool also allows you to hide and soften edges. Keyboard Shortcut: E Paint Bucket The Paint Bucket menu item invokes the Paint Bucket tool used to assign materials to entities in your model. Use the Paint Bucket tool to paint individual elements, fill a number of connected faces, or replace a material in your model. Note: The Paint Bucket tool is different than the Apple Color Picker used to select colors and materials. Keyboard Shortcut: B Move The Move menu item invokes the Move tool allowing you to move, manipulate, and copy geometry. This tool can also be used to rotate component entities. Keyboard Shortcut: M Rotate Use the Rotate menu item to invoke the Rotate tool used to rotate drawing elements and single or multiple objects within a single rotation plane. The Rotate tool can also be used to stretch and distort geometry by selecting only a portion of a model. Keyboard Shortcut: Q Scale The Scale menu item invokes the Scale tool allowing you to resize and stretch selected geometry relative to other elements in your SketchUp model. Keyboard Shortcut: S Push/Pull The Push/Pull menu item invokes the Push/Pull tool used to manipulate faces of your model. This tool can be used to displace, extrude, re-attach, or subtract faces, depending on the context of selected geometry. Keyboard Shortcut: P Follow Me Use the Follow Me menu item to invoke the Follow Me tool used to extrude faces along a path such as an edge or line drawn with the Freehand tool. This tool is useful when adding details to a model because it allows you to draw the detail at one end of a path on the model and then repeat that detail along the path. Offset The Offset menu item invokes the Offset tool used to create copies of co-planar lines and faces that are a uniform distance from original lines and faces. Lines and faces can be offset either inside or outside the original face. Offsetting a face will always create a new face. Keyboard Shortcut: F Tape Measure Use the Tape Measure menu item to invoke the Tape Measure tool used to perform a number of dimension-related operations. These operations include measuring the distance between two points, creating guide line entities, and re-scaling an entire model to an exact dimension. Keyboard Shortcut: T Protractor The Protractor menu item invokes the Protractor tool allowing you to measure angles and create guide line entities (usually at some angle). Axes The Axes menu item invokes the Axes tool allowing you to move the drawing axes. This tool is often used when constructing rectangular objects that are skewed relative to one another, or to allow for more accurate scaling of entities that are not oriented along the default coordinate planes. Dimensions Use the Dimensions menu item to invoke a Dimension tool used to place Dimension entities in your model. Text The Text menu item launches a Text tool used to insert Text entities into your model. 3D Text The 3D Text menu item launches a 3D Text tool used to create modeled 3 dimensional text. Section Plane The Section Plane menu item invokes a Section plane tool used to make section cuts in your model. Interact Use the Interact menu item to interact with a dynamic component that has click regions, such as a door that, when clicked, animates. Utilities
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The Utilities submenu contains various utilities and macros created using the Sketchup Ruby API. This menu item only appears after enabling the utilities tools using the Extensions panel of the Preferences dialog box. Note: Ruby scripts are contained in the Plugins directory under the installation directory. Create Face The Create Face menu item invokes the Create Face utility allowing you to troubleshoot face creation and, in most cases, create a face for three or more intersecting edges. Specifically, the Create Face utility is useful when: A model has two edges that have a common end point geometrically (the coordinates of the end point are the same), but the edges are not connected topologically. In this case, the Create Face utility will properly connect edges and create a face. A face cannot be created because edges are not exactly planer, or appear to be connected when there is actually a small gap between the ends of the edges. In these instances, Create Face will not create a face, but displays a message indicating why SketchUp cannot create a face. This message can be used to troubleshoot face creation. Query tool The Query tool menu item invokes a Query tool utility that displays the current mouse position in the Measurements toolbar. Sandbox The Sandbox submenu contains options for modifying terrain. This menu item only appears after enabling the terrain modeling tools using the Extensions panel of the Preferences dialog box. See the Sandbox tools topic for further information.
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Axes The Axes menu item invokes the Axes tool allowing you to move the drawing axes. This tool is often used when constructing rectangular objects that are skewed relative to one another, or to allow for more accurate scaling of entities that are not oriented along the default coordinate planes. Dimensions Use the Dimensions menu item to invoke a Dimension tool used to place Dimension entities in your model. Text The Text menu item launches a Text tool used to insert Text entities into your model. 3D Text The 3D Text menu item launches a 3D Text tool used to create modeled 3 dimensional text. Section Plane The Section Plane menu item invokes a Section plane tool used to make section cuts in your model. Utilities The Utilities submenu contains various utilities and macros created using the Sketchup Ruby API. This menu item only appears after enabling the utilities tools using the Extensions panel of the Preferences dialog box. Note: Ruby scripts are contained in the Plugins directory under the installation directory. Create Face The Create Face menu item invokes the Create Face utility allowing you to troubleshoot face creation and, in most cases, create a face for three or more intersecting edges. Specifically, the Create Face utility is useful when: A model has two edges that have a common end point geometrically (the coordinates of the end point are the same), but the edges are not connected topologically. In this case, the Create Face utility will properly connect edges and create a face. A face cannot be created because edges are not exactly planer, or appear to be connected when there is actually a small gap between the ends of the edges. In these instances, Create Face will not create a face, but displays a message indicating why SketchUp cannot create a face. This message can be used to troubleshoot face creation. Query tool The Query tool menu item invokes a Query tool utility that displays the current mouse position in the Measurements toolbar. Interact Use the Interact menu item to interact with a dynamic component that has click regions, such as a door that, when clicked, animates. Sandbox The Sandbox submenu contains options for modifying terrain. This menu item only appears after enabling the terrain modeling tools using the Extensions panel of the Preferences dialog box. See the Sandbox tools topic for further information.
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drawing as a new document. This file can be assigned a new name, a new location, and a previous version of SketchUp. The new file will become the current file in the drawing window. Keyboard Shortcut: Shift+Command+S Save A Copy As* Use the Save A Copy As menu item to save a new file based on your current model. This menu item does not overwrite or close the current file and is useful for saving incremental copies or tentative schemes of your work. Save As Template Use the Save As Template menu item to save the current SketchUp file as a template. This menu item launches a dialog box where you can name the template and set the template as the default template (to be loaded every time you launch SketchUp). Revert Use the Revert menu item to revert your current document to its last saved state. Send to LayOut Use the Send to LayOut menu item to send the current model to LayOut. Preview in Google Earth Use the Preview in Google Earth menu item to quickly view your model in Google Earth while working on the model. Geo-location The Geo-location submenu contains menu items for Geo-locating your models. Add Location... Use the Add Location menu item to display the Add Location dialog box for selecting a location for your model. This menu item is only available when a location has not been added. Clear Location Use the Clear Location menu item to remove the location from your model. Show Terrain Use the Show Terrain menu item to toggle the Google Earth snapshot image between a 2D and 3D image. Building Maker The Building Maker submenu contains menu items for working with Building Maker. Add New Building Use the Add New Building menu item to launch Building Maker from SketchUp. Refer to the Building Maker Getting Started Guide for further information on using Building Maker. 3D Warehouse The 3D Warehouse submenu contains menu items for accessing the 3D Warehouse repository of models. Get Models Use the Get Models menu item to download a model from the Trimble 3D Warehouse. Share Model Use the Share Model menu item to post your SketchUp model file and corresponding KML file to the Trimble 3D Warehouse. The Trimble 3D Warehouse is a repository where models can be shared with other Google Earth or SketchUp users. Upload Component Use the Upload Model button to post the currently selected component to the 3D Warehouse. Export Use the Export submenu to access SketchUp's export functionality, which is useful for sharing your work with other people or exporting your drawings for use in other applications. You can export your SketchUp model as a 3D model, a 2D graphic, a section slice, or an animation. 3D Model Use the 3D Model menu item to export you SketchUp file to 3D formats, such as KMZ files. Additional file formats are available for export using SketchUp Pro. 2D Graphic Use the 2D Graphic menu item to export 2D bitmap and dimensionally accurate, resolution independent, 2D vector drawings. Pixel-based images can be exported in JPEG, PNG, Epix, and TIFF file formats. Vector images can be exported in PDF, EPS, DWG, and DXF file formats. This option makes it easy to send your SketchUp files to a plotter, quickly integrate them into construction documentation, or further modify your models using vector-based illustration software. Note that vector output formats may not support certain display options, such as shadows, transparency, and textures. Section Slice Use the Export 2D Section Slice menu item to output dimensionally accurate 2D section slices in standard vector formats. Animation Use the Animation menu item to export a pre-rendered animation file containing the scene sequence you have created. This option makes it easy to archive your animations to CD or DVD and to create smooth animations of complex models. Import Use the Import menu to import information from other files into your SketchUp drawings. Page Setup Use the Page Setup menu item to access the Mac OS X page setup dialog box. This dialog box is used to select and configure printer and page properties to use for printing. Consult the Mac OS X system help for more information about Page Setup. Keyboard Shortcut: Shift+Command+P
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Document Setup Use the Document Setup menu item to access to the Document Setup dialog box. This dialog box is used to configure the document properties prior to printing. Print The Print menu item opens the standard Print dialog box. This dialog box enables you to print the current model in SketchUp's drawing area to the currently selected printer. Consult the Mac OS X system help for more information about printing. Keyboard Shortcut: Command+P Generate Report The Generate Report menu item is used to generate a report of all attributes contained in a dynamic component. = Functionality only available in SketchUp Pro * Problem Detection Minor problems can occur with your model given the infinite flexibility that SketchUp provides when designing in 3D. You likely will not notice anything different in your model, except that it will perform better, after these problems are fixed. SketchUp checks all files for problems when they are opened and saved if the Automatically check models for problems check box is checked in the General Panel of the Application Preferences. SketchUp displays a dialog box allowing you to fix problems if they are found. This dialog box has three options: Always fix my models, Fix it now, and Fix it later. We recommend you click on the Always fix my models button in this dialog box to fix the problem. This button also checks the Automatically fix problems when they are found checkbox in the General Panel of the Application Preferences. This preferences option causes SketchUp to automatically fix problems without user intervention. Refer to the Automatically fix problems when they are found option for further information. SketchUp will check your model for unrecoverable errors during Open, Save, Save As, and Save A Copy As, preventing the overwriting of a good auto-save file. Sketchup will display a dialog box in the rare case that unrecoverable errors are found in your model. This dialog box contains the option to quit SketchUp and send a report. We recommend you click on the quit SketchUp and send report button to terminate SketchUp and preserve your previously valid auto-save file. This report contains valuable information regarding the unrecoverable errors.
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Select All Use the Select All menu item to select all selectable entities in the model. Hidden entities, any items on a hidden layer, or geometry that is clipped away using a section plane cannot be selected with the Select All menu item. Keyboard Shortcut: Ctrl+A Select None The Select None menu item clears the selection set, deselecting any currently selected items in the model. Keyboard Shortcut: Ctrl+T Hide Use the Hide menu item to hide any selected object. Hiding geometry can help simplify your current view, or enable viewing and working inside tight areas. Unhide The Unhide submenu contains options for unhiding hidden entities. Selected The Selected menu item unhides any selected hidden object. Ensure Show Hidden Geometry is enabled under the View menu to view and select hidden geometry. Last The Last menu item unhides the last entities hidden with the Hide command. All The All menu item unhides all hidden entities in your current document. Lock The Lock menu item is used to lock any component or group that you do not want to be able to be moved or edited. Unlock The Unlock submenu contains options for unlocking components and groups. Selected Use the Selected menu item to unlock all components and groups in a selection set. All Use the All menu item to unlock all components and groups in your drawing area. Make Component Use the Make Component menu item to create a component entity from the selected entities. Keyboard Shortcut: G Make Group The Make Group menu item creates a Group entity from the selected entities. Close Group/Component Use the Close Group/Component menu item to exit from a group or component's context or editing session. Intersect Faces The Intersect Faces sub-menu contains menu items for intersecting geometry with other geometry. With Model Complex geometry in SketchUp can be easily created using the With Model menu item (also called the 'Intersector'). Use the With Model menu item to intersect all entities overlapping with the currently selected entity (such as a box component and a tube component). With Selected Select the With Selection to intersect only those items that are selected. With Context Select the With Context menu item to intersect two entities within the current context (excluding all entities outside of the context). Entity Commands Sub-Menu The Entity Commands sub-menu contains all of the commands available to manipulate the currently selected entity (which are the same as the commands found in the entity's context menu). The sub-menu's name and contents will change depending on the entity that you have selected.
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Styles The Styles menu item invokes the Styles dialog box containing options related to styles, such as edge and face rendering styles. Layers Use the Layers menu item to display the Layers Manager used to manage your SketchUp layers. Outliner The Outliner menu item invokes the Component Outliner used to display components and groups in a hierarchy. Scenes The Scenes menu item invokes the Scene Manager used to manage scenes for an animation. The Scene Manger will display with the current scene highlighted. Shadows The Shadows menu item invokes Shadow Settings dialog box for manipulating shadows in your model. Fog The Fog menu item invokes the Fog dialog box used to add a fog effect to your model. Match Photo The Match Photo menu item invokes the Match Photo dialog box used to help you create accurate 3D models from photos and to accurately place models in a photo's context. Soften Edges The Soften Edges menu item invokes the Soften Edges dialog box used to soften and smooth edges in your model. Instructor The Instructor menu item invokes the Instructor used to display information about the currently activated tool. Preferences The Preferences menu item invokes the Application Preferences dialog box where you can set various global settings for the program. Welcome The Welcome menu item invokes the Welcome to SketchUp dialog box. Hide/Show Dialogs Use the Hide/Show Dialog menu item to hide and show all currently active dialog boxes. Ruby Console The Ruby Console menu item displays the Ruby Console where you can type Ruby script. Component Options The Component Options menu item is used to display the Component Options dialog box used to configure a dynamic component. Component Attributes The Component Attributes menu item is used to display the Component Attributes dialog box used to develop a dynamic component. Photo Textures The Photo Textures menu item is displays the Photo Textures dialog box used to capture a texture from Street View and apply it to the currently selected face.
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The Polygon menu item invokes a Polygon tool used to draw regular Polygon entities, inscribed within a circle, consisting of 3 to 100 sides.
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The Zoom menu item launches the Zoom tool. Keyboard Shortcut: Z Field of View Use the Field of View menu item to invoke the Zoom tool in Field of View mode allowing you to widen or narrow your field of view. Zoom Window The Zoom Window menu item launches the Zoom Window tool. Note: The Zoom Window tool is not in the SketchUp (free) toolbar, but is available to use from the Camera menu. Zoom Extents The Zoom Extents menu item launches the Zoom Extents tool. Keyboard Shortcut: Shift+Z Zoom to Photo Select the Zoom to Photo menu item, while using matching, to zoom such that the photo fills the entire drawing area. Position Camera The Position Camera menu item launches the Position Camera tool allowing you to investigate fixed views of your model (such as an eye-level view of a house). This option is often used with the Walk tool to take an eye-level tour of a structure. Walk The Walk menu item invokes the Walk tool for maneuvering through your SketchUp model as though you taking a virtual tour of the model. Look Around The Look Around menu item invokes the Look Around tool which pivots the camera around a stationary point at the point of view. Image Igloo The Image Igloo menu item is used with Match Photo sketching mode to add detail to a model. This option is only available for models that have 2 or more scenes, each scene containing a photo (such as a model created with Building Maker). Image Igloo creates an "igloo" of these photos over the model allowing for easy navigation and selection of photos to use in Match Photo's sketching mode. Refer to Creating an image igloo and Creating a 3D model to match a photo for further information.
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Field of View Use the Field of View menu item to invoke the Zoom tool in Field of View mode allowing you to widen or narrow your field of view. Zoom Window The Zoom Window menu item launches the Zoom Window tool. Note: The Zoom Window tool is not in the SketchUp (free) toolbar, but is available to use from the Camera menu. Zoom Extents The Zoom Extents menu item launches the Zoom Extents tool. Zoom to Photo Select the Zoom to Photo menu item, while using matching, to zoom such that the photo fills the entire drawing area. Position Camera The Position Camera menu item launches the Position Camera tool allowing you to investigate fixed views of your model (such as an eye-level view of a house). This option is often used with the Walk tool to take an eye-level tour of a structure. Walk The Walk menu item invokes the Walk tool for maneuvering through your SketchUp model as though you taking a virtual tour of the model. Look Around The Look Around menu item invokes the Look Around tool which pivots the camera around a stationary point at the point of view. Image Igloo The Image Igloo menu item is used with Match Photo sketching mode to add detail to a model. This option is only available for models that have 2 or more scenes, each scene containing a photo (such as a model created with Building Maker). Image Igloo creates an "igloo" of these photos over the model allowing for easy navigation and selection of photos to use in Match Photo's sketching mode. Refer to Creating an image igloo and Creating a 3D model to match a photo for further information.
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Context Menus
Context menu items for entities
All of the context menu items for all entities in SketchUp follow. Active Cut The Active Cut menu item is used to activate and de-activate the Section Plane Object, as indicated by the check mark. Activating a Section Plane will automatically de-activate all other planes in that context. This menu item is available for the Section Plane entity. Align View The Align View menu item is used to align the SketchUp Camera to the currently selected face. This menu item is available for Face, Section Plane, and Surface entities. Align Axes The Align Axes menu item is used to align the Drawing Axes to the currently selected face. This menu item is available for the Face and Surface entities. Area The Area sub-menu of the Face context menu is used to calculate the surface area in your SketchUp model. The results of the calculation are displayed in a Area dialog box. This menu item is available for the Face and Surface entities. Selection: The Selection menu item is used to calculate the total surface area of the currently selected face. Layer: The Layer menu item is used to calculate the total area for all faces in the layer of the currently selected face. Materials: The Materials menu item is used to calculate the total area of the faces in the entire model, hidden or unhidden, with the material of the currently selected face. This menu item is available for the Face and Surface entities. Arrow Click on the Arrow sub-menu menu to select the end point type for the leader line. Choose between None, Dot, Closed Arrow, and Open Arrow. Change Axes The Change Axes menu item is used to redefine the origin axes of the selected component. This option is similar to changing the local coordinate system in other 3D applications. This menu item is available for the Component entity. Close Component The Close Component menu item is used to end an editing session and close the component. You can also click outside of the component with the Select tool, or press the Esc key to close the component. This menu item is available for the Component entity. Close Group The Close Group menu item is used to end an editing session and close the group. You can also click outside of the group with the Select tool, or press the Esc key to close the group. This menu item is available for the Group entity. Combine Textures The Combine Textures menu item is used to create a texture which is unique to the set of parallel Face entities. This menu item is primarily used to stitch together photographs. This menu item is available for a selection set of parallel Face entities (where at least one face has a texture). Convert to Polygon The Convert to Polygon menu item is used to convert the entity into a polygon arc, which will remain editable yet generate standard facets when extruded. This menu item is available for the 3D Polyline, Circle, and Curve entities. Create Group from Slice Generates new edges, encapsulated within a Group, wherever the section intersects with a face. This menu item is available for the Section Plane entity. Divide The Divide menu item is used to divide an entity into any number of equal segments. This menu item is not available when an arc bounds a curved surface. Dynamic Components The Dynamic Components submenu contains menu items for configuring and creating dynamic components. Component Options: The Component Options menu item is used to display the Component Options dialog box used to configure a dynamic component. Component Attributes: The Component Attributes menu item is used to display the Component Attributes dialog box used to develop a dynamic component. This menu item is available for any Component entity. Swap Component: Use the Swap Component menu item to swap the currently selected component with another component. For example, use this option to swap all windows of a specific type or manufacturer with windows of another type or manufacturer. Note: Components that have attributes with the same name and value will retain their settings when swapped. For example, a window with a color attribute set to green will remain green when swapped with another component containing a color attribute set to green. This menu item is available for any Component entity.
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Generate Report: The Generate Report menu item is used to display the Generate Report dialog box used to generate various dynamic components reports. Edit Component The Edit Component menu item is used to edit the currently selected component. You can also use the Select tool to double-click on the component, or select the component and press Enter (Microsoft Windows) or Return (Mac OS X) key to edit a component. This menu item is available for the Component entity. Edit Group The Edit Group menu item is used to edit the currently selected group. You can also use the Select tool to double-click on the group, or select the group and press the Enter (Microsoft Windows) or Return (Mac OS X) key to edit a group. This menu item is available for the Group entity. Edit Text The Edit Text menu item is used to edit the dimension text. Type in the new text and press the Enter (Microsoft Windows) or Return (Mac OS X) key to accept your changes. This menu item is available for the Dimension and Text entities. Entity Info The Entity Info menu item is used to display the Entity Info dialog box for viewing and changing the entity's attributes. This menu item is available for all entities. Erase The Erase menu item is used to delete the selected entity from your model. This menu item is available for the all entities. Export The Export menu item is used to save the image entity to a file that can be edited in an image editor. This menu item is available for the Image entity. Explode The Explode menu item is used to break the entity into the separate entities. An exploded entity will appear the same, but it can no longer be edited, and will no longer respond to tool operations as a single entity. This menu item is available for the 3D Polyline, Component, Group, and Image entities. Explode Curve The Explode Curve menu item is used to break the entity into regular edges. An exploded entity will appear the same, but it can no longer be edited, and will no longer respond to tool operations as a single entity. This menu item is available for the 3D Polyline, Circle, Curve, and Polygon entities. Flip Along The Flip Along menu item is used to mirror the selected geometry along an axis. You can use the Axis tool to reposition the drawing axes, allowing you to flip in virtually any direction. This menu item is available for the Component and Group entities. Group This creates a Group entity out of the selected geometry. Hide/Unhide The Hide/Unhide menu item hides or unhides the select entity. All hidden entities are displayed in a ghosted pattern, allowing you to select them, if View > Show Hidden Geometry is enabled. This menu item changes to Unhide when selected geometry is hidden. Select Unhide to restore visibility for the entity. This menu item is available for all entities. Intersect Faces The Intersect Faces menu item is used to intersect two elements, such as a box and a tube, and automatically create new faces where the elements intersect. These faces can then be pushed, pulled or deleted to create new geometry. With Model Complex geometry in SketchUp can be easily created using the Intersect Faces menu item (also called the 'Intersector'). Use the With Model menu item to intersect all entities overlapping with the currently selected entity (such as a box component and a tube component). With Selected Select the With Selection to intersect only those items that are selected. With Context Select the With Context menu item to intersect two entities within the current context (excluding all entities outside of the context). These menu items are available for the Component, Face, Group, and Surface entities. Leader Click on the Leader sub-menu to select between View Based, Pushpin, and Hidden leader types. A View Based leader will always retain its 2D screen orientation. A Pushpin leader is aligned in 3D space, and rotates with your model as you change your view. Lock/Unlock The Lock menu item is used to lock the component so that it cannot be moved or edited. Additional copies of the component can be dragged into the work area from the Components Browser, however. The Unlock menu item is used to unlock the component so it can be edited. Make Component The Make Component menu item converts the entities into a new Component entity (component definition). This menu item is available for the Group entity. Make Unique The Make Unique menu item converts the currently selected component into a unique component, with a new definition. The original component definition and
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all other instances will not be affected when you edit the component after using the Make Unique menu item. This menu item is available for the Component entity. Make Unique Texture The Make Unique Texture menu item is used to create a texture which is unique to that face. This menu item is not available if SketchUp already considers the texture to be 'unique' and applies to the side of the face which is visible at the time you select the menu. The Make Unique Texture menu item is also available for a face which doesn't already have a texture applied. The Texture Size dialog box is displayed when you select a face without a texture and then select the Make Unique Texture menu item. This dialog box prompts you to enter a texture size. This menu item is available for the Face entity. Note: The Make Unique Texture menu item will not be available again for a face unless you change the size of the face, edit the material size, or reposition the texture on the face. Orient Faces The Orient Faces menu item is used to automatically orient all the connected faces of your model to the orientation of the currently selected face. This option could lead to unexpected results when an edge of a face bounds three or more other faces. This menu item is available for the Face and Surface entities. Photo Textures The Photo Textures menu item is displays the Photo Textures dialog box used to capture a texture from Street View and apply it to the currently selected face. This menu item is available for the Face entity. Point at Center The Point at Center menu item is used to place a point at the center of your arc or circle entity. This menu item is generated by a Ruby script. This menu item is available for the 3D Polyline, Circle, and Polygon entities. Reload The Reload menu item is used to update the currently selected component with a new revision from the file system. This menu item is available for the Component and Image entities. Reverse The Reverse menu item is used to reverse the direction of a Section Plane entity. This menu item is available for the Section Plane entity. Reverse Faces The Reverse Faces menu item is used to flip the front and back sides of the currently selected face. However, when exporting SketchUp geometry to a file format that only supports single-sided faced polygons (like DXF, DWG, and 3DS), it becomes important to know which side of the face will be exported. This menu item is available for the Face, Section, and Surface entities. Reset Scale The Reset Scale menu item is used to remove any scaling operations applied to the component. This menu item is available for the Component and Group entities. Reset Skew The Reset Skew menu item is used to remove any skewing applied to the component. This menu item is available for the Component and Group entities. Save As The Save As menu item is used to save the selected component to a separate SketchUp file, with a new name and location in your file system. This menu item is commonly used to create component files that can be included in the component collection or reused in other models. This menu item is available for the Component entity. Scale Definition The Scale Definition menu item applies any scaling operation, to the currently selected component, to the component definition in the Components Browser. This menu item is available for the Component entity. Select The Select submenu contains several options for selecting geometry related to the entity. Bounding Edges: The Bounding Edges menu item is used to select all of the edges currently bounding the selected entity. Connected Faces: The Connected Faces menu item is used to select all of the faces currently connected to the selected entity. All Connected: The All Connected menu item is used to select all of the elements currently connected to the selected arc. All on same Layer: The All on same Layer menu item is used to select all of the elements on the current layer. This menu item is available for the 3D Polyline, Circle, Curve, Face, Line, Polygon, and Surface entities. Shadows The Shadows submenu contains cast and receive shadow options for the Image entity. Cast: The Cast Shadows menu item allows the face of the entity to cast a shadow. Receive: The Receive Shadows menu item allows the face of the entity to receive a shadows cast by other entities. This menu item is available for the Image entity Soften The Soften menu item is used to soften a faceted surface. Softened edges are not visible unless displayed in profile. This menu item is available for the 3D Polyline, Circle, Curve, Line, and Polygon entities.
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Texture The Texture submenu contains several options for repositioning textures on a face. This menu item only appears when a texture is painted on the face. See Position Texture tool for additional information. Position: The Position menu item is used to manipulate textures (reposition, stretch, skew, and so on) directly on a face. Reset Position: The Reset Position menu item is used to reset the texture to its previous state. Projected: The Projected menu item is used to wrap images and textures over forms as though projected onto the form. This menu item is available for the Face and Surface entities. Text Position The Text Position menu item is used to position text either at the start of the dimension line (Outside Start), center (Centered), our end of the dimension line (Outside End). This menu item is available for the Dimension entity. Unglue The Unglue menu item is used to free a component from a face (if you've attached a hole-cutting component to a face). This menu item is available for the Component, Group,and Image entities. Upload Component Select the Upload Component menu item to upload the currently selected component to the Trimble 3D Warehouse. This menu item is available for Component entities, including Dynamic Components. Use As Material (Microsoft Windows) The Use As Material menu item is used to create a material, in the In Model section of the Material Browser, from the image. This menu item is available for the Image entity. Use As Material (Mac OS X) The Use As Material menu item is used to create a material, in the Colors In Model section of the Material Browser, from the image. This menu item is available for the Image entity. With Model The With Model menu item is used to intersect two elements, such as a box and a tube, and automatically create new faces where the elements intersect. These faces can then be pushed, pulled or deleted to create new geometry. Zoom Extents The Zoom Extents menu item is used to zoom your view to a distance where the whole entity is visible and centered in the drawing window. This menu item is available for the 3D Polyline, Circle, Component, Curve, Face, Group, Image, Line, Polygon, and Surface entities.
Context menus
Menu items also appear in special context menu: menus whose contents vary depending on the context in which they are invoked (usually on one or more entities in the drawing area or on a user interface component, such as a dialog box). The following image shows a context menu for a Face entity.
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User Interface
Selecting a template
You must select a template before you can use SketchUp. Selecting a template using the Welcome to SketchUp dialog box To select a template using the Welcome to SketchUp dialog box, please follow these steps: 1. Click on the Choose Template button. The Template panel is displayed. 2. Select a template that best fits your design projects. For example, choose the 'Product Design and Woodworking - Inches' template if you are a woodworker who works in inches. The template name appears in the 'Default Template' field. 3. Click on the Start using SketchUp button to start using SketchUp. SketchUp will load with the newly selected default template. Selecting a template using the Template panel in the Preferences dialog box To select a template using the template panel in Preferences dialog box: 1. Select Window > Preferences (Microsoft Window) or SketchUp > Preferences (Mac OS X). The Preferences dialog box is displayed. 2. Click on the Template item in the list on the left-hand side of the Preferences dialog box. The Template panel appears. 3. Click on a template in the 'Drawing Template' drop-down list. The template is selected as the default template.
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Select Tool
SketchUp Select Tool: Introduction
Select tool introduction Use the Select tool to specify the entities you will modify when using other tools or commands. The entities that are included in a selection are referred to as the selection set. Activate the Select tool from the Getting Started, Large Tool Set, and Principal Toolbars (Microsoft Windows), the Tool Palette (Mac OS X) or from the Tools menu. Keyboard Shortcut: Spacebar
Clicking to the left-side of the entities and dragging right, called a window selection, selects only those elements completely within the selection rectangle. The following image shows a left-to-right selection selecting one component because only one component (the left speaker) is completely within the bounds of the selection box.
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4. Release the mouse button when all of the elements are either partially included (right-to-left selection) or fully included (left-to-right selection) in the selection box. Selecting connected entities using rapid mouse clicking Rapidly clicking the mouse button will select one or more additional connected entities. To Select a face and its bounding edges: 1. Choose the Select tool. The cursor will change to an arrow. 2. Double-click on a face to select the face and all of its bounding edges. The selected entities are highlighted. To select just a face and an edge: 1. Choose the Select tool. The cursor will change to an arrow. 2. Double-click on an edge to select the connected face. The selected entities are highlighted. To select all entities connected to a single entity: 1. Choose the Select tool. The cursor will change to an arrow. 2. Triple-click rapidly on any entity, in a set of connected entities, to select all of the connected entities. For example, if you triple-click a face in a cube, the entire cube is selected. Selected entities are highlighted. Selecting connected entities using the Select context-menu item Use the Select context-menu item to select entities based on their specific relationship to the currently selected entity. To use the Select men item: 1. 2. 3. 4. ). The cursor will change to an arrow. Select the Select tool ( Context-click on a single entity, such as an edge or face. The entity's context-menu appears. Select the Select menu item. A sub-menu appears. Select one of the Select sub-menu items: Select Bounding Edges if you want to select all the bounding edges of a selected face. Select Connected Faces to select all of the faces connected to the selected entity. Select All Connected to select all entities connected to the selected entity (this is identical to performing a triple-click on the entity). Select All on same Layer to select all the entities on the same layer as the selected entity. Select All with same Material to select all the entities on with the same material as the selected entity.
Tip: Use a context-click to invoke the context menu for an entity. Many context menus have a Select submenu allowing you to expand a selection using one of the following commands: Bounding Edges, Connected Faces, All Connected, All on same layer, and All with same material.
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The Select tool can be used with one or more keyboard modifiers to add or remove entities from a selection set. Adding to the selection set Press and hold the Ctrl (Microsoft Windows) or Option (Mac OS X) key (the cursor will change to an arrow with a plus sign) while clicking on additional entities to add entities, one-by-one, to the selection set. Or, press and hold the Shift key (the cursor will change to an arrow with a plus and minus signs) while clicking on additional entities to add entities, one-by-one, to the selection set. Changing selection status for an entity (Shift) Press and hold the Shift key (The cursor will change to an arrow with plus and minus signs) while clicking on entities to invert the selection status of the entity (currently selected entities will become unselected, unselected entities will be come selected). Subtracting from the selection set Press and hold the Shift and Ctrl (Microsoft Windows) or Option (Mac OS X)keys simultaneously (the cursor will change to an arrow with a minus sign) while clicking on currently selected entities to remove entities from the selection set. Or, press and hold the Shift key (the cursor will change to a plus sign and minus sign) while clicking on currently selected entities to remove the entities, one-by-one, from the selection set. Tip: Use the Group entity to group items within a selection set as a temporary way of quickly reselecting the same group of items. See the Group entity for additional information.
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Eraser Tool
SketchUp Eraser Tool: Introduction
Eraser tool introduction Use the Eraser tool to delete entities. The Eraser tool can also be used to hide and soften edges. Activate the Eraser tool from the Principal Toolbar(Microsoft Windows), the Tool Palette (Mac OS X), or by selecting Eraser from the Tools menu. Keyboard Shortcut: E
). The cursor changes to an eraser with a small box. 1. Select the Eraser tool ( 2. Click on an entity to erase it. Alternatively, erase several entities at once by holding down the mouse button and dragging it over several entities to be erased. All selected geometry will be erased once you release the mouse button. If you accidentally select geometry you do not wish to delete, press the Esc key to cancel the erase operation before it deletes your selection. Tip: Try erasing entities slowly if you continuously skip over entities you want to erase. Tip: It is usually faster to erase a large number of entities by selecting the entities with the Select tool and pressing the Delete key on your keyboard. You can also delete selected items by selecting Erase from the Edit menu. Hiding lines Press and hold the Shift key and use the Eraser tool to hide lines (instead of erasing lines).
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Note: Selecting a number of entities with the Select tool and painting using the Ctrl (Microsoft Windows) or the Option (Mac OS X) modifier key causes just the entities within the selection set to be painted. Replace Press and hold the Shift key prior to clicking on a face with the Paint Bucket tool to apply a material to every face, with the same material in the current context, with the new material.
Note: Selecting a number of entities with the Select tool and painting using the Shift modifier key causes just the entities within the selection set to be painted. Adjacent replace Press and hold both the Shift and the Ctrl (Microsoft Windows) or the Option (Mac OS X) keys simultaneously while painting to only replace the material on the face within the confines of geometry that is physically connected to that face.
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Note: Exploding a group or component assigns the object materials to any elements assigned the default material, thus making the material override permanent.
Note: The sampled material is placed in the Active Color Well of the Color Picker, where it can be painted on new entities, modified, or used as the basis of a new material (Mac OS X).
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Line Tool
SketchUp Line Tool: Introduction
Line tool introduction Use the Line tool to draw edges or Line entities. Line entities can be joined to form a face. The Line tool can also be used to divide faces or heal deleted faces. Activate the Line tool from the Toolbar / Tool Palette or from the Draw menu. Keyboard Shortcut: L
Type the length into the Measurements Toolbar, after placing the starting point of the line, and press the Enter (Microsoft Windows) or Return (Mac OSX) key. SketchUp will use the current document units setting if you only type in a numerical value. You can also specify either Imperial (1'6") or Metric (3.652m) units at any time, regardless the model units setting. Note: The Line tool will snap to any previously entered length within the Measurements Toolbar. Entering a 3D coordinate The Measurements Toolbar can also be used to place the end of the line at an exact coordinate in space.
Entering an Absolute Coordinate Type in the coordinates of a point in 3D space enclosed by brackets, such as [x, y, z], to get absolute coordinates relative to the current axes.
Entering a Relative Coordinate Type the coordinate points enclosed by angle brackets, in the format , where x, y, and z values are relative distances from the starting point of your line. Note: The exact format for Measurements Toolbar entries will vary depending on your computer's Regional Settings. For European users, the list separator symbol may be a semi-colon instead of a comma, so the format would be [x;y;z].
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6. Click to draw your line. This ending point can also be the starting point of another line.
7. Move the cursor to the starting point of the first line. The tip of the Pencil cursor changes to a green circle and says "Endpoint."
Tip: Set the display settings (View > Face Style > Shaded) to the "Shaded" or "Shaded With Textures" rendering style to clearly show new faces as they are created.
You can also adjust the length using the Line entity's Entity Info dialog box.
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Locking a line to a specific inference direction Press and hold either the up arrow, left arrow, or right arrow keys, where the up arrow equals blue, left arrow equals green, right arrow equals red, while drawing a line to lock the line to a specific axis.
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Arc Tool
SketchUp Arc Tool: Introduction
Arc tool introduction Use the Arc tool to draw Arc entities: arcs comprised of multiple connected line segments (which can be edited as a single arc). Activate the Arc tool from the Toolbar / Tool Palette or from the Draw menu. Keyboard Shortcut: A
You can also adjust the radius and number of segments using the Arc entity's Entity Info dialog box.
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Editing an extruded arc When you use the Push/Pull tool to extrude a 2D face that includes an arc, it extrudes a special arc Surface entity which can also have its radius edited. Use the Move tool to reposition the midpoint edge, and the arc curved face set (as well as the midpoints of the two arc entities that define it) will move accordingly.
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Freehand Tool
SketchUp Freehand Tool: Introduction
Freehand tool introduction Use the Freehand tool to draw irregular hand-drawn lines in the form of Curve entities and 3D Polyline entities. Curve entities are comprised of multiple line segments that are connected together. These curves behave as a single line in that they can define and divide faces. They are also connected such that selecting one segment selects the entire entity. Curve entities can be useful for representing contours in a contour map or other organic shapes. Activate the Freehand tool from the Toolbar / Tool Palette or from the Draw menu.
4. Release the mouse button to stop drawing. 5. (optional) End your curve at point where you started drawing to draw a closed shape.
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Rectangle Tool
SketchUp Rectangle Tool: Introduction
Rectangle tool introduction Use the Rectangle tool to draw rectangular Face entities, specified by clicking at two opposite corners of the desired shape. Activate the Rectangle tool from the Toolbar / Tool Palette or from the Draw menu.
SketchUp will use the current document units setting if you only type in a numerical value. You can also specify either Imperial (such as 1'6") or Metric (such as 3.652m) units at any time, regardless the document units setting. You can also type one dimension at a time in the Measurements Toolbar. If you enter a value and a comma (3',), the new value will be applied to the first dimension, and the second dimension will be retained from before. Similarly, if you type a comma and then a value (,3'), only the second dimension will be changed. Note: if you're using a non-English keyboard, you'll want to use a comma to indicate the decimal place and a semi-colon to separate the dimensions. For example, you might enter two sides of a rectangle as: 7,6m;4,3m Tip: If you enter a negative value (-24, -24), SketchUp will apply that value in a direction opposite to the one you indicated while drawing and accept any new values in the new direction.
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engine, are displayed in the drawing area as inference lines and inference points. These lines and points show precise alignment between the rectangle you are drawing and the geometry of your model. For example, if you move your mouse over an endpoint of an existing edge and then move away in the direction of an axis, a dotted inference line with a From Point tool tip will appear.
This tool tip indicates that you are aligned to that end point. You can also use a From Point inference to draw rectangles vertically or at non-orthogonal planes.
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Circle Tool
SketchUp Circle Tool: Introduction
Circle tool introduction Use the Circle tool to draw Circle entities. Activate the Circle tool from the Toolbar / Tool Palette or from the Draw menu. Keyboard Shortcut: C
You can also adjust the radius and number of segments using the Circle entity's Entity Info The inference engine sometimes can get distracted, preventing it from snapping to the center of a circle. You can encourage a center point inference by hovering the mouse cursor over the edges of the circle and then moving it towards the center point.
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Circle deformation If an Arc is deformed in a way that destroys its radial definition, such as with a non-uniform scale operation, it will become a non-parametric Curve entity. Polyline curves can no longer be edited as arcs.
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Polygon Tool
SketchUp Polygon Tool: Introduction
Polygon tool introduction Use the Polygon tool to draw regular Polygon entities. Activate the Polygon tool from the Toolbar / Tool Palette or from the Draw menu.
4. Click a second time to finish the polygon. (Alternately, you can click once to set the center of the polygon, and drag outward without releasing the button to set the radius. Release the mouse button to complete the polygon.) Radius and segment values can be specified using the Measurements Toolbar immediately after a polygon is drawn. See Creating Precise Polygons for more information on setting the radius and segment values with the Measurements Toolbar.
You can also adjust the radius and number of segments using the Polygon entity's Entity Info dialog box.
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Polygon entities SketchUp's Polygon entities are similar to Faces entities, but can have 3 or more sides. These entities act as a single line in that they can define the edge of a face and also divide a face. Additionally, selecting one segment of the polygon selects the entire Polygon entity. However, all inference techniques will operate on the Polygon as though it were comprised of segments. Draw polygons with the Polygon tool. Note: You can explode a polygon into regular edge segments using the Explode Curve context menu item (see the Polygon Context Menu Items section later in this topic). Polygon entities are comprised of a radius and number of segments. The following image shows a six-sided polygon. Note: The model in the previous image contains two entities: a Face entity (in the middle) surrounded by a Polygon entity (the six-sided edge).
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Move Tool
Move Tool: Introduction
Move tool introduction Use the Move tool to move, stretch and copy geometry. This tool can also be used to rotate components and groups. Activate the Move tool using the Modification Toolbar (Microsoft Windows), the tool Palette (Mac OS X)or the Tools menu. Keyboard Shortcut: M
Note: If the entity you are moving is connected to other entities, the other entities will be moved or modified accordingly. See the Stretching Geometry section for further information on this behavior.
Tip: Follow inference lines to easily align items in 3D space. Select corners of components as your move point and align to corners of other components when aligning components side-by-side (such as when aligning kitchen cabinet components). 6. Click at the destination point to finish your move operation. Note: Press the Esc key at any point during the operation to start over.
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1. Select the Select tool ( ). The cursor will change to an arrow. 2. Select the entities to be moved. ). The cursor will change to a four-way arrow. 3. Select the Move tool ( 4. Click once to select the start point of the move operation. 5. Move your mouse to begin moving the entities in the correct direction. The selected entities will follow as you move your mouse. Also, an inference line will appear between the start and ending points of the move, and the distance of the move is displayed dynamically in the Measurements Toolbar. 6. Type the positive or negative displacement value (such as 20' or -35mm) in the Measurements Toolbar and press the Enter (Microsoft Windows) or Return (Mac OS X) key. Note: You can type values in the Measurements Toolbar using an alternate measuring system than the default system. SketchUp will convert the value to the default system. For example, you can type in 3' 6" even if you are using metric system as your default. Entering a 3D Coordinate SketchUp can move your entities to exact (using [ ]) or relative (using < >) coordinates in 3D space. To enter a 3D coordinate during a move operation: ). The cursor will change to an arrow. 1. Select the Select tool ( 2. Select the entities to be moved. ). The cursor will change to a four-way arrow. 3. Select the Move tool ( 4. Click once to select the start point of the move operation. 5. Move your mouse to begin moving the entities in the correct direction. The selected entities will follow as you move your mouse. Also, an inference line will appear between the start and ending points of the move, and the distance of the move is displayed dynamically in the Measurements Toolbar. 6. Type the exact or relative coordinate. Global Coordinates: [x, y, z] of the current Sketch Axes:
Note: You can define only one or two values as part of your 3D coordinate. For example, to move geometry to 2 feet in the z or blue direction enter the following in the Measurements Toolbar: [,,2'] Note: The exact format for values typed in the Measurements Toolbar will vary depending on your computer's regional settings. For some European users, the list separator symbol is a semi-colon instead of a comma. For example, [x; y; z]
You can also move single line segments to stretch an object. In the following example, a line is selected and moved up in the blue direction to form a sloped roof.
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Forcing Autofold Behavior There are times when SketchUp constrains an operation in favor of keeping all faces planar and not creating additional fold lines. For example, clicking on the edge of a box with the Move tool only allows you to move the edge in a horizontal direction (red and green), but not vertically (blue). You can override this behavior by pressing and releasing the Alt (Microsoft Windows) or Command (Mac OS X) key before performing the move operation. This key sequence enables Autofold allowing geometry to move freely in any direction.
This feature is particularly useful in creating models of items such as fences, bridges, and decks, where you might want several posts or beams an equal distance apart.
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If a component is glued to a face, the component will stay in the plane of that face when moved unless it is unglued. Copies of a glued component will also be glued to the originating plane.
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Rotate Tool
Rotate Tool: Introduction
Rotate tool introduction Use the Rotate tool to rotate, stretch, distort, or copy entities along a rounded path. Activate the Rotate tool from the Modification Toolbar (Microsoft Windows), the Tool Palette (Mac OS X) or the Tools menu. Keyboard Shortcut: Q
4. Click to set the starting point of the rotation. Use the inference tool tips to help you to find the center of the rotation. 5. Move the cursor until it as at the ending point of the rotation. If the 'Enable angle snapping' checkbox is checked in the Units Panel of the Model Info dialog box, movements close to the protractor result in angle snaps, while those further away from the protractor allow free rotation. Note: Press the Esc key at any point during the operation to start over.
6. Click to complete the rotation. Rotational stretching with Autofold The Rotate tool can also be used to stretch geometry by selecting and rotating a portion of the geometry. Any rotational movement that would cause a face to twist in on itself or otherwise become non-planar will activate SketchUp's Auto-Fold feature.
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4. Move the cursor in a circle until it is at the starting point of the rotation. 5. Click to set the starting point of the rotation. Use the inference tool tips to help you to find the center of the rotation. 6. Move the cursor until it as at the ending point of the rotation. A copy of the entity appears and is rotated about the starting point. If the 'Enable angle snapping' checkbox is checked in the Units Panel of the Model Info dialog box, movements close to the protractor result in angle snaps, while those further away from the protractor allow free rotation. 7. Click to complete the rotation. Note: Press and hold the Ctrl (Microsoft Windows) or Option (Mac OS X) key at any time during a move operation to perform a copy (not just at the start).
Note: Press and hold the Ctrl (Microsoft Windows) or Option (Mac OS X) key at any time during a rotate operation to perform a copy (not just at the start). Creating copies at an equal distance apart You can divide the distance between the copy and the original by typing in a divisor value in the Measurements Toolbar. For example, typing 5/ (or /5) will create five copies evenly distributed between the original and the first copy. You can enter distances and multipliers until you perform another operation.
3. Select the Rotate tool ( ). The cursor will change to a protractor with a circular arrow. 4. Click and hold on one end of the fold line or edge where the fold will appear in your geometry. 5. Drag the cursor along the fold line to align the protractor to the fold line (the bottom of the triangle).
6. Release the mouse button to set the rotation point or the point upon which the geometry will rotate. 7. Click the mouse again to set the starting point of the rotation.
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8. Move the mouse to rotate. If angle snaps are active under preferences, you'll notice that as you move the mouse, movements close to the protractor will result in angle snaps, while those further away from the protractor will allow free rotation.
9. Click a third time at the ending point of the rotation (to complete the rotation).
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Scale Tool
Scale Tool: Introduction
Scale tool introduction Use the Scale tool to resize and stretch portions of geometry relative to other entities in your model. Activate the Scale tool from the Modification Toolbar, the Tool Palette or the Tools menu. Keyboard Shortcut: S Note: A Global Scale is an operation whereby the entire model is scaled simultaneously by applying a desired dimension to the distance between two points. The Scale tool is only intended to perform scaling operations on portions of your model (not the entire model). Use the Tape Measure Tool's global re-scale functionality to perform global scaling operations.
Corner grips Corner grips scale the selected geometry from the opposite corner. The default behavior is a uniform scale such that the proportions remain intact and a single scale factor or dimension is displayed in the Measurements Toolbar. Edge grips Edge grips scale the selected geometry from the opposite edge by two dimensions simultaneously. The default behavior is a non-uniform scale, meaning that the proportions of the object will change. The Measurements Toolbar displays two values separated by a comma. Face grips Face grips scale the selected geometry from the opposite face in only one dimension. The default behavior is a non-uniform scale, meaning that the proportions of the object will change. The Measurements Toolbar displays and accepts a single value.
3. Click on a scaling grip. The selected grip and the opposite scaling grip will highlight in red. Each scaling grip provides a different scaling operation. See Scaling Options section for further information. 4. Move the cursor to scale the entity. The Measurements Toolbar displays relative size of the item as you scale the item. You can enter the desired scale dimensions after the scale operation is complete. Note: Press the Esc key at any point during the operation to start over. 5. Click to finish scale operation. Scaling Auto-Folding geometry SketchUp's Auto-fold feature works automatically with all Scale operations. SketchUp will create folding lines as necessary to maintain planar faces.
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requires three values, each separated by a comma. You'll notice that during the scale operation, a dashed line appears between the scaling point and the grip you've selected. Entering a single value or distance in the Measurements Toolbar tells SketchUp adjust the anchor to grip distance to be that scale value or distance, regardless of which mode (1D, 2D, 3D) is active. When scaling in multiple directions, typing in multiple values separated by commas will resize the object(s) based on the entire bounding box dimension(s), not the objects individually. (To scale objects based on a particular edge or known distance, you can use the Tape Measure tool.)
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Push/Pull Tool
Push/Pull Tool: Introduction
Push/Pull tool introduction Use the Push/Pull tool to push and pull Face entities to add volume to or subtract volume from your models. You can use push/pull to create volume out of any face type, including circular, rectangular, and abstract faces. Activate the Push/Pull tool from the Tool Palette (Mac OS X), the Modification Toolbar (Microsoft Windows) or the Tools menu. Keyboard Shortcut: P Note: Push/Pull works only on faces, and therefore does not work when SketchUp is set to a Wireframe rendering style.
Note: Press the Esc key at any point during the operation to start over. 4. Click when the volume has reached the desired size. Note: You can also press and hold the mouse button, drag the mouse, and release the mouse button to create a volume. Note: You can also press and hold the mouse button, drag the mouse, and release the mouse button to create a volume. Note: When you create a single face, as shown previously in step 4, on the ground plane (the red/green plane), SketchUp assumes you are going to be using that face as the floor of a structure. The front of the face (gray) points down and the back of the face (purple) points up. When you use the Push/Pull tool on this single face (in the blue direction), you are really pulling up from the back of the face. The positive blue direction temporarily acts as the 'below ground' or negative blue direction. A double-click, after performing the initial push/pull, applies a positive amount and returns the entity to the single face you started with. Note: By default, you can select a face with the Select tool, orbit the model (even so that the pre-selected face is hidden), click on the Push/Pull tool and push/pull anywhere on the screen to push/pull the pre-selected face. This feature allows you to push/pull faces that are normally hard to select.
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Note: This operation only works when the front and back faces are parallel. Such as when you have two parallel walls in a house and you want to create a void for a door or window.
This operation is particularly useful for creating quick space planning diagrams (such as for an office building). Simply use a combination of push/pull and push/pull with Ctrl to create offices, halls, break rooms, meeting rooms and so on (with walls created when Ctrl is pressed).
Tip: Select View > Hidden Geometry to view and manipulate the individual faces in the surface.
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Offset Tool
Offset Tool: Introduction
Offset tool introduction Use the Offset tool to create copies of lines and faces at a uniform distance from the originals. You can offset edges of faces either inside or outside of the original face. Offsetting a face will always create a new face. Activate the Offset tool from the tool Palette (Mac OS X), the Modification Toolbar (Microsoft Windows) or from the Tools menu. Keyboard Shortcut: F
3. Move the mouse cursor to define the offset dimension. The offset distance is displayed in the Measurements Toolbar. You can offset either inside or outside of the edges; on rectangular face or circular face.
Note: Press the Esc key at any point during the operation to start over. 4. Click to finish the offset operation.
3. Select the Offset tool ( ). The cursor will change to two offset corners. 4. Click on one of your selected line segments. The cursor will automatically snap to the nearest line segment. 5. Move the cursor to define the offset dimension.
6. Click to finish the offset operation. Tip: You can click once on the selected line segments, drag to set the offset while holding down the mouse button, and release the button to accept. Note: Offsetting an Arc entity will create a Curve entity that cannot be edited. The original Arc, however, can still be edited after this operation.
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Follow Me Tool
Follow Me Tool: Introduction
Follow Me introduction Use the Follow Me tool to duplicate the profile of a face along a path. This tool is especially useful when trying to add details to a model, such as a crown molding, because you can draw the profile of the molding at one end of a path on the model and using the Follow Me tool continue that detail along the path. You can manually and automatically extrude a face along a path using the Follow Me tool. Activate the Follow Me tool from the Tools menu, the Modification Toolbar (Microsoft Windows), or the tool Palette (Mac OS X). Note: The path and the face must be in the same context.
3. Select the Follow Me tool ( ). The cursor will change to a slanted cylinder with an arrow. 4. Click on the face that you created. 5. Drag the cursor along the path. SketchUp will highlight the path, in red, you are following as you drag your cursor around the model. You must touch the segment of the path immediately adjacent to the profile for the Follow Me to start in the correct location. If you select an edge, as your starting edge, that is not touching the profile, Follow Me will start extruding at that edge, not from the profile to that edge.
Note: Press the ESC key at any point during the operation to start over. 6. Click to complete the Follow Me operation when you reach the end of the path.
Automatically extruding a face along a single surface path The simplest and most accurate way to extrude a face along a path is to have the Follow Me tool automatically select and follow a path on a single coplanar surface. To automatically extrude a face along a path on an single surface using the Follow Me Tool: 1. Identify the edge of the geometry you want to modify. This edge will be your path. 2. Draw a profile of the face that you want to follow the path. Make sure that this profile is approximately perpendicular to the path.
3. 4. 5. 6.
Select the Tools > Follow Me. Press and hold the Alt (Microsoft Windows) or Command (Mac OS X) Key. Click on the profile that you created. Move the cursor off the profile surface onto the surface around which you wish to sweep. The path will automatically close.
Note: If your path consists of the edges around a single surface, you can select the surface and then the Follow Me tool to automatically follow the edges around the surface. 7. Click to commit the follow-me operation.
3. Select Follow Me tool ( ). The cursor will change to a slanted box with an arrow. 4. Follow the edge of the circle with the face using one of the methods above.
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5. Manipulate the material by clicking, holding, and dragging on one of the pins. See Fixed Pin Mode Options in this topic for additional information. Note: Single-clicking on a pin grabs the pin allowing you to move the pin to a different location on the texture. This new position will be the starting point for any of the fixed pin mode operations. This action works in both Fixed Pin and Free Pin modes. 6. When you are finished modifying the texture, context-click and select Done, or just click outside the texture to exit the Position Texture tool. Fixed Pin Mode Options Move Icon and Pin: Drag (click and hold) the Move icon or pin to reposition the texture. When you are finished modifying the texture, context-click and select Done, or just click outside the texture to close it. Or you can simply press the Enter (Microsoft Windows) or Return (Mac OS X) key when finished. Scale / Rotate Icon and Pin: Drag (click and hold) the Move icon or pin to reposition the texture. When you are finished modifying the texture, contextclick and select Done, or just click outside the texture to close it. Or you can simply press the Enter (Microsoft Windows) or Return (Mac OS X) key when finished.
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Notice that the dots along the dashed lines and arcs show you the current size and the original size of the texture for reference. You can change back to the original size by moving the cursor to the original arc and line. Or you can select Reset from the Context menu. Be forewarned that selecting Reset also resets the rotation as well as the scale. Scale / Shear Icon and Pin: The Scale/Shear icon or pin is used to simultaneously slant or shear and resize the material. Notice that the two bottom pins are fixed during this operation. Distort Icon and Pin: The Distort icon or pin is used to perform a perspective correction on the material. This feature is useful for applying image photos to geometry.
5. Manipulate the material by clicking, holding, and dragging on one of the pins. Note: Single-clicking on a pin grabs the pin allowing you to move the pin to a different location on the texture. This new position will be the starting point for any of the fixed pin mode operations. This action works in both Fixed Pin and Free Pin modes. 6. When you are finished modifying the texture, context-click and select Done, or just click outside the texture to exit the Position Texture tool.
Position Texture Tool: Manipulating an image as material using Free Pin mode
Manipulating an image as material using Free Pin mode Free pin mode is especially useful when using an image as the foundation for geometry. For example, you can use a picture containing a door as the foundation for a photo-realistic door in a SketchUp model. To manipulate an image using Free Pin Mode: Create a rectangular face. Select the File > Import to insert an image, such as the image of a real door. The Open dialog box is displayed. Select an image format from the Files of type drop-down list. Click on the 'Use as texture' radio button. Select the image file. Click on the Open button. The cursor changes to the Paint Bucket tool with the image. Click on one corner of the face to place the starting point of the texture. Drag the cursor away from the starting point so that the texture is resized over the rectangular face. Click again to place the texture on the rectangular face. Context-click on the material to display its context menu. Select Texture > Position. A matrix of dotted lines is displayed on the material to indicate the materials individual tiles. The cursor also changes to a hand and four pins are displayed. 12. Context-click on the texture. 13. Select the Fixed Pins menu item if there is a check mark next to the item. 14. Manipulate the material by clicking, holding, and dragging on one of the pins. Note: Single-clicking on a pin grabs the pin allowing you to move the pin to a different location on the texture. This new position will be the starting point for any of the fixed pin mode operations. This action works in both Fixed Pin and Free Pin modes. 15. When you are finished modifying the texture, context-click and select Done, or just click outside the texture to exit the Position Texture tool. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11.
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12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23.
Click and hold the Alt (Microsoft Windows) or Command (Mac OS X) key while using the Paint Bucket tool to change to the eye dropper. Click on the thumbnail of your image in the In Model (Microsoft Windows) or Colors in Model (Mac OS X) material library within the Materials Browser. Release the Alt (Microsoft Windows) or Command (Mac OS X) key. Click on a face of your model and paint the material. Context-click on the material to display its context menu. Select Texture > Position. Don't position anything! Context-click again. Select Position Texture tool > Done. Click and hold the Alt (Microsoft Windows) or Command (Mac OS X) key while using the Paint Bucket tool to change to the eye dropper. Click on the painted material using the eye dropper to sample the material. Release the Alt (Microsoft Windows) or Command (Mac OS X) key. Paint the sampled texture on the remainder of the model. The texture is wrapped around corners.
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6. Select the 'Sample Paint Tool' from the Materials Browser. Notice, when you drag the Sample Paint tool over the image, a square appears on the tip of the tool. This square indicates that you are in projected texture mode (Microsoft Windows). 7. Sample the projected texture with the Sample Paint tool. 8. Paint the texture onto the faces of the model. The image will appear as though it were projected directly on the faces, adjusting to the contours of model.
Position Texture Tool: Fixed pin and free pin mode context commands
Fixed pin and free pin mode context commands Context-click while using the Position Texture tool to display the position texture context menu. Done The Done menu item is used to exit the Position Texture tool and save the current texture position. Reset The Reset menu item is used to reset the position of the texture to the position prior to using the Position Texture tool. Flip The Flip menu item is used to flip the texture horizontally (Left/Right) or vertically (Up/Down). Rotate The Rotate menu item is used to rotate the texture one of three predefined increments: 90, 180, and 270 degrees. Fixed Pins The Fixed Pins menu item is used to toggle between Fixed Pin and Free Pin modes. Undo The Undo menu item will undo the last position texture command. Unlike the Undo command in the Edit menu, this undo command will only keep track of a single operation at a time. Redo The Redo menu item cancels Undo operations, returning you to the texture positioning state previous to using the Undo command. The Edit > Undo command and Undo button will Undo everything you did during your texture positioning session. The Edit > Redo operation cancels the Undo Edit > Undo operation, returning you to the last texture positioning command that you performed.
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2. Select the Select tool ( ). The cursor changes to an arrow. 3. Triple-click on the tube to select all of the entities of the tube. ). The cursor will change to a four-way arrow. 4. Select the Move tool ( 5. Move the tube such that it intersects the box completely in any way you like. Notice that no edges exist where the tube meets the faces of the box on the box's top face. The tube should remain selected although it is within the box.
6. Context-click on the selected tube. 7. Select Intersect Faces > With Model from the context commands menu. The tool creates edges where the tube intersects the box.
8. Delete or move the portions of the tube that you do not want to keep. Notice that SketchUp will have created new subdivided faces where the tube intersected the box.
Intersect With Model Tool: Using Intersect With Model with groups and components
Using Intersect With Model with groups and components Edges created by the Intersect With Model tool are drawn in the current context. For example, if one of your intersecting entities is a group, and you perform the Intersect with Model while editing that group (such as while editing the tube), the intersection lines will be applied within the group (right-most image below).
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Note: Press the ESC key at any point during the operation to start over. 4. Click at the ending point of your measurement. The final distance is displayed. Tip: You can also click and hold on the starting point of the distance you wish to measure, drag the mouse to the endpoint of the measurement, and release the mouse to obtain a measurement.
5. Click again at the point where you want to set your guide line. The final distance is displayed in the Measurements toolbar. Tip: Starting from an endpoint or midpoint results in a Guide Point.
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Scaling an entire model You can rescale your model to a more precise dimension during the modeling process by specifying the desired dimension between two points using the Tape Measure tool. This line is referred to as the reference line. To scale an entire model: ). The cursor changes to a tape measure. 1. Select the Tape Measure tool ( 2. Measure the distance between two points on your model: a. Click one end of a line segment to set the starting point of a measurement. Use the inference tool tip to make sure you click on the exact point. b. Move the mouse to the end point of the same line segment. A temporary measuring tape line, with arrows at each end, will stretch out from your starting point as you move the mouse. c. Click again at the other end of the line segment. The final distance is displayed in the Measurements toolbar. 3. Enter a new size for the line in the Measurements toolbar and press the Enter (Microsoft Windows) or Return (Mac OS X) key. This size will be used as the basis for a proportional rescale of your model. The following dialog box appears.
4. Click the Yes button. The model will be rescaled proportionally. Note: Only components that are created within the current model (not dragged from the Components browser and loaded from an external component file) can be resized.
5. Double-click on the group to enter the group's context. ). The cursor changes to a tape measure. 6. Select the Tape Measure tool ( 7. Click one end of a line segment to set the starting point of a measurement. Use the inference tool tip to make sure you click on the exact point. 8. Move the mouse to the end point of the same line segment. A temporary measuring tape line, with arrows at each end, will stretch out from your starting point as you move the mouse. 9. Click again at the other end of the line segment. The final distance is displayed in the Measurements toolbar. 10. Enter a new size for the line in the Measurements toolbar and press the Enter (Microsoft Windows) or Return (Mac OS X) key. This size will be used as the basis for a proportional rescale of your model. The following dialog box appears.
11. Click the Yes button. The model will be rescaled proportionally. Note: Only components that are created within the current model (not dragged from the Components Browser and loaded from an external component file) can be resized.
Tape Measure Tool: Placing precise guide lines and guide points
Placing precise guide lines and guide points The Measurements toolbar displays the distance that a guide line is from the starting point. Specify a different distance simply by typing it in the Measurements toolbar. Specify a negative length to draw the line in the direction opposite the one indicated.
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Protractor Tool
Protractor Tool: Introduction
Protractor tool introduction Use the Protractor tool to measure angles and create angled guide lines. Activate the Protractor tool from the Guide Toolbar (Microsoft Windows), the Tool Palette (Mac OS X) or the Tools menu.
4. Move the cursor in a circle until it is touching the start of the angle (one of the lines). The following image shows the first line in the angle (from the vertex out along to the red square).
5. Click to set the start of the angle. 6. Move the cursor in a circle until it is touching the end of the angle (other line). Notice that the protractor has marks, indicating 15 degree increments, on its edge. The angle will snap to these tick marks when the cursor is close to the protractor while moving around the protractor. Conversely, angle will move in more precise (smaller) increments when your cursor is farther from the center of the protractor while moving around the protractor. Note: Press the Esc key at any point during the operation to start over. 7. Click to measure angle. The angle's measurement will appear in the Measurements Toolbar. The value displayed in the Measurements Toolbar is referred to as the angular rotation value. The following image shows the second line in the angle (from the vertex out along to the red square). The angle measures 120 degrees.
Note: Set the angle manually by entering a value in the Measurements Toolbar, and pressing Enter (Microsoft Windows) or Return (Mac OS X). The value can either be in decimal degrees, such as 34.1, or slope, such as 1:6. This value can be changed any number of times before proceeding to the next command.
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4. Move the cursor in a circle until it is touching the start of the angle (one of the lines). The following image shows the first line in the angle (from the vertex out along to the red square).
5. Click to set the start of the angle. 6. Press and release the Command (Microsoft Windows) or Option (Mac OS X) key. 7. Move the cursor in a circle until the guide line is at the desired angle. Notice that the protractor has marks, indicating 15 degree increments, on its edge. The angle will snap to these tick marks when the cursor is close to the protractor while moving around the protractor. Conversely, angle will move in more precise (smaller) increments when your cursor is farther from the center of the protractor while moving around the protractor. Note: Press the Esc key at any point during the operation to start over. 8. Click to create the guide line. The following image shows a guide line created at a 45 degree angle so that a profile of a roof can be drawn.
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Axes Tool
Axes Tool: Introduction
Axes tool introduction Use the Axes tool to move, or reorient, the drawing axes within your model. For example, you might want to move the axes when you are constructing rectangular objects that are skewed relative to one another. Or, you might use this tool to allow for more accurate scaling of objects that are not oriented along the default coordinate planes. Activate the Axes tool from either the Construction Toolbar (Microsoft Windows), the Tool Palette (Mac OS X) or the Tools menu.
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Dimension Tool
SketchUp Dimension Tool: Introduction
Dimension tool introduction Use the Dimension tool to place Dimension entities in your model. Activate the Dimensions tool from the Guide Toolbar (Microsoft Windows), the Tool Palette (Mac OS X) or the Tools menu.
4. Click on the endpoint of your dimension. 5. Move the cursor perpendicular to create a dimension string.
Note: Press the Esc key at any point during the operation to start over. 6. Click the mouse to fix the position of the dimension string. Tip: You can take a dimension of a single line simply by clicking on the line and moving the cursor. Tip: You might need to occasionally rotate your model, as you dimension, to position the dimension to the proper plane. Warning: Type \n followed by a space to start a new line of text (Microsoft Windows). The appearance of all Dimensions are set and controlled from the Dimension panel of the Model Info dialog box. These settings affect all dimensions already in the model. Dimension plane You can take dimensions in one of several planes. These include the current axial planes (red/green, red/blue, red/green) or the plane aligned to the edge you are measuring. Radius and Diameter dimensions are limited to the plane defined by the arc or circle. Once a dimension is taken and placed within a plane, it can only be moved within that plane.
Placing diameter dimensions To place a diameter dimension on a Circle entity: 1. 2. 3. 4. ). The cursor changes to an arrow. Activate the Dimension tool ( Click on a Circle entity. Move the cursor to pull a dimension string out from the model. Click the mouse again to fix the position of the dimension string.
Each Dimension Object lies in its own plane, which is determined by the entity from which it is drawn and the direction used when it was created. Dimension display properties, for all dimension entities in your model, can be adjusted using the Dimension panel of the Model Info dialog box. Changing dimension text A Dimension entities text displays the dimension by default. You can, however, change the dimension text to include additional information, such as text. Include the symbols <> anywhere in your text to insert the dimension. For example, The length of this line is <>. Warning: Dimensions that have lost their direct link to geometry or that have had their text edited might not show accurate measurements. Select the Highlight non-associated dimensions option in the Dimension panel of the Model Info dialog box to highlight these dimensions in a specified color.
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Text Tool
SketchUp Text Tool: Introduction
Text tool introduction Use the Text tool to insert text entities into your model. Activate the Text tool from either the Construction toolbar (Microsoft Windows), the tool palette (Mac OS X), or the Draw menu. There are two types of text in SketchUp: Leader text and Screen text.
Text entities Text entities allow you to annotate your SketchUp model in several ways. There are two types of Text entities: Leader text, which has leader lines and can be attached to a face, or Screen text, which remains fixed to a point on your screen.
Text entities can have their own font, color, and size settings. Use the Text tool to place text objects in your model. Text leaders Text objects can have one of four leader arrow styles: None, Dot, Closed arrow, and Open arrow. This can be changed using the context menu or its Entity Info dialog box.
Text leaders are tied to the model, so as you rotate the model, the text information continues to be valid. As you move and adjust surfaces, the notes attached to those surfaces adjust with them. Once a leader arrow is obscured the text will be hidden. All text interacts with the model in three dimensions, but there are two ways for it to look on the screen. Thus, there are two main styles of leaders: View Based and Pushpin. A View Based leader will always retain its 2D screen orientation. A Pushpin leader is aligned in 3D space, and rotates with your model as you change your view. View Based 2D view based leaders do not change as the model view is changed. There appearance remains the same based on the screen layout and viewing direction present when they were placed. As you rotate the model, the actual text tries to stay oriented on the screen the same way, and the entire entity will follow whatever it is attached to. When the leader arrow becomes obscured, the whole text entity disappears. This method works well for presentation of still images from a particular vantage point. Pushpin 3D pushpin leaders do change appearance as your view changes because they are drawn in 3D space just like model geometry. As you rotate the model, the leader foreshortens, rotates and hides just like any edge geometry. 3D text can be repositioned in 3D space just like any other edge entity. This method works well for planning studies and models that will be examined using fly-bys.
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3D Text Tool
3D Text Tool: Introduction
3D Text tool introduction Use the 3D Text tool to create 3 dimensional geometry from text. Activate the 3D Text tool from either the Construction Toolbar (Microsoft Windows), the Tool Palette (Mac OS X) or the Tools menu. This image shows the Place 3D Text dialog box on Mac OS X:
This image shows the Place 3D Text dialog box on Microsoft Windows:
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Note: Press the Esc key at any point during the operation to start over. 2. Click on a face to create a Section Plane entity and resulting section cut effect. Note: A section plane will not work on a selection set (you cannot preselect only those items you want to slice). Instead, the section plane will create a section slice in all entities in the current context and, therefore, the slice will expand to cover all entities in the context.
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Section Plane Tool: Hiding Section Plane entities and section cuts
Hiding Section Plane Entities and Section Cuts Use the Toggle Section Cuts toolbar item in the Section Planes toolbar (Microsoft Windows) or Customize toolbar screen (Mac OS X) to hide and unhide section cuts. Additionally, you can use the Toggle Section Plane Display in the Section Planes toolbar (Microsoft Windows) or Customize Toolbar screen (Mac OS X) to hide and unhide Section Plane entities. These controls are helpful in keeping your model uncluttered.
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Standard Views
Standard Views: Introduction
Standard views introduction SketchUp provides several pre-defined standard point of views for your convenience. These point of views are (from left-to-right in the image below): Isometric (Shift+1), Top (Shift+2), Front (Shift+4), Right (Shift+6), Back (Shift+5), Left (Shift+7), and Bottom (Shift + 3, not pictured). Select a Standard View from Views Toolbar (Microsoft Windows), Standard Views Toolbar (Mac OS X) or the Camera menu.
Tip: The standard views can be used with a parallel projection to produce elevation, plan, and section drawings.
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Do not crop photos. Match Photo currently requires that the point you aimed the camera at is located in the center of the image (also called the center of projection). Although it may seem possible to use a cropped image, typically vertical lines will not align well across a cropped image and the results will be unsatisfactory. Do not warp photos. Images which have been manually warped using an image processing program, or specialized camera, are not supported by Match Photo. Remove barrel distortion or issues where straight lines are bent away from the center of the image. Barrel distortion typically occurs on wide angle lens
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cameras. Use a third-party product to eliminate barrel distortion from images prior to using them within Match Photo. All cameras have a little bit of this distortion and it is typically worse around the edges of the image. Avoid stitched images (panoramic images). Stitched images are typically excessively warped and will have multiple vanishing points for each axis. Avoid excessive foreground features. If there are trees and other foreground objects blocking the view of the building, it may be difficult to Sketch Over top of the image. Avoid vanishing points at infinity. Images where you are only adjusting one vanishing point bar, such as an image of a hallway or down a long train track, are hard to use with Match Photo. Images taken with a very long telephoto lens (or a satellite or aerial image) as vanishing point bars will be hard to adjust.
6. Click and hold the cursor on the origin ( ). The cursor changes to a hand. 7. Move the cursor to a distinct origin-like point on photo (where three axes might intersect, such as bottom corner of building). Following is a picture of the origin adjusted to the lower corner of the image:
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Note: The origin you use depends on the photo: For photos that are usually taken indoors where walls, ceiling, and floor of a room meet at a corner, the origin is usually at the bottom corner where the walls, ceiling, and floor meet. For photos that are taken from a vantage point where you are looking down on the building or structure, the origin would be at the top corner of the building where roof and walls meet. For photos that are taken from a vantage point where you are standing on the ground, the origin would be the bottom corner where the walls and ground meet. 8. Release the mouse button. The origin is established. 9. There are four vanishing point bars in matching mode, two red bars and two green bars. Each bar is represented as a dashed line with square bar grips at ). The cursor changes to a hand. the end. Click on a red vanishing point bar grip ( 10. Move the cursor to the starting point of a position on the photo representing a line parallel to the red axis, such as the track for the barn door. Zoom in, if necessary, to ensure that the grip is over the upper-right corner of the barn door track.
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Release the mouse button. Click on the other red vanishing point bar grip. The cursor changes to a hand. Move the cursor to the ending point of a position on the photo representing a line parallel to the red axis. Release the mouse button. The first axis bar is aligned to the red axis, such as the track for the barn door. Zoom in, if necessary, to ensure that the grip is over the upper-left corner of the barn door track. 15. Repeat steps 14 through 19 for the remaining three (one red and two green) vanishing point bars. Following is an image of the matching mode after all of the vanishing point bars have been aligned to axis:
Note: Axis bars should be aligned to features that are parallel to their corresponding axis, such as window frames, roof lines, or door frames. Also, try to pick the longest features as this will increase precision. 16. Click on the blue axis bar (Z axis). A two-way arrow appears.
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17. Drag the cursor up to adjust the scale larger or down to adjust the scale smaller. Use the model of the 2D person as a guide (the person appears in all new SketchUp files). For example, if the model of the person is larger than a door, move the cursor down to adjust him to be smaller than the door - the size of an average person. Following is an image showing the adjusted scale (the model of the person is now the correct scale to the photo):
18. Context-click to invoke the matching context-menu. 19. Click the Done button. You are placed in a sketching mode. This mode, unlike normal SketchUp drawing mode, is a 2D drawing mode. The words 'Sketch Over' appear in the upper-left of the drawing area. The Pencil tool is active. Refer to Sketch-Over-Image Controls and Context-Menu Items for further information. 20. Sketch on photo using the SketchUp drawing tools. 1. Use the Pencil tool to trace over the edges that make up the left-most side of the barn in the photo. Following is an image showing the traced photo.
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2. Use the Push/Pull tool to create a 3D barn. Following is an image showing the results of push/pull operation with the photo shown:
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3. (optional) Add detail as necessary, such as roof overhangs. 4. (optional) Project the photo on the model of the building by selecting faces and clicking on the Project textures from photo button. The message "Trip partially visible faces?" appears. Press the Yes button if you only want textures applied to the portion of faces that are shown in the image. Press the No button if you want textures applied to the entire face, even if the face is only partially shown. The photo are projected on the faces of your model. Following is an image with a textured model:
Warning: Tools that manipulate your point of view force you out of Sketch-Over-Image mode into normal SketchUp drawing mode. These POV tools are the Orbit Tool, Position Camera Tool, Walk Tool, and Look Around tool. Click on the scene tab to return to Sketch Over mode.
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Note: Alternatively, context-click on a Scene tab and select Delete to delete the matched photo.
6. 7. 8. 9.
Select Camera > Match New Photo. The Select background image file dialog box is displayed. Navigate to the photo where you want to place your building or structure. Click on the photo. The photo is selected. Click the Open button. The photo will appear in the drawing area on its own scene in SketchUp. You are also placed in a matching mode where you will calibrate SketchUp's camera to duplicate the position and focal length of the camera used to take the actual photo. The words 'Match Photo' appear in the upper-left of the drawing area. Finally, the Match Photo dialog box appears. Refer to Matching Controls and Context-Menu Items for further information. Following is a picture of match photo mode with a photo of a schoolhouse:
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10. Click and hold the cursor on the origin ( ). The cursor changes to a hand. 11. Move the cursor to a distinct origin-like point on photo (where three axes might intersect, such as bottom corner of building). Following is a picture of the origin adjusted to the lower corner of the image:
Note: The origin you use depends on the photo: For photos that are usually taken indoors where walls, ceiling, and floor of a room meet at a corner, the origin is usually at the bottom corner where the walls, ceiling, and floor meet. For photos that are taken from a vantage point where you are looking down on the building or structure, the origin would be at the top corner of the building where roof and walls meet. For photos that are taken from a vantage point where you are standing on the ground, the origin would be the bottom corner where the walls and ground meet. 12. Release the mouse button. The origin is established. 13. Uncheck the Model checkbox in the Match Photo dialog box. The model will be hidden. 14. There are four vanishing point bars in matching mode, two red bars and two green bars. Each bar is represented as a dashed line with square bar grips at ). The cursor changes to a hand. the end. Click on a green vanishing point bar grip ( 15. Move the cursor to the starting point of a position on the photo representing a line parallel to the green axis, such as the top of the school entrance. Zoom in, if necessary, to ensure that the grip is over the upper-right corner of the school entrance.
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Release the mouse button. Click on the other green vanishing point bar grip. The cursor changes to a hand. Move the cursor to the ending point of a position on the photo representing a line parallel to the green axis. Release the mouse button. The first axis bar is aligned to the green axis, such as the entrance to the school. Zoom in, if necessary, to ensure that the grip is over the upper-left corner of the school entrance. 20. Repeat steps 14 through 19 for the remaining three (one red and two green) vanishing point bars. Following is an image of the matching mode after all of the vanishing point bars have been aligned to axis:
Note: Axis bars should be aligned to features that are parallel to their corresponding axis, such as window frames, roof lines, or door frames. Also, try to pick the longest features as this will increase precision. 21. Check the Model checkbox in the Match Photo dialog box. The model will reappear, oriented correctly to the photo (but likely not-to-scale with the photo).
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22. Click on the blue axis bar (Z axis). A two-way arrow appears. 23. Move the cursor up or down the axis to scale your model. Your model will scale to fit the photo. Following is an image showing the adjusted scale (the model to the correct scale of the photo):
24. (optional) If your photo contains an existing building that is now represented by your model, click the Project textures from photo button in the Match Photo dialog box to project the photo on the model. The message "Trip partially visible faces?" appears. Press the Yes button if you only want textures applied to the portion of faces that are shown in the image. Press the No button if you want textures applied to the entire face, even if the face is only partially shown. The photo are projected on the faces of your model. Following is an image with a textured model:
25. Context-click to invoke the matching context-menu. 26. Click the Done button. You are placed in a sketching mode. This mode, unlike normal SketchUp drawing mode, is a 2D drawing mode. The words 'Sketch Over' appear in the upper-left of the drawing area. The Pencil tool is active. Refer to Sketch-Over-Image Controls and Context-Menu Items for further information.
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27. (optional) Add new features to your model such as a room addition or fence. Warning: Tools that manipulate your point of view force you out of Sketch-Over-Image mode into normal SketchUp drawing mode. These POV tools are the Orbit Tool, Position Camera Tool, Walk Tool, and Look Around tool. Click on the scene tab to return to Sketch Over mode.
Vanishing Point Bars There are four vanishing point bars in matching mode, two red bars and two green bars. Each bar is represented as a dashed line with square bar grips at the end. These bars are further used to align the axis to the photo. Following is an image of the vanishing point bars:
Match Photo dialog box controls Refer to the Match Photo dialog box for an explanation of each of the controls in the Match Photo dialog box. Matching context-menu items Context-click during matching to display the matching context-menu. Done Select the done menu item to end your matching. Start Over Select the Start Over menu item to restart matching. Cancel Match Select the Cancel Match menu item to cancel and exit your matching. Zoom Matched Photo Select the Zoom matched photo menu item to fit the entire drawing area. Zoom Vanishing Points Select the Zoom vanishing points menu item to zoom to fit all vanishing points in the drawing area. Rotate 90 Left Select the Rotate 90 left menu item to rotate the red and green axes 90 degrees left. Use this menu item primarily when creating a model to match several photos (to rotate the model as you draw the model's sides to match the different sides of the structure in different photos). Rotate 90 Right Select the Rotate 90 right menu item to rotate the red and green axes 90 degrees right. Use this menu item primarily when creating a model to match several photos (to rotate the model as you draw the model's sides to match the different sides of the structure in different photos). Undo Use the Undo menu item to undo the last matching command. Redo Use the Redo menu item return the last undo to its previous state.
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The SketchUp drawing and modification tools All of the SketchUp drawing and modification tools are available during sketching mode. Match Photo dialog box controls Refer to the Match Photo dialog box for an explanation of each of the controls in the Match Photo dialog box. Styles Browser Modeling panel controls There are two sets of controls at the bottom of the Styles Browser Modeling panel used during sketching mode. Refer to the Styles Browser Modeling panel for an explanation of these controls. Sketching context-menu items Context-click during a Sketch-Over-Image session to display the Sketch-Over-Image session context-menu. Edit Photo Match Select the Edit Photo Match menu item to resume the Photo Match session. Project Photo Select the Project Photo menu item to project the photo's texture on your model. Zoom Matched Photo Select the Zoom matched photo menu item to fit the entire drawing area.
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Orbit Tool
Orbit Tool: Introduction
Orbit tool introduction Use the Orbit tool to rotate the camera about the model. The Orbit tool is useful when viewing geometry from the outside. Activate the Orbit tool from either the Camera Toolbar (Microsoft Windows), Tool Palette (Mac OS X), or the Camera menu. Keyboard Shortcut: O
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Pan Tool
Pan Tool: Introduction
Pan tool introduction Use the Pan tool to move the camera (your view) vertically and horizontally. Activate the Pan tool from either the Camera Toolbar (Microsoft Windows), or Tool Palette (Mac OS X) or the Camera menu. Keyboard Shortcut: H
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Zoom Tool
Zoom to Photo Tool
Zoom to Photo tool Use the Zoom to Photo tool to move the camera (your view) in such that the entire photo fills the drawing area. This menu item is active while matching a photo. Activate the Zoom to Photo tool from either the Camera Toolbar (Microsoft Windows), or Tool Palette (Mac OS X), or the Camera menu.
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Camera tools
Next
Next Use the Next option to advance to the next view of your model. Next can be used after using the Orbit Tool, Pan Tool, Position Camera Tool, Look Around Tool, or any of the Zoom tools. Activate the Next option from the Camera menu.
Previous
Previous Use the Previous option to return to the last view of your model. Previous can be used after using the Orbit Tool, Pan Tool, Position Camera Tool, Look Around Tool, or any of the Zoom tools. Activate the Previous option from either the Camera Toolbar (Microsoft Windows), or Tool Palette (Mac OS X), or the Camera menu.
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Walk Tool
Walk Tool: introduction
Walk tool introduction Use the Walk tool to maneuver through your SketchUp model as though you were walking through your model. Specifically, the Walk tool fixes the camera to a particular height, and then allows you to maneuver the camera around your model. The Walk tool is available only in Perspective mode. Activate the Walk tool from the Walkthrough toolbar (Microsoft Windows), Tool Palette (Mac OS X) or the Camera menu.
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Look Around Tool: Activating the Look Around tool while in the Walk tool
Activating the Look Around tool while in the Walk tool Click the middle mouse button to activate the Look Around tool while in the Walk tool.
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Walkthrough tools
Position Camera Tool: Introduction
Position Camera tool introduction Use the Position Camera tool to position the camera (your view) at a specific eye height so that you can check the line of sight of a model or walk through a model. Activate the Position Camera tool from either the Walkthrough toolbar (Microsoft Windows), Tool Palette (Mac OS X) or the Camera menu.
Note: The viewing direction defaults to the top of screen, which is due north, if you place the camera from a plan view. Positioning the Camera Using Specific Target Points The second position camera method allows you to position the camera at a specific point, facing a specific direction. ). The cursor changes to a small person with a red X. Notice that the Measurements toolbar indicates that the eye 1. Select the Position Camera tool ( height above the ground plane is set to 5 feet, 6 inches. You can override this height at this time by typing in a desired value. Tip: Use the Tape Measure tool and the Measurements toolbar to drag parallel construction lines off of edges as a method to provide accurate camera placements. 2. Click and hold mouse button on a point in your model. 3. Drag the cursor to the portion of the model that you want to look at. A dotted line is extended from the point selected in step 2 to the portion of the model you want to look at. 4. Release the mouse button. The camera is repositioned at a height of 0 at the point selected in step 2. The camera faces the item you dragged the cursor to in step 3. The following image shows a point in the middle of a room with a dotted line to the window on the left wall of the room. The camera will be positioned directly at the first point (at 0 height) facing up at the window if you release the mouse button on the window.
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5. (optional) Type a new eye height into the Measurements toolbar to reposition the camera at eye height above the point selected in step 2. Tip: Position the camera directly horizontal to the model to achieve a 2 Point Perspective. Tip: Hold the Shift key while clicking on a surface to position the camera directly on the surface.
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Note: The terrain will be placed inside of a Group entity. You must edit or explode the group to perform other operations, such as smoothing with the Smoove tool, on the TIN.
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Smoove Tool
Smoove Tool: Introduction
Smoove tool introduction Use the Smoove tool to sculpt an existing TIN by allowing vertical movement of a selection of points, edges, or faces and their immediately adjacent geometry. The result is a smooth deformation of a triangulated surface. Activate the Smoove tool from the Tools menu. Note: You must enable the sandbox tools before you can use them. See Enabling the Sandbox tools for further information.
2. Select the Smoove tool. The cursor changes to an arrow. Tip: Alternatively, you can preselect a series of points, edges, and faces and then click on the Smoove tool to begin a smoove operation. 3. Click on a point, edge, or face within the TIN. SketchUp highlights all neighboring vertices to be included in the sculpting operation within the radius specified in the Measurements toolbar. The following image shows the point that was selected (the largest square in the middle) and neighboring vertices.
Note: Remember to ungroup a terrain created with the Sandbox From Scratch tool prior to using the Smoove tool. 4. Move the mouse up or down in the vertical (blue) direction to sculpt the TIN. The TIN will expand or contract accordingly. You can also type offset value in the Measurements toolbar, such as 10'. The following image shows the terrain resulting from moving the point and neighboring vertices up.
Note: You can sculpt in a direction other than vertical by holding down the Shift key while moving the mouse. However, this operation can result in a nonfunctional terrain or terrain that can no longer be manipulated in a known way. This operation can only be performed while in active selection (not after preselection). 5. Smooth and soften the TIN to get your final model. Tip: Double-click to repeat the last smoove operation.
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Measurements toolbar. Tip: Preselect a series of points, faces, and edges within your TIN to sculpt more specific shapes such as ridges and berms.
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Drape Tool
Drape Tool: Introduction
Drape tool introduction Use the Drape tool to project edges, such as the edges in a road, onto a terrain. Activate the Drape tool from the Tools menu. Note: You must enable the Sandbox tools before you can use them. See Enabling the Sandbox tools for further information.
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To detail a terrain:
1. Create a TIN. The image (slide 1) shows a flat TIN or sandbox created with the Sandbox From Scratch tool. 2. Select the Add Detail tool. The cursor changes to an arrow. 3. Click on a point, edge, or face within the TIN. SketchUp creates a new vertex where you clicked with new triangles spanning out from the new vertex. The image (slide 2) shows two additional triangles created when the midpoint of a line was selected. 4. Move your mouse up or down to adjust the height of the vertex and surrounding triangles. The image (slide 3) shows the resulting TIN when the new vertex was lifted. Note: You can also type in an offset distance to adjust the height of the vertex after clicking on a point, edge, or face within the terrain. For example, 10' will raise the new vertex 10' above the starting terrain. Note: You can sculpt in a direction other than vertical by holding down the Shift key while moving the mouse. However, this operation can result in nonfunctional terrain or terrain that can no longer be manipulated in a known way. 5. Continue clicking on points, edges, or faces (either on the TIN you created in step 3, or on other portions of the TIN) to create additional triangles for manipulation. 6. Smooth and soften the TIN to get your final surface.
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Sandbox tools
Enabling the Sandbox tools
To enable the sandbox tools: Open the Extensions Manager (Window > Preferences > Extensions on Microsoft Windows or SketchUp > Preferences > Extensions on Mac OS X). Select the checkbox next to the extension that you want to enable. Click OK.
Sandbox From Scratch tool Reduce grid complexity, by adjusting grid spacing to be larger, when creating a sandbox from scratch. Stamp and Drape tool The Stamp tool and Drape tool create additional faces from existing terrain. Simplify your existing terrain to yield simpler results with these tools by: Simplifying your contours if your existing terrain was created from contours. Adjusting grid spacing to be larger if your existing terrain was created from scratch. Crop existing terrain to essential area needed for your model (removing all unneeded geometry). The following image shows the additional polygons created when using the Stamp tool on a complex terrain (rectangles that compose the house foundation):
The following image shows the additional polygons created when using the Stamp tool on a simple terrain (rectangles that compose the house foundation):
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The following image shows the additional polygons created when using the Drape tool on complex terrain (shaded below the house foundation):
The following image shows the additional polygons created when using the Drape tool on a simple terrain (shaded below the house foundation):
Add Details tool Minimize use of this tool unless you truly need to add detail to your model because this tool adds additional faces to your terrain.
Use the Flip Edge tool to manually adjust the triangulation for any pair of adjacent triangles in a TIN. This tool is useful in removing flat spots or plateaus in a terrain generated from contour lines. Activate the Flip Edge tool from the Tools menu. Note: You must enable the Sandbox tools before you can use them. See Enabling the Sandbox tools for further information. Image 1 contains a terrain with several opposing triangulations (triangles that point opposite to each other):
Triangulations whose sides run north and south create plateaus in the TIN. The Flip Edge tool can be used to flip these triangulations and remove these plateaus
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(creating slopes). Image 2 shows terrain with the triangulations flipped: Tip: You can easily see triangles with opposing triangulation by displaying hidden geometry. Turn on hidden geometry (View > Hidden Geometry) to view the triangles in the TIN.
Note: The stamp can be an individual face, selection set of faces, a group, or a component. Select the Stamp tool. The cursor changes to an arrow. Click on the stamp. SketchUp will create an offset around the stamp. (optionally) Adjust the offset size by typing in a new value in the Measurements toolbar. Click on the TIN. A copy of the stamp will be indented into the TIN. The cursor will be on the copy of the stamp allowing you to move the stamp, and connected TIN, up or down. 9. Move the mouse to adjust the stamp within the TIN. 10. Click when you are done adjusting the stamp. 11. Smooth and soften the TIN to get your final model. Note: The Stamp tool will not work on a group or component that is open for editing. 4. 5. 6. 7. 8.
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The following image shows several contour lines offset in height from the ground plane.
The following image shows the resulting terrain created when the Sandbox From Contours tool is used on the selected contours.
Tip: In some cases the Sandbox From Contour tool might create triangulations in the TIN that result in flat spots or plateaus. These plateaus can be retriangulated (to create a slope) using the Flip Edge tool.
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Solid Tools
Solid Tools Introduction
SketchUp's Solid tools work only on SketchUp solids. In SketchUp, a solid is any 3d model (component or group) that has a finite closed volume. A SketchUp solid cannot have any leaks (missing faces or faces that do not meet at an edge). You can select a component or group and visit the Entity Info dialog box to see if the selection is a solid. If there is a volume listed, the selection is a SketchUp solid. If there is no volume listed, the selection is not a solid and likely has a leak. The following image contains several solids:
There are six Solid tools in SketchUp - all operate only on solid models:
) operates on two or more solids and results in only the overlapping parts.
The Subtraction tool ( ) operates on two solids and merges the intersecting geometry from the second selected solid with the first selected solid. The first solid is then removed leaving only the second solid (minus its intersecting geometry). Just like the Subtraction tool, The Trim tool ( ) operates only on two solids and merges the intersecting geometry from the second selected solid with the first selected solid. Unlike the Subtraction tool, the Trim tool leaves the first solid in the result. The Split tool ( ) splits all of the parts of two solids into separate groups or components wherever the solids overlap.
The Union tool ( ) merges all outer faces of two or more overlapping solids to create one larger SketchUp solid. The Union tool leaves all internal geometry in the result. The Outer Shell tool ( ) works just like the Union tool, but removes all internal geometry from the result. Therefor, the Outer Shell tool is the preferred tool for creating lightweight models, such as buildings for Google Earth, because only the outer faces of the model are needed to convey the design.
Activate the Outer Shell tool from the tool palette (Mac OS X), the Solid Tools toolbar (Microsoft Windows) or the Tools > Solid Tools menu. The following image shows two groups:
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The following image shows these two groups when they overlap:
The following image shows the overlapping geometry of these two groups using X-Ray mode:
with the number 1 ( ) if you are over a group or component. 2. Click on the group or component. The first group or component is selected. The following image shows the right group selected:
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Note: The Outer Shell tool will only operate on geometry that has watertight volume (no holes). The Outer Shell works on nested components and groups (one level of nesting). Creating an outer shell by preselecting groups or components You can also preselect the groups or components before performing an outer shell. To preselect groups and components and perform an outer shell: 1. 2. 3. 4. ). The cursor changes to an arrow. Select the Select tool ( Select all of the intersecting groups or components. The selected entities are highlighted in blue. Context-Click on one groups or components. The context-menu appears. Select Solid Tools > Outer Shell. The outer faces remain.
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Performing an intersection An intersection refers to the geometry of one group or component that intersects or overlaps with another group or component. An intersection can be performed on two or more intersecting groups or components and results in only the intersecting geometry. Activate the Intersect tool from the tool palette (Mac OS X), the Solid Tools toolbar (Microsoft Windows) or the Tools > Solid Tools menu. The following image shows two groups:
The following image shows these two groups when they overlap:
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The following image shows the overlapping geometry of these two groups using X-Ray mode:
To perform an intersection:
2. Move the cursor over one of the groups or components. The cursor changes to an arrow with the number 1 ( 3. Click on the group or component. The first group or component is selected.
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4. Click on the remaining groups or components. The resulting intersecting geometry remains.
Note: Solid tools will only operate on geometry that has watertight volume (no holes). Performing an intersection by preselecting groups or components You can also preselect the groups or components before performing an intersection. To preselect groups and components and perform an intersection: ). 1. Select the Select tool ( 2. Select all of the intersecting groups or components. The selected entities are highlighted in blue.
3. Context-Click on one groups or components. The context-menu appears. 4. Select Solid Tools > Intersect. The resulting intersecting geometry remains.
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Performing a union A union is the merging of two or more solid volumes into a single solid volume. The result of a union is similar to the result of an outer shell. However, the result of a union can contain internal geometry whereas an outer shell can only contain external faces. The following image shows two square tubes on the left, a union of the tubes in the center, and an outer shell of the tubes on the right:
Activate the Union tool from the tool palette (Mac OS X), the Solid Tools toolbar (Microsoft Windows) or the Tools > Solid Tools menu. The following image shows two groups:
The following image shows these two groups when they overlap:
The following image shows the overlapping geometry of these two groups using X-Ray mode:
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To perform a union:
2. Move the cursor over on of the groups or components. The cursor changes to an arrow with the number 1 ( 3. Click on the group or component. The first group or component is selected.
4. Click on the second group or component. The resulting union of the geometry remains.
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Note: Solid tools will only operate on geometry that has watertight volume (no holes). Performing a union by preselecting groups or components You can also preselect the groups or components before performing a union. To preselect groups and components and perform a union: ). The cursor changes to an arrow. 1. Select the Select tool ( 2. Select all of the intersecting groups or components. The selected entities are highlighted in blue.
3. Context-Click on one groups or components. The context-menu appears. 4. Select Solid Tools > Union. The union of the components or groups remains.
Performing a subtraction A subtraction refers to the merging of overlapping geometry from one group or component with the geometry from a second group or component (the overlapping geometry is merged with the first selected group or component). The first group or component is then removed from the result. A subtraction can only be performed on two overlapping groups or components. The resulting subtraction also depends on the order the groups or components are selected. Activate the Subtract tool from the tool palette (Mac OS X), the Solid Tools toolbar (Microsoft Windows) or the Tools > Solid Tools menu. The following image shows two groups:
The following image shows these two groups when they overlap:
The following image shows the overlapping geometry of these two groups using X-Ray mode:
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To perform a subtraction:
2. Move the cursor over one of the groups or components. The cursor changes to an arrow with the number 1 ( ). 3. Click on the group or component. The first group or component is selected. The following image shows the right group selected:
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Selecting the left group first would yield the following result:
Note: Solid tools will only operate on geometry that has watertight volume (no holes). Performing a subtraction by preselecting groups or components You can also preselect the groups or components before performing a subtraction. To preselect groups and components and perform a subtraction: 1. 2. 3. 4. ). The cursor changes to an arrow. Select the Select tool ( Select two overlapping groups or components. The selected entities are highlighted in blue. Context-Click on one groups or components. The context-menu appears. Select Solid Tools > Subtract. The first group or component remains with the subtraction of the second merged. The following image shows the result when the left group was selected first:
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Selecting the right group first would yield the following result:
Performing a trim A trim refers to the merging of overlapping geometry from one group or component with the geometry from a second group or component (the overlapping geometry is merged with the first selected group or component). Unlike a subtraction, the first group or component remains in the result of a trim operation. A trim can only be performed on two overlapping groups or components. The resulting trim also depends on the order in which the groups or components are selected. Activate the Trim tool from the tool palette (Mac OS X), the Solid Tools toolbar (Microsoft Windows) or the Tools > Solid Tools menu. The following image shows two groups:
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The following image shows these two groups when they overlap:
The following image shows the overlapping geometry of these two groups using X-Ray mode:
To perform a trim:
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2. Move the cursor over one of the groups or components. The cursor changes to an arrow with the number 1 ( ). 3. Click on the group or component. The first group or component is selected. The following image shows the right group selected:
4. Click on the second group or component. The resulting trimmed geometry remains.
Selecting the left group first would yield the following result:
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Note: Solid tools will only operate on geometry that has watertight volume (no holes). Performing a trim by preselecting groups or components You can also preselect the groups or components before performing a trim. To preselect groups and components and perform a trim: 1. 2. 3. 4. ). The cursor changes to an arrow. Select the Select tool ( Select two overlapping groups or components. The selected entities are highlighted in blue. Context-Click on one groups or components. The context-menu appears. Select Solid Tools > Trim. The two groups or components remain with the difference of the second merged. The following image shows the result when the left group was selected first:
Selecting the right group first would yield the following result:
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Performing a split A split refers to the splitting of overlapping geometry into individual parts. Activate the Split tool from the tool palette (Mac OS X), the Solid Tools toolbar (Microsoft Windows) or the Tools > Solid Tools menu. The following image shows two groups:
The following image shows these two groups when they overlap:
The following image shows the overlapping geometry of these two groups using X-Ray mode:
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To perform a split:
number 1 ( ) if you are over a group or component. 2. Click on the group or component. The first group or component is selected. The following image shows one group selected:
3. Position the cursor over the second group or component. The group or component is selected.
4. Click on the second group or component. The resulting split geometry remains:
The groups or components are now split into additional groups or components where geometry overlaps:
Note: Solid tools will only operate on geometry that has watertight volume (no holes).
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Performing a split by preselecting groups or components You can also preselect the groups or components before performing a split. To preselect groups and components and perform a split: ). The cursor changes to an arrow. 1. Select the Select tool ( 2. Select two overlapping groups or components. The selected entities are highlighted in blue.
3. Context-Click on one groups or components. The context-menu appears. 4. Select Solid Tools > Split. The resulting split geometry remains:
The groups or components are now split into additional groups or components where geometry overlaps:
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Google Toolbar
Toggle Terrain Button
Toggle Terrain introduction Use the Toggle Terrain button to toggle the Google Earth snapshot image between a 2D and 3D image.
Toggle Terrain
Toggling terrain To toggle a terrain: 1. Get the current view from Google Earth using the Get Current View button. A 2D Google Earth image will appear by default. 2. Click on the Toggle Terrain button. The 2D Google Earth image will toggle to a 3D Google Earth image (with terrain). Note: The Get Current View button actually captures two images from Google Earth, one with terrain and one without terrain. Each image is assigned to a different layer in SketchUp whose visibility is toggled using the Toggle Terrain button. Tip: Develop your model on the 2D image then toggle to the 3D image and adjust the model's location to the contours of the terrain.
Tip: Use the upload component option when you have a single building component that you want to upload (among several buildings in your model). Remember to set the component axes for the single building (right click on component > Change Axes) to match the intersection of the component and the terrain, otherwise, your component will be floating after upload to the 3D Warehouse.
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2. 3. 4. 5. 6.
Enter the type of model you're looking for in the "search" field. Click on the Search button. Thumbnail icon representations of models are displayed. Click on the thumbnail image of the model that you like to view the model. Click on the Download Model button to download the model into SketchUp. The message "Load this directly into your SketchUp model" appears. Click Yes to download the model directly into SketchUp. One of the following will occur: If the current model in SketchUp has location information (such as terrain downloaded from Google Earth or another building downloaded from the Trimble 3D Warehouse), and the model you are downloading from the 3D Warehouse also has a location information, a dialog box appears. This dialog box states "The model being imported is located at a specific place on Earth, which may be far away from the current model." Press Choose new location if you want the model you are downloading to appear at its intended location (it might be accompanied by Google Earth terrain). Press Preserve location if you want the model you are downloading to appear at the same location as the current model in SketchUp. If the current model in SketchUp doesn't have location information, but the model you are downloading from the 3D Warehouse has location information, the downloaded model is placed on the ground plane at the axes origin. The solid green axis points north, the solid red axis points west, and the solid blue axis points up. If the model you are downloading doesn't have a location information (for example, a model of a chair), the model is downloaded and attached to a Move tool cursor. Refer to the Move Tool for further information.
Note: Click No to download the model to your computer. Note: If the 3D Trimble Warehouse model contained Scenes (different views of the model) or screen text, they are not displayed. Downloading models using the Trimble 3D Warehouse separate from SketchUp You can access the Trimble 3D Warehouse directly through your web browser to find pre-made models: 1. 2. 3. 4. 5. 6. Visit the 3D Warehouse using your Web browser. The 3D Warehouse is at http://sketchup.google.com/3dwarehouse Enter the type of model you're looking for in the "search" field. Click on the Search button. Thumbnail icon representations of models are displayed. Click on the thumbnail image of the model that you like to view the model . Click on the Download Model button. A list of SketchUp versions and other formats appear. Select the version of the file that is closest to the version of your copy SketchUp. A dialog box appears asking if you want to open the model with SketchUp or save the file. 7. Select Open with SketchUp Application (default). SketchUp is run and the model is inserted in a new file. Note: A model that was created with an earlier version of SketchUp will download and work fine in a newer version of SketchUp. Note: If the 3D Warehouse model contained Scenes (different views of the model) or screen text, they are not displayed. Note: (SketchUp 6) Select File > 3D Warehouse > Get Models... to find additional models.
The Add New Building button is on the Large Tool Set toolbar and the Google toolbar on Microsoft Windows and on the Google tool palette on Mac OS X.
3. 4. 5. 6. 7.
Save the Building Maker model. Select the My Models menu item in the My Warehouse menu. Click on the building you just created Click on the the Download Model button. A list of download file types is displayed. Click on the link next to SketchUp 8 (.skp). The "Generating SketchUp File" dialog box is displayed. The resulting SketchUp file (.skp) is saved to your computer. 8. Double-click on the resulting SketchUp file to load SketchUp. The building model appears in SketchUp with a tab for each image you used in Building Maker. Each scene is a photo matching scene. The following image shows the model in SketchUp with corresponding Scene tabs:
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The following image shows the scene thumbnails in the Scene Manager (notice that the active scene has a pencil icon):
9. Make modifications to the model in SketchUp 8. The following image shows the building with air conditioning units and sign modeled in SketchUp using the sketch over mode:
10. Click the Share Model button ( From SketchUp to Building Maker
) from SketchUp. The model is uploaded back into 3D Warehouse over the original Building Maker model.
To create a Building Maker model in SketchUp and modify in SketchUp: ). Building Maker opens in a web dialog box. 1. Click on the Add new building button ( 2. Create a Building Maker model. Align each block to at least 6 images. Refer to the Building Maker Getting Started Guide for further information. The following image contains a simple one block building maker model:
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3. Click on the SketchUp Export button. The Save to the Trimble 3D Warehouse dialog box appears. 4. Fill in the information for your model. 5. Click the Save button. The "Generating SketchUp File" dialog box is displayed. The building model appears in SketchUp with a tab for each image you used in Building Maker. Each scene is a photo matching scene. The following image shows the model in SketchUp with corresponding Scene tabs:
The following image shows the scene thumbnails in the Scene Manager (notice that the active scene has a pencil icon):
6. Make modifications to the model in SketchUp 8. The following image shows the building with air conditioning units and additional walls modeled in SketchUp using the sketch over mode:
) from SketchUp. The model is uploaded back into 3D Warehouse over the original Building Maker model.
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Tip: Use the upload component option when you have a single building component that you want to upload (among several buildings in your model) or for dynamic components.
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Add Location
Add Location: Introduction
Use the Add Location button ( SketchUp models. ) to capture 2D and 3D snapshot images of the current view in Google Earth. These images are used as the context for your 3D
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1. Click on the Add Location button ( ). The Add Location dialog box appears. This dialog box allows you to navigate a two-dimensional view of the world and find a location for your model. 2. Find the location where you want your 3D model to appear. There are two ways to find a location: a. Manually navigate to the location. Refer to the Add Location Dialog Box for further information. b. Type the address in the search field and click the Search button. 3. Click on the Select Location button. A cropped image of the location appears with four pins, one on each corner. 4. Click and hold the left mouse button on one of the pins, such as the upper-left pin. 5. Move the mouse cursor (pin) to a position in the Add Location image such that your location is still in the image, but other unneeded location information is cropped. 6. Release the left mouse button. The following image shows the upper-left pin placed at the upper-left corner of the location: 7. Repeat steps 4-6 for the remaining three pins. The following image shows all four pins placed to define the location. The size of the location or site is subjective. However, the larger the site, the larger your SketchUp file. 8. Click the Grab button to grab the selected portion of the Add Location image and place it in your model. A 2D image of the location is placed in SketchUp. This image is locked so that you cannot mistakenly delete it.
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cannot mistakenly delete it. 4. Repeat steps 1 to 3 by selecting a location that is within 1000 meters and at the same elevation of the first location. Selecting locations at different elevations or at a great distance apart might result in improperly aligned structures in Google Earth. Note: The latitude and longitude found in the Model Info dialog box always refers to the center of the first added location.
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Note: On a Mac, you can save multiple different files directly using the Preview Model in Google Earth command. Delete a model from Google Earth that you placed from SketchUp 1. In the Places panel on the left side of Google Earth, find the model in the Temporary Places folder. Models placed in Google Earth from SketchUp are name "SUPreview#," for example, "SUPreview2," "SUPreview3," and so on. 2. If you have placed several models, you can find the model you need to delete by clearing the check mark in front of each. When a model's name is selected, the model is displayed; when its check mark is cleared, it is not displayed. 3. When you find the model you want to delete, right-click it (Ctrl+click on a Mac), and then click Delete.
Use the Share Model button to save your model to the Trimble 3D Warehouse and submit it for inclusion in the Google Earth 3D Buildings Layer.
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3. Log in to the 3D Warehouse. You will need a Google account if you do not have one. 4. Follow the steps to post your model in the 3D Warehouse.
4. Project the photo textures to each of faces of the structure. 1. Select File > Import. The "Open" dialog box appears. 2. Select the file type from the "Files of Type" (Microsoft Windows) or "Format" (Mac OS X) drop-down list (JPG or PNG). 3. Locate your image. 4. Click the Use as Texture button (Microsoft Windows) or select the Use As Texture item from the drop-down list (Mac OS X). 5. Click Open (Microsoft Windows) or Import (Mac OS X). The image appears attached to the cursor. 6. Click on the lower-left corner of the structure to affix the photo texture to the structure. 7. Move the cursor to the opposite corner to affix the photo texture to the face of the structure. 8. Adjust the photo texture. Refer to Position Texture Tool for further information. 5. Project the remaining images on the faces of the model. The following image shows the Eiffel Tower with projected photo textures:
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5. Click on the Toggle Terrain button to toggle to a 3D image of the ocean floor.
6. Reposition the model, adjusting for the terrain in the 3D image. 7. Click on the Preview Model in Google Earth button to view the model in Google Earth.
8. Click on the Share Model button to post the model to the Trimble 3D Warehouse.
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Materials Browser
Applying materials (Microsoft Windows)
There are multiple methods to apply a material to entities in your model. To apply materials using the Paint Bucket tool: 1. 2. 3. 4. 5. Select the Paint Bucket tool. The cursor will change to a paint bucket. The Materials Browser will open. Click on the Select tab. Locate and click on a material collection within the drop-down list. Click on the material you want to use. Click on a entity to apply the color or material to the entity.
Note: Ensure that the Shaded with Textures display style is selected to see materials containing textures that you have applied to entities.
Note: Ensure that the Shaded with Textures display style is selected to see materials containing textures that you have applied to entities.
Note: Select Edit > Undo to revert back to a previous material if you make a mistake while you are editing a material
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Note: You can have multiple images loaded in the Image Palettes picker. Use the pop-up list above the image to switch between images. Note: You can also load an image you have copied to the OS X clipboard by selecting New From Pasteboard from the pop-up menu at the bottom of the image well. Additionally, you can drag an image file from the Finder and drop it in the Image Palettes picker.
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texture. If you have not identified an editor in the Applications panel of the Preferences dialog box, SketchUp launches the default editor or image display application. Export Texture Image Use the Export Texture Image menu item to save the texture-portion of the material as an image file Save As Use the Save As menu item to save the selected material to a separate file (.skm), with a new name and location. You can use this menu item to save materials that have been modified or created during a drawing session. Select Use the Select menu item to select all faces in your model painted with the currently selected material.
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Note: Ensure that the Shaded or Shaded with Textures display style is selected to ensure applied colors and materials are displayed. Color picker controls The Color picker controls, below the active color well, differ for each color picker. See the Color Pickers section of this topic for additional information. Opacity slider SketchUp supports adjustable (by material) transparency. The Opacity slider, below the color picker controls, is used to adjust the opacity level. Type an opacity value in the text field to the right of the slider if you prefer to set opacity levels more precisely. Be sure to activate SketchUp's material transparency within the Edit tab of the Styles Browser before experimenting with the Opacity Slider. User palette The User Palette, at the bottom of the color pickers, is an expandable palette of small color wells. To use the User Palette: Drag and drop a color or texture swatch from any visible color well, including the Active Color Well, and drop it over a User pallet well to add a color to the User Palette. Drag and drop a new swatch in the place of another color swatch to replace a swatch in the User Palette. Drag and drop an empty swatch onto a color to remove a color from the User Palette. Click and drag down on the size handle (a small circle) in the middle of the bottom edge of the palette to see more wells. Note: The colors and materials in the User Palette are saved in SketchUp and can be used between multiple modeling sessions. Note: Ensure that the Shaded or Shaded with Textures display style is selected to see the colors that you have applied to entities.
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Click the horizontal and vertical arrow buttons to revert to the previous width and height settings. Opacity slider Sliding the opacity slider to the right increases the opacity of the texture. Sliding the opacity slider to the left increases the transparency of the texture. Alternatively, type a number from 0 to 100 (0 being fully transparent and 100 being fully opaque) in the opacity field.
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SketchUp stores materials in the cross-platform .SKM file format. Following are some details about materials files: .SKM files are also created every time you use the Texture Palette picker to create a new material collection. .SKM files are stored in the directory ~/Library/Application Support/SketchUp. Place a .SKM file in this directory to add a new materials collections to SketchUp. .SKM files created on Mac OS X are identical to those created under Windows and can be shared transparently between platforms.
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Components Browser
Creating a component
Components are useful for creating reusable models to be placed within other models. The most important issue to consider when creating components is how you want them to be placed when inserted into the model from the Components browser. The component axes will dictate both component orientation on insert and cutting plane (for components that are to automatically cut holes in faces, such as windows). To create a component: 1. Draw your component in the orientation where it will be used. For example, if you are creating a couch component, draw it on the ground plane. If you are creating a window or door, draw it on a wall that is vertically aligned to the blue axis. 2. Select the Select tool. The will change to an arrow. 3. Click and hold the mouse button a short distance away from the entities you want to select to start a selection box. 4. Drag the mouse to the opposite corner of the selection starting point. 5. Release the mouse button when all of the elements are either partially included (left-to-right selection) or fully included (right-to-left selection) in the selection box.
6. Select Edit > Make Component. Alternatively, context-click on the currently selected entities and select Make Component from the context menu. The Create Component dialog box is displayed. The following image shows the Create Component dialog box on Microsoft Windows:
The following image shows the Create Component dialog box on Mac OS X:
7. Fill out the fields in the dialog box. Ensure you make all of the appropriate selections and check all of the appropriate boxes before continuing. Specifically, decide whether the component should glue to faces in a specific orientation and cut openings. 8. Click the Create button. SketchUp adds the newly created component to the In Model components.
Warning: Components that are created in their appropriate 'glue to' orientation are created with the blue and green axis swapped. This is only of importance when creating dynamic components as the LENZ will have a value for length along the green axis and the LENY will have a value for the length along the blue axis. Note: The Make Component operation disconnects any geometry that was connected to selected geometry prior to placing the selected geometry in the component. The disconnected geometry is maintained outside of the component's context.
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Note: You can make component hierarchies by grouping other Component entities within a component. Additionally, you can mix your hierarchies by including components and groups within other components and groups. Tip: Create components that can be attached or glued to a surface in context (on a surface) to ensure that the cutting plane is established correctly.
7. Select Edit > Make Component. Alternatively, context-click on the currently selected entities and select Make Component from the context menu. The Create Component dialog box is displayed. The following image shows the Create Component dialog box on Microsoft Windows:
The following image shows the Create Component dialog box on Mac OS X:
8. Click on the Set gluing plane button. The cursor changes to an arrow with axes attached to it. 9. Click on a location of the component to set the origin of the component's axes. The origin and insertion point is now set to this location. Note: When you change the axes you change the orientation of the component when dragged from the Components browser and also the component's cutting plane. By default, the component's axes are placed as though the component will be inserted from the Components browser in the exact orientation as the component is in while you create the component. Generally, you will not want to change this orientation unless, for example, you are creating a window component independent of other geometry and in the vertical plane (blue). In this case, the bottom of the window will be on the red/green plane. The red/green plane is the gluing and cutting plane. As such, this window's bottom will therefore want to align and cut into a face when placed in the model from the Component browser. As mentioned previously, however, it is best to create window and door components within the context of a surface type where they will ultimately be placed, such as a wall, so you do not have to reorient the axes. Follow the last two steps in this list if you need to reorient the component axes. 10. (optional) Move the mouse around the origin to redefine the orientation of the component. The axes of the component will rotate suggesting a new orientation for the component. The cut plane will also move to represent where the component will cut into a face when placed vertically or horizontally. For example, if you rotate the axes such that red is up and green is to the left, the component will be inserted horizontally to its orientation when created. The following image shows a window component during component creation. The component's axes have been reoriented such that the cutting plane is now parallel to the front of the window.
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Exploding a component
You can explode a component entity to break it back into its original entities. To explode a component: 1. Select the Select tool. The will change to an arrow. 2. Select the component you want to explode. 3. Select Edit > Component Instance > Explode. Alternatively, context-click on the currently selected group and select Explode from the context menu. The component will be split back into its entities. Elements within components that were placed adjacent to other geometry might become joined to elements exterior to the component when the component is exploded.
Inserting components
There are a variety of different ways to insert component instances in SketchUp. Inserting components from Components browser Pre-defined components are most often inserted from the Components browser into a model. See the 'Components browser' for further information. Insert a component from an external SketchUp (.skp) file You can also insert a component from an external SketchUp file. To insert a component from an external SketchUp file: 1. Select the File > Import menu item. The Open file dialog box appears. 2. Click the Open button. The cursor changes to the Move tool anchored to the component's insertion point. Tip: The component axes origin is the default insertion point for a component. Change the location of the component's axes before you insert the component to change the default insertion point.
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3. Move the mouse to the location in the drawing area where you want to place the component. 4. Click the mouse button again to release the component. Insert a component from the File Explorer (Microsoft Windows) or the Finder (Mac OS X). To insert a component from the File Explorer (Microsoft Windows) or the Finder (Mac OS X): 1. Locate the icon representing the file you want to insert. 2. Click and hold the mouse button on the icon. 3. Drag the icon into the drawing area. The cursor changes to the Move tool anchored to the component's insertion point. Tip: The component axes origin is the default insertion point for a Component. Change the location of the component's axes before you insert the component to change the default insertion point. 4. Release the mouse button to place the component into your model.
Each entire component instance was then painted after being edited, turning each of the faces with the default material to the color applied on the group (green, blue, red, and yellow from left to right):
Inserting a component
To insert a component in your drawing area: 1. Navigate to a component in the Components browser. 2. Click on the component. 3. Move the mouse to the location in the drawing area where you want to place the component. The cursor changes to the Move tool. Note: The Move tool will usually be anchored to the origin of the component's axes (also called the insert point ). To see the origin of the component, select Window > Model Info > Components > Show component axes. Note: The component axes is the default insertion point (the point where the cursor grabs the component) for a component the first time you place the component in the model from the Components browser. The insertion point will change to the point where the Move tool selects a component if you place a component and then reposition the component using the Move tool. 4. Click the mouse button again to release the component. Note: You can also insert components from an external SketchUp (.skp) file or by dragging and dropping a file from the Explorer (Microsoft Windows) or the Finder (Mac OS X) into your model. See the 'Component entity' for further information.
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You must save the individual component to a file to change its thumbnail. To change the component thumbnail: 1. Context-click on the component. The component's context menu appears. 2. Select the Save As menu item. The Save As dialog box appears. 3. Navigate to the components directory. The components directory on Microsoft Windows is: C:\Program Files\Google\Google SketchUp #\Components. The components directory on Mac OS X is: Macintosh HD/Library/Application Support/Google SketchUp #/Components. 4. Type a file name in the 'File name' field. 5. Click the Save button. The component is saved in the specified directory. 6. (Microsoft Windows) Select Window > Model Info. The Model Info dialog box appears. 7. (Microsoft Windows) Select the File item from the left-hand side of the dialog box. The File panel is displayed. 8. (Microsoft Windows) Check the 'Redefine thumbnail on save' checkbox. This option ensures your thumbnail will be saved based on current view. 9. Open the component file. The component appears in the drawing area. 10. Use the camera tools to find a view of the component acceptable for a thumbnail. 11. Save the component file.
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Create a local collection (Mac OS X): Select the Create a local collection menu item to create a new collection folder. Expand: Select the Expand menu item to see all sub-components within the components the In Model components. Open a local collection: Select the Open a local collection menu item to open all the components in a collection folder. Open or create a local collection (Microsoft Windows): Select the Open or create a local collection menu item to open all the components in a collection folder or create a new collection folder. Purge unused (In Model only): Select the Purge unused to remove all components in the In Model collection that are not currently used in your model. Remove from favorites: Select the Remove from favorites menu item to remove the current collection from the list of favorite collections in the Collections and Searches drop-down list. Save as a local collection: Select the Save as a local collection menu item to save all components in the In Model collection as a collection on your local hard drive. View in 3D Warehouse: Select the View in 3D Warehouse menu item to view the search results in the 3D Warehouse. 3D Warehouse Terms of Service: Select the 3D Warehouse Terms of Service menu item to launch a Web browser and view the 3D Warehouse Terms of Service document. Component list The component list contains a listing of all components in the model, in a favorite, resulting from a search, and so on. Individual components are indicated by a single box around the component thumbnail. Collections are identified by a stack of 3 overlapping boxes around a component thumbnail. Previous button Click on the Previous button (displayed after performing a search) to view the previous twelve 3D Warehouse search results. Next button Click on the Next button (displayed after performing a search) to view the next twelve 3D Warehouse search results. Edit tab The Edit tab contains properties specific to the currently selected component. These properties can only be edited for components that are selected in the In Model components. These are the same properties, whose values you define, when a component is created, for the exception of the Loaded From field. See the 'Create Component dialog box' for further information on these properties. Glue to Refer to The Create Component dialog box Cut opening Refer to The Create Component dialog box Always face camera Refer to The Create Component dialog box Shadows face sun Refer to The Create Component dialog box Loaded from The Loaded from field displays the location of the component on the file system. Statistics tab The Statistics reports quantities of various elements, such as faces, edges, construction lines, within the component. Select All geometry from the drop-down list to see statistics for all geometry in the component or group. Alternatively, select Components from the drop-down list to see statistics for all components in the component. Finally, click on Expand to see components and groups nested within the currently selected component or group.
Component entities
Components are entities that can hold other entities. Components are similar to group entities, but they are commonly used to combine several entities as a single entity for the purposes of reuse in multiple models. Use the 'Make Component' menu item from the Edit menu to create a component from the currently selected entities.
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Replace selected Select the Replace selected menu item to replace the currently selected components in the drawing area with the currently selected component in the Components browser. Reset insertion point Select the Reset insertion point menu item to reset any changes made to a component definition's insertion point. Save as Select the Save as menu item to save the selected component to a separate SketchUp file with a new name and location. You can use this menu item to save components that have been modified or created during a drawing session. Select instances Select the Select instances menu item to select all of the instances of a specific component in your model.
The following image shows what occurs when the previously mentioned window component is placed, from the Components browser, against a vertical surface. Notice that the window meets the vertical face at the window's bottom because it was created with a gluing plane that is parallel to the bottom of the window.
Usually you want windows and doors to have a gluing plane that is parallel to the front or back of the window or door (not the bottom). You might need to
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reorient the component's axes at creation, using the 'Set Plane' button, to properly set the gluing or cutting plane. Set component axis The component axis defines how the component inserts and aligns to other geometry or to the camera. The component axis also defines the cutting plane by the orientation of the red/green plane. The Set component axis button is used to specify a different origin for the component and to modify the orientation of the component when it is placed. Cut opening The Cut opening option allows the component to create openings in the face onto which it is placed. For example, a door or window component might be set to cut an opening in any wall where instances of the component are placed. Note: There must be edges along the cutting plane of the component to cut a hole in a face. Always face camera The Always face camera option allows the component to take on billboard behavior by drawing the component as a 2D form. This option increases performance by eliminating the need to render the component as a 3D model. Note: Components with the 'Always face camera' option enabled cannot have gluing behavior. Shadows face sun This option is only available when the 'Always face camera' option is enabled. The shadows face sun option causes the shadow to be cast from the component's current position as though the component were facing the sun. The shadow shape does not change as the component rotates to face the camera. This option works best with components that have short bases (such as trees). This option does not work well with components that have wide bases (such as people in mid stride). Note: Ensure the component's axis is positioned at the bottom center of the component for best results. Uncheck this option to cause the shadow to be cast from the component's current position. The size of the shadow changes based on view point. Replace selection with component The Replace selection with component option causes the currently selected entities to be turned into a component instance. Uncheck this option to create a component definition in the Components browser without creating a component instance from selection set.
Components browser
The Components browser contains both user-created and pre-built Component entities that you can use in your models. Activate the Components browser from the Window menu. Note: See component definitions and instances for further information. The following image contains a screen shot of the Components browser on Microsoft Windows.
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Styles Browser
Applying styles
Select one of many pre-defined styles from the Styles Browser and apply it to your model. Each pre-defined style represents a collection of specific settings that can be applied to your model and the drawing area. To select and apply a pre-defined style: 1. 2. 3. 4. 5. Select Window > Styles. The Styles Browser is displayed. Click on the Select tab. Click on the 'Styles Collections' drop-down list. Select a Styles collection or In Model styles. All of the pre-defined styles in the collection are displayed in thumbnail form. Click on one of the pre-defined styles. The style is applied to your model and the drawing area.
Editing styles
Styles are comprised of several different settings found under the Edit tab. To Edit a style: 1. 2. 3. 4. 5. 6. 7. 8. 9. Select Window > Styles. The Styles Browser is displayed. Click on the Select tab. Click on the 'Styles collections' drop-down list. Select a Styles collection or In Model styles. All of the pre-defined styles in the collection are displayed in thumbnail form. Click on one of the pre-defined styles. The style is applied to your model and the drawing area. A copy of the style appears in the In Model styles. Click on the Edit tab. One of five panels is displayed (Edge, Face, Background, Watermark, and Modeling). Modify settings in any of the edit panels. Refer to Edge Panel, Face Panel, Background Panel, Watermark Panel, or Modeling Panel for further information. Click on the Update Style button. The copy of the style in the In Model styles is updated with your changes. Type a name in the 'File name' field and click the Save button. The file is saved. Refer to the Open or create a collection context-menu item for information on how to retrieve this style for use in other SketchUp files.
Sharing styles
Styles are shared in .style files that can be opened by any copy of SketchUp 6 or above. You must create a .style file to share a style with others. To share a style: 1. 2. 3. 4. 5. 6. 7. 8. Create a new folder/directory on your computer to contain your shared styles. Select Window > Styles. The Styles Browser is displayed. Select the In Model styles from the drop-down list. The In Model styles are displayed. Context-click on the style name you would like to share. The style context menu is displayed. Select the Save As menu item. The Save As dialog box appears. Navigate to the folder/directory you created in step 1. Type the name of the style in the 'File name' field. Click the Save button. The style file is saved to your newly created folder/directory.
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Style thumbnail The style thumbnail displays the style currently applied to your model. Style name field The style name field displays the name of the currently active style. Style description field The style description field displays a description of the currently active style. Display the secondary selection pane button The Display the secondary selection pane button displays a second select panel below the primary select panel. This feature allows you to display both your styles collections and the In Model materials at the same time. This feature is useful when you want to drag styles between collections and the In Model styles. Note: You can only apply one style at a time, but you might want multiple styles in the In Model styles. For example, you might have one style that you apply when you are working on the model (because performance is better when you use the style) and another style you use for presenting the model. Styles in the In Model styles are also saved with your SketchUp file. Create new style button Use the Create new style button to create a copy of the currently active style in the In Model styles. Update style button Use the Update style button to update the copy of the currently active style in the In Model styles. Select tab Click on the Select tab to display the select panel. Use the select panel to navigate between style collections. Back arrow Use the Back arrow to navigate to the previous location in the hierarchy of collections. Forward arrow Use the Forward arrow to navigate to the next location in the hierarchy of collections. In Model button Use the In Model button to navigate to the In Model styles collection. The In Model styles collection contains all of the styles currently included with your model file. Note: You can have styles in your In Model style collection that are not being used by your model. Collections drop-down list Select the collections drop-down list to list all of the styles collections in SketchUp. Click on a collection to select the collection. Details menu Click on the Details arrow to display the Details menu. See Details menu for further information. Edit Tab The Edit tab contains five separate panels: The edge rendering panel, face rendering panel, drawing area styles panel, watermark panel, and other styles panel. Mix tab The Mix tab contains five wells corresponding to the five categories of styles in the styles browser (edge, face, background, watermark, and modeling styles). Click on this tab to display the five wells and a secondary style pane. Select a style from the secondary style pane and click on one or more wells to sample the corresponding settings from that style. For example, click on a style in the secondary style pane and click on the Edge Settings well to sample the edge settings from that style. The style in the style thumbnail changes to reflect the newly sampled settings.
Note: You cannot use face modification tools, such as the Push/Pull tool, on a wireframe rendered model Display in hidden line mode button Use the Display in hidden line mode button to display faces in the model without any shading or textures. Use this face rendering style when creating black and white printouts which you might want to modify further with traditional media, or which you might use as an underlay for hand drawings.
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Display in shaded mode button Use the Display in shaded mode button to display faces in the model as shaded to reflect a light source. Any color that had been applied to a face will be displayed. Remember that both sides of faces can have different colors. The default colors for front and back face are displayed when no color has been applied to a face.
Display in shaded using textures button Use the Display in shaded using textures button to display the faces In Model with the texture images that have been applied to a face. Textures can slow down SketchUp's performance. Use other face rendering styles, such as the Shaded face renderings style, when performance slows dramatically. Switch back to the Shaded with Textures face rendering mode to create your final output.
Display in shaded using all the same button Use the Display in shaded using all the same button to display the faces with the default front and back face color. Display X-Ray mode button Use the Display in X-Ray mode button to display all faces in SketchUp with a global transparency. This option allows you to see through the model's faces and edit edges behind faces and can be combined with any of the above face rendering styles. You can easily visualize, select, and snap to points and edges that would otherwise be hidden behind faces when modeling with X-ray mode. Remember, however, that it is not possible to select and infer faces that would otherwise be hidden. Faces can not cast Shadows when using X-ray mode. Shadow display will default to ground plane shadows only when X-ray mode is enabled. X-ray mode is different than material transparency.
Enable transparency checkbox Selecting the Enable transparency checkbox enables or disable global material transparency. Transparency quality The Transparency quality options allow you to select the quality of transparency display between faster, medium, and nicer. Each option differs in its speed and quality of transparency sorting. The Faster display sacrifices sorting accuracy to provide a faster rendering update rate. Conversely, the Nicer display performs additional calculations to correctly sort transparent surfaces. Because SketchUp's transparency system is designed for real-time feedback and display, it may sometimes display transparent faces in an unrealistic way: Faces may appear as if they were in front of other surfaces when they are really behind, and vice-versa.
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Transparency slider Slide the Transparency slider to adjust the level of transparency for the ground plane. Place the slider toward the left-most position to minimize below-ground visibility. Place the slider toward the right-most position to maximize below-ground visibility. Show ground from below checkbox Selecting the Show ground from below checkbox toggles the display of the ground plane from viewpoints below the horizon.
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Back Edges checkbox Selecting the Back Edges checkbox activates the display of edges obscured by other edges in your model. Obscured edges appear as dashed lines. The following images show a cube without back edges and then a cube with back edges. Note that enabling back edges will disable the X-Ray face style.
Profiles checkbox Selecting the Profiles checkbox emphasizes the outlines or profiles of major shapes in your model. This style is particularly useful in ensuring the 3D nature of geometry is emphasized and borrows from a proven traditional media drawing technique. Enter a thickness, in pixels, for the profile lines in the pixels field. The following image shows a series of cubes with edges and profile edges.
Depth cue checkbox Selecting the Depth cue checkbox emphasizes the lines of geometry in the foreground over the lines of geometry in the background. The following image shows a series of cubes with edges and depth cue edges on. Notice that the foreground edges on each cube get progressively thinner from front to back and top to bottom. Enter a thickness, in pixels, for the depth cue lines in the pixels field. This thickness determines the thickness of the forward-most lines (such as for the bottom middle cube in the following image) of your model.
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Extension checkbox Selecting the Extension checkbox extends each line slightly past its endpoint, giving your model hand-drawn sketched appearance. This edge rendering style does not affect inference behavior. Enter a length, in pixels, for the extension lines in the pixels field. The following image shows a series of cubes with edges and extension edges.
Endpoints checkbox Selecting the Endpoints checkbox places additional line thickness at the endpoints of lines. Enter a length, in pixels, for the length of the emphasized endpoints in the pixels field. The following image shows a series of cubes with edges and endpoints edges.
Jitter checkbox Selecting the Jitter checkbox renders each line multiple times at a slight offset, giving your model hand-drawn sketched appearance. This edge rendering style does not affect inference behavior. The following image shows a series of cubes with edges and jitter edges.
Color SketchUp also allows you to manipulate the edge color on the screen. Note: Edge colors are only available when using Shaded and Shaded with Textures face rendering styles. Inference alignments to edges are not available when edges are hidden. All same Use the All same drop-down list item to display all edges using the Edges color as defined in color swatch. This option does not actually change any edge color assignments you may have made, but preserves them if you choose to view them again.
By material Use the By material drop-down list item to display edges using an assigned material color. The following image contains edges painted with a grey material.
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By axis Use the By axis drop-down list item to display edges in colors corresponding to the color of the drawing axes to which they are parallel. This option is helpful in determining when edges are not aligned to an axis. The following image has lines colored red, green, and blue corresponding to the axes to which they are aligned.
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Opacity slider Move the Opacity slider to the left to make the photo more transparent. Move the Opacity slider to the right to make the photo more opaque. This option is only applicable during Match Photo Sketching mode.
Styles Browser
The Styles Browser contains options used to alter how your model and the drawing area is rendered (its edge type face type, background colors, watermarks, and so on). Activate the Styles Browser from the Window menu. The following image contains a screen shot of the Styles Browser on Microsoft Windows:
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Watermark
Watermark panel
The watermark panel contains settings for all of the watermarks in a style. Display watermarks checkbox Selecting the Display watermarks checkbox displays all active watermarks (all watermarks whose Active checkbox is selected). Deselecting the Display Watermarks checkbox hides all watermarks.
Watermark
Watermark is part of the Styles Browser. This feature allows you to add a watermark-like image to foreground or background of the drawing area.
Watermark settings
There are several settings that you can make when creating or editing a watermark. These settings follow. Create Mask checkbox The Create Mask checkbox uses brightness of the color to create a vignette-like mask. The white portion of the graphic will become transparent and the black portions of the graphic will use the background color. Blend slider Sliding the Blend slider to the right increases the presence of the watermark while decreasing the presence of the model. Sliding the Blend slider to the left increases the presence of the model while decreasing the presence of the watermark. Position There are three options for positioning your watermark. The positioning options are: Stretched to fit the screen button Use the Stretched to fit the screen button to stretch the watermark across the drawing area. Selecting the Lock Aspect Ratio checkbox to cause the aspect ratio (height of image to width of image) to remain consistent such that the image is not distorted (the image might not fill the entire drawing area when aspect ratio is locked). Tiled across the screen button Use the Tiled across the screen button to create copies, ortiles,of the watermark and tile them across the drawing area. Sliding the Scale slider to the left creates progressively more, smaller, watermarks. Sliding the Scale slider to the right creates progressively fewer, larger, watermarks. Positioned in the screen button Use the Positioned in the screen button option to position the watermark at one of nine pre-defined screen locations. Select the button in the Position matrix that best represents the location on the screen where you want your watermark. Sliding the Scale slider to the left decreases the size of the watermark. Sliding the Scale slider to the right increases the size of the watermark.
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Note: Assigning a different layer to a group or component doesn't affect the layer assignments of the individual entities within the group or component. If you want to assign new layers to the entities within a group or component, you must edit the group or component, select specific entities within the group or component, and then assign a different layer to the selected entities.
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Outliner
Filtering groups and components in the hierarchical view
The Outliner contains a Filter field for displaying only those groups or components containing a specific filter string. This feature helps you to locate only like components or groups. To filter items within the Outliner: 1. Select Window > Outliner. The Outliner dialog box opens with a hierarchical view of your model. The Group and Component entities at the root (topmost) level of the hierarchy are displayed. An icon with a plus sign will appear next to any components or groups when additional levels in the hierarchy exist (additional groups or components within the top-level groups or components). 2. Type a string in the 'Filter' field. 3. Click on the + icon to list groups or components within other groups or components. Or, optionally, click on the Details menu and select the Expand All menu item to expand the hierarchy so all levels are displayed. Items containing the filter string will be listed, in red, in the hierarchical view.
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the hierarchical view: 1. Select Window > Component. The Outliner dialog box opens with a hierarchical view of your model. The Group and Component entities at the root (topmost) level of the hierarchy are displayed. An icon with a plus sign will appear next to any components or groups when additional levels in the hierarchy exist (additional groups or components within the top-level groups or components). 2. Click on the + icon to list groups or components within other groups or components. Or, optionally, click on the Outliner's Details menu and select the Expand All menu item to expand the hierarchy so all levels are displayed. 3. Click on any group or component name in the hierarchical view to select the group or component in your model. 4. (optional) Double-click on the group or component name in the hierarchical view to edit the group or component in your model.
Outliner
The Outliner is used to view your Group and Component hierarchies as a hierarchical tree. This feature is great for navigating through large models, restructuring the model hierarchy, locating instances of a particular component, or renaming groups and components. Activate the Outliner dialog box from the Window menu. The following image shows a screenshot of the Outliner on Microsoft Windows:
Identifying Entries in the Outliner Hierarchy Moving Items Within the Outliner Filtering Groups and Components in the Hierarchical View Naming Groups and Components Within the Outliner
Details menu
Click on the right arrow next to the 'Filter' field to open the details pop-up menu. This menu allows you perform additional Outliner-related functions. Expand All Use the Expand All menu item to expand (open all branches) the entire hierarchical view in the Outliner. Collapse All Use the Collapse All menu item to collapse (close all branches) the entire hierarchical view in the Outliner. Sort by Name Use the Sort by name menu item to toggle the sorting of the groups and components alphabetically.
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Scenes Manager
Creating an animation
Animations are a series of scenes that are displayed in succession to give a hands-free tour of a model. To create an animation: 1. 2. 3. 4. Select Window > Scenes. The Scenes Manager displays. (optional) Type the name of the scene in the 'Name' field. For example, type "Front View" if the scene represents the front view of a building. (optional) Press the Tab key. The cursor advances to the Description field. (optional) Type a description of the scene in the 'Description' field. The description could be the address of a building, some detail shown in the scene, and so on. 5. (optional) Deselect any of the Properties to save that you do not want saved with the scene. Refer to Scene Manager Options for further information.
) to add the scene. A scene tab is added above the Drawing Window. The scene tab has the name of the scene you 6. Click the Add Scene button ( assigned in step 2. 7. Move to a new location of the model using either the Camera tools or Walkthrough tools. 8. (optional) Repeat steps 2-7 to add additional scenes. 9. Context-click on the first scene tab above the Drawing Window. A context menu appears. 10. Select Play Animation. The animation cycles through each scene. Refer to Running an Animation for further information.
Running an animation
SketchUp contains controls for starting, stopping, and pausing an animation. To run an animation: 1. Select the View > Animation > Play menu item. The animation controls are displayed and the animation starts to cycle through your scenes. 2. Press the Pause button to pause the animation. 3. Press the Pause button to stop the animation. Note: You can also context-click on a scene tab and select Play Animation to begin an animation
Adding a scene
The Add Scene button ( 1. 2. 3. 4. ) allows you to add a new scene to the current file. To add a scene:
Select Window > Scenes. The Scenes Manager displays. (optional) Type the name of the scene in the 'Name' field. For example, type "Front View" if the scene represents the front view of a building. (optional) Press the Tab key. The cursor advances to the Description field. (optional) Type a description of the scene in the 'Description' field. The description could be the address of a building, some detail shown in the scene, and so on. 5. (optional) Deselect any of the Properties to save that you do not want saved with the scene. Refer to Scene Manager Options for further information. 6. Click the Add Scene button ( assigned in step 2. ) to add the scene. A scene tab is added above the Drawing Window. The scene tab has the name of the scene you
Updating a scene
Use the Update Scene button ( ) to update a scene if you have made changes to the scene. To update a scene:
1. Select the scene you want to update. 2. Click on the properties, within Properties to save, to store with the scene. Warning: Each scene has a series of properties that you can store with that scene (Properties to save). Additionally, when you update a scene, you can choose those properties, of the properties that are stored with the scene, to update (the dialog box that appears when the Update button is clicked). If you choose to update a property that you are not storing with a scene (using Properties to save), the property will not be updated. Therefore, it is important to ensure you have all of the properties you want to store with a scene checked prior to updating a scene. ). An Scene Update dialog box appears. 3. Click on the Update Scene button ( 4. Click on the properties you want to update. Remember, you can only update those properties that you have previously selected to be stored with the scene. 5. Click on the Update button.
). A scene is added with the current style. 5. Click the Add Scene button ( 6. Repeat steps 2 to 5 for additional styles and scenes. Modifying a style assigned to a scene To modify a style already assigned to a scene: 1. 2. 3. 4. 5. 6. Select Window > Styles. The Styles Manger is displayed. Select the In Model styles from the drop-down list. The In Model styles are displayed. Click on one of the In Model styles to modify. Select the Edit tab. The Edit panel is displayed. Adjust the style as necessary. Click the Update Style with changes button. The style is updated in all scenes.
Details arrow
Click on the arrow in the upper-right portion of the Scene Manager dialog box to show or hide additional options.
Update Scene Use the Update Scene button ( Add Scene button The Add Scene button ( Delete Scene button Use Delete Scene button ( Move Scene Down button Use the Move Scene Down button ( Move Scene Up button Use the Move Scene Up button ( View options drop-down list Click on the View options drop-down list to list several options for viewing your scenes in Scenes browser. Small thumbnails Click the Small thumbnails menu item ( Large thumbnails Click the Large thumbnails menu item ( Details Click on the Details menu item ( List Click on the List menu item ( ) to display a list of all scene names. ) to display large thumbnails representations of your scenes along with the scene name, author, and description. ) to display large thumbnail representations of your scenes. ) to display small thumbnail representations of your scenes. ) to move the currently selected scene up in the list. ) to move the currently selected scene down in the list. ) to delete a scene from the current file. Select the scene in the list of scenes and click the Delete Scene button to delete the scene. ) allows you to add a new scene to the current file. ) to update a scene if you have made changes to the scene.
Refresh Click on the Refresh menu item to refresh the current list of scenes. Show/Hide Details button Use the Show/Hide Details button ( ) to show or hide additional details.
Include in animation Use the Include in animation checkbox to indicate whether a scene should be used in the animation. Select a scene and select the Include in Animation option to include the scene in animation. Disable this option for scenes you want to work on but do not want in a animation. Name Click in the Name field to name the currently active scene. Description Click in the Description field to provide a short description or note for the currently active scene. Properties to save The Properties to Save options are used to control the different properties that can be stored with each scene. Properties that are not selected in the Properties to save section cannot be updated with the Update button. Camera Location: Selecting the Camera Location checkbox stores the point of view, including the zoom distance and field of view, with the scene. Hidden Geometry: Use the Hidden Geometry checkbox to store the hidden geometry visibility with the scene. Visible Layers: Use the Visible Layers checkbox to store the visible layers with the scene. Active Section Planes: Use the Active Section Planes checkbox to store the active section planes with a scene. Note: Use different section cuts in successive scenes to create exciting animations with different cross sections of your model. Style and Fog: Use the Style and Fog checkbox to store the drawing style settings, such as edge rendering and fog, with the scene. Shadows Settings: Use the Shadows Settings checkbox to store all shadow-related information, including type, time, date, and so on, with the scene. Axes Location: Use the Axes Location checkbox to store display and position of SketchUp's drawing axes with the scene. Details menu Use the Details arrow ( versions of SketchUp. ) to display the Details menu. The following lists all options found on the details menu in both Microsoft Windows and Mac OS X
Add Scene The Add Scene menu item allows you to add a new scene to the current file. Update Scene Use the Update Scene menu item to update a scene if you have made changes to the scene. Delete Scene Use Delete Scene menu item to delete a scene from the current file. Select the scene in the list of scenes and click the Delete Scene button to delete the scene. Use Scene Thumbnails Select the Use Scene Thumbnails to create a thumbnail image from the current scene (the menu item will have a check next to it). Select the User Scene Thumbnails again to use background Match Photo image for thumbnails (the menu item will not have a check next to it). By default, thumbnails are only created for scenes that contain background Match Photo images.
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Update Scene Thumbnails Use the Update Scene Thumbnails to update thumbnail images for the currently selected scene. These images are displayed when either the Small thumbnails or Large thumbnails option is selected in the View Options drop-down list. Add Scene with Matched Photo Use the Add Scene with Matched Photo to match a new photo. Refer to Match Photo: Introduction for further information. Show/Hide Details Use the Show/Hide Details menu to show or hide additional details.
Scenes manager
The Scenes Manager is used to control the various features of SketchUp scenes. Activate the Scenes dialog box from the Window menu or from the scene tabs. The Scenes Manger contains a list of all of the scenes for the model. Scenes in this list are displayed in the order in which they will be displayed when running an animation. The following image shows the Scenes Manager on Microsoft Windows:
Each scene has a series of properties that you can store with that scene (Properties to save). Additionally, when you update a scene, you can choose those properties, of the properties that are stored with the scene, to update (the dialog box that appears when the Update button is clicked). If you choose to update a property that you are not storing with a scene (using Properties to save), the property will not be updated. Therefore, it is important to ensure you have all of the properties you want to store with a scene selected prior to updating a scene. Refer to Scenes manager options for further information.
An important note: Components don't have Scenes. If you create a model with Scenes and share it in the 3D Warehouse, and then you download that model directly into a SketchUp model, it comes in as a component. To be able to see and access Scenes, you must open the model in a new instance of SketchUp, so it opens as a full model rather than as a component in a model:
1. In the 3D Warehouse, click "Download to SketchUp." 2. A message asks, "Load this directly into your SketchUp model?" Click "No." 3. The next message asks, "Do you want to open or save this file?" Click "Open." For more information about Scenes, open the "Help" menu, and then click "Help Center."
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Preferences
What are templates and how do I change the default template?
A template file contains default settings from the Model Info, Style, and Shadow dialog boxes. Templates can also contain base geometry like the person who's standing in the default SketchUp template. Different templates are geared toward different types of users like architects or geo-modelers, so you'll want to select a template that's best-suited for the types of models you build. Your selected template will automatically load when you open SketchUp. There are couple ways you can change the template that SketchUp uses whenever you open a new file: Select a different template SketchUp is installed with several templates, including: Architectural - US, Centimeter, Meters, and Millimeters. To change to a different template: 1. 2. 3. 4. 5. 6. 7. Open the Window menu (Mac = SketchUp menu). Click Preferences. In the left pane, click Template. In the right pane, select a drawing template. Click OK to close the System Preferences dialog box. To open a new model using the selected template, open the File menu, and click New. The selected template is also used after you close and restart SketchUp.
Make changes to the default template you are using 1. Open the File menu. 2. Click Save As. 3. In the Save As dialog box, browse to the SketchUp Templates folder, which is installed by default to: SketchUp and SketchUp Pro for PC - C:\Program Files\Google\Google SketchUp #\Resources\en-US\Templates. SketchUp and SketchUp Pro for Mac - Macintosh HD/Library/Application Support/Google SketchUp #/SketchUp/Templates. 4. Save the template using the existing template name or a new name, for example, "My Template." 5. Back in SketchUp, if you saved your changes using a new template name, select that new template (follow the preceding "Select a different template" procedure). 6. To open a new model using the selected template, open the File menu, and click New. 7. The selected template is also used after you close and restart SketchUp. How are preferences saved? SketchUp Preferences includes settings such as keyboard shortcuts and toolbar position. Preferences are saved for each user account, rather than in the template. For more information about sharing your preferences, see our Exporting preferences article.
Creating a template
A template file contains default settings from the Model Info dialog box and base geometry. To create a template: 1. Select File > New to start a new SketchUp file. 2. Modify the Model Info settings to fit your particular needs. For example, you might want to set default units and snaps, activate a ground plane, and set a geographic location. 3. Modify the Preference settings to fit your particular needs. 4. (optionally) Draw any geometry that you want to share among all of your models. For example, you might want all of your models of houses to be created within the same starting terrain (such as when you are creating models of houses within a housing development). 5. Select File > Save As Template to save the SketchUp file. 6. Enter the template name, description, and filename. 7. (optional) Select the 'Set as default template' checkbox to save this template as the default template (to load every time you load SketchUp). Note: The template will appear in the Template panel of the Preferences dialog box (Window > Preferences on Microsoft Windows or SketchUp > Preferences on Mac OS X)
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Note: Do not use the spacebar or backspace keys as keyboard shortcuts to avoid conflict with values entered in the Measurements toolbar.
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The Click Style options allow you to define how your input device reacts to clicks. Click-drag-release: Use the Click-drag-release button to force the Line tool to draw by click and holding the mouse button to define the start point of the line, dragging the mouse to extend the line, and releasing the mouse to establish the end point of the line. Auto detect:Use the Auto Detect button to use either Click-drag-release and Click-move-click as necessary. Click-move-click: Use the Click-move-click button to force the Line tool to draw by clicking and releasing the mouse button to define the start point of the line, moving the mouse to extend the line, and clicking again to establish the end point of the line. Continue line drawing:Use the Continue line drawing checkbox to force the Line tool to treat an end point as the start point of a new line, saving you the one extra click required establish a new start point for the second line. Miscellaneous The Miscellaneous options define other global mouse behaviors. Display crosshairs:Use the Display crosshairs checkbox to display a set of colored crosshairs (corresponding to axes colors) when drawing. Auto-activate paint tool:Use the Auto-activate paint tool checkbox to automatically activate the Paint Bucket tool after you select a color swatch. Disable pre-pick on Push/Pull Tool: By default, you can select a face with the Select tool, orbit the model (even so that the pre-selected face is hidden), click on the Push/Pull tool and push/pull anywhere on the screen to push/pull the pre-selected face. This feature allows you to push/pull faces that are normally hard to select. Check the Disable pre-pick on Push/Pull tool checkbox to disable this pre-pick feature. Bounding box only Click the Bounding box only checkbox to toggle between displaying only one bounding box or displaying a bounding box for each component and it's corresponding edges when selected. Extensions Use the Extensions preferences panel to add or remove SketchUp extensions. An extension can be an add-on tool or feature created by SketchUp that is not necessarily a part of core SketchUp functionality. Select the checkbox next to the extension that you want to enable in SketchUp. The extension will be available (menu items and optional toolbar) the next time your run SketchUp. General Use the General preferences panel to define global save and settings. Create backup Use the Create backup checkbox to automatically create a backup file whenever you save a drawing. The backup file is the previously saved version of the file. This file will be saved to the same folder as the drawing file. For example, if your drawing is hotel.skp, the backup will be called hotel.skb. Auto-save Use the Auto-save checkbox to automatically save changes to your drawing into a temporary file at specific time interval. This temporary file is available on the file system should SketchUp abnormally exit. Type the auto-save interval, in minutes, into the minutes field. The temporary file's name will be a combination of the word 'AutoSave' with the original filename, such as AutoSave_hotel.skp. This file is saved in the Autosave folder under /Library/Application Support/SketchUp/Autosave if the model has never been saved. SketchUp puts the auto save file in the same directory as the model file. We strongly recommend you keep the Auto-Save option checked to ensure that your valuable work is retained. SketchUp checks your model for unrecoverable errors during the auto-save, preventing the overwriting of a good auto-save file. Sketchup will display a dialog box in the rare case that unrecoverable errors are found in your model. This dialog box contains the option to quit SketchUp and send a report. We recommend you click on the quit SketchUp and send report button to terminate SketchUp and preserve your previously valid auto-save file. This report contains valuable information regarding the unrecoverable errors. Check model for problems The Check model for problems options allow you to enable problem checking for your SketchUp models. Automatically check models for problems: Selecting the Automatically check model for problems checkbox causes SketchUp to check for minor problems with your model. These problems can occur given the infinite flexibility that SketchUp provides when designing in 3D. Your model is assessed for problems when it is loaded or saved. We strongly recommend selecting this box to ensure that problems are corrected proactively, allowing your model to perform optimally. You must manually check for problems using the Fix Problems button in the Statistics panel of the Model Info dialog box if you leave this checkbox deselected. Automatically fix problems when they are found: Selecting the Automatically fix problems when they are found checkbox causes SketchUp to fix problems found in your model automatically (without having to display a dialog box). Leave this checkbox deselected if you want SketchUp to display a dialog box (with the Always fix my models, Fix it now, and Fix it later options) when a problem is found. Scenes and Styles The Scenes and Styles options allow you to enable warnings for style changes. Warn of style change when creating scenes:Use the Warn of style changes when creating scenes if you want to be notified when a style has changed when adding scenes to your file. Software Updates The Software Updates option allows you to automatically check for software updates. Automatically check for updates: Check the Automatically check for updates checkbox to allow SketchUp to automatically check for updates to the application when you are connected to the Internet. OpenGL Use the OpenGL preferences panel to define how the OpenGL standard should be applied within SketchUp. Note: You might notice intermittent streaks or small spots of light within face shadows. A minimal amount of these artifacts is to be expected on most systems, and can vary greatly with the quality of your OpenGL driver. Caution: Certain OpenGL drivers do not fully support casting shadows on faces. Caution: SketchUp's Shadow feature can have a severe performance impact on slower computers or those using software rendering.
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OpenGL Settings The OpenGL Settings allow you to speed up OpenGL drawing. Use Hardware acceleration: Use the Use Hardware acceleration checkbox to use the hardware acceleration features of a video card. Unfortunately, only a small percentage of 3D drivers in the consumer video card market are 100% OpenGL compatible and can use this feature (though many cards claim to be 100% OpenGL compatible). Most 3d drivers are designed for games, and are rarely tested using other 3D programs. Consequently, numerous incompatibility problems can occur requiring a fix from the video card manufacturer. Disable this option if you are having problems with the 3D rendering of your models or if your video card is not 100% OpenGL compatible and does not support hardware acceleration. Note: Hardware Acceleration might only be available on your system for certain resolutions and color depths. Check the system settings for your graphics card to see if it supports hardware acceleration (using the System Preferences on Macintosh OS X). We cannot control the quality of the OpenGL driver on your computer system. Video card device drivers are proprietary and are maintained solely by the manufacturer of the video card in your system. Therefore, we cannot guarantee that SketchUp will work with hardware acceleration on your system. Refer to the OpenGL topic for further information. Use maximum texture size: Selecting the Use maximum texture size checkbox uses the maximum texture size supported by your graphics card. This option might result in a slowing of SketchUp unless your graphics card and computer can handle what is advertised. Use fast feedback: Selecting the Use fast feedback checkbox increases performance when editing large models. SketchUp runs a test to assess whether your video card can support this option on startup. SketchUp will activate this option if fast feedback is supported. You can also attempt to use this feature by selecting the Use Fast Feedback checkbox manually; however you will be warned by SketchUp that enabling this option could cause problems on your system if fast feedback is not supported. Shortcuts Use the Shortcuts preferences panel to define keyboard shortcuts for most SketchUp commands. Assigning keyboard shortcuts Keyboard shortcuts can dramatically speed up your drawing by allowing you to change tools while keeping the mouse cursor near the drawing area. To assign a keyboard shortcut: 1. Select the command to which you will assign a keyboard shortcut (within the Function list). Existing keyboard shortcuts for this command will display in the Key column. Note: The list of commands available in the Shortcuts panel is dynamically generated and includes all menu items and active context menu items. Some context menu items become active only after performing another task. For example, select a face to activate the Reverse Faces command and then open Preferences > Shortcuts to set a keyboard shortcut for Reverse Faces. 2. Type the keyboard shortcut key sequence in the text field at the bottom of the panel. Shortcut keys can consist of any keyboard key, except number keys, with a few exceptions. Any key that can be used as a shortcut can also be assigned a modifier key like Shift, Control, or Option. SketchUp will indicate when a key or key combination cannot be used or is already assigned. SketchUp will prompt you before allowing you to assign a keyboard shortcut that is already assigned to another command. Some keys are reserved for use by Mac OS X and can not be assigned as a keyboard shortcut. Note: Keyboard shortcuts are saved to Home/Library/Application Support/SketchUp/Shortcuts.plist. You can copy this file to other users or computers. The Measurements toolbar and keyboard shortcuts Temporary focus is given to the Measurements toolbar when you type a number while in the drawing area. Therefore, numbers cannot be used as shortcut keys. The letters S, R, X, and the symbols / and * can be used within keyboard shortcuts and as you enter values in the Measurements toolbar. Add a prefix to any of these letters with a number in the Measurements toolbar to ensure that a command with a corresponding keyboard shortcut letter is not invoked. For example, 7s would be the correct entry to redefine a segmentation in the Measurements toolbar. However, s7 will activate whatever command is invoked with the letter S as a keyboard shortcut. Do not use the spacebar or backspace keys as keyboard shortcuts to avoid conflict with values entered in the Measurements toolbar. Template Use the Template preferences panel to designate a SketchUp file that you would want to use as a template for all of your subsequent models. Workspace Use the Workspace preferences panel to make changes to your SketchUp workspace. Tool Palette SketchUp has two differently sized tool pallets. The large tool buttons are easier for some users to see and use (they provide larger areas to click with your mouse) and are easier to use with a pen and tablet. Smaller buttons save screen space, allowing a larger drawing area. Use large tool buttons: Use on the Use large tool buttons checkbox to toggle between large and small tool buttons. Main Window The Main Window options allow you to set the behavior for the main SketchUp window. Cascade main windows: Select the Cascade main windows checkbox to place newly created drawing windows lightly below and to the right (cascaded) of the previous drawing window. This feature is useful if you want to see all of your drawing window title bars. Newly created drawing windows will appear directly on top of each other when this option is not enabled. Save current window size:Click on the Save current window size button to save the window size for the currently active drawing window as the default size for SketchUp. Reset Workspace Button Use the Reset Workspace button to reset SketchUp to its default configuration (all dialog boxes are closed).
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Default Image Editor Use on the Choose button to display the Image Editor Browser. Use the browser to locate an image editor for your image files. Compatibility Use the Compatibility preferences panel to identify component and group highlighting and mouse wheel settings. Bounding box only Use the Bounding box only checkbox to toggle between displaying only one bounding box or displaying a bounding box for each component and it's corresponding edges when selected. Invert Use the Invert checkbox to change SketchUp scroll wheel behavior to match Google Earth scroll wheel behavior (rolling forward zooms out, rolling backward zooms in). Drawing Use the Drawing preferences panel to define global mouse (or other input device) behavior. Click Style The Click Style options allows you to define how your input device reacts to clicks. Click-drag-release: Use the Click-drag-release button to force the Line tool to draw by click and holding the mouse button to define the start point of the line, dragging the mouse to extend the line, and releasing the mouse to establish the end point of the line. Auto detect: Use the Auto detect button to use either Click-drag-release and Click-move-click as necessary. Click-move-click:Use the Click-move-click button to force the Line tool to draw by clicking and releasing the mouse button to define the start point of the line, moving the mouse to extend the line, and clicking again to establish the end point of the line. Continue line drawing:Use the Continue line drawing checkbox to force the Line tool to treat an end point as the start point of a new line, saving you one extra click required establish a new start point for the second line. Miscellaneous The Miscellaneous options define other global mouse behaviors. Display crosshairs:Use the Display crosshairs checkbox to display a set of colored crosshairs (corresponding to axes colors) when drawing. Disable pre-pick on Push/Pull Tool: By default, you can select a face with the Select tool, orbit the model (even so that the pre-selected face is hidden), click on the Push/Pull tool and push/pull anywhere on the screen to push/pull the pre-selected face. This feature allows you to push/pull faces that are normally hard to select. Check the Disable pre-pick on Push/Pull tool checkbox to disable this pre-pick feature. Extensions Use the Extensions preferences panel to add or remove SketchUp extensions. An extension can be an add-on tool or feature created by SketchUp that is not necessarily a part of core SketchUp functionality. Select the checkbox next to the extension that you want to enable in SketchUp. The extension will be available (menu items and optional toolbar) the next time your run SketchUp. Files The Files preferences panel defines various locations for files used by SketchUp (such as the default location for Components and Materials). Models Use the Models field to define the default location for all of your models. SketchUp uses this location as the starting point for all open and save file operations. Components Use the Components field to define the default location used when you open or create a collection using the Components Browser. Materials Use the Materials field to define the default location used when you open or create a collection using the Materials Browser. Styles Use the Styles field to define the default location used when you open or create a collection using the Styles Browser. Texture images Use the Texture images field to define the default location for all images that can be used as a texture. SketchUp uses this location as the starting point for all File > Insert > Image as Texture operations. Watermark images Use the Watermark images field to define the default location for all images that can be used as a watermark. Export models Use the Export models field to define the default location for all models that are exported. SketchUp uses this location as the starting point for all File > Export > 3D Model operations. General Use the General preferences panel to define global save and settings. Saving Create backup: Use the Create backup checkbox to automatically create a backup file whenever you save a drawing. The backup file is the previously saved version of the file. This file will be saved to the same folder as the drawing file. For example, if your drawing is hotel.skp, the backup will be called hotel.skb. Auto-save:Use the Auto-save checkbox to automatically save changes to your drawing into a temporary file at a specific time interval. This temporary file is available on the file system should SketchUp abnormally exit. Type the auto-save interval, in minutes, into the minutes field. The temporary file's name will be a combination of the word 'AutoSave' with the original filename, such as AutoSave_hotel.skp. This file is saved in the directory where the original .skp file exists. Warning: We strongly recommend you keep the Auto-Save option selected to ensure that your valuable work is retained. SketchUp checks your model for unrecoverable errors during the auto-save, preventing the overwriting of a good auto-save file. Sketchup will display a dialog box in the rare case that unrecoverable errors are found in your model. This dialog box contains the option to quit SketchUp and send a report. We recommend you click on the quit SketchUp and send report button to terminate SketchUp and preserve your previously valid auto-save file. This report contains valuable
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information regarding the unrecoverable errors. Check model for problems The Check Model for Problems options allow you to enable problem checking for your SketchUp models. Automatically check models for problems: Selecting the Automatically check model for problems checkbox checks for minor problems with your model. These problems can occur given the infinite flexibility that SketchUp provides when designing in 3D. Your model is assessed for problems when it is loaded or saved. We strongly recommends selecting this box to ensure that problems are corrected proactively, allowing your model to perform optimally. You must manually check for problems using the Fix Problems button in the Statistics panel of the Model Info dialog box if you leave this checkbox deselected. Automatically fix problems when they are found: Check the Automatically fix problems when they are found checkbox to have SketchUp fix problems found in your model automatically (without having to display a dialog box). Leave this checkbox deselected if you want SketchUp to display a dialog box (with the Always fix my models, Fix it now, and Fix it later options) when a problem is found. Scenes and Styles The Scenes and Styles options allow you to enable warnings for style changes. Warn of style changes when creating scenes:Use the Warn of style changes when creating scenes if you want to be notified when a style has changed when adding scenes to your file. Software Updates The Software Updates option allows you to automatically check for software updates. Automatically check for updates: Check the Automatically check for updates checkbox to allow SketchUp to automatically check for updates to the application when you are connected to the Internet. OpenGL Use the OpenGL preferences panel to define how the OpenGL standard should be applied within SketchUp. Note: You might notice intermittent streaks or small spots of light within face shadows. A minimal amount of these artifacts is to be expected on most systems, and can vary greatly with the quality of your OpenGL driver. Warning: Certain OpenGL drivers do not fully support casting shadows on faces. Warning: SketchUp's Shadow feature can have a severe performance impact on slower computers or those using software rendering. OpenGL Settings The OpenGL Settings allow you to speed up OpenGL drawing. Use hardware acceleration: Use the Use Hardware acceleration checkbox to use the hardware acceleration features of a video card. Unfortunately, only a small percentage of 3D drivers in the consumer video card market are 100% OpenGL compatible and can use this feature (though many cards claim to be 100% OpenGL compatible). Most 3d drivers are designed for games, and are rarely tested using other 3D programs. Consequently, numerous incompatibility problems can occur requiring a fix from the video card manufacturer. Disable this option if you are having problems with the 3D rendering of your models or if your video card is not 100% OpenGL compatible and does not support hardware acceleration. Note: Hardware Acceleration might only be available on your system for certain resolutions and color depths. Check the system settings for your graphics card to see if it supports hardware acceleration (using the Control Panel on Microsoft Windows. We cannot control the quality of the OpenGL driver on your computer system. Video card device drivers are proprietary and are maintained solely by the manufacturer of the video card in your system. Therefore, We cannot guarantee that SketchUp will work with hardware acceleration on your system. Refer to the OpenGL topic for further information. Use maximum texture size: Selecting the Use maximum texture size checkbox uses the maximum texture size supported by your graphics card. This option might result in a slowing of SketchUp unless your graphics card and computer can handle what is advertised. Note: This option only affects textures and images on the screen (not export or print quality). Use fast feedback: Selecting the Use fast feedback checkbox increases performance when editing large models. SketchUp runs a test to assess whether your video card can support this option on startup. SketchUp will activate this option if fast feedback is supported. You can also attempt to use this feature by selecting the Use Fast Feedback checkbox manually; however you will be warned by SketchUp that enabling this option could cause problems on your system if fast feedback is not supported. We strongly recommends that you set your driver's anti-aliasing setting to application controlled (which is normally the default setting for most graphic card drivers) to ensure that fast feedback functions properly. It is possible that you will see rendering anomalies, such as blurring of the model, when using fast feedback under a non-application controlled setting. Capabilities The capabilities table lists one or more different graphic card settings combinations that might work well within SketchUp. These combinations were selected by SketchUp, on execution, from a large list of settings combinations supported by your graphics card. SketchUp defaults to the most basic of these combinations to ensure your models will be rendered properly. Choose a different combination if you want to alter your graphics capabilities within SketchUp. Anti-Alias: SketchUp generally defaults to a combination with a zero anti-alias value. Higher anti-alias values, such as 2x or 4x, can create smoother looking lines in SketchUp. However, you might experience some flickering and reduced rendering performance if a higher anti-alias value is selected. Details button: Use the Details button to view details about your video card. Shortcuts Use the Shortcuts preferences panel to define keyboard shortcuts for most SketchUp commands. Filter field Type a phrase in the Filter to list shortcuts of a specific type. Function list The Function list contains all of the functions that can be assigned a keyboard shortcut. Add Shortcut field Type a keyboard shortcut, to be assigned to the currently selected function, in the Add Shortcut field. + button Use the + button to add the keyboard shortcut in the Add Shortcut field to the currently selected function. Assigned field The Assigned field contains a list of keyboard shortcuts assigned to the currently selected function.
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- button Use the - button to remove the currently selected keyboard shortcut (in the Assigned field) from the list of shortcuts assigned to a function. Reset All button Use the Reset All button to reset all keyboard shortcuts to their factory defaults. Import button Use the Import button to import a keyboard shortcuts file. Refer to Importing Preferences, Including Keyboard Shortcuts for more information. Export button Use the Export button to export current keyboard shortcuts as a keyboard shortcuts file. Refer to Exporting Preferences, Including Keyboard Shortcuts for more information. Template Use the Template preferences panel to designate a SketchUp file that you would want to use as a template for all of your subsequent models. Default Drawing Template drop-down list The Default Drawing DrawingTemplateTemplate drop-down list contains a list of all of the templates available in SketchUp. Browse button Use the Browse button to browse for a template. The Browse for Template dialog box is displayed. Locate and select a template using this dialog box. Workspace Use the Workspace preferences panel to make changes to your SketchUp workspace. Tool Palette SketchUp has two differently sized toolbars. The large tool buttons are easier for some users to see and use (they provide larger areas to click with your mouse) and are easier to use with a pen and tablet. Smaller buttons save screen space, allowing a larger drawing area. Use large tool buttons: Use the Use large tool buttons checkbox to toggle between large and small tool buttons. Reset Workspace Button Use the Reset Workspace button to reset SketchUp to its default configuration (all dialog boxes are closed).
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This Entity Info dialog box item is available for the Dimension entity. Area The Area field displays the area of the selected entity. Use the Area > Selection context menu item to calculate the area of multiple selected entities. This dialog box item is available for the Face entity. Arrow The Arrow drop-down list contains a list of arrowheads permitted for the selected Text entity. This Entity Info dialog box item is available for the Text and Dimension entities. Cast shadows The Cast Shadows menu item allows the entity to cast a shadow. This Entity Info dialog box item is available for the Arc, Circle, Component, Curve, Face, Group, Image, Line, Polygon, and Surface entities. Definition Name The Definition Name field can contain the name of the component definition. This Entity Info dialog box item is available for the Component entity. Font The Font button is used to select a new font for the selected Text or Dimension entity. This Entity Info dialog box item is available for the Text and Dimension entities. Hidden The Hidden check box is used to hide or unhide the entity. Hidden entities are displayed in a ghosted pattern, allowing you to select them, if View > Show Hidden Geometry is enabled. This Entity Info dialog box item is available for all entities. Layer The Layer field displays the layer of the currently selected entity. Select a new layer to move the entity to that layer. This Entity Info dialog box item is available for the all entities.
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Leader The Leader drop-down list contains a list of leader-types permitted for the selected Text entity. This Entity Info dialog box item is available for the Text entity. Length The Length field displays the length of the currently selected entity. This Entity Info dialog box item is available for the Arc, Circle, Curve, Line, and Polygon entities. Locked The Locked check box is used to lock the component so that it cannot be moved or edited. However, additional copies of the component can be dragged into the work area from the Components Browser. Deselect the Locked check box to unlock the component so it can be edited. This Entity Info dialog box item is available for the Component and Group entities. Material The Material swatch displays the material used on the currently selected entity. The default material for an entity is represented by a gray/blue box. There are two default material swatches for faces and surfaces because faces and surfaces have both a front and a back side. The left swatch represents the front-side material. The right swatch represents the back-side material. This Entity Info dialog box item is available for the 3D Polyline, Arc, Circle, Component, Curve, Dimension, Face, Group, Line, Polygon, Surface, and Text entities. Name The Name displays the name of the currently selected component instance or group. Image entities also have an un-editable name field in the dialog box. This Entity Info dialog box item is available for the Component, Group, and Image entities. Radius This Radius field displays the radius of the selected entity. Type a new value in this field to change the radius of the entity. This Entity Info dialog box item is available for the Arc, Circle, and Polygon entities. Receive Shadows The Receive Shadows menu item allows the component to receive a shadows cast by other entities. This Entity Info dialog box item is available for the Component, Face, Group, Image, and Surface entities. Segments The Segments field displays the number of segments in the selected entity. Type a new value in this field to change the number of segments for the entity. Note: Arc segmentation can only be changed when the Arc entity is part of 2 dimensional geometry (not part of a curved surface). This Entity Info dialog box item is available for the Arc, Circle, Curve, and Polygon entities Size in pixels (Microsoft Windows) or Size (Mac OS X) The Size in pixels (Microsoft Windows) or Size (Mac OS X) field displays the pixel dimensions of the currently selected image. This Entity Info dialog box item is available for the Image entity. Soft The Soft option is used to render the edge as a soft edge. This Entity Info dialog box item is available for the Line entity. Smooth The Smooth option is used to render the faces connected to the edge with a varying tonal value. This Entity Info dialog box item is available for the Line entity. Text The Text field contains the text string for the selected Text entity. Click in this field to modify the text. Click in the drawing area to update your changes. This Entity Info dialog box item is available for the Text entity and Dimension entities. Width and Height The Width and Height fields display the dimensions of the currently selected image. Type in a new width or height to proportionally rescale the Image entity. Or, click on the lock icon to rescale the Image entity's width and height independently (non-proportional scale). This Entity Info dialog box item is available for the Image entity.
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Layers Manager
Layers Manager
The Layers Manager is used to apply and manage layers in your model. Activate the Layers Manager from the Window menu. The following image shows the Layers Manager on Microsoft Windows:
The Layers Manager displays all the layers and their associated visibility in the model. Every model has one layer, called Layer0, which will be visible the first time you activate the Layers dialog box. Note: You cannot delete Layer0. Entities that reside on Layer0 always inherit their visibility from the layer of the components/groups that contain them. This makes layer 0 work like the default drawing layer. If you use any other layer as a drawing layer, all the entities that were created on that layer will become invisible when you hide that layer. This is not the case when hiding layer 0. Any entities that are on layer 0, but inside a group or component that is on another layer, will remain visible when you hide layer 0. Remember, layers in SketchUp do not work exactly like layers in 2 dimensional programs. Namely, entities drawn with one layer appear in all layers in SketchUp.
Details menu
Click on the right arrow next to the Delete button to open the details pop-up menu. This menu allows you to perform additional Layers Manager-related functions. Select All Use the Select All menu item to select all layers in the list of layers. Purge Use the Purge menu item to delete all unused layers (layers without any geometry). Color by Layer Use the Color by Layer menu item to apply materials to geometry on a per layer basis using the color associated with the layer. Ensure shaded or shaded with Textures display is turned on to view materials.
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4. Optionally, you can rename a layer (other than Layer 0). 5. Optionally, you can delete a layer (other than Layer 0). If the layer you are deleting isn't empty, a message asks if you want to move its contents to another layer or delete the contents. 6. Optionally, you can make another layer active by clicking its option button. When you draw individual entities, they are always drawn on the active layer, so you should typically have Layer 0 selected, unless you need to hide it, in which case, you need to select a different layer. Important note: Groups and components are also entities, and, just like with individual entities, you control their layer properties in the Entity Info dialog box. To try to keep things clear, this article refers to individual entities (things like edges and faces) versus groups and components. To try to make things even clearer, since groups and components behave the same with respect to layers, only groups are mentioned from now on in this article. Finally, the idea of drawing individual entities on Layer 0 and leaving them there is so important that this article doesn't even address the option of associating other layers with individual entities. If you want to experiment with that, you'll need to take along your own search and rescue team! Notice the way this is phrased: you associate layers with groups, rather than moving groups to layers. This is because a layer is actually a property of a group, and you associate a layer with a group by selecting it in the group's Entity Info dialog box. Once you have associated layers with groups in a model, you can use the layers to control the visibility of those groups. In this way you can easily turn off or on the visibility of various parts of your model, for example, you could make all of your wall and roof entities different groups, associate layers with those groups, and then hide those layers so as to display just the floor plan in the model. To control the visibility of layers: 1. In SketchUp open the "Window" menu. 2. Click "Layers." 3. Click the check box in the "Visible" column: when it has a check mark, the layer is visible; when it is clear, the layer is hidden. Note: The active layer is indicated by its option button being selected. You can't hide the active layer, but you can select another layer, and then hide the original one. Additional notes about layers: Be happy! Always draw your entities on Layer 0 and leave them there. (Did we say that already?) Controlling visibility versus isolating geometry. It's important to note again that layers control only visibility. You can't isolate geometry (make it independent of other geometry) by associating different layers with it; you can only control whether it is visible or hidden by making the layer that is associated with it visible or hidden. The way to make selected SketchUp geometry independent is to make it into a group or component. Keeping track of layers with color. When you are associating layers with groups, you can make it easier to keep track of the layers by turning on layer colors: 1. Open the "Window" menu. 2. Click "Layers." 3. In the Layers dialog box, open the options menu, and then select "Color by Layer." 4. If you are following the advice to draw all individual entities on Layer 0, and then leave them there, all individual entities will have the color of Layer 0. All groups or components will have the color of the layer they are on. 5. If you select the Paint tool, Color by Layer is automatically turned off. Entities within groups. If you draw some entities on Layer 0, make them a group, and then associate another layer with the group, the entities within the group remain associated with the original layer. However, the group controls the visibility of the entities. If you hide the layer that is associated with a group, all of the entities within the group are hidden. Also, if you use Color by Layer, the color is controlled by the layer that is associated with a group or component. Color by Layer with groups that are nested within other groups. If you have Layer 0 associated with a group, and then nest that group inside another group, the Layer 0 group will inherit the layer color of the topmost group. If you have a layer other than 0 associated with a group, then that group inherits and keeps that layer's color, even if you nest it with another group and associate a different layer with the topmost group.
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Note: Ensure you have set the proper location for your model set through the Location panel of the Model Info dialog box for accurate shadow casting. Note: Daylight savings time is not factored into shadow calculations.
Shadow options
SketchUp contains a variety Shadow setting options allowing you to manipulate the use of shadows within your model. Display shadows button Use the Display shadows button ( Time Zone drop-down list Select a time zone form the Time Zone drop-down list to identify your location for accurate shadows. Time slider Use Time slider to adjust the time of day used by SketchUp to determine the location of the sun for shadow casting. The slider adjusts the time from sunrise to sunset, with 12:00 noon in the middle of the slider. Type a time into the time text field to set a precise time. Date slider Use the Date slider to adjust the day of the year used by SketchUp to determine the location of the sun for shadow casting. The slider adjusts the date from January 1st to December 31st. Type a date into the date text field to set a precise day. You can specify the date in numerical form (11/8). Light slider Use the Light slider to control the intensity of the light in the model. (it lightens or darkens light). This option effectively lightens and darkens illuminated surfaces. Dark slider Use the Dark slider to control the intensity of light in the model. This option (it lightens or darkens shadows). This option effectively lightens and darkens the areas under shade and shadows. Use sun for shading check box Click the Use sun for shading check box to use the sun to shade parts of the model while not actually casting shows. On faces checkbox Use the On faces checkbox to enable casting of Face shadows. This feature makes intensive use of your 3D graphics hardware and can cause performance degradation. On Ground checkbox Use the On ground checkbox to enable the casting of shadows on the ground plane (the red/green plane). From edges checkbox Use the From edges checkbox to enable the casting of shadows from edges that are not associated with a face. ) to toggle between displaying and not displaying shadows within your model.
Enabling shadows
The SketchUp Shadows feature is designed to give you a general idea of how the sun and shadows relate to your model during the course of a day and throughout the year. The calculations are based on the location (latitude and longitude, directional orientation of the model, and an associated time zone). The time is not adjusted for Daylight Saving Time. You can enable shadows based on location data captured from the Add Location dialog box or by entering data directly into the Geo-location panel of the Model Info dialog box. Enabling shadows using location data from the Add Location dialog box Use the Add Location dialog box to set location and directional orientation for models that represent real-world structures. To enable shadows using the Add Location dialog box: 1. Add the location where you want your 3D model to appear. Refer to Adding a Location for further information. SketchUp is calibrated to the same latitude, longitude, and time zone as the location you choose in the Add Location dialog box. These coordinates appear in SketchUp's Geo-location panel of the
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Model Info dialog box (Model Info > Geo-location). Note: The time zone in SketchUp is set based on the coordinates of the image. Because some time zones lines zigzag rather dramatically, the time zone for some locations may inaccurate by up to one hour (sometimes longer). 2. Select Window > Shadows. The Shadows Settings dialog box appears. 3. Click on 'display shadows' to display shadows for your model. 4. Manipulate shadows using the controls in the Shadows Settings dialog box. Enabling shadows using manually input data Use the Location section of the Model Info dialog box to manually input location information. To enable shadows using manual input data: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. Select Window > Model Info. The Model Info dialog box appears. Select Geo-location on the left-hand side of the Model Info dialog box. The Geo-location panel appears. Click on the Set Manual Location button. Enter a country in the 'Country' field. Enter a location (city) in the 'Location' field. Enter the latitude in the 'Latitude' field. Enter the longitude in the 'Longitude' field. Click the OK button. Select Window > Shadows. The Shadows Settings dialog box appears. Click on 'display shadows' to display shadows for your model. Manipulate shadows using the controls in the Shadows Settings dialog box.
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The following image shows a screenshot of the Fog dialog box on Mac OS X:
Setting fog
Use the Fog dialog box to apply Fog-like effects to your model. To apply Fog: 1. Select Window > Fog. The Fog dialog box appears. 2. Select the 'Enable Fog' checkbox. Fog might appear around your model (depending on your view of the model and the settings of the fog sliders). 3. Adjust the sliders. Note: Fog sliders will move automatically when you change your point of view, such as when you zoom in or zoom out. As with real fog, the geometry will become more clear as you zoom closer to it, and less clear as you move away.
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The following image shows the Animation panel of the Model Info dialog box on Mac OS X:
Scene Transitions The Scene Transitions section of the Animation panel allows you to determine the amount of time it takes to transition from one scene in the animation to another scene. Enable scene transitions:Use the enable scene transitions checkbox to enable scene transitions. Seconds: Enter the number of seconds that will transpire before the next transition changes to another scene. Scene Delay The Scene Delay section of the Animation panel allows you to determine the amount of time an animation will spend on each scene before transition to another scene. Seconds: Enter the number of seconds that should transpire before the transition begins to another scene. Components The Components panel allows you to modify the visual appearance of your model while editing groups and components. SketchUp allows you to fade or hide other similar components or fade or hide the rest of the model to make it easier to concentrate on modifications to the edited component. The following image shows the Components panel of the Model Info dialog box on Microsoft Windows:
The following image shows the Components panel of the Model Info dialog box on Mac OS X:
Component/Group Editing The Component/Group Editing portion of the Components panel allows you to define how geometry outside a component appears when editing a component. Fade similar components:Sliding the Fade similar components slider controls the degree of fading of other visible instances of the component you are editing. Use the Hide checkbox to toggle the display of components similar to the one you are editing. Fade rest of model:Sliding the Fade rest of model slider controls the fading of geometry unrelated to the group or component you are editing. Use the Hide
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check box to toggle the display of the rest of the model while editing a component or group. Show component axes:Components contain their own axes. Use the Show component axes checkbox to display component axes. Credits The Credits panel allows you to view contributors toward the current model. This panel also allows the current users to claim credit toward the current model. Model Authors The Model Authors portion of the Credits panel displays the currently logged in user. User's must log in using their Google Account (GAIA account) to claim credit toward a model. Claim Credit button: Use the Claim Credit button to claim credit on the currently selected model. Component Authors The Component Authors portion of the Credits panel displays the list of contributors toward the current model. Dimensions The Dimensions panel allows you to change the appearance and behavior of Dimension entities in your model. The following image shows the Dimensions panel of the Model Info dialog box on Microsoft Windows:
The following image shows the Dimensions panel of the Model Info dialog box on Mac OS X:
Text The Text portion of the Dimensions panel allows you to select the font used by Dimension entities in the drawing area. Fonts: Use the Fonts button to select the font to be used for all Dimension entities in SketchUp. Use the font color button to choose a font color for Dimension entities. Leader Lines The Leader Lines portion of the Dimensions panel allows you to choose an end point style for your leader lines. Endpoints: Select the end point style for all of your end points from the Endpoints drop-down list. These styles are None, Slash, Dot, Closed Arrow and Open Arrow.
Dimension The Dimension portion of the Dimensions panel contains default display options for Dimension entities. Align to screen: Use the Align to screen button to allow Dimension entities to rotate as you orbit the model (always face the camera). Align to dimension line: Use the Align to dimension line button to allow Dimension entities to align to the dimension line instead of the camera. As you orbit your model, the text will remain aligned with the dimension lines. Select all dimensions:Use the Select all dimensions button to select all dimension entities in the model. Update selected dimensions:Use Update selected dimensions to update the currently selected entities with the currently selected dimension settings. Expert dimension settings Use the Expert dimension settings button to display the Expert Dimension Settings dialog box. Hide when foreshortened:Use the Hide when foreshortened checkbox to allow Dimension entities to hide when they become foreshortened. Slide the slider to set the threshold angle that will cause Dimension entities to become hidden. Hide when too small: As your view moves further away from your model, dimensions appear smaller and text remains the same size. This behavior can result in an unclear Dimension text. Use the Hide when too small checkbox to automatically hide dimensions when they are hard to read. Slide the slider to set the size
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that will cause Dimension entities to be hidden. Highlight Non-Associated Dimensions:Use the Highlight non-associated dimensions checkbox to assign a color to dimensions that are not associated with entities in your model. Non-associated dimensions are usually the result of erasing an entity that was used to calculate a dimension, such as an edge. File The File panel allows you to configure settings related to your SketchUp model's file, including the location of the file (on your file system), size, date of last modification, and version of SketchUp used for last modification. The following image shows the Files panel of the Model Info dialog box on Microsoft Windows:
The following image shows the Files panel of the Model Info dialog box on Mac OS X:
General The General portion of the File panel contains default file options for the current model. The Description field is the only field that is editable within the General section. Location: The Location field contains the location of the model's file on the file system (if it has been saved). Version: The Version field contains the version of SketchUp last used to modify the model. Size: The Size field contains the Size, in kilobytes, of the current SketchUp model's file. Description: Click in the Description field to enter a description for your model. Redefine thumbnail on Save:Use the Redefine thumbnail on save checkbox to save the current view of the model as the thumbnail representation of the model. This thumbnail is shown when browsing through models when locating a file to open (Microsoft Windows). Alignment The Alignment portion of the File panel allow you to determine the alignment of the model when loaded and used as a component. Note: These options are also displayed when you create a component from a selection set within SketchUp. However, the options presented during component creation pertain to components that are already within a model while the options in the Model Info dialog box pertain to a model file that can be loaded as a component in another model. Glue to:Select a menu item from the Glue to menu to identify the surfaces where your file can be placed. For example, a model of a door would only be glued to surfaces in the horizontal planes. Cut opening:Use the Cut opening checkbox to cause your model to able to penetrate a face, thus creating an opening, when used as a component. The model will cut the face to which it is attached at the model's perimeter. Always face camera:Use the Always face camera checkbox to treat the model as though it were a 2D component by forcing the model to always face forward when loaded as a component. This option increases performance by eliminating the need to render the component as a 3D form. Shadows face sun:This option is only available when the Always face camera option is enabled. Selecting the Shadows face sun checkbox causes shadows to be cast from the components' current position as though the components were facing the sun. The shadow shape does not change as the component rotates to face the camera. This option works best with components that have narrow bases (such as trees). This option does not work well with components that have wide bases (such as people in mid stride). Note: Ensure the component's axis is positioned at the bottom center of the component for best results. Deselect this option to cause the shadow to be cast from the component's current position. The size of the shadow changes based on view point. Geo-location
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Models intended for Google Earth contain geographical information identifying their location in the world. The Geo-location panel allows you to view and specify a location for your model. The following image shows the Geo-location panel of the Model Info dialog box on Microsoft Windows:
The following image shows the Geo-location panel of the Model Info dialog box on Mac OS X:
Geographic Location The Geographic Location portion of the Location panel allows you to assign a geographic location to your model. Add Location button: Use the Add Location button to display the Add Location dialog box for selecting a location for your model. Clear Location button: Use the Clear Location button to remove the location from your model. This option is only available for a model that has geographical information. Add More Imagery button: Use the Add More Imagery button to display the Add Location dialog box allowing you to choose additionaly imagery adjacent to your location to add to the model. Refer to the Adding a Location for further information. Advanced Settings The Advanced Settings panel allows you set a manual location for your model. Rendering The Rendering panel allows you to enable anti-aliased textures. Use Anti-Aliased Textures Use the Use Anti-Aliased Textures checkbox to attempt to improve performance and quality of textures. Statistics The Statistics panel allows you to troubleshoot performance issues in SketchUp. This panel displays information about the type and number of drawing elements in your model and allows you to perform verifications on your model. The following image shows the Statistics panel of the Model Info dialog box on Microsoft Windows:
The following image shows the Statistics panel of the Model Info dialog box on Mac OS X:
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Entire model and Only components The Entire model and Only components options in the drop-down list box allow you to toggle between displaying statistics for your entire model and displaying statistics related only to components. The Components option is useful for generating a tally of the number of certain components used in your model (such as the number of a particular part in an assembly). Show nested components Use the Show nested components checkbox to include individual elements within placed components in the statistics totals. Purge Unused Use the Purge Unused button to remove any unused components, materials, image objects, layers, and other extraneous information from your file. Fix Problems Use the Fix Problems button to find minor issues with your SketchUp model due to the infinite flexibility that SketchUp provides when designing in 3D. Use the Fix Problems button to scan your model, and report and fix any problems. This option checks for several cases, including: Faces bounded by properly connected edges. Vertices of faces are on the same plane. Edges bounding a face are in the same component. Faces do not have zero area size. Start and end points of an edge are not the same. Note: Problem checking is also performed automatically (if turned on within the General panel of the Application Preferences dialog box) when a file is loaded, manually saved, or automatically saved (using the SketchUp auto-save feature). Refer to the Save menu item in the File menu or the auto-save feature in the General panel of the Application Preferences dialog box for further information. Text The Text panel allows you to change the appearance and behavior of Text entities in your model. The following image shows the Text panel of the Model Info dialog box on Microsoft Windows:
The following image shows the Text panel of the Model Info dialog box on Mac OS X:
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Screen Text Screen text is text that is not attached, using a leader line and arrow, to a specific piece of geometry. The Screen Text portion of the Text panel allows you to select the font used by screen text in the drawing area. Fonts: Use the Fonts button to define the font to be used for all screen text in SketchUp. The Font dialog box, containing the font, font style, and size for your dimensions font, is invoked. Text color swatch:Click on the text color swatch to select the default display color for any unpainted screen text (those painted with the default material). Select all screen text:Use the Select all screen text to select all screen text in the drawing area. Leader Text Leader text is text that is attached, using a leader line and arrow, to a specific piece of geometry. The Leader Text portion of the Text panel allows you to select the font used by leader text in the drawing area. Fonts:Use the Fonts button to define the font to be used for all leader text in SketchUp. The Font dialog box, containing the font, font style, and size for your dimensions font, is invoked. Leader text color swatch:Click on the leader text color swatch to select the default display color for any unpainted leader text (those painted with the default material). Select all leader text: Use the Select all leader text to select leader text in the drawing area. Leader Lines The Leader Lines options allow you to identify the type of leader line used with Text. Text might or might not have leader lines. End Point:Use the End Point drop-down menu to select the end point type for the leader line. Choose between None, Dot, Closed Arrow, and Open Arrow.
Leader:Use the Leader drop-down menu to select between View Based and Pushpin leader types. A View Based leader will always retain its 2D screen orientation. A Pushpin leader is aligned in 3D space, and rotates with your model as you change your view.
Update selected text:Use the Update selected text button to apply the current settings to any selected Text entities. Units The Units panel is allows you to set defaults for linear and angular unit measurements. Note: You can override the default units using the Measurements toolbar to work in different units simultaneously. The following image shows the Units panel of the Model Info dialog box on Microsoft Windows:
The following image shows the Units panel of the Model Info dialog box on Mac OS X:
Length Units The Length Units section of the Units panel allows you to set the default units for your model. Format:Use the Format drop-down menu to set the type of units displayed for measurements, dimensions, and within the Measurements toolbar. Architectural displays as feet and inches. Decimal displays decimal units, including inches, feet, millimeters, centimeters, and meters. Engineering displays feet and decimal units of feet, and fractional units display only fractional inches. Note: Fractional units are primarily used by wood workers in the United States. Precision:Use the Precision drop-down menu to set the precision for displaying units. Architectural unit precision can be set from 1" to 1/64". Decimal unit
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precision can be set in numbers of decimal places beyond zero for any of these units. SketchUp users working in Metric should use the decimal unit setting. Engineering unit precision can be set in decimal places beyond zero. Enable length snapping: Use the Enable length snapping checkbox to snap lines and other entities to the specified sized increments. Length snaps can be overridden by entering exact values into the Measurements toolbar. Type the snap length in the text field to have SketchUp snap to specific increments when drawing. Note: SketchUp does not have a grid snap option similar to other CAD applications. Display units format: Use the Display units format checkbox to display unit markers, such as the double quotes (") for inches. This option is only available when the format is set to Decimal. Force Display of 0":Use the Force display of 0" checkbox to display 0" in architectural units when there are no inches in the measurement. Ordinarily, inches would be suppressed in this case. For example, a measurement of three feet in length would read as 3'0" with this setting enabled. Angle Units The Angle Units portion of the Units panel allow you to define how units are displayed for angled measurements Precision:Use the Precision drop-down list to set the use of decimal degree units to either a level of precision of 0 (no decimal places) or 0.0 (one decimal place) for greater accuracy. Enable angle snapping:Use the Enable angle snapping checkbox to enable snapping to the specified increment while using the Protractor or Rotate tool. Move your cursor inside the protractor to snap to the specified increment while using these tools. You will see tick marks corresponding to your snap angle on the Protractor. Snap angle:Use the Snap angle drop-down list to choose the snap increment for angular measurements and rotations.
Instructor
The Instructor dialog box displays information related to the currently selected tool. Click on a tool in the toolbar or menu to view information about that tool in the instructor. Click on links in the instructor to navigate to sections in the online SketchUp User's Guide.
Color picker menu SketchUp allows you to choose between four color pickers: Color Wheel, HLS, HSB, and RGB. Click on the color picker that you want to use in the drop-down menu within the Choose Color dialog box.
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Active Color Well The Active Color Well, which is below the Color Picker menu, contains the current color selection. The contents of the Active Color Well are maintained as you switch between pickers, allowing you to use different pickers to create your colors. Color picker types SketchUp contains four color Picker types, used to select materials that do not have texture (just color). Note: Ensure that the Shaded or Shaded with Textures display style is selected to see the colors that you have applied to entities. Color wheel The color wheel arranges color hue radially around the wheel, with the highest saturation at the outer edge of the wheel. Sliding the value slider, to the right of the wheel, up or down changes the brightness of the color. To use the Color Wheel, select the color you want by clicking your mouse over that color in the wheel. You can also click and drag the cursor around the Color Wheel to quickly browse through many different colors which will dynamically appear in the Active Color Well. HSB (hue, saturation & brightness) and HLS (Hue, Light, and Saturation) The HSB and HLS color pickers allow you to pick colors from the HSB (hue saturation and brightness) color range. HSB often gives you a more intuitive color model for selecting desaturated colors. Adjust the sliders for hue, saturation and brightness until you see the color you want in the active color well. Sometimes it is easier to mix desaturated colors using the HSB or HLS Color Picker in conjunction with one of the other color pickers. Switch to another color picker to make your rough color selection, then switch back to the HSB or HLS color picker to fine tune your color. RGB (red, green and blue) The RGB Color Picker allows you to select colors from the RGB (red, green and blue) color range. RGB colors are traditionally used when modeling color on a computer screen and represent the closest approximation of the actual range of colors recognizable by the human eye. RGB has a wide color gamut and is one of the most effective color spaces to use in SketchUp. Slide the sliders left and right for each of the component colors (red, green and blue) to create the color that you want to use. You can type in exact numerical values for red, green or blue in the value boxes to the right of the sliders if you want to precisely match a color that you have specified elsewhere.
New Matched Photo button Click on the New Matched Photo button to start a new matching. Edit Matched Photo button Click on the Edit Matched Photo button to reenter the matching mode. This button is only active in a Sketch-Over-Image mode. Model checkbox Check the Model checkbox to display the model. Uncheck the Model checkbox to hide the model. This option is also available in sketch-over-image mode. Project textures from photo button Click on the Project textures from photo button to automatically project the photo as a texture onto your model. Grid On/Auto radio buttons Check the On radio button to continuously display the axes grid. Check the Auto radio button to only show the grid when manipulating one of the matching controls. Style buttons Click on the Style buttons to change the style of the grid. Grid styles are used to set the grid to best complement a specific type of photo. The left-most style is used for photos usually taken indoors where walls, ceiling, and floor of a room meet at a corner (the origin is usually at the bottom corner where the walls, ceiling, and floor meet). The middle style is used for photos taken from a vantage point where you are looking down on the building or structure (the origin would be at the top corner of the building where roof and walls meet). Finally, the right-most style is used for photos taken from a vantage point where you are
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standing on the ground (the origin would be the bottom corner where the walls and ground meet). Planes buttons Click on the Planes buttons to toggle the display of grid lines on a particular plane. The Red/Green button toggles grid lines in the red and green planes. The Red and Blue button toggles grid lines in the red and blue planes. Finally, the Green/Blue button toggles grid lines in the green and blue planes. Spacing field The spacing field is used to set the scale of your model before you start sketching over the image. Enter a value in the spacing text-entry box to change the size of grid spacing to represent some multiple of the overall structure size. Then, drag the axes lines to line grid squares up with your image.
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Note: Softened edges are hidden automatically (but still exist in your model). Edges that are currently not visible will be displayed, along with any explicitly hidden geometry, when you enable the Hidden Geometry menu item on the View menu. Triple-click on geometry to ensure you have hidden and unhidden geometry selected before performing a soften or smooth operation. The Soften Edges dialog box allows you to automatically apply or remove softness and smoothing effects to the edges in your model. Activate the Soften Edges dialog box from the Window menu. The following image contains a screen shot of the Soften/Smooth Edge dialog box on Microsoft Windows:
There are a several components to achieving a desired result using soften and smoothing effects. Namely, detailed geometry require additional facets (such as a column having many small sides) to achieve a clean soften or smooth effect. However, additional detail can affect the computer's performance. Conversely, adding detail to portions of a model that will be seen at a distance is likely a waste of the computer's resources. A good strategy for creating useful models is to try to use the least amount of geometry in conjunction with soften or smoothing effect to achieve the desired result (whether it be a detailed close-up or a panoramic).
Angle between normals slider Use Angle between normals slider to set the maximum size of all angles that will be smoothed or softened. The higher the setting, the more angles you are likely to smooth or soften with a smooth or soften command. Consequently, the higher the setting the more performance might degrade. Smooth normals checkbox Selecting the Smooth normals checkbox smoothes any edges, essentially spreading color and texture over edges, to make the edges appear smooth. Soften coplanar checkbox Selecting the Soften coplanar checkbox softens edges, essentially deleting edges, between coplanar surfaces. Create a three dimensional multi-sided polygon (with more than 5 sides) and experiment with these options to become familiar with softening and smoothing models. For example, create a 6-sided polygon, expand the polygon using the Push/Pull tool, select the entire 3D polygon, click on Smooth Normals, and move the Angle Between Normals to 61 degrees. Notice that each edge of the polygon looks smooth because the angle between each normal is 60 degrees and, therefore, can be smoothed. Now move the slider to 59 degrees. Notice that the sides no longer look smoothed because the Angle Between Normals only operates on angles below or equal to 59 degrees. Experiment further by turning on the Soften Coplanar option to see edges appear and disappear.
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Entities
Entities intro
This section of the user's guide covers the various entities used to construct a model in SketchUp. These entities include faces, arcs, dimensions, and lines. Entities are covered in alphabetical order.
Image entities
Image entities are essentially special groups consisting of a face with an applied bitmap image material. Image Objects can be moved, rotated and scaled. They can also be stretched horizontally or vertically, but they cannot be made non-rectangular. Import Images using the File > Import > 2D Graphic menu item. Image formats SketchUp supports the following formats for import as an Image Object: JPEG, PNG, PDF (Mac OS X), PICT (Mac OS X), PSD (Mac OS X), EPS, SGI (Mac OS X), TGA (Microsoft Windows), BMP (Microsoft Windows), and TIFF. Some formats may be more appropriate than others for certain types of images and applications.
Image proportions
By default, Image Objects retain the proportions of the file from which they are derived. While inserting an image, you can hold down the Shift key to deconstrain the proportions. You can also use the Scale tool to alter the image object's proportions after it is placed.
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Group Entities
Group entities
Groups are entities that can hold other entities. Groups are commonly used to combine several entities as a single entity for the purposes of performing a quick operation with the combination (such as a copy). Use the Make Group menu item from the Edit menu to create a group from the currently selected entities. Editing a Group Exploding a Group Applying Materials to Groups
Creating a group
Groups are useful for combining entities to perform a quick operation such as copy or move operations. To create a group: 1. 2. 3. 4. Select the Select tool. The will change to an arrow. Click and hold the mouse button a short distance away from the entities you want to select to start a selection box. Drag the mouse to the opposite corner of the selection starting point. Release the mouse button when all of the elements are either partially included (left-to-right selection) or fully included (right-to-left selection) in the selection box.
5. Select the Edit > Make Group. Alternatively, context-click on the currently selected entities and select Make Group from the context menu. The geometry you selected appears grouped within a highlighted bounding box.
Note: The Make Group operation disconnects any geometry that was connected to the grouped geometry prior to placing the geometry in the group. The disconnected geometry is maintained outside of the group's context. Note: You can make group hierarchies by grouping other Group entities within a group. Additionally, you can mix your hierarchies by including components and groups within other components and groups. Note: You can ungroup grouped entities by context-clicking on the group and then selecting the Explode menu item.
Editing a group
Groups can be opened for editing, placing you in the Group's context. To edit a group: 1. Select the Edit > Group > Edit Group to edit the group. Alternatively, context-click on the currently selected group and select Edit Group from the context menu. An edit bounding box will surround the group and entities exterior to the group will turn grey.
Double-click on the group to edit the group. 2. Make changes to entities within the group. Any changes while in the group's context only affects the Group entity. You can, however, perform inference alignments to geometry outside of the group while you are editing the group. 3. Select the Edit > Close Group / Component to end the edit session. Alternatively, context-click on the currently selected group's bounding box and select Close Group from the context menu. Click outside of the group to close the Group.
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Each entire Group entity was then painted after being edited, turning each of the faces with the default material to the color applied on the group (green, blue, red, and yellow from left to right):
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Surface Entities
Surface entities
Surface entities are a number of faces joined together to give the impression of roundness (using soft edges). Although the individual planar faces that make up a curved face set are still separate entities, they can act like a single group when selected or painted. There are three types of surfaces, though the Entity Info dialog box will recognize each as just a Surface entity: Arc surface. An arc surface is generated when a face with an Arc entity has one or more of its edges extruded (usually with the Push/Pull tool). Cylindrical surface. A cylindrical surface is similar to an arc surface, but is generated when a circular face is extruded to form a cylinder. Polyface surface. A polyface surface is generated when a face with a Polyline Curve entity has one or more of its edges extruded (usually with the Push/Pull tool). You can also create one manually by softening edges with the Erase tool or using the Soften/Smooth Control. Polyface surfaces do not have special editable properties, but respond to tool operations as a single entity. The following image contains the three types of surfaces, an arc surface, cylindrical surface, and polyface surface, from left to right.
4. Click a second time to finish the circle. 5. Select the Push/Pull tool. The cursor will change to a 3D rectangle with an up arrow. 6. Click on the face 7. Move the cursor up to create cylinder in the positive direction or move the cursor down to expand the cylinder in the negative direction. 8. Click again when the cylinder has reached the desired size. The vertical surface is a cylindrical surface.
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9. Click on the face 10. Move the cursor up to create the polyface surface in the positive direction or move the cursor down the expand the polyface surface in the negative direction. 11. Click again when the polyface surface has reached the desired size. The vertical curved surface is an polyface surface.
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Importing
How should I prepare a CAD file for import into SketchUp?
What version of DWG/DXF files should I import into SketchUp? When SketchUp imports an AutoCAD file, it strips the information to its basic geometric components. Because of this, regardless of AutoCAD file format (2010, 2007, etc...), the end result is essentially the same. To maximize compatibility, however, we suggest importing AutoCAD files that are in R13 format. You may not need to do anything special, but performing a little preparation often helps make the imported data more efficient. SketchUp automatically discards any entities in the imported CAD file that have no 3D relevance, for example, text, dimensioning, hatching, logos, and so on. However, SketchUp won't discard the layers holding these entities, so you may want to delete those layers from the CAD file prior to import, or you can easily delete them all in SketchUp after import by opening the Layers browser (Window > Layers) and using the Purge command on the flyout menu, which purges all unused layers. When geometry is many miles or kilometers away from the origin (0,0) in SketchUp, you can experience performance problems. Because of this, if you are importing, for example, Autodesk AutoCAD DWG files such as civil site plans in order to work with the contour lines, if the graphic or geometry is far away from the origin, it is helpful to move it close to the origin before importing into SketchUp. Alternatively, clear the SketchUp Preserve drawing origin option when importing (File Import Options Scale). CAD imports are generally successful when the file size 15MB or less. Larger file sizes may fail upon import. AutoCAD objects are not directly supported, but there is a way you can use them. Examples of these objects are doors, windows, stairs, and contour lines created in created in the Autodesk Architectural Desktop or Autodesk Land Desktop. In order to make the entities in these objects available for use, you can explode them in the Desktop application. The first explode results in a block entity. A second explode results in polylines. Block entities are imported into SketchUp as components, which can also be exploded in SketchUp. An alternative is to use the File Export to AutoCAD command in the Desktop application. If the Desktop application is in plan view prior to export, this command creates 2D line work for SketchUp to import; if it is in a 3D view, it creates 3D faces for SketchUp to import. Here are a couple suggestions for handling CAD graphics after you have imported them into SketchUp: For imported data that won't be used for 3D extrusion, but that you need to view or show to others, such as property lines, parking lot markers, and so on: The goal with this type of data is to have it available, but to prevent it from impacting performance. To accomplish this, you need to isolate this data so SketchUp doesn't need to use its Face Finder functionality to analyze all of the points that make up this data. You can do this by selecting all these entities and creating a component from them (this is easiest to accomplish if these entities are all on their own layer). Be sure to use the Replace selection with component option when you create the component. For imported data that will be used for 3D extrusion: As long as the imported edges are connected endpoint to endpoint, all you have to do is trace one edge from endpoint to endpoint, and then SketchUp's Face Finder creates the face whose perimeter is defined by the edges connected to that edge.
Note: You might want to reduce the number of anchor points that define curves in Adobe Illustrator to reduce the number of segments that are created from the curves when the file is imported into SketchUp. File size can increase dramatically if you import geometry that contains a lot of line segments within curves (especially if you push/pull the faces formed by the segments). Try to balance how many anchor points you think you should include in your Adobe Illustrator curved lines by taking into consideration the distance at which the curved lines will be viewed in the SketchUp model.
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Orient Faces Consistently The Orient faces consistently option is used to analyze the direction of imported faces and orient these faces so that they are uniform in direction. Scale Some CAD formats, such as DXF, save data in generic units. The Scale section of the AutoCAD DWG/DXF Import Options dialog box contains options to configure the units for the imported file. Units Select the unit type used in the original CAD file to import geometry at the correct scale. Warning: SketchUp only recognizes faces of .001 square inches and larger. It is possible to create very small faces on import if you select millimeters as your SketchUp units but the model was originally intended to be displayed in feet. Therefore, use a large unit type, such as feet or meters, if you do not know the units used in the original file. Resize the model as necessary after it is imported. Preserve Drawing Origin The Preserve drawing origin option is used to define where the DWG/DXF file will be placed when it is inserted into a SketchUp file. Check this box if you want to place the DWG/DXF file at the origin, as originally defined in the DWG/DXF file. Do not check this box if you want the DWG/DXF file to be placed near the SketchUp origin.
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DEM import
Importing DEM files
To import a DEM file: 1. File > Import. The Open dialog box is displayed. Warning: You must add the '.dem' file extension to your DEM files to open these files. Additionally, you can select any file with the '.ddf' extension from your directory to open DDF files. (optional) Click on the Options button to modify the import options, such as points, for the incoming file. See the following Import Options section for further information. Click OK to import the file. The Import Results dialog box will appear containing details of the imported model. Note: The file import time corresponds to the number of maximum points defined in the Import Options dialog box: the greater number of maximum points, the longer it takes the file to load. Click OK in the Import Results dialog box. The model will appear in the drawing area at the origin. Note: The imported model's entities will be enclosed within a component. (optional) Click on the Zoom Extents tool to locate the imported model if it is not currently displayed in your drawing area.
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3DS import
Importing 3DS files
To import a 3DS model file: 1. 2. 3. 4. Click File > Import. The Open dialog box is displayed. Select the type of file to import from the 'Files of type' (Microsoft Windows) or 'Format' (Mac OS X) drop-down list. (optional) Click on the Options button to modify the import options for the incoming file. See the following Import Options section for further information. Click OK to import the file. Note: It can take several minutes to import a large file because SketchUp's native geometry is very different from most CAD software and the conversion process is calculation-intensive.
5. Click OK in the Import Results dialog box. The model will appear in the drawing area at the origin. 6. (optional) Click on the Zoom Extents tool to locate the imported model if it is not currently displayed in your drawing area.
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2D image import
Importing large images
The maximum size of an image that can be imported into SketchUp is 1024 pixels wide by 1024 pixels high. SketchUp will automatically downsize files larger than the 1024 pixels by 1024 pixels using a medium quality sampling mechanism. For better quality results, downsize a larger image before import into SketchUp using a photo editing program like Adobe Photoshop (one that supports bicubic resampling) and save the file as a high-quality JPEG file. Additionally, crop any images to include only the portion of the image to be used if the image will be used as a texture in SketchUp (to minimize impact on file size in SketchUp).
2D Graphic Import
SketchUp allows you to import 2D raster images, including JPEG and BMP, for placement within your model Import a file using the Import menu item in the File menu. Importing 2D graphics as textures
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Exporting
Export Options dialog box (Mac OS X)
This is a Pro only feature. The Export Options dialog box contains options for exporting 2D PDF and EPS Files. Image size The Image Size section of the PDF/EPS Export Options dialog box contains size options for your model. Match view size Match view size option is used to force width and height to correspond to the "screen dimensions" of the graphic window (the width and height values end up being the horizontal and vertical pixel counts divided by 72 ppi). Checking this option grays out Width, Height, In Image, and In Model. The values in In Image and In Model are not guaranteed to be valid. Unchecking this option allows you to control the output size by adjusting Width, Height, In Image, and In Model values. Aspect ratio button (chain link) When this button is linked, the height and width aspect ratio is automatically maintained. When the button is unlinked (broken), the height and width can be maintained separately. Width/Height The width and height fields are used to enter a custom width and height for the output image. Note that these options correspond to the dimensions of the graphic window, not the model extents. If the Aspect ratio button is broken, the width and height can be modified independently and the model scale is adjusted accordingly. Image scale The Image scale section of the PDF/EPS Export Options dialog box contains scaling options for your model. In Image/In Model In Image/In Model fields are used to specify absolute scale your output. The first measurement, labeled In Image, is the measurement of the exported geometry. The second measurement, labeled In Model, is the actual measurement of the object in real scale. For example, for a scale of 1/4" = 1', simply enter 1 inch In Model equals 4 feet In Image. Note: It is not possible to print a perspective image to scale. Ensure perspective is disabled and you are using one of the Standard Views in the Camera > Standard submenu, to enable this scale option. Line quality The Line quality section contains a setting for exported line weights. Line weight This option is used to apply a weight to all profile lines, or lines that have space behind them as they are displayed.
3D Model Export
This is a Pro only feature. SketchUp allows you to export your models as Kaydara (FBX) files. Export a FBX file using the Export > 3D Model menu item in the File menu.
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Export Textures The Export Textures check box is used to maintain textures from the drawing area when saving your drawings as an Epix file. Note: The Export Textures option is only applicable when materials have been assigned to faces and SketchUp is in the Shaded with Textures display setting. Export Ground Plane The Export Ground Plane check box is used to create a ground plane in the Epix file without explicitly modeling a ground in SketchUp.
Note: SketchUp exports the model using the current point of view with the exception of unsupported features such as textures and shadows. Note: Your display must be set to 32-bit color in order to correctly export Epix files (Microsoft Windows).
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Note: SketchUp exports the model using the current point of view with the exception of unsupported features such as textures and shadows.
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Section cuts Scenes Dimensions Material pushpin locations Note: SketchUp supports the COLLADA 1.4 specification and schema.
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3DS Export
3DS Export Options dialog box
This is a Pro only feature. The 3DS Export Options dialog box contains options for exporting 3DS files. Geometry The Geometry section of the 3DS Export Options dialog box contains options for determining how geometry will be represented in a 3DS file. Export (Full hierarchy) The Export (Full hierarchy) option is used to create meshes for each top level nested component and group and, additionally, meshes for non-grouped entities based on the connection of faces. These meshes will be organized based on where they fit in the component and group hierarchy. This option allows you (using a tree view in AutoDesk 3DS Max, for example) to select individual components and groups with all their children and each connected face set as separate meshes. This option preserves the name of the component or group using the following rule for components: if an instance name exists, that name will be used; if an instance name does not exist, the definition name will be used. Export (By layer) The Export (By layer) option is used to create separate meshes based on a combination of how faces are connected and what layer (from SketchUp) they are on. All faces that are connected and are on the same layer will be grouped together in separate meshes. These meshes will then be organized based on the layer to which they belong. This option allows you (using a tree view in AutoDesk 3DS Max, for example) to select all objects on a layer using the organization scheme and then to drill down and select individual meshes within that layer. No hierarchy will be created with this option. Export (By material) The Export (By material) option is used to create separate meshes based on a combination of how faces are connected and what material they have. All faces that are connected and have the same material will be grouped together in separate meshes. These meshes will then be organized based on their materials. This option allows you (using a tree view in AutoDesk 3DS Max, for example) to select all objects with the same material using the organization scheme and then to drill down and select individual meshes having that material. No hierarchy will be created with this option. Export (Single Object) The Export (Single object) item is used to export your SketchUp model as a single 3DS mesh. This single mesh will be simple to select and manipulate once imported into another application. Because there is a limitation in the 3DS format that meshes can only have 65,536 vertices and faces, if this limit is exceeded, more than one mesh will be created with emphasis on keeping the number of meshes to the minimum amount necessary. Export only current selection The Export only current selection checkbox is used to export the currently selected geometry. The entire SketchUp model is exported when there is no selection. Additionally, the entire model is exported when this checkbox is not checked. Export two-sided faces The Export two-sided faces checkbox is used to export faces twice, once for the front and once for the back. This option doubles the number of polygons in the resulting 3DS file and can slow down rendering. However, this option ensures that your model will appear more like it appears in SketchUp. Both faces will always render, and materials applied to front and back faces are preserved. When this option is selected, SketchUp will weld the vertices of the front faces together and the vertices of the back faces together according to the logic for texture mapping and welding outlined in the following Export texture maps option. Export standalone edges Standalone line entities (lines not connected to any faces) are somewhat unique to SketchUp and not supported by many other 3D programs or the 3DS format. The Export standalone edges check box creates very thin rectangles that appear as standalone lines in the 3DS files. Unfortunately, this option can result in invalid texture coordinates requiring UV mapping to be re-applied before the scene is rendered. Also, certain exported standalone edge geometries can create invalid 3DS files altogether. The VRML format may better suit your needs if you need to export standalone edges. Materials Export Texture Maps The Export texture maps checkbox is used to assign texture maps to 3DS materials whenever the corresponding SketchUp material uses a texture image. The 3DS format allows only one UV mapping coordinate per vertex, meaning you can not have a different UV mapping on two faces that share the same vertex. Given this limitation of the 3DS format, a tradeoff between preserving texture coordinates and welding geometry is sometimes necessary and reflected in the following two sub-options: Favor Preserving texture coordinates and Favor Welding Vertices. Favor (Preserving Texture Coordinates) When the Preserving texture coordinates option is selected, and UV mappings are different, the exporter breaks up geometry so that each coplanar group of polygons has its own set of vertices. In this case, vertices will not be welded together and no smoothing of faces will be evident. If UV mappings are identical, vertices will be welded. Note: Use this option if the preservation of textures is of most importance. Favor (Welding Vertices) When the Welding Vertices option is selected, the exporter will weld together vertices which will keep your geometry intact and allow smoothing to be preserved. However, when two faces share the same vertex but have different UV mappings, this option will only allow one of the texture mappings to be preserved. Warning: Use this option if the preservation of smoothing and welding is of most importance. Use 'Color by Layer' Materials The 3DS file format does not support layers directly. The Use 'Color by Layer' Materials checkbox is used to assign 3DS materials based on your model's layer assignments in SketchUp. Check this checkbox to export materials based on layers, such as when exporting to other rendering applications. Cameras Generate Cameras From Scenes The Generate Cameras from Scenes checkbox is used to create a camera for the default view as well as any SketchUp Scenes which have been defined. The current SketchUp view is exported with the name 'Default Camera,' and other Scene camera definitions are output using their Scene Name. Scale
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Units The units drop-down list is used to determine the unit size in the 3DS output.
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1. 2. 3. 4. 5. 6. 7. 8. 9. 10.
Select the Window > Styles. The Styles Browser is displayed. Click the Edit tab. The Edit panel is displayed. Click the Face settings button. The face settings portion of the Edit panel is displayed. Note the Front color. You will want to turn all of the faces in your model so that the front of the face is showing. Select View > Face Style. Select the Monochrome face style. Select all of the back faces that are displayed. Context-click on one of the selected faces. The context menu for a Face entity is displayed. Select the Reverse Faces menu item. All of the selected faces are reversed. Save the file as a 3DS file.
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KMZ export
3D Model (KMZ) Export
The KMZ format is a zipped form of Google Earth's proprietary Keyhole Markup Language (KML). These files can contain location data (latitude and longitude) along with other information (such as SketchUp geometry).
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OBJ export
OBJ Export Options dialog box
This is a Pro only feature. The OBJ Export Options dialog box contains options for exporting OBJ files. Geometry Export only current selection The Export only current selection checkbox is used to export the currently selected geometry. The entire SketchUp model is exported when there is no selection. Additionally, the entire model is exported when this checkbox is not checked. Triangulate all faces The Triangulate all faces checkbox is used to break the output into triangles instead of multi-sided faces. Export two-sided faces The Export two-sided faces checkbox is used to export faces twice, once for the front and once for the back. This option doubles the number of polygons in the resulting OBJ file and can slow down rendering. However, this option ensures that your model will appear more like it appears in SketchUp. Both faces will always render, and materials applied to front and back faces are preserved. Export edges The Export edges checkbox is used to write SketchUp line entities as OBJ line entities. Edges are ignored when this checkbox is not checked. Usually this checkbox is not checked because most applications will ignore edges on import. Materials The Materials section of OBJ Export Options Dialog box is used to identify how materials will be exported. Export texture maps Check the Export texture maps checkbox to export textures with your OBJ file. Scale The Scale section OBJ Export Options Dialog box is used to identify the scale used in the OBJ output. Swap YZ coordinates (Y is up) The Swap YZ coordinates check box is used to output the model with the vertical direction as Y. This orientation is the default orientation for some applications, such as Maya. Do not check this box if you want your model to be output with the Z axis in the vertical direction, such as when using 3D Studio Max. Units The units drop-down list is used to determine the unit size in the OBJ output. The Model Units setting is used to select the units that are being used in SketchUp.
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2. 3. 4. 5. 6. 7.
Enter a file name for the exported file in the 'File name' (Microsoft Windows) or 'Save As' (Mac OS X) field. Select the OBJ export type from the 'Export type' (Microsoft Windows) or 'Format' (Mac OS X) drop-down list. (optional) Click on the Options button. The OBJ Export Options dialog box is displayed. (optional) Adjust the options in the OBJ Export Options dialog box. (optional) Click the OK button. Click the Export button.
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FBX export
The FBX Export Options dialog box
This is a Pro only feature. The XSI Export Options dialog box contains options for exporting XSI Files. Geometry The Geometry section of the FBX Export Options dialog box is used to identify the geometry that will be exported. Export only current selection The Export only current selection only checkbox is used to export the currently selected geometry. The entire SketchUp model is exported when there is no selection. Additionally, the entire model is exported when this checkbox is not checked. Triangulate all faces The Triangulate all faces checkbox is used to break the output into triangles instead of multi-sided faces. Export two-sided faces The Export two-sided faces checkbox is used to export faces twice, once for the front and once for the back. This option doubles the number of polygons in the resulting XSI file and can slow down rendering. However, this option ensures that your model will appear more like it appears in SketchUp. Both faces will always render, and materials applied to front and back faces are preserved. Materials The Materials section of the FBX Export Options dialog box is used to identify how materials will be exported. Export texture maps Check the Export texture maps checkbox to export textures with your FBX file. Scale The Scale section of the FBX Export Options dialog box is used to identify the scale used in the F BX output. Swap YX coordinates (Y is up) Units The units drop-down list is used to determine the unit size in the FBX output.
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XSI export
The XSI Export Options dialog box
This is a Pro only feature. The XSI Export Options dialog box contains options for exporting XSI files. Geometry The Geometry section of the FBX Export Options dialog box is used to identify the geometry that will be exported. Export only current selection The Export only current selection only checkbox is used to export the currently selected geometry. The entire SketchUp model is exported when there is no selection. Additionally, the entire model is exported when this checkbox is not checked. Triangulate all faces The Triangulate all faces checkbox is used to break the output into triangles instead of multi-sided faces. Export two-sided faces The Export two-sided faces checkbox is used to export faces twice, once for the front and once for the back. This option doubles the number of polygons in the resulting XSI file and can slow down rendering. However, this option ensures that your model will appear more like it appears in SketchUp. Both faces will always render, and materials applied to front and back faces are preserved. Materials The Materials section of the XSI Export Options dialog box is used to identify how materials will be exported. Export texture maps Check the Export texture maps checkbox to export textures with your XSI file. Scale The Scale section XSI Export Options dialog box is used to identify the scale used in the XSI output. Swap YX coordinates (Y is up) The Swap YZ coordinates check box is used to output the model with the vertical direction as Y. This orientation is the default orientation for some applications, such as Maya. Do not check this box if you want your model to be output with the Z axis in the vertical direction. Units The Units drop-down list is used to determine the unit size in the OBJ output.
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VRML export
3D Model (VRML) Export
This is a Pro only feature. VRML 2.0 (Virtual Reality Modeling Language) is a 3D scene/object description format often used to exchange data between 3D applications and to publish 3D information to the web. VRML files can store SketchUp geometry in the form of edges, faces, groups, materials and textures, transparency, camera views, and lights.
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Output edges The Output edges check box exports displayed edges as VRML edge entities. Materials The Materials section of the VRML Export Options dialog box contains options to configure the appearance of the exported VRML file. Ignore back of face materials The Ignore back of face materials checkbox is used to export both front and back faces with the front material. SketchUp exports VRML files with double faces so that files will be viewable from any viewpoint. Check for material overrides The Check for material overrides check box is used to determine if any of the faces, edges, or components within this component contain references to the default material or default layer. Output texture maps If enabled, SketchUp will export texture information to the VRML file. When disabled, it will export colors only. When publishing VRML files to the web, you may want to edit the files so that textures read from the relative location rather than from your local hard drive. Also, VRML texture and material names cannot have blanks, so SketchUp will use the underscore character instead. Use 'color by layer' materials The VRML file format does not support layers directly. The Use 'color by layer' materials checkbox is used to assign VRML materials based on your model's layer assignments in SketchUp. Check this checkbox to export materials based on layers, such as when exporting to other rendering applications. Cameras The Cameras section of the VRML Export Options dialog box contains an option to generate cameras for the exported VRML file. Generate cameras from Scenes The Generate cameras from Scenes checkbox is used to create a camera for the default view as well as any SketchUp Scenes which have been defined. The current SketchUp view is exported with the name 'Default Camera,' and other Scene camera definitions are output using their Scene Name.
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2D export
Export Image Options dialog box
The Export Image Options dialog box contains options for exporting raster image files. Image Size Use View Size The Use view size is used to set your output to a 1:1 (real world) scale. Width/Height The Width and Height fields are used to control the size of image as measured in pixels or specific units. Click on the chain icon to the right of the text fields to lock the aspect ratio of the export (Mac OS X). Resolution (Mac OS X) The Resolution drop-down list is used to select the resolution for the exported image. For viewing images on the screen, 72-96 pixels/inch is adequate. For printing, you might want to increase the resolution to 150-300 pixels/inch. Remember, high resolution images take longer to generate. Rendering Anti-Alias When enabled, SketchUp will smooth the exported image. This method can take longer, but it helps to reduce jagged lines and pixilated artifacts in images. JPEG Compression The slider bar for a JPEG export is used to define the level of JPEG compression quality. The level of quality becomes lesser and the file size is smaller as the slider is moved to the left. Conversely, the level of quality becomes higher and the file size is larger if the slider is moved to the right.
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PDF/EPS export
PDF/EPS Hidden Line Options dialog box (Microsoft Windows)
This is a Pro only feature. The PDF/EPS Hidden Options dialog box contains options for exporting 2D PDF and EPS Files. Drawing size The Drawing size section of the PDF/EPS Hidden Options dialog box contains size and scaling options for your model. Full Scale (1:1) Full Scale (1:1) option is used to set your output to a 1:1 (real world) scale. Width/Height The width and height fields are used to enter a custom page size for your file. In Hidden-Line Output/In SketchUp In Hidden-Line Output/In SketchUp fields are used to scale your model for export. The first measurement, labeled In Hidden-Line Output, is the measurement of the exported geometry. The second measurement, labeled In SketchUp, is the actual measurement of the object in real scale. For example, for a scale of 1/4" = 1', simply enter 1 inch In SketchUp equals 4 feet In Hidden Line Output. Note: It is not possible to print a perspective image to scale. Ensure perspective is disabled and you are using one of the Standard Views in the Camera > Standard submenu, to enable this scale option. Profile lines The Profile Lines section of the PDF/EPS Hidden Options dialog box contains options for exporting profile lines. Show profiles The Show profiles option exports any lines that are displayed in profile as thicker lines in the 2D vector file. All lines are output normally, without profile thickness, when this option is disabled (regardless of the screen display). Match screen display (auto width) The Match screen display (auto width) automatically sets the width of profile lines by matching the output to the proportions you see in the SketchUp drawing area. This option is only available when Show profiles is checked. Width The Width fields are used to specify an exact width for the profile lines. This option is only available when 'Show Profiles' is checked and 'Match screen display (auto width)' is unchecked. Section lines The Section Lines section of the DWG/DXF Hidden Options dialog box contains options for exporting section lines. Specify section line width The Specify section line width option is used to adjust settings for Section Slice lines that are output. Match screen display (auto width) The Match screen display (auto width) automatically sets the width of section lines by matching the output to the proportions you see in the SketchUp drawing area. This option is only available when 'Specify section line width' is checked. Width The Width fields are used to specify an exact width for the section lines. This option is only available when 'Specify section line width' is checked and 'Match screen display (auto width)' is unchecked. Extension Lines The Extension Lines section of the PDF/EPS Hidden Options dialog box contains options for exporting extension lines. Extend edges Some CAD applications might have problems recognizing endpoints and intersections of lines with SketchUp extension lines. The Extend edges option is used to toggle the export of line extensions. Match screen display (auto width) The Match screen display (auto width) automatically sets the width of extension lines by matching the output to the proportions you see in the SketchUp drawing area. This option is only available when Extend edges is checked. Width The Width fields are used to specify an exact width for the extension lines. This option is only available when 'Extend edges' is checked and 'Match screen display (auto width)' is unchecked. Always prompt for hidden line options The Always prompt for hidden line options is used to automatically display the Hidden Line Options dialog box when you export a 2D PDF or EPS file. Map Windows fonts to PDF base fonts This option is used to select PDF fonts that correspond to the Windows fonts used in the model. Defaults The Defaults button is used to return the items in the Hidden Line Options dialog box to the default settings.
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Note: SketchUp exports the model using the current point of view with the exception of unsupported features such as textures and shadows.
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2D DWG/DXF export
DWG/DXF Export Options dialog box (Mac)
This is a Pro only feature. The DWG/DXF Export Options dialog box contains options for exporting 2D DWG and DXF Files. Drawing Scale & Size The Drawing Scale & Size section of the DWG/DXF Hidden Options dialog box contains scaling options for your model. Full Scale (1:1) The Full Scale (1:1) option is used to set your output to a 1:1 (real world) scale. In Drawing/In Model The In Drawing/In Model fields are used to scale your model for export. The first measurement, labeled In the Model, is the measurement of the exported geometry. The second measurement, labeled In Drawing, is the actual measurement of the object in real scale. For example, for a scale of 1/4" = 1', simply enter 1 inch In Model equals 4 feet In Drawing. Note: It is not possible to print a perspective image to scale. Ensure perspective is disabled and you are using one of the Standard Views in the Camera > Standard submenu, to enable this scale option. Width/Height The width and height fields are used to enter a custom page size for your file. Profile Lines The Profile Lines section of the DWG/DXF Hidden Options dialog box contains options for exporting profile lines. None The None option is used to export profile lines at standard width. Polylines with width The Polylines with width option is used to export profile lines as AutoCAD polyline entities. Wide line entities The Wide line entities option is used to export profile lines as AutoCAD wide line entities. This option is only available when saving AutoCAD 2000 or later DWG files. Separate on a layer The Separate on a layer option is used to output profile lines onto their own layer. This option is useful if you would like to plot profile lines using a different pen weight or quickly change the line width of all profile lines in a separate CAD or Illustration program. Note: The Separate on a layer option creates a single additional layer for profile edges. SketchUp Layer assignments do not translate directly when exporting 2D hidden line vectors. Width The Width field is used to specify an exact width for the Polylines with width option. This option is only available when Polylines with width is checked and Automatic is unchecked. Automatic The Automatic option is used to set the width of profile lines by matching the output to the proportions you see in the SketchUp drawing area. This option is only available when Polylines with width is checked. Section Lines The Section Lines section of the Export Options dialog box contains options for exporting section lines. None The None option is used to export section slice lines at standard width. Polylines with width The Polylines with option is used to export section slice lines as AutoCAD polyline entities. Wide line entities The Wide line entities option is used to export section slice lines as AutoCAD wide line entities. This option is only available when saving AutoCAD 2000 or later DWG files. Separate on a layer The Separate on a layer option is used to output section slice lines onto their own layer. This option is useful if you would like to plot section slice lines using a different pen weight or quickly change the line width of all section slice lines in a separate CAD or Illustration program. Note: The Separate on a layer option creates a single additional layer for section slice edges. SketchUp Layer assignments do not translate directly when exporting 2D hidden line vectors. Width The Width field is used to specify an exact width for the Polylines with width option. This option is only available when Polylines with width is checked and Automatic is unchecked.
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Automatic The Automatic option is used to set the width of section slice lines by matching the output to the proportions you see in the SketchUp drawing area. This option is only available when 'Polylines with width' is checked. Edge Extensions The Edge Extensions section of the Export Options dialog box contains options for exporting extension lines. Show extensions Some CAD applications might have problems recognizing endpoints and intersections of lines with SketchUp extensions. The show extensions option is used to toggle the export of line extensions. Length The Length field is used to specify an exact length for line extensions. This option is only available when 'Show extensions' is checked and 'Automatic' is unchecked. Automatic The Automatic option is used to set the length of extension lines by matching the output to the proportions you see in the SketchUp drawing area. This option is only available when Show extensions is checked.
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The None option is used to export section slice lines at standard width. Polylines with width The Polylines with option is used to export section slice lines as AutoCAD polyline entities. Wide line entities The Wide line entities option is used to export section slice lines as AutoCAD wide line entities. This option is only available when saving AutoCAD 2000 or later DWG files. Separate on a layer The Separate on a layer option is used to output section slice lines onto their own layer. This option is useful if you would like to plot section slice lines using a different pen weight or quickly change the line width of all section slice lines in a separate CAD or Illustration program. Note: The Separate on a layer option creates a single additional layer for section slice edges. SketchUp Layer assignments do not translate directly when exporting 2D hidden line vectors. Width The Width field is used to specify an exact width for the Polylines with width option. This option is only available when Polylines with width is checked and Automatic is unchecked. Automatic The Automatic option is used to set the width of section slice lines by matching the output to the proportions you see in the SketchUp drawing area. This option is only available when 'Polylines with width' is checked. Extension Lines The Extension Lines section of the DWG/DXF Hidden Options dialog box contains options for exporting extension lines. Show extensions Some CAD applications might have problems recognizing endpoints and intersections of lines with SketchUp extensions. The show extensions option is used to toggle the export of line extensions. Length The Length field is used to specify an exact length for line extensions. This option is only available when 'Show extensions' is checked and 'Automatic' is unchecked. Automatic The Automatic option is used to set the length of extension lines by matching the output to the proportions you see in the SketchUp drawing area. This option is only available when Show extensions is checked. Always Prompt for Hidden Line Options The Always Prompt for Hidden Line Options is used to automatically display the Hidden Line Options dialog box when you export a 2D DWG or DXF file. Defaults The Defaults button is used to return the items in the Hidden Line Options dialog box to the default settings.
Note: SketchUp exports the model using the current point of view with the exception of unsupported features such as textures and shadows.
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Width/Automatic When enabled, this automatically sets the width of profile lines by matching the output to the proportions you see in the SketchUp display. If disabled, you can specify an exact width. Always Prompt for Hidden Line Options When enabled, the options dialog will come up each time you output a section slice. When disabled, SketchUp will use whatever options were used the last time by default.
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Animation export
Animation export
This is a Pro only feature You can export animations as video animation files or as series of image file, one file for each frame per second of your presentation. Export an animation using the Export > Animation menu item in the File menu.
Tip: Use the Animation Export feature when you need to provide a presentation of your model to a client who does not have SketchUp or the SketchUp viewer. Or, export a video animation for post-processing in another presentation software package. Use SketchUp for simple presentations or when the customer has the SketchUp viewer.
Animation types
SketchUp supports both single video animation file export (in the form of an Audio Video Interleave or AVI on Microsoft Windows and QuickTime on Mac OS X) and multiple image file export. Single video file animations SketchUp allows you to export animation as a single video animation file (Audio Video Interleave or AVI on Microsoft Windows and QuickTime on Mac OS X). These files can be played using any compatible software video player or incorporated into a professional presentation using additional software presentation tools. SketchUp utilizes special third-party software called codecs (compressor/decompressor) to create these files. The following image shows the process of video compression on Microsoft Windows:
Each codec included with SketchUp implements a compression technique designed for a specific medium such as Web video, Email, or CD-ROM. Multiple Image File Animations SketchUp also allows you to export an animation as a series of progressive image files. The number of files exported depends on the frame rate for the presentation. For example, a 5 minute presentation exported at 10 frames per-second will yield 3000 files (60 seconds x 5 minutes x 10 frames per-second). Multiple image file animations are typically generated to use as input into video animation software products for post-processing.
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Frame Rate The Frame Rate drop-down list is used to select the number of frames of animation per second (fps) of time in the presentation. The more frames per-second, the smoother the video animation. However, doubling the frame rate generally doubles the rendering time as well as the final size of the video. A setting between 8 and 10 is considered the minimum required to produce smooth movement in your video animation. You might consider using a frame rate of 3 frames persecond while testing video animation export. Note: There are frame rate requirements for certain mediums, such as 29.97 fps for television in the United States, 25 fps for television in Europe, 24 fps for film, and so on. Note: Most personal computers can transfer 5 to 7 megabytes of data per second from the hard drive. The larger the frame rate, the larger the resulting video animation file. Large video animation files can slow down your computer resulting in skipping. Loop to Starting Scene The Loop to Starting Scene option is used to generate an additional video segment that animates from the last scene of your presentation to the first (forming a continuous loop of video). Expert Click the Expert button to launch the Compression Settings dialog box. This dialog box allows you to modify the settings used by a specific codec. Rendering The rendering section of the Animation Export Options dialog box contains options for rendering your video animation. Anti-Alias The Anti-Alias option is used to smooth the exported image. This option can increase the export time, but helps to reduce jagged lines and pixilated artifacts in images. Transparent Background The Transparent Background option is used to save the animation with a transparent background to aid in compositing. However, not all codecs are capable of storing transparency.
Exporting an animation
Animation files can be used to present your model without the need for SketchUp. Or, you import your files into another presentation or animation product to
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further enhance your animations. To Export an animation as an animation file (or series of image files): 1. Select the File > Export > Animation menu item. The Export Animation dialog box is displayed. 2. Select the export type from the 'Export type' drop-down list. 3. Enter the name for the exported file or series of files. The animation exporter will combine this name with a sequencing number for each image file that is created as part of a multiple image file animation. For example, if you export a 1 minute presentation called mypres.jpg, at 10 frames per-second, you will get 600 files, each named mypres0001.jpg, mypres0002.jpg, mypress0003.jpg all the way to mypress0600.jpg. 4. Click on the Options button. The Animation Export Options dialog box is displayed. The following image contains the Animation Export Options dialog box on Microsoft Windows:
The following image contains the Animation Export Options dialog box on Mac OS X:
5. Modify animation export options as necessary. See Animation Export Options in this topic for further information. 6. Click on the Export button to export the presentation as an animation. Refer to Creating an Animation for further information
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Printing
Printing (Microsoft Windows)
SketchUp allows you to print your designs using any Windows-compatible printing device. You can also print to scale and span a print across multiple sheets, allowing you to output a large drawing from a standard printer. Printing is a three-step process: 1. Select the paper size for your printer using File > Print Setup. 2. Configure the output size and preview your output using File > Print Preview. 3. Print your model using File > Print.
Printing (Mac OS X)
SketchUp allows you to print your designs using any Mac OS X-compatible printing device. Printing is a four-step process: 1. 2. 3. 4. Select the paper size for your printer using File > Page Setup. Configure your model size printing using File > Document Setup. Preview your output using File > Print > Preview. Print your model using File > Print.
Tip: Select the File > Print menu item to print using paper size and model size defaults.
Printing to scale
To print to scale (Windows): 1. 2. 3. 4. 5. 6. 7. Select Camera > Parallel Projection. The check mark next to the Perspective menu item should disappear and SketchUp will enter paraline mode. Select the Camera > Standard Views. The Standard views submenu is displayed. Select a view. The drawing area changes to the view. Select the File > Print. The Print dialog box appears. Uncheck the 'Fit to page' checkbox. The Page size fields appear active. Set the scale using the Scale fields. Click the OK button. The model prints to scale.
To print to scale (Mac): 1. 2. 3. 4. 5. 6. 7. 8. 9. Select Camera > Parallel Projection. The check mark next to the Perspective menu item should disappear and SketchUp will enter paraline mode. Select the Camera > Standard Views. The Standard views submenu is displayed. Select a view. The drawing area changes to the view. Select File > Document Setup. The Document Setup dialog box appears. Uncheck the 'Fit View to Page' checkbox. The Print Scale fields appear active. Set the scale using the Print Scale fields. Click the OK button. Select File > Print. The Print dialog box appears. Click the Print button. The model prints.
The Print Preview and Print dialog boxes contain the same series of options. The only difference is that the Print Preview dialog box outputs your model to the screen instead of to a printer. Items configured in one of these dialog boxes automatically appear in the other dialog box. Select File > Print Preview or File > Print to invoke the Print Preview and Print dialog boxes.
The Print Preview and Print dialog boxes contain several printing options to consider when printing a SketchUp model. Printer The Printer section of the Print dialog box is used to select a specific printer and printer settings. Select the printer to use from the 'Name' drop-down list. Click on the 'Properties' button to configure the printer for printing (the properties dialog box is different for each printer-type). Tabbed page print range The Tabbed print range section of the Print dialog box is used to choose between printing the model in the current draw area, or printing all models on all scenes in the file. Copies The Copies section of the Print dialog box is used to select the number of copies to print. Click the 'collate' button if you want each copy to be collate (instead of printing several page ones, then several page twos, and so on). Print size The Print size section of the Print dialog box is used to adjust the physical size of your output. Fit to page The Fit to page option is used to size the model to fit on a single sheet of paper. This option must be disabled in to specify a different size or scale. Page size The Page size fields are used to enter a custom page size for your output. Scale The Scale fields are used to scale your model for printing. The first measurement, labeled In the Model, is the measurement of the exported geometry. The second measurement, labeled In SketchUp, is the actual measurement of the object in real scale. For example, for a scale of 1/4" = 1', simply enter 1 inch In the Printout equals 4 feet In SketchUp. Note: It is not possible to print a perspective image to scale. Ensure perspective is disabled and you are using one of the Standard Views in the Camera > Standard submenu, to enable the scale option. Note: Even though paraline projection is used to get an output that is to scale, not all angles will be measurable to a scale. This issue is the result of SketchUp using foreshortening, or a technique of shortening lines to create a 3D effect on a 2D medium such as paper. Use model extents The Use model extents option is used to print only the model as viewed using the Zoom Extents tool. This option might discard any surrounding empty background. Tiled sheet print range If the current scale is larger than the paper size of your printer or plotter, the entire model can be printed by printing on several pieces of paper. These pieces of paper can then be taped together to create the final scaled model. For example, tiling lets you print proofs of a large model, such as a B size (11" x 17"), on a printer that uses a smaller paper size, such as an A size (8.5" x 11"). Tiling also lets you print banners that are made up of multiple pages. Tiling is available when you use the Scale fields to scale a model to be larger than the current paper size available in your printer. You can also print selected page tiles within the set by entering a page number range in the Pages from fields. Page tiles are numbered top to bottom beginning at the top left of the drawing page. You can display a preview of tile Pages using Print Preview in the File menu. Printing large tiled output can be taxing on your computers resources. Print quality You can expedite the printing of print jobs and rough drafts by selecting the appropriate print quality. Draft The Draft setting is used to produces quick images (usually output has jagged lines). Standard The Standard setting is used to produce output with a the optimum balance of speed and quality. High definition The High Definition setting is used to produce high-quality output.
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Ultrahigh definition The Ultrahigh definition setting is used to produce the highest-quality output. This setting can slow down your system, but is best for measured drawings or ultra-fine prints. Large format The Large format setting produces images that are optimized for large format output or that are meant to be viewed from several feet away. Resolution and line weights are set accordingly. This setting is useful for plotters and tiled sheets. 2D section slice only The 2D section slice only option is used to output only the section slice outlines in your model (if present). Use High Accuracy HLR The Use High Accuracy HLR option is used to send the model information to the printer as vector information.
The Document Setup dialog box is used to configure settings specific to the current SketchUp model. Use Document Setup to set the print size, print scale and to preview the number of pages required to print your drawing. Select File > Document Setup to invoke the Page Setup dialog box. Print size The Print size section of the Document Setup dialog box is used to determine the size of the page size for your output. Fit view to page The Fit view to page option is used to size the model to fit on a single sheet of paper. This option must be disabled in to specify a different size or scale. Width/Height The width and height fields are used to enter a custom page size for your output. If you define a size larger than the page size you selected in Page Setup, SketchUp will print your drawing on multiple pages (tiles) that you can affix together manually after printing. SketchUp will calculate the number of pages required to print your drawing at that size automatically, and display it below. Print scale The Scale section of the of the Page Setup dialog box is used to override any SketchUp-specific scale settings. In Drawing/In Model The In Drawing/In Model fields are used to scale your model for printing. The first measurement, labeled In the Model, is the measurement of the exported geometry. The second measurement, labeled In SketchUp, is the actual measurement of the object in real scale. For example, for a scale of 1/4" = 1', simply enter 1 inch In Drawing equals 4 feet In Model. Note: It is not possible to print a perspective image to scale. Ensure perspective is disabled and you are using one of the Standard Views in the Camera > Standard submenu, to enable the scale option. Note: Even though paraline projection is used to get an output that is to scale, not all angles will be measurable to a scale. This issue is the result of SketchUp using foreshortening, or a technique of shortening lines to create a 3D effect on a 2D medium such as paper. Pages required (section tiling) If the current scale is larger than the paper size of your printer or plotter, the entire model can be printed by printing on several pieces of paper. These pieces of paper can then be taped together to create the final scaled model. For example, tiling lets you print proofs of a large model, such as a B size (11" x 17"), on a printer that uses a smaller paper size, such as an A size (8.5" x 11"). Tiling also lets you print banners that are made up of multiple pages. Tiling is available when you use the Scale fields to scale a model to be larger than the current paper size available in your printer. You can display a preview of tile pages by clicking on the Preview button at the bottom of the Print dialog box.
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Common tasks
Using the Credits feature
Overview In SketchUp, you can use the Credits feature to associate a model with yourself, and you can see who else has contributed to a model. Please note that you will need a Google Account to use the Credits feature. If you claimed the credit for a model and upload the model to the 3D Warehouse, anyone who downloads the model will see your Google Account Nickname in the Contributors section along with the name of the model. Claiming Credit 1. 2. 3. 4. 5. Click the Google Account button in the lower left-hand corner, denoted by the letter G. If you aren't signed in yet, you'll be prompted to sign in to your Google Account. Once you're signed in, you'll see a 'SketchUp is requesting permission' dialog. Click Allow access to continue. Click Window > Model info > Credits. This will open the Credits window. Your user name will appear in the 'Model authors' section. Click Claim Credit.
Note: This feature is not a Digital Rights Management (DRM)-type feature, just a simple attribution. We do not enforce any usage restrictions based on credits.
Changing edges to axes colors A second method for ensuring your edges are aligned to axes is to temporarily change the colors of your edges to reflect their alignment to one of the axis. To change edge colors to reflect axes colors: 1. 2. 3. 4. 5. Select Window > Styles. The Styles Browser is displayed. Select In Model from the drop-down list of styles libraries. The styles in your model appear. Click on the Edit tab. One of the edit panels appears. Click on the Edge Settings icon. The Edge Setting panel appears. Select By axis from the Color drop-down list. The colors of the edges in your model change to reflect their alignment to the axes.
Copying geometry
There are two ways to copy geometry in SketchUp: 1. Use the Copy and Paste commands to copy geometry. 2. Use the Move tool if you want to create one or more copies of a piece of geometry at specified distance intervals from the original piece of geometry.
Note: The number of divisions is also displayed in the Measurements toolbar. Type in the number of desired segments followed by pressing the Enter (Microsoft Windows) or Return (Mac OS X) key to manually divide the entity. 4. Click again to divide the entity. The entity will be broken into separate segments.
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This menu item is available for the 3D Polyline, Circle, Line, and Polygon entities.
The following image shows the geometry after the flip operation.
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Note: You can also use the Scale tool to flip or mirror geometry. Mirroring Geometry The process for mirroring geometry is essentially the same process as for flipping, but you are creating an additional copy. Mirroring allows you to create one half of a model and then duplicate and mirror that half to create the rest of the model. For example, you could create the left-side of a model of a car and then duplicate and mirror that side to create the right-side of the car. The process to mirror geometry follows: 1. Select the geometry to be mirrored. The following image shows the left-side of a car.
2. 3. 4. 5. 6.
Make a copy of the geometry Paste the copy. Context-click on the geometry. The context menu is displayed. Select the Flip Along context menu item. Choose the direction or axis for the flip. The following image shows the left-side of the car and copy of the left-side of the car that has been flipped.
Note: You can also use the Scale tool to flip or mirror geometry.
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1. Select Window > Preferences. The Preferences dialog box is displayed. 2. Select the Compatibility item in the left-hand side of the Preferences dialog box. The Compatibility panel is displayed. 3. Check the 'Invert' checkbox. Warning: Some mouse drivers or configuration utilities make it possible to map mouse buttons to various functions or keystroke assignments. You should make these kinds of changes carefully because SketchUp makes extensive use of the mouse buttons in combination with various modifier keys (Ctrl, Alt, Shift), and you could easily lose functionality by remapping the mouse buttons.
3. Use the right and left arrow keys to navigate between images (and scenes). Navigate to the image you want to use to detail your model. The currently selected image is has a magenta colored border. The image with a blue colored border is the scene that was active when you chose image igloo menu item.
Note: Alternatively, hold down the middle mouse button to rotate the image igloo. The currently selected image is shown in magenta. 4. Press the Enter key. SketchUp enters the sketching mode of Match Photo using the currently selected image. 5. Add detail to the model. Refer to Creating a 3D model to match a photo for further information on using the Match Photo sketching mode.
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Note: Visit http://maps.google.com/help/maps/streetview/ for further information about Street View. 2. Model the building in SketchUp. Refer to Placing a SketchUp model in Google Earth for information on how to create a model for Google Earth. The following image contains a basic model of this two restaurants:
3. Click on one of the building's exterior walls (choose a wall that has a corresponding image in Street View). ). The Photo Textures window appears. 4. Click the Add Photo Textures button ( 5. Navigate (in the Photo Texture window) so you are facing the image of the exterior wall that you have selected in SketchUp. The following image shows the Photo Texture window with the image of front of the two restaurants:
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6. Click the Select Region button. The image in the Street View window fades. A smaller area, the same shape as the wall chosen in Sketchup, appears. This shape represents the portion of the Street View image that you will use to photo texture your building. This shape has four pins. You must position these pins around the portion of the Street View photo that you want to use to texture the wall chosen in SketchUp. The following image shows the faded Street View image with a rectangular shape representing the area of the image that will be used to texture your building in SketchUp:
7. Click and hold the left mouse button on one of the pins, such as the upper-left pin. 8. Move the mouse cursor (pin) to a position in the Street View image that represents a corner of your wall, such as the upper-left corner. 9. Release the left mouse button. The following image shows the upper-left pin placed at the upper-left corner of the Street View image of the two restaurants:
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10. Repeat steps 7-9 for the remaining three pins. The following image shows all four pins placed on all four corners of the Street View image of the two restaurants. The area that is within the four pins represents the portion of the image that will be applied to selected face in SketchUp.
11. Click the Grab button to grab the selected portion of the Street View image and apply it as a texture to your building in SketchUp. The following image shows your building in SketchUp with the Street View image:
12. (optional) Further adjust your image using the Texture Position tool. Refer to the Texture Position tool for further information. 13. Repeat Steps 3-12 for other sides of the building where you have Street View images. The following image shows a finished building with two Street View images applied to exterior walls:
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2. Move the cursor to the origin. The cursor should snap to the origin. 3. Move the cursor up the blue axis (above the circle on the ground plane). The cursor should turn green or red.
4. Press and hold the Shift key to lock the Circle tool in the green or red inference direction. 5. Draw a circle perpendicular to the circle on the ground plane whose radius represents the radius of the outside of your bowl.
6. Use the Offset tool to create an offset of this second circle. The offset distance represents the bowl thickness.
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8. Use the Eraser tool to erase the top half of the second circle. You are creating the profile of the bowl.
9. Use the Eraser too to erase the face that represents the inside of the bowl. The profile of the bowl is complete.
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10. Select the edge of the circle on the ground plane. This is your path. 11. Select the Follow-Me tool. 12. Click on the profile of the bowl. A bowl is created.
Drawing a cone
Advanced tasks, such as drawing a cone or sphere, require experience with several SketchUp tools and features. You should be competent with the following tools and features before attempting to draw a cone: The Circle tool The Move tool The Push/Pull tool The Follow-Me tool The Line tool Inference Drawing a cone by resizing a cylinder face One common way to draw a cone is: 1. Draw a circle on the ground plane at the origin. This circle will represent the base of the cone.
2. Use the Push/Pull tool to create a cylinder at the height of your cone.
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3. Select the Move tool. 4. Place the cursor at the edge of the top of the cylinder. 5. Move the cursor around the edge until you find one of the cardinal points (a point that is aligned with the red or green axis). The edge of the circle will not highlight when the cursor is on a cardinal point. Cardinal points act as resize handles. 6. Click the mouse button when the cursor is over a cardinal point on the edge of the top of the cylinder. 7. Move the cursor toward the center of the cylinder. A cone begins to take shape.
Drawing a cone using the Follow-Me tool One common way to draw a cone is: 1. Draw a circle on the ground plane at the origin. This circle will represent the base of the cone.
2. 3. 4. 5.
Orbit tool to orbit so that your view is looking over the top of the circle (not directly down on the circle). Line tool to draw a line up the blue axis from middle of the circle to the height of your cone. Line tool to draw a line from the top of the previous line to the edge of the circle. This line will form the second line of a triangle. Line tool to join the last line to the bottom of the first line, creating a solid triangular face.
6. Select the edge of the circle on the ground plane. This is your path.
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7. Select the Follow-Me tool. 8. Click on the solid triangular face. A cone is created.
Note: The bottom face of the cone is eliminated when you use the Follow Me tool to create a cone. Draw a line from endpoint to endpoint of any segment along the circumference of the cone's base to recreate the bottom face.
Drawing an ellipse
There are multiple ways to draw things in SketchUp. One common way to draw an ellipse is: 1. 2. 3. 4. 5. Draw a circle with the Circle tool. Select the Scale tool. The cursor will change to a box within another box. Click on the circle. Scaling grips will appear around the circle. Click and hold one of the grips in the middle of one of the bounding box edges (not one of the corner grips). Move the cursor away from the center of the circle. The circle will form an ellipse.
2. Use the Select tool to select the face of the circle and press the Delete key. The face is deleted.
3. Select the Circle tool. 4. Move the cursor to the origin. The cursor should snap to the origin. 5. Move the cursor up the blue axis (above the circle on the ground plane). The cursor should turn green or red.
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6. Hold the Shift key to lock the Circle tool to lock the inference direction. 7. While holding the Shift key, draw a circle, whose diameter will be the diameter of your inner tube, perpendicular to the first circle. This circle is the profile of the inner tube.
8. Select the edge of the circle on the ground plane. This is your path.
9. Select the Follow-Me tool. 10. Click on the profile of the inner tube. An inner tube is created.
2. Use the Line tool to draw two diagonal lines across the square (from corner to the opposite corner).
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3. Select the Move tool. 4. Hover the cursor over the mid point of the diagonal line. The tooltip should say 'endpoint.'
5. Click the mouse button. 6. Move the cursor up in the blue direction to the desired height.
Drawing a sphere
Advanced tasks, such as drawing a cone or sphere, require experience with several SketchUp tools and features. You should be competent with the following tools and features before attempting to draw a sphere: The Circle tool The Select tool The Follow-Me tool The Eraser tool Inference One way to draw a sphere is to use the following steps: 1. Draw a circle on the ground plane at the origin. This circle will be used as a path used to draw the sphere. The size of this circle does not matter.
2. Move the cursor to the origin. The cursor should snap to the origin. 3. Move the cursor up the blue axis (above the circle on the ground plane). The cursor should turn green or red.
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4. Press and hold the Shift key to lock the Circle tool in the green or red inference direction. 5. Draw a circle, smaller than the first, perpendicular to the circle on the ground plane (this represents the profile of the sphere).
6. Select the edge of the circle on the ground plane. This is your path. 7. Select the Follow-Me tool. 8. Click on the profile of the sphere. A sphere is created.
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Technical Reference
Codec Lists
SketchUp's animation export feature uses codecs (COmpressor/DECompressor) to create the appropriately sized video depending on your needs. Codecs differ in their intended use, compression method, and handling pictures and sound. If you plan to edit your video, you might want to choose a codec that provides higher quality at the expense of file size and compatibility. Conversely, if you plan to email your video or play it off a CD, you might want to select a codec that provides lower data rates at the expense of quality. Some codecs are also designed specifically for a certain device, such as a digital video camera. You can also choose to create uncompressed video by not using a codec. However, a large uncompressed animation file might require a fast system and very large amounts of disk space. Microsoft Windows codecs Following is an explanation of codecs that are included with SketchUp. Cinepak Codec by Radius This is the default codec for SketchUp. Although not as advanced as modern codecs, videos compressed using Cinepack will work reliably on any platform, play smoothly from CD-ROM, and will provide good file size compression. Cinepak is asymmetrical and lossy. Intel Indeo Video R3.2 This codec was designed for video playback from CD-ROM discs. It is comparable in quality to the Cinepak codec, but Cinepack is preferable due to wider support. Microsoft Video 1 This codec originally shipped with Video for Windows (Windows 3.1) and is low quality and rarely used today. Intel Indeo Video 4.5 This is a lossy codec that provides good compatibility, speed, and flexibility with average image quality. Advanced features include a quick compression option, keyframe control, transparency, and the ability to adapt to the available bandwidth. (Access to some of these requires software available separately from Intel.) Intel Indeo Video 5.10 This is a lossy codec that provides good compatibility, speed, and flexibility with average image quality. Advanced features include a quick compression option, keyframe control, transparency, and the ability to adapt to the available bandwidth. (Access to some of these requires software available separately from Intel.) Full Frames Uncompressed This option allows you to export your animation without any compression. Mac OS X codecs Animation This codec works well for images that use large areas of solid colors, and is great for SketchUp images that have no textures or background gradients. It is lossy, but a compression setting of 100% is lossless. Apple H.263 H.263 is a QuickTime codec designed for video conferencing at low data rates and may not be suitable for general-purpose video. Apple Pixlet Video Apple VC H.263 This codec is a modified version of H.263 for iChat Cinepak This is the default codec for SketchUp. Although not as advanced as modern codecs, videos compressed using Cinepack will work reliably on any platform, play smoothly from CD-ROM, and will provide decent file size compression. Cinepak is asymmetrical and lossy. Component video This codec provides relatively little compression, which means files can get large. It's useful for archiving, or temporarily storing video. DV - PAL Used by PAL digital video hardware such as camcorders. Graphics This provides a high quality, 8-bit color image that can work well with SketchUp output. The compression ratio is low, however, which means that it might not be well suited to playback from CD-ROM or the web. H.261 H.263 is a codec designed for video conferencing at low data rates and may not be suitable for general-purpose video. The H.263 requires half the bandwidth to achieve the same video quality as in the H.261. JPEG 2000 Motion JPEG A and Motion JPEG B These codecs are designed for many video-capture cards, which provide hardware acceleration for JPEG compression. MPEG-4 Video MPEG-4 is the new worldwide standard for interactive multimedia creation, delivery, and playback for the Internet. The MPEG-4 video codec is designed to provide the highest quality across a wide array of data rates over the Internet. None
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This option allows you to export your animation without any compression. Photo - JPEG The Photo JPEG codec is built into QuickTime and implements the Joint Photographic Experts Group ISO version 9R9 algorithm for image compression. This codec is generally used for storage of still images, but can also be used for editing and storage of high-quality video files. Planar RGB This is similar to the Animation codec in that it is effective for images that use large areas of solid colors. PNG The PNG codec implements the lossless PNG compression - decompression algorithm used by many Web browsers. Sorenson Video This is a very good codec for general video, and is great for playback from CD-ROM the web. It is similar to Cinepak, but provides better picture quality and smaller file sizes at the cost of lightly longer compression times. It also supports dynamic playback that automatically adjusts to available bandwidth and CPU resources. Sorenson Video 3 Makes improvements over Sorenson Video in the form of higher quality video and better data compression. TGA The TGA codec implements the lossless TGA compression - decompression algorithm. TIFF The TIFF codec implements the lossless PNG compression - decompression algorithm. Video This provides high-quality playback from hard disk and moderate quality playback from CD-ROM. It supports both spatial and temporal compression of 16-bit video. Data can be re-compressed or recompiled later for higher compression ratios with minimal or no quality degradation.
The previous image shows the artifacts resulting from JPEG compression (in the right-most portion of the image). Fortunately, you can adjust the amount of JPEG compression to suit your needs using the File > Export > 2D Graphic Options > Image Quality slider bar. Tip: Resaving a JPEG image multiple times can result in compounded artifacts. Work with original raster images in a non-lossy format, such as PNG, before saving to JPEG for final output. PNG (Portable Network Graphics) The PNG format was developed for transferring images efficiently over the world wide web without data loss. Like JPEG, PNG does use compression, but it is a non-lossy variety that is free from artifacts. Tip: Consider using PNG for models that have large areas of solid, uniform, colors (such as non-textured SketchUp models). TIFF (Tagged Image File Format) The TIFF file format is often used to exchanged files between applications and computer platforms (Mac and Personal Computers). There are a large number of variations to the TIFF format available, and therefore TIFF might not be as universally accessible as other formats such as PNG and JPEG. SketchUp supports as wide a range of TIFF formats as possible, and you should test compatibility with other applications before exporting to TIFF file. 1-bit raster files, or TIFF files with gif encoding, are not compatible with SketchUp. Also, while formats such as PNG and JPEG are viewable by any web browser and can therefore be sent to virtually any other person with good chance of success, TIFF files may require additional software to be viewed on some systems. TIFF is primarily used for high-resolution printing from desktop publishing applications.
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Note: SketchUp does not support TIFF files at 1 bit per pixel. Images compressed using RLE will expand to uncompressed sizes once imported into SketchUp. BMP (Bitmap) The BMP file format was created for Microsoft Windows operating systems primarily as the format used for the Microsoft Windows clipboard and for viewing (especially as wallpaper). BMP does not use compression. Therefore, BMP can be useful for creating temporary files to be further modified in other applications. However, BMP tends to create very large files that are not suitable for archive, web, and email use. Epix Epix is the native format of Piranesi which is an architectural painting application designed to work with images generated from 3D models. See Piranesi Epix Export for more information.
If you want four faces, one for each pane of glass, you must retrace the four segments that make up lines 9 and 10 into four individual edges. Edge Splitting in SketchUp 7 Overlapping edges are automatically split in SketchUp 7. Therefore, drawing a 2D window using the process explained previously automatically yields 12 lines and four faces:
Additional Examples Following are some additional examples of overlapping line treatment between SketchUp 6 and SketchUp 7. Overlapping Circles in SketchUp 6 Overlapping circle shapes in SketchUp 6 results in two faces:
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Overlapping Circles in SketchUp 7 Overlapping circle shapes in SketchUp 7 results in three faces (edges split where they intersect):
Overlapping Lines Forming a Star in SketchUp 6 Overlapping lines forming a star in SketchUp 6 results in no faces:
Overlapping Lines Forming a Star in SketchUp 7 Overlapping lines forming a star in SketchUp 7 results in six faces:
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work well for Piranesi and are disabled during export in favor of shaded output. Other features of SketchUp, such as edges and textures, are also different from that which Piranesi expects, yet may be desirable in many cases. While adding support for Epix files in SketchUp, we have tried to adhere to Piranesi's expectations whenever possible while retaining enough flexibility to accommodate the varying needs of different artists and renderers.
Tech Glossary
A Angular Rotation Value - The value in the Measurements toolbar that is displayed when measuring an angle with the Protractor tool. Autofold - The process of skewing, distorting, or folding geometry by selecting a specific point on an edge or face and moving the points. See also Sticky. Axonometric - Meaning 'measurable from the axes.' An axonometric projection is a view of a model in which lines appear parallel in both 3 dimensional and 2 dimensional space, and lines have a length that is to some scale, (for example 1" in SketchUp = 1" in the real world). B C CAD - See Computer Assisted Design
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Camera - A software implementation of the user's point of view. See also 'Point of View.' Camera angle - See 'Point of View.' Camera tool - A software tool used to alter the user's point of view of a SketchUp model. Chord length - The distance between the starting point and the ending point of an Arc entity. Component entity - An entity that contains other entities. Components are models that are saved as SketchUp files for reuse in other SketchUp files. Components browser - The Components browser is used to instance Component entities from component definitions, including those components that you create and a variety of pre-built components that you can use in your models. Component definition - The blueprint that defines the appearance and behavior of all component instances. Component definitions are created and stored in the Components browser either as part of a component collection or when you create a component. Component instance - An instance of a component definition, such as an a single instance of an office chair component. You can have multiple component instances from the same component definition. Component collection - A series of related component definitions, such as a component collection of doors or windows. Computer Aided Design - Software used for precision design. CAD is traditionally rigid and is often used for creating construction documents from which you would create the actual item you are designing. Guide tools - tools used to create construction geometry and prepare physical documentation. Context - An isolated realm that separates geometry within from anything outside. When you start a SketchUp model you are working within the model context. When you make a group or component you are essentially creating other contexts inside of the model context. When you edit groups or components you are in the group or component context. Certain commands or operations, such as the Unhide All command, scaling using the Measure tool, and placing active Section Planes, are limited to a particular context. Additionally, when you create and select other entities, you are essentially in the entity's context. Context menu - A menu of menu items or commands available in a particular context, such as when a line or component is selected. Cutting behavior - The ability of component entities to cut holes in faces. The component's cutting behavior is established when the component is initially created. Cutting plane - A plane defining the exact location where the component will cut into a face. Coplanar - Refers to entities that exist in the same plane. Curved face set - A series of faces joined to make up a curved surface, such as a tube or arch. D Dialog Stack - dialog boxes arranged such that they form a stack. Distort - Twisting out of natural shape. Drawing area - The area within the drawing window where you create your model. See also 'Drawing window.' Default material - A material assigned to all newly created faces. The default material is different for the front and back of faces. Drawing tool - A software tool used to create entities and geometry from scratch. Drawing window - The entire application window for SketchUp. The Drawing Window contains menus, toolbars, the status bar, and the drawing area. See also 'Drawing area.' E Edge-based modeling - A form of modeling in which a surface is automatically created for 3 intersecting coplanar edges. Edge entity - Edges bound faces within geometry. The term edge and line are used interchangeably. Entity - The smallest graphical building blocks in SketchUp. Entities are used to create geometry which, in turn, is used to create models. Extrude - The action of thrusting out or growing a form. Extrusion -A from that has been extruded. See 'Extrude.' F Functional terrain - Terrain that has no portion of itself bending back upon itself creating overhangs, underhangs or caves. Face entity - A planer entity bounded by 3 or more intersecting coplanar edges or lines. Face shadows - Shadows projected onto horizontal faces by vertical faces based on the sun's angle in the sky. G Geometry - The combination of 3 or more entities. Geometry in SketchUp usually refers to an indistinguishable portion of a component or model. Georeferencing - The process of establishing an image or model's physical location in the real world. A relationship between an image or model and its real world coordinates. Ground plane - A flat or level surface representing the ground. In SketchUp, the ground plane is represented by the exact location of the red and green axes. Group entity - An entity that contains other entities. Groups are commonly used to combine several entities into a single entity for the purposes of performing a quick operation, such as a copy and paste. Gluing behavior - The ability of component entities to align to faces in a specific orientation. The component's gluing behavior is established when the component is initially created. Ground shadows - Shadows projected onto the ground plane by vertical faces based on the sun's angle in the sky. H Healing - The concept of joining two faces by erasing, or 'healing' a line that intersects a face. Creating one face from two. I
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Inference - The identification of relationships between entities in the drawing area. These relationships are pointed out to the user by the inferencing engine and can be used as references for drawing in 3D space. Inference engine - Functionality built into SketchUp to locate or infer points from other points in your model, such as the center of a circle, the midpoint of a line, a line that is perpendicular to the ground plane, a point on a face, a point on an edge, and so on. The inference engine notifies you of these points by using both color indicators and on-screen messages indicating the location of the cursor as you draw an entity. For example, SketchUp displays the string 'From Point' when the line you are drawing is in plane with another point. Insertion point - The point where the cursor will grab and insert the component in to a model from the Components browser. Instance - see 'Component instance.' Intersection - The concept of splitting faces and edges to create additional independent faces and edges by intersecting the face or edge with a line. J K L Layer - Layers are used to control the visibility of geometry within large models. A SketchUp layer is an attribute with a name, such as 'Layer0,' 'Layer9,' or 'Chairs.' Elements can be assigned different layers. Layers manager - A dialog box used to apply and manage layers in your model. M Manager - A dialog box used to store and manipulate a specific aspect of SketchUp functionality such as scenes, components, or materials. Material - Software-simulated paints that have both color and texture attributes. For example, a brick material might contain the color of red and a rough appearance or texture similar to real brick. Modal dialog box - A dialog box that temporarily prohibits the user's interaction with the application. Modal dialog boxes usually require the user to perform some action prior to returning to normal application use. Model - The contents of a SketchUp file. See also 'Component.' Modification tool - A software tool used to modify existing entities or geometry. Modeless dialog box - A dialog box that does not prohibit the user's interaction with the application. See also 'Modal dialog box.' Move Point - The point where you click on the entity with the Move tool. N O One-Point Perspective - In central perspective or one point perspective there is only one vanishing point (vp), which is located straight in front of the viewer: it is the vanishing point for the direction of view. This is not determined by our view, but the flat faces and tunnel walls of all objects within view. All lines drawn in the blue axes are exactly perpendicular to the ground plane and all of the lines drawn in the red and green axes are exactly perpendicular to the blue axes when viewing a 2 or 3 dimensional drawing viewed in one point perspective. Origin - The point where the drawing axes intersect or 'originate.' Organic shape - Geometry or models that have a hand-made or custom appearance. P Pan - A camera movement in which the camera turns side to side. Paraline - See 'Axonometric.' Perspective - A distortion of the camera angle such that it represents the model as though you were standing at a fixed position and looking at it without moving (certain items appear closer while other items appear to be far away; entities are not to scale). Plane - A flat or level surface. Point of view - The user's view of the model. Polygon mesh - A surface comprised of polygons, each derived from irregularly spaced points. POV - see 'Point of view.' Principal tools - Tools that tend to be used most often in SketchUp. Pulling - The process of reshaping your model by shrinking a portion of your model back toward its starting point along a single axis. Pushing - The process of reshaping a your model by expanding a portion away from its starting point and along a single axis. Q R Ruby console - An environment where you can experiment with Ruby commands or methods. Ruby script - A small program, written in the Ruby programming language, that adds functionality to SketchUp. Ruby Programming Language - An object oriented scripting language. S Sandbox - Surfaces created with the From Scratch and From Contours tools are referred to as sandboxes because like sand in a sandbox, these surfaces can be sculpted using a special set of tools called sandbox tools. Other terms for sandbox are terrain or Triangulated Irregular Network (TIN). Scene - Similar to a slide in presentation software, a scene consists of your model and a series of scene-specific settings, such as a specific point of view, shadow, display setting, and section cut. Scene can be combined to form animations in SketchUp. Score - A thin slice allowing for folding.
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Section Cut effect - The result of slicing through your model to see inside and optionally modify its inner working. Section plane - Special entities that are used to control the selection, placement, orientation, direction, of the section slice. Section slice - The edges created by the intersection of geometry at a section plane. Segment - A segment is a single line that, when combined, form an arc, circle, or polygon. The more segments an entity has, the smoother it appears. Skew - To place at an angle. Solid - any 3d model (component or group) that has a finite closed volume. A SketchUp solid must be watertight, or manifold, meaning it cannot have any leaks, missing faces, or faces that do not meet at an edge. Split - The concept of creating two faces from one by dividing the face with a line. Stickiness - Entities are said to be 'sticky' in that when connected to another entity, moving one entity might move or alter the another, attached, entity. See also Autofold. Surface - A series of joined faces. T Three-point perspective - In three-point perspective there are three vanishing points (vp), allowing you to construct a form in any orientation. Three-point perspective is usually used to represent three dimensions in a three-dimensional medium such as SketchUp. Tilt - A camera movement in which the camera tilts up or down. TIN - See 'Triangulated Irregular Network.' Triangulated Irregular Network - A surface comprised of triangles, each derived from irregularly spaced points. This surface is also referred to as a sandbox and mesh. Triangulation - The orientation of triangles in a TIN (horizontal or vertical). See also 'Triangulated Irregular Network.' Two-point perspective - In two-point perspective there are two vanishing points (vp), which are located to the left and right of the viewer. Two-point perspective is usually used to represent three dimensions on a two-dimensional medium. All lines drawn in the blue axes are exactly perpendicular to the ground plane when viewing a 3 dimensional drawing viewed in 2 point perspective. U V Measurements toolbar - The Measurements toolbar displays dimensional information while you draw. You can also enter values into the Measurements toolbar to manipulate the selected entity. W Walkthrough tools - tools used to view your model as through walking around and in your model X X-ray mode - A display setting whereby all faces have an applied global transparency. X-ray mode is useful for seeing, and sometimes editing, the inner workings of your model Y Z
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