Vectorworks 2009 User Guide
Vectorworks 2009 User Guide
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Table of Contents
Preface ........................................................................................................................................................xi
Installing Vectorworks Products.............................................................................................................................. xi
Updating Vectorworks Products............................................................................................................................. xii
New Features.........................................................................................................................................................xiii
Learning Vectorworks ............................................................................................................................................ xx
Technical Support ................................................................................................................................................xxiii
1 Introduction ...............................................................................................................................................1
Understanding Vectorworks.....................................................................................................................................1
Creating a New File .................................................................................................................................................4
Opening a File .........................................................................................................................................................4
Using Finder Quick Look (Macintosh OS X 10.5+ Only)..........................................................................................5
Migrating from Previous Versions ............................................................................................................................7
Closing a File ...........................................................................................................................................................7
Saving a File ............................................................................................................................................................7
Reverting to the Last Saved Version .......................................................................................................................9
Converting Previous Version Files...........................................................................................................................9
Exiting Vectorworks ...............................................................................................................................................14
Vectorworks Standard Workspace.........................................................................................................................14
The View Bar .........................................................................................................................................................17
Palettes and Tool Sets...........................................................................................................................................19
Palette Layout Options...........................................................................................................................................20
List Box Functionality .............................................................................................................................................23
Additional Key Functionality...................................................................................................................................24
Screen Tips............................................................................................................................................................25
Drawing Techniques ..............................................................................................................................................26
Moving Around.......................................................................................................................................................27
Selecting Objects ...................................................................................................................................................32
10 Advanced 3D Modeling.......................................................................................................................343
3D Power Pack Fundamentals ............................................................................................................................343
NURBS Surfaces .................................................................................................................................................347
Extracting Geometry ............................................................................................................................................365
NURBS Surface-curve Interaction .......................................................................................................................367
Creating Helix-Spirals ..........................................................................................................................................377
Creating Contours................................................................................................................................................378
Solids Operations.................................................................................................................................................379
Converting to Generic Solids ...............................................................................................................................388
Table of Contents | v
18 Worksheets ..........................................................................................................................................605
Creating Worksheets ...........................................................................................................................................605
Using Worksheets................................................................................................................................................608
Worksheet Rows..................................................................................................................................................620
Entering Data .......................................................................................................................................................622
Additional Worksheet Operations ........................................................................................................................626
Worksheet Import/Export .....................................................................................................................................634
Worksheets as Graphic Objects ..........................................................................................................................635
IX Index......................................................................................................................................................797
x | Table of Contents
Preface
Welcome to Vectorworks® Fundamentals—a CAD program that includes all the 2D and 3D tools and technology you
need in one easy‐to‐use, cost‐effective package. In addition to precision drafting, it provides powerful tools for 3D
modeling that can be used to create, present, and even manufacture designs. Built‐in database and worksheet
capabilities help track costs and materials. A host of import and export formats makes it easy to share files.
Vectorworks Fundamentals also includes extensive symbol libraries, default drawing resources, and a built‐in
scripting environment that can be used to automate routine tasks.
2. Click Add.
The Add New Serial Number dialog box opens.
xii | Preface
3. Enter the serial number exactly as it appears on the label. The serial number is case sensitive. The letters o and i
are not used in serial numbers; enter zero or one instead.
4. Click Add.
The list of Enabled Products in the Serial Numbers dialog box displays all products enabled by this serial
number. For security, serial numbers that begin with the letter A are partially hidden wherever they display in
Vectorworks.
5. Repeat steps 2 to 4 to enter additional serial numbers for additional licenses, as necessary.
6. When all serial numbers have been entered, click Done.
To remove serial number(s):
1. Click Serial Numbers from the Session tab of Vectorworks preferences.
The Serial Numbers dialog box opens.
2. Select a serial number to remove, and then click Remove.
3. When all desired serial numbers have been removed, click Done.
Network Protection
When running multiple copies of Vectorworks across the network, serial numbers are checked when the program is
launched, and also periodically throughout the session.
If the same serial number is found to be in use, the All Serial Numbers In Use dialog box opens. From this dialog box,
clicking User Information displays the User Name, if given, and the IP address of the other location. Clicking Edit
Numbers allows a new serial number to be entered and an existing one to be deleted. Once the situation is resolved,
click Retry Numbers to regain access to Vectorworks. If the serial number is still in use after three attempts,
Vectorworks automatically shuts down.
New Features
This release includes many new features and significant enhancements to Vectorworks Fundamentals, Renderworks,
and the standard workspace, as described in the following sections.
Learning Vectorworks
There are a number of ways to learn how to use Vectorworks, including both online help and PDFs, training CDs, and
both online and classroom training.
User’s Guides
• This guide is the Vectorworks Fundamentals User’s Guide. It is a comprehensive reference for all Vectorworks
users describing the core tools, commands, and features in the Vectorworks Fundamentals product. The guide
also describes the presentation capabilities of Renderworks, for users who purchased Renderworks.
• The Vectorworks Design Series User’s Guide describes the features in the Vectorworks Architect, Landmark,
Spotlight, Machine Design, and Designer products. It is designed for users who have purchased one or more
Design Series products.
The following table describes the conventions used in the guides. All instructions in the guides are based on
“click‐click” drawing.
Convention Meaning
(Macintosh) Macintosh‐specific instruction
(Windows) Windows‐specific instruction
bold text Indicates a specific button, command, class, or explicitly named item
blue indented text Indicates a note, tip, or warning
click Click the mouse button and release. The left button is always implied in Windows.
double‐click Click two times quickly on the mouse button and release
right click Click with the right mouse button and release; on the Macintosh, hold down the Ctrl key
while clicking the mouse
Shift‐click Hold down the Shift key and click
Learning Vectorworks | xxi
Convention Meaning
click‐click Click the mouse button once and release. Move the cursor to the desired location and click
again. This is the default drawing preference for Vectorworks at installation.
click‐drag Click once with the mouse button and do not release. Drag (move) the cursor to a desired
location and then release.
Control+letter key Hold down the Ctrl key and press the specified key
select Click on an object with the mouse, or click‐drag over an object with marquee selection, to
highlight it. The object is highlighted, and/or “handles” display on the object to indicate that
it is currently active. This term also refers to executing menu commands.
Context menu A menu command accessed by a Ctrl‐click (Macintosh) or right‐click (Windows)
chosen to explore options that utilize electronic delivery where it is appropriate. This has impacted several of our
communication pieces that you may be accustomed to seeing in printed form.
• Packaging Materials – One of our largest changes was in how we produce the packaging to ship Vectorworks.
The box is now constructed from FSC‐certified papers and papers with recycled content. While this is a similar
change to our other materials outlined below, utilizing FSC‐certified E‐Flute material is not common in any of the
packaging you receive. It is not readily available in the United States, requires a significant amount of effort to
source the material, and is more expensive than conventional packaging materials. Nemetschek feels it is
important to become a trailblazer in this area and that our first step in decreasing our carbon footprint should
begin with our product.
• Manuals – Previously, we printed the Vectorworks Fundamentals User’s Guide and Vectorworks Design Series
User’s Guide, totaling more than 1300 pages in length. This required a larger shipping box and a large volume of
paper. We now provide our user’s guides solely online, in two formats for your convenience. Each guide is
provided as a PDF, and is available on your installation DVD in the [Vectorworks]\VWHelp\Additional
Documentation folder. We also provide a comprehensive, searchable on‐line help system which can be accessed
from the Help menu in Vectorworks, or by pressing the appropriate function key for context‐sensitive help. The
online help also accesses chapter‐specific PDFs with a click of a button. This change has allowed us to save a
significant number of trees and provides our users with quick access to help in the manner that suits them best.
• Brochures – In the past, we have printed our brochures and mailed them to clients who were considering using
Vectorworks. This piece will now be delivered as a downloadable PDF on the vectorworks.net website, and as a
PDF within several of our multi‐media pieces.
• Additional Marketing Collateral – Many of our collateral pieces have been converted to a multi‐media CD or
DVD. We now offer a Making the Switch to Vectorworks Kit which includes electronic versions of our brochures,
case studies, and other items that were previously printed for our prospects. We also offer Your Guide to What’s
New, a multi‐media CD that has an electronic version of our What’s New Brochure, the content that was
previously called the Upgrade Companion and several helpful tutorial videos. While some of these materials still
utilize a paper carrier for the multi‐media CD or DVD, we are using FSC‐certified papers and material with
recycled content to increase our responsible consumption of paper materials.
Overall, Nemetschek estimates at a minimum we have decreased our carbon footprint and environmental impact by
the statistics below. In some cases we will still need to print materials for distribution. However, our commitment to
printing responsibly will continue and we hope that you will consider using some of these practices in your own
business as our environment is the legacy we will all leave our children.
For more information on our ongoing environmentally friendly efforts, visit www.nemetschek.net/green
Training
Visit www.nemetschek.net for details about the following training options:
Technical Support | xxiii
• Training CDs
• Guided online training
• Onsite training
• Classroom training
Other Resources
Visit www.nemetschek.net for details about the following additional resources:
• Documentation updates
• Independent local user groups
• LISTSERV® user lists
Technical Support
Technical support is available for registered Vectorworks users in several ways. International users should contact
their local reseller for details concerning technical support (see www.nemetschek.net for reseller information).
United States users can contact Technical Support using the following methods:
• Call 410.290.5114
• Send a fax to 410.290.8050
• Send an e‐mail to [email protected]
• Visit the technical support message board at http://techboard.nemetschek.net
• Visit the technical support knowledge base at http://kbase.nemetschek.net
• E‐mail VectorScript‐specific problems to [email protected]
When you contact Technical Support, provide a brief description of the problem that includes specific details about
what actions were taken prior to the problem’s occurrence. The more information you can give your support
representative, the easier it will be to solve your problem quickly.
When you contact Technical Support by phone, please have access to your computer and be ready to tell the
representative:
• Vectorworks version number
• Vectorworks registration number
• Operating system
• Type of computer being used
• Amount of RAM installed in the computer
• List of any recent changes to the computer’s setup (such as new fonts, software, or hardware)
Troubleshooting
Troubleshooting a problem prior to calling Technical Support will also aid in a speedy resolution. Basic
troubleshooting tips include:
• Test to see if the problem occurs in a new, blank file
• Test to see if the problem occurs system wide (especially print and font problems)
• Copy and paste part of the document to a new file to see if the problem persists
• Run the computer in Safe Mode (Windows) to see if there is a system conflict
• Check the technical support message board to see if the problem has already been reported or resolved
(http://techboard.nemetschek.net)
xxiv | Preface
Introduction 1
Understanding Vectorworks
This section describes the core concepts behind Vectorworks’ functionality; each concept is described briefly in this
overview. The actual implementation of these concepts are described thoroughly in their relevant sections. Where
possible, the relevant sections are referenced.
Hybrid Environment
In most CAD programs, it is possible to create either a 2D or a 3D drawing. Vectorworks allows you to do both, with
hybrid objects that display in a 2D or 3D representation of a drawing. In this hybrid environment, symbols display as
2D symbols in a 2D view, and as a fully formed 3D object in 3D view. The program automatically displays the correct
symbol according to the view. Vectorworks Fundamentals provides symbol libraries that contain a number of
pre‐made hybrid symbols; alternatively, create your own hybrid objects.
A good example of a hybrid object is a door. It displays as an abstract solid in a 2D view and as a fully formed door in
a 3D view.
2 | Chapter 1: Introduction
2D View 3D View
The advantage of working with hybrid objects is that 3D models can automatically be created from 2D drawings, or
vice versa. For more information on the hybrid environment and symbols, see “Understanding Symbols” on page 180.
SmartCursor
Datum
Intersection
Design with precision using the SmartCursor™. By providing a series of cues (including text displayed at the cursor’s
current location) that update with every move of the mouse, the drawing options are clear. Use the SmartCursor to
create snaps to specific points relative to other objects or to temporarily set a new origin (datum). Draw exact
perpendicular lines, angles, and more. The SmartCursor is described in detail in “Drawing with Snapping and
Constraints” on page 135.
Image Preview
An image preview is used for a variety of functions, including drawing objects, placing objects, and the SmartCursor.
The image preview is the image displayed as the object is drawn, after a tool has been selected or an operation
invoked, but before the object is physically placed in the drawing. The image preview may exactly resemble the object
to be placed or may be a representation of that object, such as its bounding box. During the drawing process, the image
preview contains a feedback segment, which gathers information for display in the Data bar. Vectorworks also uses
this segment to properly invoke SmartCursor cues.
Viewports
When a design is complete, it typically needs to be presented to a client with views from several different directions,
complete with details, annotations, dimensions, and title blocks. To accomplish this in Vectorworks, create “viewport”
objects, which can show other design layers in this file, or even design layers in other files.
Viewports can display entire as well as cropped views of a drawing, with specified layer and class visibility settings,
projection, render mode, and orientation parameters. If the drawing changes, the viewports can be easily updated to
reflect the changes.
In both Vectorworks Fundamentals and the Vectorworks Design Series, you can create one or more viewports on a
sheet layer, and each viewport can show one or more design layers from the current file. Additionally, the Vectorworks
Design Series allows you to create one or more viewports on a design layer, and the design layers shown can be either
from the current file, or referenced from another file.
Viewports are described in “Presenting Drawings with Sheet Layer Viewports” on page 653 in this guide, and in
“Presenting Drawings with Design Layer Viewports” on page 500 in the Vectorworks Design Series User’s Guide.
VectorScript
Vectorworks has a comprehensive script capability called VectorScript. Use existing scripts or create your own.
Customize Vectorworks’ working environment with scripts, or create customized plug‐in tools, commands, and
objects that fit your needs. The VectorScript scripting language can be very useful and saves time and effort by creating
reusable functions for drawings. Scripts can also be used to customize Vectorworks. See “Using Scripts” on page 637
for details on customizing Vectorworks.
See the VectorScript Language Guide for an introduction to the VectorScript language. The VectorScript Language
Guide is available in the help system, and as a PDF file in [Vectorworks]\VWHelp\Additional Documentation. In
addition, the VectorScript Function Reference is a comprehensive command reference available online. It is located in
VWHelp/VectorScript Reference/VSFunctionReference.html
Worksheets
Vectorworks provides comprehensive worksheet and database functionality. Object attributes and records can be
listed in a worksheet, and spreadsheet calculations can be performed on this data. For example, list all the rooms in a
drawing, and automatically calculate the number of bedrooms. Create a worksheet listing the items required to
furnish the rooms and the cost. Worksheets are described in “Creating Worksheets” on page 605.
Vectorworks searches your user folder, your workgroup folders, and the Vectorworks system folder for template
files. If no templates are found anywhere on the system, the Create Document dialog box does not open. Instead,
a blank new document is created automatically.
Opening a File
There are three ways to open a file that already exists. Up to eight Vectorworks files can be open at once.
Using Finder Quick Look (Macintosh OS X 10.5+ Only) | 5
To open a file that already exists:
1. Select File > Open.
The Open dialog box opens.
2. Select the name of the file or template to open.
3. Click Open.
Vectorworks opens the last saved version of the selected drawing file.
To open a file that was recently used:
Select File > Open Recent and select a name from the list of the last ten files that were opened or saved.
The file is opened; if the file is already open, it is moved to the front of the screen to become the current file.
To open a file from the operating system:
Double‐click a file directly in Windows Explorer or Macintosh Finder.
If multiple versions of Vectorworks are installed, and Vectorworks is not yet open, the version that opens when
you double‐click a file depends on the operating system.
• On Windows, the version of Vectorworks that was installed most recently opens.
• On Macintosh OS X, Vectorworks 2009 opens when you double‐click a version 2009 file. When you
double‐click an older version file, the older version of Vectorworks opens.
Vectorworks 2009 can only open files that were created in MiniCAD 7 or in Vectorworks versions 8 and above. Files
that were created in versions earlier than MiniCAD 7 must be converted to at least version 7, with a version of
Vectorworks earlier than version 12. If an earlier version of Vectorworks is not available, contact NNA Sales Support
for assistance.
3. Select the type(s) of objects to convert to the new format, and then click OK.
All older version objects of the selected type(s) are converted into the new format.
Closing a File
To close the current file:
1. Select File > Close or click the close box on the drawing window.
2. If the file changed since it was last saved, click Save (Macintosh) or Yes (Windows) to save and close the file.
Click Don’t Save (Macintosh) or No (Windows) to close the file without a save.
To close all open files (Windows only):
1. Select Window > Close All.
2. If the files changed since they were last saved, click Yes to save and close the files. Click No to close the files
without a save.
Saving a File
The Save command saves the open file, which replaces the earlier version of the file. When you save a file for the first
time, specify the file name and location. The Save command is disabled if no changes have been made to the file since
it was first opened or created.
8 | Chapter 1: Introduction
On Windows, the files require a “.vwx” or “.mcd” extension to be recognized by Vectorworks. If you do not enter an
extension, Vectorworks adds the .vwx extension automatically.
To save the current file:
1. Select File > Save.
If the file has not been saved before, the Save Vectorworks Drawing dialog box opens.
2. Enter a name for the file in the Name field, and then select the destination for the file.
3. Click Save.
Vectorworks saves the file. The time required may depend on the file size.
Save As
To save the current file with a different name:
1. Select File > Save As.
The Save Vectorworks Drawing dialog box opens.
2. Enter a new Name for the file, and then select the destination for the file.
3. Click Save.
Vectorworks saves a new copy of the file. The time required may depend on the file size.
Save a Copy As
To save a copy of the current file and continue to edit the current file:
1. Select File > Save A Copy As.
The Save dialog box opens.
2. Enter a new Name for the file, and then select the destination for the file.
3. Click Save.
Vectorworks saves a new copy of the file and keeps the original file open for further edits. The time required may
depend on the file size.
Parameter Description
Yes Saves the file; if the document has not been saved, the Save dialog box opens to name the file first
No Cancels the save operation and resets the autosave counters
Settings Opens the Vectorworks Preferences dialog box to edit the autosave parameters; select Don’t autosave
this document for the remainder of the session (or Don’t backup this document for the remainder
of the session) to disable the autosave feature for the active document for the remainder of the session
When the save is complete, the message Autosave complete displays in the lower right corner of the window; the
message clears when you click the mouse.
Parameter Description
Source Folder Click Choose to open either the Choose Source Folder dialog box (Macintosh) or the
Browse for Folder dialog box (Windows); select the folder that contains the files you
want to convert, and then click Choose (Macintosh) or OK (Windows) to return to
the Batch Convert dialog box
Destination Folder To place the converted files into a different folder, click Choose to open either the
Choose Destination Folder dialog box (Macintosh) or the Browse for Folder dialog
box (Windows). Select the folder, and then click Choose (Macintosh) or OK
(Windows) to return to the Batch Convert dialog box. Then deselect Convert in
place.
Include subfolders Converts the files within the sub‐folders of the source folder
Converting Previous Version Files | 11
Parameter Description
Convert in place Moves the original Vectorworks files to an archive folder, and places the newly
converted files in the original source file locations. The archive folder is created
within the source folder and is named “Old Version Vectorworks Files.”
Deselect this option to place the converted files in the destination folder and make no
changes to the source folder.
Convert layer links into Creates viewports on design layers that reference one or more layers within the same
viewports file. Select this option to convert any layer links in the older version files into
(Design Series required) viewports. See “Presenting Drawings with Design Layer Viewports” on page 500 in
the Vectorworks Design Series User’s Guide.
Convert referenced layers Creates viewports on design layers that reference one or more layers in an external
into referenced viewports file. Select this option to convert any referenced layers in the older version files into
(Design Series required) viewports. See “Presenting Drawings with Design Layer Viewports” on page 500 in
the Vectorworks Design Series User’s Guide.
Convert absolute references Converts workgroup references with absolute file paths to relative file paths, if a
into relative references relative file path is allowed. A relative file path is not allowed if the file is on a
(Design Series required) different volume from the referenced file.
3. Click OK to convert the files.
Each file is briefly opened and re‐saved into the appropriate folder. Sub‐folder names and hierarchies are
recreated, if they are included in the conversion process. If Convert in place is selected, the original files are
moved to the archive folder, in the original sub‐folder structure.
4. Once the conversion is complete, the Batch Conversion Results dialog box displays a summary.
Parameter Description
Total files in source folder The total number of files contained in the specified source folder
Total files successfully converted The total number of files successfully converted by the Batch Convert
command
Total current version files copied The total number of files that were already in the current version of
Vectorworks; if Convert in place is selected, the files are left in place in the
original folder; if Convert in place is not selected, the files are copied to the
destination folder
12 | Chapter 1: Introduction
Parameter Description
Total files not converted The total number of files that were not converted
Not a Vectorworks file The number of files that were not converted because they were not
Vectorworks files
Unsupported Vectorworks file The number of files that were not converted because they were MiniCAD 6 or
version an earlier version, which is not supported by the Batch Convert command
Unknown reasons The number of files that were not converted, for which Vectorworks could not
detect a reason
One or more files had solid This message indicates that one or more of the successfully converted files
conversion errors contained a solid that could not be properly generated by the Parasolid
kernel. Check the log file to see which files had solid conversion failures. You
may be able to edit the converted geometry and regenerate the solids. (See
“Parasolid Modeling Kernel” on page 1 for more information.)
5. Click Details to view a log file with information about each file processed during the conversion.
2. To change the way this file will be converted, click Settings.
The following dialog box opens.
Parameter Description
Keep the original file name with Select which file will have the original file name: the original file or the new
the file
Convert layer links into viewports Creates viewports on design layers that reference one or more layers within
(Design Series required) the same file. Select this option to convert any layer links in the older file into
viewports. See “Presenting Drawings with Design Layer Viewports” on
page 500 in the Vectorworks Design Series User’s Guide.
Convert referenced layers into Creates viewports on design layers that reference one or more layers in an
referenced viewports external file. Select this option to convert any referenced layers in the older
(Design Series required) version file into viewports. See “Presenting Drawings with Design Layer
Viewports” on page 500 in the Vectorworks Design Series User’s Guide.
Convert absolute references into Converts workgroup references with absolute file paths to relative file paths,
relative references if a relative file path is allowed. A relative file path is not allowed if the file is
(Design Series required) on a different volume from the referenced file.
3. Specify the conversion settings and click OK to save the change; future file conversions will use this setting.
4. In the conversion alert box, click OK to continue with the conversion.
5. If the file contains a solid that could not be properly generated by the Parasolid kernel, an alert displays.
14 | Chapter 1: Introduction
You may be able to edit the converted geometry and regenerate the solid. (See “Parasolid Modeling Kernel” on
page 1 for more information.)
Exiting Vectorworks
To close Vectorworks along with any open files:
1. From the File menu (Windows) or Vectorworks menu (Macintosh), select Quit.
2. If there are any unsaved files, click Save (Macintosh) or Yes (Windows) to save the changes and exit. Click Don’t
Save (Macintosh) or No (Windows) to exit without a save.
Menu bar
Data bar
Basic Rulers menu
palette
Attributes
palette
Vertical
scroll bar
Resource
Constraints Browser
palette
Floating
Data bar
Tool Sets
palette
Message bar
menu
Windows Screen
16 | Chapter 1: Introduction
Macintosh Screen
Windows, palettes, tool sets, and dialog boxes that contain a sizing handle in their bottom right corner can be resized;
click‐drag the sizing handle to the desired location.
The following table describes some of the standard workspace features.
Component Description
Menu bar Contains pull‐down menus that access the Vectorworks commands
Title bar All windows, palettes, tool sets, and dialog boxes have a title bar; click and drag any title bar
to move the item to the desired location. See “Palette Layout Options” on page 20.
Data bar Depending on the tool and on the action being performed, the Data bar displays information
such as coordinate data, length, and angle. Use the Data bar menu to set the Data bar either to
“float” with the cursor, or to be stationary on the Tool bar. See “Using the 2D Data Bar” on
page 213 and “Using the 3D Data Bar” on page 323 for more information.
Tool bar Displays the various modes of the active tool; click a mode to select it. The bar also displays
mode information and accesses the tool preferences, if any. The Tool bar is divided into
sections grouped by mode function. To move easily through the mode sections from the
keyboard, press the U, I, O, P, [ (left bracket), and ] (right bracket) keys. Each key corresponds
to a consecutive Tool bar section (see the Mode Modifier shortcuts in “Modifying Constraint
and Mode Shortcuts” on page 773).
The View Bar | 17
Component Description
View bar Contains buttons and pulldown menus that control the view in various ways (see “The View
Bar” on page 17)
Message bar Displays tool explanations, undo messages, minor alerts, and a progress bar (when
applicable). To also display cursor location fields on the Message bar, click the triangle at the
far right of the bar; select the option to display all positional fields, only cursor‐based location
fields, or no cursor location fields.
Drawing area This is the open portion in the middle of the Vectorworks application window where
drawings are created; it includes both the print area and the space that surrounds it
Print area Within the drawing area, a gray border defines the print area, if shown. Only the objects that
are included within the print area are printed. The print area is divided into pages; each page
equals a physical sheet of paper to be printed. A print margin is built in for each page (see
“The Print Area” on page 86).
Rulers Based on the current measurement system, rulers make it easier to precisely create and place
objects within the drawing. The rulers can be hidden with an option in the Vectorworks
preferences (see “Setting Vectorworks Preferences” on page 45).
Grids Based on the current measurement system, two grid systems make it easier to precisely create
and place objects within the file. To hide the reference grid, deselect Show Grid Lines (see
“Snap and Reference Grids” on page 64).
Shortcut to either the Design Shortcut to the Fit to Page Area Current View/
Layers tab or the Sheet Layers Layer Scale Standard Current Render Mode/
Next View tab of the Organization dialog box dialog box Fit to Objects Views list Render Modes list
Previous Active Class/ Active Layer/ Saved Views Zoom In/Out Current Render
View Classes list Layers list menu Mode Options
Shortcut to the Classes Current Layer Scale Current Zoom View bar menu
tab of the Organization (display only)
dialog box
Component Description
Previous View Displays the previous view that was created by a pan, zoom, or scroll in the drawing area;
Vectorworks keeps track of up to 50 views
Next View Displays the next view; Vectorworks keeps track of up to 50 views
Classes tab shortcut Opens the Classes tab of the Organization dialog box
Active Class/Classes Displays the active class, and activates a class that is selected from the list; an icon to the
list left of each name indicates the current visibility setting of the class (see “Setting
Visibilities” on page 120 for more information). A triangle next to the class name indicates
that the class has sub‐groups that can be selected individually (for example, a wall class
with exterior and interior sub‐groups).
Design Layers tab/ Depending on whether a Design Layer or a Sheet Layer is active, opens either the Design
Sheet Layers tab Layers tab or the Sheet Layers tab of the Organization dialog box
shortcut
Active Layer/Layers Displays the active layer, and activates a design layer or sheet layer that is selected from
list the list. The area to the left of each name indicates the view and visibility of the layer.
Depending on the view, any of the following icons can display for design layers; sheet
layers are always in Top/Plan view:
The visibility of the layer is indicated as follows:
• Black icon — the layer is visible
• Gray icon — the layer is grayed
• No icon — the layer is invisible
Palettes and Tool Sets | 19
Component Description
Saved Views menu Activates a saved view that is selected from the list. Select Edit View to open the Saved
Views tab of the Organization dialog box, or select Save View to open the Save View
dialog box; see “Creating or Editing Saved Views Using the Saved Views Menu” on
page 119.
Layer Scale shortcut Opens the Layer Scale dialog box; the scale of the active design layer displays to the right.
See “Changing the Scale of the Drawing or the Active Design Layer” on page 60.
Fit to Page Area Displays the whole drawing (all pages) in the drawing window; see “Fit to Page Area” on
page 449
Fit to Objects Zooms in or out so that all of the objects in a drawing are visible. If an object or objects are
currently selected, the zoom is relative to those object(s); see “Fit to Objects” on page 448.
Zoom In/Out Click to double the magnification of the drawing; to reduce the magnification of the
drawing by one‐half, use Alt‐Click (Windows) or Option‐Click (Macintosh). The zoom
centers on any objects that are selected; if nothing is selected, the zoom centers on the last
empty spot that was clicked. See “Zooming from the View Bar” on page 29.
Current Zoom Zooms in or out by the zoom factor that is selected or entered; this option is available
when the Zoom ‐ Long option is selected on the View bar menu
Current View/ Displays the current view, and activates a standard view (such as Top/Plan) that is
Standard Views list selected from the list; see “Using Standard Views” on page 433. If the view is not standard
(for example, if the Flyover tool was used), Custom View displays.
Current Render Mode If the current render mode has options, displays the appropriate options dialog box; this
Options option is available when the Render Mode ‐ Long option is selected on the View bar menu
Current Render Mode/ Displays the current render mode, and activates a render mode selected from the list;
Render Modes list select Options for Other Render Modes to access the options for a particular mode. See
“Rendering with Vectorworks” on page 461 and “Renderworks Rendering Modes” on
page 733.
View bar menu Selects the options to display on the View bar
Minimizing Palettes
To increase the available drawing area, palettes can be minimized while not in use, and then maximized when needed.
Palette Layout Options | 21
On Macintosh, click the palette’s yellow title bar button or double‐click the palette’s title bar to minimize the palette.
Repeat the process to maximize the palette.
On Windows, click the palette’s pin icon in the title bar to toggle between minimized (horizontal pin icon) and
maximized (vertical pin icon) display. Move the cursor over a minimized title bar to temporarily maximize the palette;
move the cursor off the palette to minimize it again.
Pop-out Tools
On tool palettes, an arrow on the right side of a tool icon or label indicates additional, related pop‐out tools. Click and
hold down the mouse button to open the menu of pop‐out tools.
Utility Menus
Each tool palette has a button at the bottom that opens a utility menu, which controls the palette and tool display.
Task Action
Change the list’s sort key Click the heading of the column to sort by; an arrow appears on the right side of
the column heading to indicate that it is the sort key
Change a column’s sort order Click the column heading; the sort arrow in the heading indicates whether the
current sort is ascending or descending
Resize a column Click the vertical line on the right side of a column’s heading and drag it left or
right
Select a group of items Click the first item, and then Shift‐click the last item in the group
Select multiple items Click the first item, and then Command‐click (Macintosh) or Ctrl‐click (Windows)
individually each additional item
Select an item on the list Type the first letter(s) of the desired item’s name
Edit an item on the list Double‐click the desired item
Open a context menu for an Ctrl‐click (Macintosh) or right‐click (Windows) the desired item
item on the list
For lists with a Visibility Option‐click (Macintosh) or Alt‐click (Windows) the desired setting
column, set the same visibility
for all items on the list
Click the heading of a column The arrow indicates the current sort Drag the vertical line on the right
without the sort arrow to sort key and sort order; click the column side of a column heading to adjust
the list by that column heading to reverse the sort order the column size
Option-click (Macintosh) or
Alt-click (Windows) one of
the Visibility columns to
set that visibility for all
items on the list
Key Usage
Esc Cancels the current operation. When a dialog box is open, this is the equivalent of
pressing the Cancel button. In the Data bar or Object Info palette, cancels the entry in a
field and returns the focus to the drawing area. Cancels rendering.
Return (Macintosh) / When a dialog box is open, this is the equivalent to pressing the Done or OK button. In
Enter (Windows) a field in the Data bar or Object Info palette, this accepts the information and returns the
focus to the drawing area.
In the Object Info palette, press Shift+Return (Macintosh) or Shift+Enter (Windows) to
save the entry and keep the focus in the same field, so that you can enter a different
value if necessary.
Tab Moves the cursor from one field to the next in the Data bar, Object Info palette, and
dialog boxes
Delete (Macintosh) / Removes the last segment of or cancels the creation of an object being drawn
Backspace (Windows)
Ctrl (Windows) Prevents palettes from docking when they are moved near an edge
Space Bar Engages the Pause/Boomerang mode. Holding down the Space Bar temporarily pauses
the current tool. A second tool can then be selected and used. Release the Space Bar to
return to the previous tool.
Command (Macintosh) / Briefly expands the currently selected screen tip
Shift (Windows)
Screen Tips
Vectorworks screen tips are available throughout the program to identify items such as tool, mode, and constraint
names. To view a screen tip, hold the cursor briefly over the item in question.
Certain items have screen tips that can be collapsed (default) and expanded. When collapsed, only the name of the
item displays. When expanded, additional help information is displayed below the name. To expand screen tips, hold
the Command key (Macintosh) or Shift key (Windows) while the screen tip is visible.
On Windows, screen tips can also be collapsed or expanded by clicking on the disclosure arrow. When a screen tip is
expanded, it remains expanded until it is manually collapsed again. Screen tips for all other items are expanded until a
tip is collapsed again.
26 | Chapter 1: Introduction
Disclosure arrow
Drawing Techniques
In Vectorworks, objects are created using the mouse, the keyboard, or a mouse and keyboard combination.
Release
In click‐click mode, click the mouse to mark the start point of an object, and then click again at each of the object’s
corners or vertices.
1st click
2nd click
Vectorworks defaults to click‐click mode, and all procedures in this guide are based on click‐click drawing. This
preference can be changed in Vectorworks preferences.
Use the Data bar for accurate object placement and creation. See “Using the 2D Data Bar” on page 213 and
“Using the 3D Data Bar” on page 323.
Rectangle
Tool
To create objects with the Object Properties dialog box:
1. Double‐click the desired tool (or press the tool’s shortcut key twice).
The tool’s Object Properties dialog box opens.
2. Enter the desired criteria.
3. Click OK to accept the settings and exit the dialog box.
If Position At Next Click is selected, click the mouse to select the object’s location in the drawing.
Moving Around
Vectorworks provides several ways to move around within a drawing file, which allows you to look at the whole
drawing or at select portions of it. These navigation tools work for both 2D and 3D drawings.
Panning
Use the Pan tool to move the drawing around the drawing window, changing the area of display.
To pan around the drawing:
1. Click the Pan tool from the Basic palette.
28 | Chapter 1: Introduction
2. Move the hand into the drawing window.
3. Click and hold down the mouse button, and drag the drawing around the screen.
The rulers move with the page.
4. When the drawing shows the desired area, release the mouse button.
Double‐click the Pan tool to refresh the drawing view.
To move the page:
1. Click the Move Page tool from the Basic palette.
2. Click and drag the page outline to the desired location.
The original position of the page continues to display, helping to measure your movement.
3. Click to set the position of the page.
Moving Around | 29
Paste in Place works from user origin. If the page is moved, the image is placed in relation to the origin, not the new
page location.
Double‐click the Move Page tool to set the page origin to be the same as the user origin.
Zooming
Zoom controls the visual scale of a drawing. It does not affect the physical size of objects as set by the layer scale in the
Organization dialog box. Like a magnifying glass, zoom controls how close or far away objects appear on the screen.
Zoom in to get a close‐up view of a detail, and zoom out to get a broader view of the whole drawing.
Vectorworks includes zoom functionality through the mouse wheel, through buttons on the View bar, and through the
Zoom tool on the Basic palette.
Mode Description
Marquee Zoom Magnifies the portion of the drawing that is within the marquee area; in click‐drag mode,
simply click once (do not create a marquee box) to double the zoom factor
To zoom out, hold down the Option (Macintosh) or Alt (Windows) key during the zoom.
Interactive Zoom Interactively zooms the drawing area
With the Zoom tool selected, double‐click anywhere in the drawing to automatically activate either the 2D or 3D
Selection tool. (If the drawing is in a 3D view, the 3D Selection tool is activated, otherwise, the 2D Selection tool
is activated.)
Double‐click the Zoom tool on the Basic palette to double the magnification of the drawing. The Zoom In button
on the View bar performs the same action.
Marquee Zoom Mode
Select a portion of the drawing to magnify using marquee selection.
To marquee zoom:
1. Click the Zoom tool from the Basic palette.
2. Click the Marquee Zoom mode button.
3. Click and drag to create a marquee box around the portion of the drawing to magnify.
4. Click again to zoom in.
Vectorworks magnifies the selected section so that it fills the drawing window.
Moving Around | 31
To zoom out, hold down the Option (Macintosh) or Alt (Windows) key while you draw a marquee box around a
portion of the drawing. Click again to zoom out. Vectorworks reduces the magnification to display additional portions
of the drawing around the selected section.
Interactive Zoom Mode
Choose an area of the drawing to magnify interactively.
To interactively zoom:
1. Click the Zoom tool from the Basic palette.
2. Click the Interactive Zoom mode button.
3. Click in the drawing and hold down the mouse button (Macintosh) or left mouse button (Windows) while you
move the mouse forward to zoom in on the drawing from the location of the click.
To zoom out, click in the drawing and hold down the mouse button (Macintosh) or left mouse button (Windows)
while you move the mouse backward to zoom out of the drawing from the location of the click.
Scrolling
Automatically Scrolling While Drawing
Vectorworks automatically scrolls the drawing area when an object is being drawn.
To use autoscroll:
1. Select any drawing tool.
2. Press and hold down the mouse button to begin drawing.
3. Drag the cursor on top of or past a scroll bar or ruler.
The drawing window scrolls in the direction of the cursor.
In click‐click mode, if you do not hold down the mouse button while you draw, the autoscroll is halted if the
cursor passes a scroll bar or ruler; this allows interaction with the scroll bars, tool palettes, and tool sets.
The mouse wheel behavior is controlled by the Mouse wheel zooms setting in the Edit tab of the Vectorworks
Preferences dialog box. The wheel can be set to scroll by default, so that no additional key must be pressed while you
roll in order to scroll. See “Edit Preferences” on page 45 for details.
This feature will not work properly if standard scrolling is disabled in the mouse setup. For example, if the
mouse’s scrolling size is set to “none,” mouse scrolling in Vectorworks is disabled. (The specific settings required
for this feature depend on the type of mouse being used.)
Selecting Objects
Use the 2D Selection or 3D Selection tool on the Basic palette to select objects for the next command or edit operation.
The Shift key and the Alt (Windows) or Option (Macintosh) key are modifiers for selection actions. Create rectangular,
lasso, or polygonal marquees around objects to select single or multiple objects. The following table describes the
various selection methods.
To deselect all selected objects, click in an empty area of the drawing, or press the “x” key twice in rapid succession.
Highlighting
Highlighting can indicate the following information about an object in a drawing.
• Currently selected
• Currently “pre‐selected” because it is under the cursor (or within the selection marquee)
• Locked
• On an inactive layer
Selecting Objects | 33
• Causing one of the displayed “snap points”
• Can be acted upon by the currently active tool
In the Vectorworks preferences, there are several options to customize the highlighting.
• The different types of highlighting can be enabled and disabled individually.
• The highlighting for selected objects can be animated.
• The timing of the highlighting for pre‐selected objects can be adjusted.
• The color, opacity, and size of each type of highlighting can be adjusted.
By default, all highlighting options are enabled, and selected objects display as shown in the following illustration.
Handles
In addition to highlighting, square “handles” can display on selected objects. The appearance of the handles is
controlled by the Selection highlighting setting on the Interactive tab in the Vectorworks preferences. Also, the colors
of the handles can be customized.
If selection highlighting is enabled (the default setting):
• Handles display on a selected object if the object can be edited with the active tool
• Unlocked objects on the active layer have blue handles
• Unlocked objects on an inactive layer have white handles
• Locked objects have no handles (since they cannot be edited)
• Handles can be used as reshape points
If selection highlighting is disabled:
• Handles display on all selected objects
• Unlocked objects on the active layer have blue handles
• Locked objects on the active layer have gray handles
• All objects on an inactive layer have white handles
• Some of the handles can be used as reshape points, and some cannot, depending on the object, and on which tool
is active
34 | Chapter 1: Introduction
The selected wall is highlighted With three walls selected, the With three walls selected, the locked
in orange; blue handles locked wall (bottom) is highlighted wall (bottom) has a gray handle on
indicate that the wall can be in gray; there are no handles the right side; the unlocked walls
reshaped with the active tool because the objects cannot be have blue handles
reshaped with the active tool
2. Click Interactive Appearance Settings to customize the various types of highlighting or the handles. See
“Configuring Interactive Display” on page 67 for details about the Interactive Appearance Settings dialog box.
Selecting Objects | 35
Adjust the
Object available
handle settings as
elements needed
Object
highlighting
elements
3. Click OK to save the settings and close the dialog box.
4. From the Vectorworks Preferences dialog box, click OK again to save the preferences.
2D Selection Tool
Use the 2D Selection tool to select objects, to move and resize objects, and to insert objects in or next to a wall.
An additional mode, Enable Connected Walls, becomes available if the Vectorworks Design Series is installed. See
“Moving Connected Walls” on page 67 in the Vectorworks Design Series User’s Guide for information.
For marquee selection press the Option (Macintosh) or Alt (Windows) key while drawing the marquee to select all
objects that intersect the marquee.
36 | Chapter 1: Introduction
Mode Description
Disable Interactive Scaling No reshape handles display for a selected object, so that it can be dragged from any
point without accidentally affecting its size
Single Object Interactive Allows resizing by dragging a reshape handle that displays on a single selected object
Scaling
Drag the middle handle
to the right to reduce the
rectangle’s width
To rotate certain 2D objects (such as rectangles, rounded rectangles, ovals, bitmaps,
and PICT images), press the Option key (Macintosh) or Alt key (Windows) while
dragging a reshape handle
Unrestricted Interactive Allows resizing of multiple objects by dragging a reshape handle that displays on one
Scaling of the selected object(s)
Wall Insertion Allows symbols and plug‐in objects that are already on drawing to be placed into a
wall segment. When disabled, symbols can be moved next to or on a wall without
becoming part of the wall. See “Wall Insertion Mode” on page 191 for more
information.
Selecting Objects | 37
Mode Description
Enable 2D Cursor Creates a marquee box around objects when selecting. Click to set the start point, drag
Rectangular Selection the mouse in the desired direction, and release to set the end point. All objects within
the marquee are selected.
Enable 2D Cursor Lasso Creates a free‐form marquee, allowing a more exact selection of irregular 2D shapes.
Selection Click to set the start point, drag the mouse in the desired direction, and release to set
the end point. All objects within the marquee are selected.
Enable 2D Cursor Creates a marquee with an irregular polygonal shape. Click to set the start point, and
Polygonal Selection then continue clicking to define the shape. Double‐click to finish the marquee. All
objects within the marquee are selected.
To select 2D objects:
1. Click the 2D Selection tool from the Basic palette.
2. Select the appropriate mode.
3. Select the desired object(s).
38 | Chapter 1: Introduction
3D Selection Tool
Use the 3D Selection tool to select, move, or resize 3D objects in orthogonal views. When the tool is active, two smaller
lines project from the X and Y locations in the drawing area. These lines help to identify the Z location of the tool in the
drawing.
The reference for the view, whether working plane or ground plane, may depend on the selection in the Working
Planes palette (see “Working Plane View and Modes” on page 599).
The last three modes allow the selection of 3D objects using a marquee shape.
An additional mode, Enable Connected Walls, becomes available if the Vectorworks Design Series is installed. See
“Moving Connected Walls” on page 67 in the Vectorworks Design Series User’s Guide for information.
For marquee selection press the Option (Macintosh) or Alt (Windows) key while drawing the marquee to select all
objects that intersect the marquee.
Rectangular Selection
Lasso Selection
Mode Description
Wall Insertion Allows symbols that are already on drawing to be placed into a wall segment. When
disabled, symbols can be moved next to or on a wall without becoming part of the wall. See
“Wall Insertion Mode” on page 191 for more information.
Rectangular Selection Creates a marquee box around objects when selecting. Click to set the start point, drag the
mouse in the desired direction, and release to set the end point. All objects within the
marquee are selected.
Selecting Objects | 39
Mode Description
Lasso Selection Creates a free‐form marquee, allowing a more exact selection of irregular 3D shapes. Click
to set the start point, drag the mouse in the desired direction, and release to set the end
point. All objects within the marquee are selected.
Polygonal Selection Creates a marquee with an irregular polygonal shape. Click to set the start point, and then
continue clicking to define the shape. Double‐click to finish the marquee. All objects within
the marquee are selected.
To select 3D objects:
1. Click the 3D Selection tool from the Basic palette.
2. Select the view, if needed, and the appropriate selection mode.
3. Select the desired object(s).
Select All
The Select All command selects all visible objects in editable layers and classes. The active layer is always editable, but
other layers can be editable if they are visible and if the Layer Options are set to Show/Snap/Modify Others. For more
information about setting layer and class visibility and layer and class options, see “Setting Visibilities” on page 120
and “Setting Class and Design Layer Options” on page 115.
To select all objects in the drawing area:
Select Edit > Select All.
Alternatively, right‐click (Windows) or Ctrl‐click (Macintosh) on the drawing area, and select Select All from the
document context menu.
Vectorworks selects all visible objects that can be modified. Each of these selected objects is displayed with
highlighting. Locked objects are also selected so they can be unlocked for modification.
40 | Chapter 1: Introduction
Previous Selection
The Previous Selection command reselects the set of objects that were most recently selected. This is especially useful
if a large number of objects were accidentally deselected.
To reselect previously selected objects, select Edit > Previous Selection.
Context Menus
Click on an object, plug‐in object, the drawing area, or a section of the Resource Browser with a right‐click (Windows)
or Ctrl‐click (Macintosh), to display a menu containing context‐sensitive commands that pertain to the selected item or
items. If several similar items are selected, only the applicable context menu commands become available to all the
items in the selection.
This list is not exhaustive, as the capability is continuously being extended to additional Vectorworks commands
and tools.
Many different types of objects have the same global context commands available, such as Cut, Copy, and Paste.
These are listed once, under “Object” rather than listing them repeatedly for each type of object.
Double‐clicking on an object performs the same function as selecting Edit from the context menu.
The context menus can be customized through the Workspace Editor; see “Modifying Context Menus” on page 769.
44 | Chapter 1: Introduction
Getting Started 2
This chapter describes how to get started with Vectorworks Fundamentals. It describes how to set up basic program
preferences, units, and default options. Printing and using tablets with Vectorworks are also described.
Edit Preferences
Click the Edit tab to set preferences that control various edit functions in Vectorworks.
Parameter Description
Click drag drawing Lets you draw objects with the click‐drag method rather than the click‐click method
(click‐click is the default). Click once with the mouse button and do not release; drag the
cursor to a desired location and then release. See “Using the Mouse” on page 26.
Eight reshape handles Shows eight handles (four corner and four center) on most objects; deselect the option to
display only four corner handles
46 | Chapter 2: Getting Started
Parameter Description
Offset duplications When you use the Duplicate command, places the duplicate object so that it is offset from
the original object; deselect the option to place duplicates directly over the original
Auto join walls When you use the Wall tool, automatically joins walls at corners and intersections; when
walls are separated, their ends automatically heal (see “Automatically Joining Walls” on
page 513)
Separate sheet views Saves the view origin and zoom factor for each sheet layer; deselect the option to use the
same view for all design layers and sheet layers
Mouse wheel zooms Sets the default behavior of the mouse wheel and the Mighty Mouse scroll ball. When
selected, the wheel zooms by default; when deselected, the wheel scrolls by default. See
“Zooming with the Mouse Wheel” on page 29 and “Scrolling with the Mouse Wheel” on
page 31 for details.
2D conversion res Sets the number of segments that will be used to represent polylines and circles when you
draw and edit objects
Default compression Specifies the default image compression to apply to images in a viewport cache and to
images created by the Render Bitmap tool (Renderworks required). PNG compression
provides the best image quality but produces larger files, while JPEG creates smaller files,
but with possible loss of detail. PNG is selected by default.
Arrow Keys Select an arrow and modifier key combination as a shortcut for four common operations;
each key combination can be assigned to only one operation
Switch active layer/ Select the key combination that switches the active layer (up and down arrows) and the
class active class (left and right arrows)
Pan drawing Select the key combination that pans the drawing by half of the area currently in view
Nudge objects Select the key combination that nudges objects by one pixel
Move objects Select the key combination that moves objects, and select whether to move objects by the
snap grid distance or by the specified custom distance
Display Preferences
Click the Display tab to set the display preferences.
Setting Vectorworks Preferences | 47
Parameter Description
Rulers Shows the rulers
Scroll bars Shows the scroll bars
Black background Uses a black drawing background instead of the default white
Zoom line thickness Lines in the drawing appear thicker when you zoom in; the screens redraw slower if
Quartz (Macintosh) or GDI+ (Windows) imaging is enabled
Adjust flipped text Re‐orients rotated and flipped text so that it is always readable
No fill behind text Displays text without a fill pattern so that objects beneath the text are not obscured
Show parametric constraints Displays parametric constraints
Show other objects while in When certain complex objects are edited, an Edit window with a colored border
editing modes displays in the drawing area.
When you edit solids, groups, symbols, or viewports in the Edit window, select this
option to make the other objects from the drawing visible and snappable during
editing; deselect the option to show only the object being edited. (See “Object
Editing Mode” on page 429 for more information.)
This option does not apply to other types of objects that are edited from the Edit
window, including extrudes, multiple extrudes, tapered extrudes, sweeps, meshes,
floors, and roof faces. For symbols, the option applies only when you edit a symbol
definition by clicking on a symbol instance in a design layer.
Gray other objects If Show other objects while in editing modes is selected, select this option to gray
the objects in the drawing that are not being edited
Use VectorCaching for faster Caches vector information for complex document entities, such as polylines and
drawing hatches; while this makes screen redraws faster, it also can potentially increase
RAM requirements by up to 50 percent
48 | Chapter 2: Getting Started
Parameter Description
Center on objects after view When the view is changed to one of the standard views (such as Top or Left
change Isometric), automatically centers the view on the selected objects at the current
zoom level; if no objects are selected, the view is set to the center of all objects
Quartz imaging (Macintosh) Draws lines of equal thickness with round end caps; provides layer transparency,
or GDI+ imaging (Windows) better support for large‐format printouts, and PDF export (see “Exporting Files” on
page 559)
Anti‐aliasing When Quartz (Macintosh) or GDI+ (Windows) imaging is enabled, blends the edges
of fills and lines for a smoother appearance
Display light objects Controls the visibility of light objects; hide light objects to reduce screen clutter but
maintain light effects
Always Light objects are always visible
Only in wireframe Light objects are only visible in Wireframe mode; otherwise, they are hidden
Never Light objects are hidden regardless of the render mode
Display 3D loci Controls the visibility of 3D loci
Always 3D loci are always visible
Only in wireframe 3D loci are only visible in Wireframe mode; otherwise, they are hidden
Never 3D loci are hidden regardless of the render mode
Edit Font Mappings Specifies the replacement fonts for fonts that are not available. Font mappings can
be changed or deleted. If mappings are deleted, the Font Mappings dialog box
appears so that unavailable fonts can be mapped.
Session Preferences
Click the Session tab to set general Vectorworks preferences.
Setting Vectorworks Preferences | 49
Parameter Description
Use sound Supplements the visual SmartCursor cues with audible cues; move the slider bar left
(to reduce) or right (to increase) the Vectorworks volume relative to the system
volume
Log time in program Records in a log file the time spent in the program, as well as the time spent to open
and close documents; the date format depends on the language and regional settings
in the operating system. The log file is called VW User Log.txt, and it is created in the
User Data and Preferences Folder (which displays on the User Folders tab of
Vectorworks preferences).
Display minor alerts on Displays minor warnings on the Message bar instead of in a dialog box
message bar
Stop VectorScript on Halts the compile and execution of a VectorScript routine when a warning is
warnings generated
Maximum number of Sets how many undo operations are kept in memory; the maximum number of undos
undos is 100
Issue undo warnings Presents a dialog box when an action that cannot be undone is about to be performed
Undo view changes Sets how Vectorworks handles view changes when you undo actions
• Never ‐ ignores all operations that are strictly view changes
• Grouping All View Changes ‐ treats all consecutive view changes as one single
undoable action
• Grouping Similar View Changes ‐ treats similar consecutive view changes as a
single undoable action
• Individually ‐ treats each individual view change as an undoable action
Enable palette docking Lets you dock palettes; deselect the option to disable docks and to undock all active
(Windows) palettes
Automatically append file Appends the appropriate file extension (.vwx, or .sta for template files) to a newly
extensions (Macintosh) created Vectorworks drawing on a Macintosh
Display default content Enables pre‐defined content (such as hatches and gradients) to display for selection
throughout the program
Create a new document Creates a new, untitled file when Vectorworks is launched. The new file is based on
on startup the Default.sta template file (if one exists); otherwise, it is blank.
Change active layer for When the Create Similar Object command is invoked, changes the active layer to be
Similar Object Creation that of the source object. Select this option to create the new object on the same layer
(Design Series required) as the source object. See “Creating Similar Objects” on page 483 in the Vectorworks
Design Series User’s Guide.
50 | Chapter 2: Getting Started
Parameter Description
Automatically check for Select how often Vectorworks should automatically check for available software
updates updates. When the specified update check interval has elapsed, an alert dialog box
displays if a new version of Vectorworks is available. If it is not convenient to update
Vectorworks at this time, click Cancel in the alert dialog box. The alert dialog box will
redisplay when the specified update check interval has elapsed. Otherwise, click
More Info in the alert dialog box to open a web browser to display and download
available updates. Vectorworks must be exited to successfully install the software
update.
If Vectorworks is unable to connect to the update server, it attempts to connect once a
day for seven days after the original failed attempt. If a connection to the update
server still cannot be established, a dialog box opens to suggest running a manual
update. If the Check for Updates command is run after the automatic update check
fails, the next automatic update check occurs the day after the manual check.
Serial Numbers Opens the Serial Numbers dialog box to add or remove serial numbers for all installed
Nemetschek North America products (see “Adding and Removing Serial Numbers”
on page xi)
Reset Saved Settings Reverts to default settings instead of user‐specified settings for tool modes, dialog box
positions, and dialog box values. For palette positions and settings, reverts to the
settings established when the custom workspace was created (in the User Data and
Preferences folder).
In the dialog box that opens, select whether to reset settings for always performing the
selected action in alert dialog boxes. Also select whether to reset settings for all tool
modes, dialog box positions, dialog box values, and palette positions and settings.
Click OK to return to the Vectorworks Preferences dialog box.
Palette margins Sets whether the document window leaves a space for palettes when the window is
(Macintosh) opened
3D Preferences
Click the 3D tab to set preferences for 3D edits.
Setting Vectorworks Preferences | 51
Parameter Description
3D Rotation Sets the detail level that displays while the 3D view is rotated. Select Detailed to display
objects completely, but to rotate slower. Select Responsive to rotate faster, but to display
objects with less detail during the rotation.
Retain Rendering Determines the degree to which Vectorworks retains the rendered model in memory
Model during 3D rotation. Select Never to force the model to always display in Wireframe
mode; select Always to force the model to remain rendered.
Show 3D axis labels Shows labels for each axis in the ground plane and working plane
3D conversion res Sets the segmentation resolution used to display curved 3D objects; affects extruded and
swept polylines, circles, and arcs
Autosave Preferences
Click the Autosave tab to set preferences for automatic file saves and backups.
52 | Chapter 2: Getting Started
Parameter Description
Autosave every Enables the Autosave feature; also sets the number of minutes or operations between
autosaves
Confirm before save Before each save, opens a dialog box so that you can choose either to save or to continue
to work without a save. The timer/counter resets regardless of which option is selected.
See “Automatically Saving Files” on page 8.
Overwrite original file Writes over the original file with the latest changes during a save
Autosave a backup Automatically saves a backup copy of the file either to a folder named VW Backup (in the
copy to same folder as the original file) or to a custom location, such as a network drive (click
Choose to select a folder). The original file is not saved automatically; to save it, use one
of the save commands on the File menu.
Backup files have unique names that include the word “Backup” and a date and time
stamp appended to the original file name. Use backup file(s) to restore a project if
something happens to the original file.
Keep the ___ most If Autosave a backup copy to is selected, specifies the maximum number of backup files
recent backups to keep; the oldest backup file is replaced when a new backup is made
Interactive Preferences
Click the Interactive tab to set preferences for the display of the interactive drawing features in Vectorworks, such as
the cursor, selection boxes, and selection highlighting. See “Drawing with Snapping and Constraints” on page 135 for
more information about snapping. See “Selection and Pre‐selection Indicators” on page 32 for more information about
highlighting.
Setting Vectorworks Preferences | 53
Parameter Description
Cursor
Full screen cursor Displays a crosshair cursor that extends to the edges of the drawing area
Show selection box Displays a box beneath the cursor that indicates the active selection area; an object
beneath the box can be selected when the mouse is clicked
Show snap box Displays a box around the cursor that indicates the area in which to find possible snap
points; when a snap point is beneath the box, it can be snapped to
Show acquisition hints Show graphical hints near the cursor when smart points, edges, and vector locks can
be acquired (see “Snapping Indicators” on page 148)
Selection box size Controls the size of the selection box, if Show selection box is selected; must be
smaller than the snap box
Snap box size Controls the size of the snap box, if Show snap box is selected; must be larger than the
selection box
Highlighting
Selection highlighting When enabled, objects that are selected are highlighted with the specified colors and
patterns, and square handles indicate points that can be used to reshape objects with
the tool that is currently active.
When this option is disabled, square handles indicate objects that are selected, and the
handles may or may not be reshape points.
54 | Chapter 2: Getting Started
Parameter Description
Animation If Selection highlighting is selected, specify how the selection highlights will be
animated when the cursor moves out of the drawing window or over a palette:
• Off turns off all animation of highlights
• On pulses the highlight continuously
• Burst briefly highlights with 100% opacity
Cursor pre‐selection Highlights any object that can be selected when the cursor is over the object
highlighting
Highlighting timer When a drawing object is beneath the cursor, specifies the number of seconds to delay
before pre‐selection highlighting begins
Marquee pre‐selection As a selection marquee is drawn over objects, highlights any object that will be
highlighting selected
Snapped object Highlights the geometry that generated the current snap
highlighting
Tool highlighting Highlights any object that can be modified or used by the current tool when the cursor
is over the object
Interactive Appearance Opens a dialog box to change the appearance of the interactive elements in
Settings Vectorworks, including general elements, object highlighting, SmartCursor elements,
and snap points; see “Configuring Interactive Display” on page 67
Parameter Description
User Data and Specifies the folder that contains Vectorworks preferences, log files, workspaces, and any
Preferences Folder personal content you create. This might be a folder on the local computer, or on a USB
drive or network drive; this allows you to run Vectorworks from any computer.
Choose Click Choose to change the user data folder. Vectorworks must be restarted if you
change the location of the user data. See “User Folders Preferences” on page 54 for
details.
Explore (Windows) To look at the contents of the current folder, click Explore (to open Windows Explorer) or
or Reveal in Finder click Reveal in Finder (to open Macintosh Finder)
(Macintosh)
• Windows XP: C:\Documents and Settings\<Username>\Application Data\Nemetschek\Vectorworks\2009\
• Windows Vista: C:\Users\<Username>\AppData\Roaming\Nemetschek\Vectorworks\2009
• Macintosh: /Users/<Username>/Library/Application Support/Vectorworks/2009/
To change the user data folder:
1. From the User Folders tab, click Choose.
2. A confirmation dialog box displays. Click Yes to continue with the folder change.
3. Select a folder from the dialog box that opens, and click OK (Windows) or Choose (Macintosh).
4. Another confirmation dialog box displays. Click Yes to copy the user data to the new location, or click No to use
the Vectorworks defaults.
5. If you copy the data to the new location, and the destination folder already contains a file with the same name as
a file in the source folder, Vectorworks displays a notice that files in the destination folder will be overridden.
Click Yes to continue.
6. If any unsaved files are currently open, you are prompted to save them. Click Yes to continue.
7. Vectorworks copies the files to the new location and then closes automatically.
8. Restart Vectorworks.
Display Preferences
Click the Display tab to set the display preferences.
Parameter Description
Black and white only Draws objects using only the colors black and white (black items display as black, and all
colors—including gray—display as white); this choice overrides any other color settings
(including viewport settings) and is used mainly for printing on black and white printers.
To create a “grayscale” effect for prints and PDFs when this feature is enabled, use
pattern fills instead of solid color fills. Set the pattern foreground color to black, and
set the background color to any other color. Patterns 4 through 9 in the pattern fill
selection box display as various shades of gray.
Hide wall components Select to hide wall components when the layer is set to, or is below, the scale ratio
when layer scale < = 1: specified (does not affect wall component display in viewports; see “Advanced Sheet
Layer Viewport Properties” on page 660 to show or hide components in viewports)
Save viewport cache Indicates whether to save viewport caches and radiosity solutions in the file; saving the
cache may increase file size, but saves time when files that contain viewports and
viewports rendered with radiosity renderings (Renderworks required) are opened. If
deselected, any viewports will require updating when the file is opened, and any
viewport radiosity solutions will require regeneration, but file size is reduced. Note that
the viewport cache(s) are already compressed to PNG or JPEG format to save space (the
format depends on the selection in Vectorworks preferences; see “Edit Preferences” on
page 45 for more information).
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Parameter Description
Use layer colors When specific pen and fill colors have been set for a design layer, draws all objects on
that layer with the specified colors (see “Setting the Design Layer Color” on page 105)
Mesh smoothing with Smoothes mesh objects rendered with OpenGL or Renderworks; enter a higher crease
crease angle angle value for a smoother surface (valid values are 0 to 180).
Dimension Preferences
Click the Dimensions tab to set the dimension preferences.
Parameter Description
Associate dimensions Associates dimensions with the applicable objects. When a dimension is associated with
an object, the dimension automatically updates when the object it is applied to is
modified. For more information about associative dimensioning, see “Dimensioning” on
page 467.
Auto associate Select this option to automatically associate a dimension to the top‐most object when
more than one object shares a dimension endpoint
Create dimensions in Assigns dimensions to the Dimension class as they are created (default setting). If
dimension class deselected, created dimensions are assigned to the active class.
Dimension Standard Select the default Dimension Standard to use. Alternatively, click Custom to add a
custom dimension standard (see “Using Custom Dimension Standards” on page 467).
Changing the dimension standard does not affect dimensions that have already been
placed on the drawing.
Dimension Slash Sets the desired Thickness of the slash at each end of a dimension, in points, mils, or
millimeters
Default dimension standards are presented in the following table.
Setting Document Preferences | 59
Resolution Preferences
Click the Resolution tab to set the resolution preferences.
Parameter Description
Rotated Text Display Sets how rotated text is displayed: Highest quality shows rotated text at the best
quality available, Normal quality shows rotated text slightly jagged, and Bounding
box shows only a bounding box representing the text’s location
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Parameter Description
Bitmap Display Sets how bitmaps are displayed: Full resolution shows bitmaps at the best resolution
available, Reduced resolution shows bitmaps at a reduced detail, and Bounding box
shows only a bounding box representing the bitmap’s location. Reducing the resolution
saves time when using the Pan tool or scroll bars.
PICT/PDF (Quartz Only) Sets the resolution at which the model will render for export. On Macintosh, when
Export (Macintosh) or Quartz imaging is enabled, sets the PDF export resolution; when Quartz imaging is
WMF Export (Windows) not enabled, sets the PICT export resolution (see “Display Preferences” on page 46).
Printing Sets the resolution at which the model will render for printing
1. Right‐click (Windows) or Ctrl‐click (Macintosh) in the drawing area to access the document context menu, and
then select Active Layer Scale. Alternatively, if the layer scale is displayed on the View bar, click the Layer Scale
button.
The Layer Scale dialog box opens.
Setting Up the Drawing | 61
2. Either select a scale, or enter a custom value in Paper Scale.
3. To simultaneously change the scale of all existing design layers in the entire drawing, select All Layers.
4. To scale text proportionally to the rest of the design layer, select Scale Text. Deselect Scale Text to keep the text at
its current size even if the scale changes.
5. Click OK to return to the drawing.
Normal Scale
The Normal Scale command automatically displays the drawing file at 100% of its real‐world scale. For example, if a
drawing scale is set to 1:1, every inch on the monitor corresponds to an inch on paper. Normal scale is the scale at
which the drawing is printed.
62 | Chapter 2: Getting Started
To set the drawing to normal scale:
1. Select View > Zoom > Normal Scale.
Vectorworks changes the view so that the objects’ screen size and print size are the same.
2. If the drawing size is larger than the monitor’s dimensions, scroll or pan around the drawing to see all elements.
Units
Vectorworks provides a wide range of measurement systems to select from and also provides the flexibility to create a
customized measurement system. Vectorworks applies the selected measurement system globally throughout the
drawing, from the measurements that display on the rulers to those used in dimensions and worksheets.
The Units command opens the Units dialog box, which organizes units settings on three tabbed panes:
• The General Display tab settings affect the units throughout the drawing.
• The Dimension Objects (Primary) tab contains rounding settings for primary dimensions.
• The Dimension Objects (Secondary) tab contains units and rounding settings for secondary dimensions. If dual
dimensions are not being used, these settings have no effect. For more information on dual dimensioning, “Dual
Dimensioning” on page 478.
Parameter Description
Length
Units Select the desired length measurement system from the list
Custom If the Custom unit is selected, click Custom to create a custom length measurement
system; see “Creating a Custom Unit System” on page 63
Show Unit Mark Select to display the unit mark along with the unit value; if the Feet & Inches unit is
selected, Vectorworks automatically displays unit marks and therefore, Show Unit
Mark appears dimmed
Rounding Style Rounding only affects how numbers are displayed; if the number 1.23456 is entered
with a rounding of .00, the value is recognized as 1.23456 but displays as 1.23
Fractional Select for fractional rounding
Decimal Select for decimal rounding
Exact as Fractions / Select for a combination of fractional and decimal rounding
Non‐Exact as Decimals
Rounding Precision For fractional rounding, select the fractional precision value; for decimal rounding,
select up to ten digits of decimal precision; for a combination of fractional and
decimal rounding, select both a fractional and decimal precision value
Decimal rounding base Select whether decimal rounding is performed using multiples of tenths, quarters,
or halves; the option selected is reflected in the Decimal precision field
Decimal Options
Leading Zero If one of the decimal rounding options is chosen, select to display a leading zero
Trailing Zeros If one of the decimal rounding options is chosen, select to display trailing zero(s)
Area / Volume / Angle
Units Select the area, volume, and angular measurement system from the list
Custom If the Custom area or volume unit is selected, click Custom to create a custom area
or volume measurement system; see “Creating a Custom Unit System” on page 63
Precision For area and volume measurement systems, select up to ten digits of decimal
precision. For angular measurement systems, select to display angular units in
degrees (there are 360 degrees in a circle, and the angle mark is °), radians (there are
2pi radians in a circle, and the angle mark is r), or gradians (there are 400 gradians in
a circle, and the angle mark is g); also, select up to eight digits of angular precision
or specify degrees, minutes, and/or seconds.
3. Click Custom.
The Custom Units:Length, Custom Units:Area, or Custom Units:Volume dialog box opens, depending on the
type of custom unit being created or edited. The available values in each field vary based on the custom unit
type.
Parameter Description
Unit Name Name given to the custom measurement system—for example, “Cubit”
Unit Mark Mark (abbreviation) used to represent a unit in the custom measurement system—for
example, “cbt”
Smaller from Larger Set the number of custom units that occur per selected unit—for example, “There Are 2
Units Per Inch”
Square Unit Mark Set the number of selected units that occur per custom unit—for example, “There Are 2
Inches Per Unit”
4. Click OK to exit the Custom Units dialog box.
5. Enter the remaining criteria as described in “Units” on page 62.
6. Click OK.
Reference Snap
Grid Grid
The Snap Grid assists with drawing and placing objects precisely. The snap grid appears as small dots when zoomed
in, depending on the snap grid dimensions. The snap grid is used in combination with the Snap to Grid snapping
option on the Constraints palette. As the mouse moves across the screen, it automatically “catches” at each increment
on the snap grid. When you are placing or drawing an object, it snaps to the grid.
With shortcut keys, objects can be moved constrained to the snap grid. See “Edit Preferences” on page 45 for more
information.
The Reference Grid normally displays on the screen (depending on the zoom factor and grid dimensions), and can be
printed. The most useful way to set the reference grid is so that it is an extension of the set scale.
Depending on the drawing, the snap and reference grids can have identical or different dimensions. For example, if
you are designing kitchen cabinets with a tolerance of one‐sixteenth of an inch, set the snap grid to 1/16”. It would be
hard to draw on a screen that displayed 16 horizontal and vertical lines squeezed within every inch. For that reason,
you might want to mark off only whole inches on the screen by setting the reference grid to 1”.
At file setup, establish the snap and reference grid settings based on the drawing scale. See “Grid Snapping” on
page 137. The color of the reference grid can be changed; see “Configuring Interactive Display” on page 67.
Guides
The Make Guide command enables the placement of guidelines which can be used to visually align objects in the
drawing. Vectorworks permits guides of any shape and size. In addition to providing visual clues, guides work with
Vectorworks’ SmartCursor to ensure precise alignment. Guide objects are locked into a class called “Guides” and are
colored light purple. Guides are printed unless the Hide Guides command is selected, or the Delete All Guides
command has permanently removed them.
To create a guide:
1. Create the object to become a guide.
2. Select the object.
3. Select Modify > Guides > Make Guide.
The object changes into a guide.
66 | Chapter 2: Getting Started
On the Guides command sub‐menu, the following options can be selected.
Option Description
Make Guides The object becomes a guide
Select Guides Selects all the guides in a drawing
Show Guides Displays guides which were hidden
Hide Guides Temporarily hides the guides in the drawing
Delete all Guides Permanently removes all guides and the objects used to create them
You can snap objects to the guide(s) closest to it by using the Snap to Object constraint on the Constraints
palette. The distance at which the objects snap to the guides is determined by the Snap box size setting in the
Vectorworks preferences. See “Interactive Preferences” on page 52 for details on setting the snap radius setting.
To delete a single guide, highlight it and then select Modify > Unlock. The guide is now editable. Select Edit > Clear to
remove it from the drawing. A guide can also be unlocked in order to move it to a new location. Select Modify > Lock
to lock the guide into place once it is relocated.
Set Origin
Use the Set Origin command to change the placement of the origin in the drawing area. The origin is the point where
the X and Y axes meet (0,0). Its default placement is at the exact center of the drawing area.
All design layers have the same origin, but each sheet layer has its own origin, independent of the other layers.
To set the origin:
1. To set the origin for a specific sheet layer, select the sheet layer first.
Alternatively, edit the sheet layer properties from the Organization palette.
2. Make sure the drawing is in Top/Plan view.
3. Select Tools > Set Origin.
The Set Origin dialog box opens.
Setting Up the Drawing | 67
Parameter Description
Set Origin to Next Mouse Click Changes the cursor to a bull’s‐eye cursor; click to set the origin to any point
within the Vectorworks drawing area
Set Origin to Drawing Center Sets the origin to the internal drawing center; the drawing center is a fixed
internal point used to position all objects
Next Mouse Click Is Sets the clicked point to specific coordinates. After selecting this option,
enter the X and Y coordinates of the point. The origin is set according to the
values entered when clicking a locus point or another reference point. This
option is most useful for drawings that have a distant reference point.
4. Click OK.
To use the Set Origin button:
1. Click the Set Origin button, and then move the mouse to the new location for the origin.
2. Click to set the origin.
Double‐click the Set Origin button to open the Set Origin dialog box.
Select Tools > SmartCursor Settings. On the General tab of the SmartCursor Settings dialog box, click Interactive
Appearance Settings.
The Interactive Appearance Settings dialog box opens, showing a list of all elements that can be customized.
Click the column heading to sort by interface element, if desired.
Grid Sets the color and opacity of the reference grid
Setting Up the Drawing | 69
Page Boundary Sets the color and opacity of the page boundary
border
Reshape Handles ‐ Active Sets the color of the square handles that can be
Layer dragged to reshape a selected object on the active
layer
Reshape Handles ‐ Inactive Sets the color of the square handles that can be
Layer dragged to reshape a selected object on an inactive
layer
Working Plane Sets the color and opacity of the working plane grid
Object Highlighting
Active Layer Sets the pattern, forecolor, backcolor, opacity, and
size of the highlighting for an object that is selected
on the active layer
Inactive Layer Sets the pattern, forecolor, backcolor, opacity, and
size of the highlighting for an object that is selected
on an inactive layer
Locked Sets the pattern, forecolor, backcolor, opacity, and
size of the highlighting for an object that is locked
Pre‐Selection ‐ Active Layer Sets the color, opacity, and size of the highlighting
for an object that is pre‐selected on the active layer;
an object can be pre‐selected by being either under
the cursor’s selection box, or inside a selection
marquee
70 | Chapter 2: Getting Started
Snap Object Sets the color, opacity, and size of the highlighting
for an object that is being snapped to; the
highlighting is always a dashed line
Tool Highlighting Sets the color, opacity, and size of the highlighting
for an object that can be edited by the active tool
SmartCursor
Acquisition Hints Sets the color, opacity, and size of the graphical
hints which display near the cursor to show when a
smart point, smart edge, or vector lock can be
acquired or released
Cue Background Specifies the background color and opacity of
SmartCursor cues
Cue Text Sets the color and size of SmartCursor text
Datum Indicator Sets the color, opacity and size of the datum
indicator
Edges Sets the color, opacity and size of smart edge lines
Points Sets the color, opacity, and size of smart points
Setting Up the Drawing | 71
Snap Box Sets the color, opacity, and size of the snap box
around the SmartCursor
Vector Locks Sets the color, opacity, and size of vector locks
Snap Points
Available Sets the color, opacity, and size of snap points
available near the cursor and within the snap box
Congestion Indicator Sets the color, opacity, and size of the snap box
when there are too many available snap points
around the SmartCursor (using the snap loupe is
recommended in this situation; see “Using the Snap
Loupe” on page 152)
Current Sets the color, opacity, and size of the current snap
indicator
Obtained Sets the color, opacity, and size of the acquired snap
point
Special Sets the color, opacity, and size of snap point hints
such as midpoint, center, along line, and tangent
snaps
Reset Restores default Vectorworks parameter settings for
all interface elements
2. Select the element to change, and then set the parameters that display to the right of the element list as needed.
Different parameters display, depending on the element selected.
72 | Chapter 2: Getting Started
Parameter Description
Pattern / ForeColor / BackColor To use a solid color, select the color from the ForeColor menu; then from the
Pattern menu, select the solid pattern for that color
To use a pattern, select the ForeColor and BackColor colors from the menus
(see “Selecting a Color from a Color Palette” on page 77); then select a Pattern
Color Select the color from the menu (see “Selecting a Color from a Color Palette” on
page 77)
Opacity Drag the slider right to increase or left to decrease the opacity of the interactive
element
Size Drag the slider right to increase or left to decrease the width of the interactive
element
3. Click OK to save the settings, which apply to all Vectorworks drawings.
Colors, dash style, and patterns are saved in the current drawing or in a template. Markers and line thickness are
global settings and apply to all Vectorworks drawings.
Gradient and image fills are provided as default resources and can also be defined in the Resource Browser. See
“Vectorworks Fundamentals Default Resources” on page 167, “Gradient Attributes” on page 275 and “Image
Attributes” on page 279.
Parameter Description
Current Lists the marker types that are available for selection when drawing; change the list order by
Marker Types clicking and dragging in the # column
New Creates a new marker type; see “Creating or Editing Marker Types” on page 73
Edit Edits the currently selected marker type; see “Creating or Editing Marker Types” on page 73
Delete Deletes the currently selected marker
2. Click OK to set the default list of available marker types.
Parameter Description
Preview Displays a preview of the marker’s appearance
General Options Specifies the marker’s shape and style
Root Type Specifies the general shape of the marker
Fill For closed root types, specifies the type of fill
Base For triangular root types, specifies the shape of the base
Angle For triangular and hexagonal root types, indicates the angle of the root
Length Indicates the length of the marker, from base to tip
Width Specifies the marker width, for marker types that have a width
Half Tick For marker types except cone and lasso, displays half the marker on the indicated side
Tail For markers which can be reversed, flips the marker direction to create a tail marker
Thickness Options Specifies the marker pen thickness
Setting Default Object Attributes | 75
Parameter Description
Use Line Thickness Uses the same thickness as that of the associated line, adjusting automatically along
with any line thickness changes
Use Dimension Slash Uses the same thickness as the dimension slash, set on the Dimensions tab of the
Thickness document preferences (see “Dimension Preferences” on page 58)
Use Custom Specifies a custom marker thickness and unit (mils, points, or millimeters)
Thickness
2. Click OK to create or edit the marker.
The new marker is listed at the top of the marker types list.
Utility Menu
Color Palette set in a new file, showing the Color Palette set in a file with active
default active color palettes color palettes
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Parameter Description
Color by Class When using the Color Palette set to specify an object’s color, causes the object to take
on the color attribute set by the object’s class; see “Applying Colors” on page 261
Standard Color Picker Opens the operating system’s color picker for selecting individual colors; see
“Selecting Standard Operating System Colors” on page 77
Pick Color Opens the Pick Color dialog box, for selecting a color from available color palettes; see
“Selecting a Color from a Color Palette” on page 77
Color Palette Manager Opens the Color Palette Manager dialog box, for managing available color palettes
and activating additional palettes; see “Managing Color Palettes” on page 78
Named color display Displays any color name information associated with the selected color.
area
This area also serves to find a named color in the active color palette. To easily find a
named color, begin typing; the letters display in the named color display area and the
closest color match is selected. Press the Tab key to cycle through the closest matches;
pause for several seconds to start the search over.
Colors in active palette Displays the selected active palette’s available colors in either Grid or List view; these
colors are available for use in the file
Active palettes Lists palettes which have been made active for the file with the Color Palette Manager;
click on a palette name to display its colors for use in Vectorworks
Utility Menu Opens a utility menu to control the color palette sorting and display
2. Either select a color from one of the file’s color palettes, or click off of the Color Palette set (in the drawing
window, for example) to close the color window and set the file’s available colors.
Utility Menu
The options selected from the color palette Utility Menu button at the bottom of the main Color Palette set indicate the
color sorting and display.
To set the display and sorting of colors and palettes:
1. From the Color Palette set, click the Utility Menu button to open the utility menu.
Menu/Command Action
View Color Palette as Select to view the colors in the Color Palette set as a grid of colored squares, or a list of
colors and associated names. (In either view, color names are always shown in the
display area above the colors as the mouse moves over the colors.)
Setting Default Object Attributes | 77
Menu/Command Action
Sort Color Palette by Specify the sorting method for the active color palette; select Color to sort by hue
(HSV values), Manual to sort according to the order set in the Color Palette Manager,
or Alphabetical to sort in ascending or descending order by color name
Place Color Palettes at Select whether to display active color palettes at the top or bottom of the Color Palette
set
Shrink Grid to Fit In Grid view, color lists of less than 16 rows can be displayed with a Color Palette set
option that shrinks to fit the available colors
2. Select a utility command to change the color palette display or sorting option.
To select a standard operating system color:
1. From the Color Palette set, click the Standard Color Picker button.
The Colors (Macintosh) or Color (Windows) dialog box opens.
2. Select a color from among the standard operating system colors, and click OK.
3. The color is added to the active document color palette, and becomes available for use in Vectorworks.
To add colors from a color palette:
1. From the Color Palette set, click the Pick Color button.
The Pick Color dialog box opens, listing the color palettes available. The Colors in Active Document palette is
always available. Other palettes in the list either ship with Vectorworks, or have been added with the Color
Palette Manager.
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Parameter Description
Color Palette list Lists the color palettes from which colors can be selected. Click on the header to sort
the palettes in ascending/descending alphabetical order. Select a palette to display its
colors on the right.
Color List Lists the colors in the selected palette; click on the header to sort by color or by color
name. Select a color to add it to the Colors in the Active Document palette.
Color Grid Displays the colors in the selected palette as a grid; select a color to add it to the Colors
in Active Document palette
Color Information Displays the color information of the selected color, including Name; Red, Green, Blue
(RGB); Cyan, Magenta, Yellow, and Black (CMYK); and Hue, Saturation, and Value
(HSV). This information also displays on a tooltip when the cursor hovers over a color.
2. Select a color palette from the left, and then select the color from the list or grid of colors on the right.
3. Click OK to add the color to the active document palette, and make it available for use in Vectorworks.
To manage the file’s color palettes:
1. From the Color Palette set, click the Color Palette Manager button.
The Color Palette Manager dialog box opens. The palettes available here are located in the Color Palettes library
of the default resources; see “Vectorworks Fundamentals Default Resources” on page 167.
Parameter Description
Color palette list Lists the file’s available color palettes. Click on a header to sort the palettes by active
status or color palette name. Click in the Active column of a selected palette to activate
the palette and add it to the available palettes in the main Color Palette set.
Color List Lists the colors in the selected palette; click on the header to sort by color or by color
name
Color Grid Displays the colors in the selected palette as a grid
New Opens the New Palette dialog box, for creating a custom color palette or importing a
color palette file; see “Creating or Editing Custom Color Palettes” on page 80
Edit Opens the Edit Palette dialog box, for editing the selected custom palette; see
“Creating or Editing Custom Color Palettes” on page 80
Duplicate Copies the selected color palette and appends an incrementing number to the copy
name (change or rename the copied palette by clicking Edit)
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Parameter Description
Delete Deletes the currently selected color palette; only custom palettes can be deleted, but
not the Colors in Active Document or standard color palettes
Purge Unused When the Colors in Active Document palette is selected, removes any colors that are
not in use in the file from the Colors in Active Document palette
Referenced colors remain in the active document color palette, even from an
object that has been removed. Purging allows accumulated colors to be trimmed.
2. When the list of color palettes and active color palettes is set, click OK.
Parameter Description
Name Specifies a name for a new color palette, or edits the name of a custom color palette
Color List Lists the colors in the custom palette; click on the header to sort by number in the list,
color, or color name. To change the order of the colors, click in the # column and drag
the selected color up or down in the list. (Select Manual from the color palette utility
menu to sort the colors in the main Color Palette set in this order; see “Utility Menu”
on page 76)
Color Grid Displays the colors in the custom palette as a grid
New Opens the New Color dialog box, for adding a new color from the operating system’s
color picker
Edit Opens the Edit Color dialog box, for editing the selected color using the operating
system’s color picker
Delete Deletes the currently selected color(s) from the custom color palette
Get Opens the Pick Color dialog box, for adding one or more colors selected from the
available color palettes (see “Selecting a Color from a Color Palette” on page 77)
Lighten Incrementally lightens the selected color
Darken Incrementally darkens the selected color
RGB Blend Blends two selected colors according to their Red, Green, Blue (RGB) values, to create
the specified number of new colors (up to 1000)
HSV Blend Blends two selected colors according to their Hue, Saturation, and Lightness (HSV)
values, to create the specified number of new colors (up to 1000)
Import Imports all the colors from the Colors in Active Document palette of another current
version Vectorworks file
3. When the colors have been edited or added to the custom color palette, click OK.
The custom color palette is listed in the Color Palette Manager. By default, custom color palettes are saved in the
user folder (see “User Folders Preferences” on page 54).
The index numbers are internal to the color palette and always remain in the same order.
Parameter Description
Dash styles Displays a graphical list of the file’s dash styles
Setting Default Object Attributes | 83
Parameter Description
New Opens the Edit Dash Style dialog box, to create a new dash style based on the currently
selected dash style. Up to 22 customized styles can be added to the ten default dash
styles, for a total of 32 styles. Once at the 32 style limit, this button is disabled.
Edit Opens the Edit Dash Style dialog box, to edit the currently selected dash style
Delete Deletes the currently selected dash style; if the deleted dash style has been applied to
objects, the Map Dash Style dialog box opens to select the replacement dash style
2. To create a new dash style, click New; to edit the currently selected style, click Edit.
The Edit Dash Style dialog box opens. Set the dash style by either dragging the levers of the highlighted section
on the graph, or by highlighting the desired section with the arrow buttons and specifying Line Length and Gap
Length values.
Parameter Description
Dash graph Levers indicate the distance (in page inches or page millimeters) between dash
sections; a section consists of a line and a gap. Drag a new lever from the right edge of
the dash graph to add a dash section, or drag a lever to the right to delete a section.
Up to ten levers can define a dash style.
Define the section visually by dragging the levers of the highlighted section until the
line and gap are at the desired distance. The distance between the first two
highlighted levers indicates the line length, and the distance between the last two
highlighted levers indicates the gap length.
<< or >> Selects a highlighted section for editing; alternatively, click on the section to highlight
Line Length Specifies the length of the line, in page units, for the highlighted dash section
Gap Length Specifies the length of the gap, in page units, for the highlighted dash section
Scale with line thickness Maintains the proportion between the dash style and the line thickness
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The 2D line dash pattern is automatically adjusted to prevent spaces at either end of the line.
3. Click OK to return to the Dash Styles dialog box.
4. Click OK to set the default dash styles for the file.
When exporting a file to a version prior to Vectorworks 12, the system truncates the number of dash styles to 24. In the
Dash Styles dialog box, dash styles #1‐24 are retained; on the Attributes palette and for the Dash Style within View >
Rendering > Line Render Options, the first 24 dash styles beneath the solid line dash style are retained.
Parameter Description
Units Select the Units to be used for the thickness of the edited line
New Enter the new thickness value to replace the current thickness value listed to its left
2. Click OK to set the default list of available line thicknesses.
Parameter Description
Pattern Select one of the 36 patterns to edit from the Pattern list, and then click in the left pattern box to
add/delete pixels; the edits change the overall pattern in the right box
Revert Restores the pattern to its original settings
2. Click OK to set the default list of available patterns.
Creating Templates
Save a drawing file as a template to use it as a foundation for new files. Templates save layers, classes, title blocks,
drawing borders, resources, and the current settings for attributes and units. (See “Creating a New File” on page 4 for
details about using a template.)
When a template is opened, Vectorworks automatically opens a copy of the file. When the new drawing is saved the
first time, Vectorworks prompts for a new file name. This makes it impossible to accidentally replace the master
template with the new drawing file.
To create a template:
1. Start with a new, empty file.
2. Set up the file with all of the desired elements.
3. Select File > Save As Template.
4. Enter the name of the template (.sta) file and place it in an appropriate Templates folder. (See “User Folders
Preferences” on page 54 for details about how to specify the folder for your user data.)
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• To save the template for personal use, place it in the Templates subfolder in your user data folder (which is
the default).
• If Vectorworks Design Series is installed, you can share the template with other users in a workgroup. To do
so, place it in the Templates subfolder of a workgroup folder on a network drive; other users can then specify
that workgroup folder in their Vectorworks preferences.
The .sta extension is required for Windows. It is recommended for use on the Macintosh if the file will be shared
with Windows users.
5. Click Save.
Vectorworks launches with a blank drawing file, in 1:1 scale. To launch Vectorworks with a file containing different
settings, name the template file Default.sta and save it in the Templates subfolder in your user data folder.
Printing
The Print Area
Within the drawing area is a colored border which defines the print area. Anything within the print area is printed and
anything outside of the print area is not printed.
Print area
Drawing area
Vectorworks uses the settings from both the Page Setup and Printer Setup dialog boxes to determine the number of
sheets of paper (pages) required to print the entire drawing on the selected printer.
This allows the same drawing to be printed or plotted to numerous sources without readjusting the drawing. By
entering the dimensions of a “D” size sheet of technical paper in the Printable Area of the Page Setup dialog box, and
selecting “Letter” paper size in the Printer Setup dialog box, Vectorworks determines that the drawing needs to be
“tiled” across 12 sheets of 8‐1/2” x 11” paper to a standard laser printer. The number of 8‐1/2” x 11” pages required for
printing horizontally and vertically are automatically updated in the Page Setup dialog box. When sending this same
drawing to a plotter, change the settings in the Page Setup dialog box for a plotter, and Vectorworks converts the pages
required accordingly.
The color of the print area border can be changed; see “Configuring Interactive Display” on page 67.
The page setup (including the printable area) is specified individually for each sheet layer (see “Setting Sheet
Layer Properties” on page 107).
Printing | 87
Page Setup
The Page Setup dialog box settings determine the number of sheets of paper (pages) required to print the entire
drawing on the selected printer. It is also used to specify whether to display the gray drawing boundary box
representing the print area for design layers, and whether to display page breaks in the drawing file.
To change the page setup settings:
1. Select File > Page Setup.
The Page Setup dialog box opens.
Parameter Description
Pages
Horizontal Specify the number of pages in the horizontal direction
Vertical Specify the number of pages in the vertical direction
Show page boundary Select to display a gray border around the perimeter of the print area for design layers;
alternatively, press Alt+B to toggle selection in this field
Sheet layers always display the page boundary.
Show page breaks Indicates how the drawing is divided over each printable page; for design layers, the
page boundary must be displayed in order to see the page breaks
Printable Area
Choose size If the desired paper size is not available in the Printer Setup dialog box (see “Printer
unavailable in Setup” on page 88), select this option, and then select the desired paper Size from the
printer setup list; this is useful when sending files to a print bureau that has different paper sizes
available than your printer
Size/Width/Height To manually specify the paper size, select the appropriate drawing units (inch or
millimeter) and enter the paper Width and Height
Printer Setup Accesses the Printer Setup dialog box for specifying the printer, paper size, drawing
scale, and orientation; see “Printer Setup” on page 88
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2. Specify the page setup options, and click OK.
Printer Setup
The Printer Setup dialog box settings determine the printer, paper size, scale, and orientation of the drawing.
To change the printer setup settings:
1. Select File > Page Setup.
The Page Setup dialog box opens.
2. Click Printer Setup.
The Printer Setup dialog box opens, configured to the selected printer.
3. Scaling resizes the entire drawing by a specified percentage. To access the Scaling field in the Macintosh Printer
Setup dialog box, select Vectorworks from the Settings list.
Selecting a printer in Printer Setup (Macintosh) only changes the drawing’s settings; to change the printer used for the
drawing, access the Macintosh System Preferences.
Printing a File
Vectorworks can print or plot to any device that is selected in the Print & Fax System Preferences (Macintosh) or
Printer and Faxes Control Panel item (Windows). The actual parameters of the printed or plotted file are determined
by the printer setup settings.
All visible objects, classes, and layers within the print area of the Vectorworks file are printed.
To print a file:
1. Select File > Print. On the Macintosh, specify the printer setup parameters and then click OK.
The Print dialog box opens; the options that display depend on which printer or plotter is selected.
To display additional print options on the Macintosh, select Vectorworks from the drop‐down box that displays
the default option, Copies & Pages.
Printing | 89
2. Specify the print options, such as which pages to print and how many copies to make. The following
Vectorworks print settings are available:
3. If the Rasterize print output option is selected, specify the edge of the image onscreen that is the first edge to
come out of the printer.
The first edge to come out of the printer depends on the printer driver, the page orientation, and the rotation
options that are supported by the driver. It cannot be predicted by Vectorworks. If the wrong page edge is
selected, some portions of the drawing may fail to print if the printer runs out of memory.
The Rasterize Print Output method can be significantly slower than other print methods.
4. Click Print (Macintosh) or OK (Windows) to print.
Aligning a Tablet
When using a tablet, Vectorworks provides options for aligning it with the drawing area. Align the center of the
drawing with the tablet’s center, align the 2D locus point with the center of the tablet, or align the 2D locus point with
the position on the tablet of the next tablet cursor click. By default, Vectorworks aligns the center of the tablet with the
center of the drawing area.
To align the 2D locus with the center of a tablet:
1. Set a locus point.
See “Creating 2D Loci” on page 260 for details on setting loci. Keep the locus point selected.
2. Select Tools > Tablet.
If already in Tablet mode, deselect and select it again to align the tablet.
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The Tablet to Screen Mapping dialog box opens.
3. Click Align Tablet Center to Selected Locus.
The Align Next Tablet Click to Selected Locus option allows you to trace multiple objects from different sources
and have them display in the drawing at the correct coordinates. For example, if two buildings need to maintain
a set distance from each other, set a locus point, align the tablet to that locus, and create the first building. When
that building is completed, set a second locus where the second building is supposed to be, realign the tablet, and
create the second building. The boundary for the tablet is moved and the relationship between the objects is
maintained.
4. Click OK.
The center of the tablet is now aligned with the selected locus point. The tablet’s boundary box moves to indicate
the center of the drawing tablet in relation to the drawing area.
This action only affects the center of the drawing tablet. The drawing area’s origin is unaffected.
Drawing Structure 3
Vectorworks offers several features to help organize and display a drawing: design layers, sheet layers, classes,
viewports, and views. Create a structured system with these features to make it considerably easier to select, view, and
print drawing elements.
For efficiency and consistency, create master libraries of layers, classes, and resources that can be shared by multiple
users via workgroup referencing.
This section describes these organizational aids and how to use them effectively.
2. Select the appropriate tab for the Vectorworks element to be created or edited: Classes, Design Layers, Sheet
Layers, Viewports, Saved Views, or References.
3. From the top of the dialog box, select either Details or Visibilities view.
Generally, the Details view shows the current settings for each element, and enables editing of layer and class
visibilities in the drawing area; the Visibilities view enables editing of layer and class visibilities in viewports and
in saved views.
4. Buttons at the bottom of each tab provide creation and management functions. Alternatively, right‐click
(Windows) or Ctrl‐click (Macintosh) on a list item to display a context menu, which has most of the same
functions as the tab buttons.
Button Function
Classes tab
New Click New to open the Class Options (Macintosh) or New Class (Windows) dialog box. See
“Creating Classes” on page 109.
Edit Select a class and click Edit to edit it in the Edit Class(es) dialog box. See “Setting Class
Properties” on page 110.
Duplicate Select a class and click Duplicate to create a copy of it. The name of the duplicate is the same as
the original class, with a number added (as in cabinets‐2); if the original name ends in a
number, the number is incremented by one.
Delete Select a class and click Delete to open the Delete Class(es) dialog box. Specify what to do with
the objects currently assigned to the class(es) being deleted (delete them, or reassign them to
another selected class). Click OK to return to the Organization dialog box. Vectorworks moves
all objects in the deleted class(es) to the appropriate class, or deletes them, as specified.
Note that the Dimension and None classes cannot be deleted. These are default classes in every
drawing.
Preview Displays a preview of the current settings in the drawing area
Design Layers tab
New Click New to open the New Design Layer dialog box. See “Creating Layers” on page 97.
Edit Select a layer and click Edit to edit it in the Edit Design Layers dialog box. See “Setting Design
Layer Properties” on page 99.
Duplicate Select a design layer and click Duplicate to create a copy of it. The name of the duplicate is the
same as the original layer, with a number added (as in floorplan‐2); if the original name ends
in a number, the number is incremented by one.
Delete Select a design layer and click Delete; when prompted, click Yes to confirm the deletion. When
a design layer is removed from the drawing, all objects in that layer are also removed.
Note that at least one design layer must remain in the drawing.
Preview Displays a preview of the current settings in the drawing area
Update (Layer import referencing method only) This option is available if a design layer has been
Reference imported into this file with workgroup referencing (the name of the referenced layer displays
in italics). To update this file with layer information from the master file, right‐click (Windows)
(on the context
or Ctrl‐click (Macintosh) the layer, and select Update Reference from the context menu. See
menu only)
“Workgroup Referencing” on page 123.
Organizing the Drawing | 95
Button Function
Page Setup Opens the Page Setup dialog box. See “Page Setup” on page 87.
Sheet Layers tab
New Click New to open the New Sheet Layer dialog box. See “Creating Layers” on page 97.
Edit Select a sheet layer and click Edit to edit it in the Edit Sheet Layers dialog box. See “Setting
Sheet Layer Properties” on page 107.
Duplicate Select a sheet layer and click Duplicate to create a copy of it. The name of the duplicate is the
same as the original layer, with a number added (as in floorplan‐2); if the original name ends
in a number, the number is incremented by one.
Delete Select a sheet layer and click Delete; when prompted, click Yes to confirm the deletion
Preview Displays a preview of the current settings in the drawing area
Viewports tab
New Select New to open the Create Viewport dialog box. For sheet layer viewports, see “Creating a
Sheet Layer Viewport from a Design Layer” on page 654 in this guide. For design layer
viewports (Vectorworks Design Series required), see “Creating a Referenced Design Layer
Viewport” on page 503 in the Vectorworks Design Series User’s Guide.
Edit Select a viewport and then select Edit to edit it in the Properties dialog box. For sheet layer
viewports, see “Properties of Sheet Layer Viewports” on page 658 in this guide. For design
layer viewports (Vectorworks Design Series required), see “Properties of Design Layer
Viewports” on page 508 in the Vectorworks Design Series User’s Guide.
Duplicate Select a viewport and click Duplicate to create a copy of it. The name of the duplicate is the
same as the original viewport, with a number added (as in details‐2); if the original name ends
in a number, the number is incremented by one. Vectorworks places the duplicate viewport
directly on top of the original, in the original sheet layer.
Delete Select a viewport and click Delete; when prompted, click Yes to confirm the deletion
Preview Displays a preview of the current settings in the drawing area
Saved Views tab
New Click New to open the Save View dialog box. See “Creating Saved Views” on page 117.
Edit Select a saved view and click Edit to edit it in the Edit Saved View dialog box. See “Editing
Saved Views” on page 118.
Duplicate Select a saved view and click Duplicate to create a copy of it. The name of the duplicate is the
same as the original view, with a number added (as in deckview‐2); if the original name ends
in a number, the number is incremented by one.
Delete Select a saved view and click Delete; when prompted, click Yes to confirm the deletion
References tab
New Click New to open the Open File dialog box. For layer import references, see “Adding and
Editing Layer Import References” on page 125 in this guide. For design layer viewport
references (Vectorworks Design Series required), see “Creating a Referenced Design Layer
Viewport” on page 503 in the Vectorworks Design Series User’s Guide.
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Button Function
Edit Select a referenced file and click Edit to open the Edit Reference dialog box. For layer import
references, see “Adding and Editing Layer Import References” on page 125 in this guide. For
design layer viewport references (Vectorworks Design Series required), see “Creating a
Referenced Design Layer Viewport” on page 503 in the Vectorworks Design Series User’s
Guide.
Delete Select a referenced file and click Delete. In the Delete Reference dialog box, specify what to do
with the items in the file that are currently referenced. See “Deleting References” on page 131.
Update Select a referenced file and click Update to update this file with information from the master
file. See “Updating References” on page 128.
Settings Click Settings to open the Reference Settings dialog box. See “Setting the Referencing
Options” on page 124.
Managing Layers
Create layers in a Vectorworks drawing to provide immediate flexibility. Stack the design layers in any order, or
temporarily hide some of them. Reorder the layers, which moves all of the objects contained within each layer to
another location without actually modifying the objects or their alignment with each other.
Managing Layers | 97
Layer 3 Layer 2
Layer 2 Layer 1
Layer 1 Layer 3
If you hand‐draw a floor plan on two design layers, one vellum sheet with a master 2D drafting plan and another with
an addition to the plan, it would be easy to look at the floor plan with or without the addition. In Vectorworks, the
vellum is electronic, so far more can be done with it. A distance can be set between design layers rather than having
them lie flat on top of each other. Additionally, with Vectorworks’ modeling capabilities, these layers can be used to
create 3D objects. For example, if the first floor, second floor, basement, and roof of a house are each placed in their
own design layer, not only can the 2D drafting plan be printed for any one of those layers, but the design layers can be
linked together, creating a model of a fully formed 3D house. Use viewports to display several views of the finished
design, either on design layers (Design Series required) or on sheet layers, which are special presentation layers. The
original design layers remain unchanged.
Layers have many other uses, as well. Move elements between design layers, or change the scale of a layer, instantly
making a detail of an area of the drawing without re‐drawing anything. Create design layers with objects that should
always display, or layers that contain objects for display only at particular times. Control the visibility of the design
layers to limit the need for creating new objects.
Layer 3 Layer 3
Layer 2
Layer 1
Layer 1
Use design layers to draw and model projects. Use sheet layers to create a presentation version of the finalized
drawing; this can include viewports, title blocks, notes, and other annotations (see “Presenting Drawings with Sheet
Layer Viewports” on page 653).
On the layers list in the View bar, sheet layers are listed first, and then design layers. A separator divides the two types
of layers in the list.
Sheet layers display with a wide gray border representing the print margin area, as opposed to design layers, which
have a thin gray border (when the page boundary is displayed). This makes it easier to distinguish the layer types at a
glance.
Creating Layers
When a new drawing is created, it automatically contains an empty design layer entitled “Design Layer‐1.” Add
design layers to the drawing as needed to organize it. Add sheet layers as needed for presentation. Create new design
layers and sheet layers, or import them (and optionally, the objects they contain) from other current version
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Vectorworks files or from standard files. In Vectorworks Design Series, create a design layer viewport to reference
design layers in other files without importing them.
To create a new layer:
1. Select Tools > Organization. Alternatively, click the Layers button on the View bar.
The Organization dialog box opens.
2. Select the Design Layers or Sheet Layers tab and click New.
The New Design Layer or New Sheet Layer dialog box opens. Create a new layer, or import a layer and its
properties from standard or existing Vectorworks files.
Parameter Description
Create a New Design Layer Creates a new design or sheet layer; enter a layer Name
or Create New Sheet Layer
Import Design Layers Imports layers and their attributes from standard files or from existing files. Files
or Import Sheet Layer located in the Standards folder, as well as existing files selected previously, are
displayed in the list. Select a file; the available layers are listed beneath the file name.
If a layer name in the current file matches a layer in the import file, that layer is not on
the list as an import option.
Select the desired layer(s). To select multiple layers from the import list, hold down
the Ctrl (Windows) or Command (Macintosh) key while you click.
For more information about standards, see “Importing Drawing Structure from
Standards or Other Files” on page 96.
Choose Click Choose to select a file for layer import. Files must be in the current version.
Managing Layers | 99
Parameter Description
Import Layer Objects In addition to importing the design layer structure and attributes, imports the
(design layer only) contents of the layers; if a file has become corrupted, this is a possible way of
recovering its data. If there is a naming conflict with pre‐existing symbols or
pre‐existing layers in the current document, rename the symbols or layers.
Creation Options
Saved View Visibility Sets the visibility of the new design layer in saved views (when saved views exist in
(design layer only) the drawing)
Viewport Visibility Sets the visibility of the new design layer in viewports (when viewports exist in the
(design layer only) drawing)
Edit Properties After Immediately after creation, opens the Edit Design Layers or Edit Sheet Layers dialog
Creation box to set the properties of the new layer(s); see “Setting Design Layer Properties” on
page 99 or “Setting Sheet Layer Properties” on page 107
3. Click OK to create the new design or sheet layer(s).
The layers display in the layer list in the Organization dialog box, and also in the layers list on the View bar.
To edit design layers:
1. Select Tools > Organization. Alternatively, click the Layers button on the View bar.
The Organization dialog box opens.
2. Select the Design Layers tab.
A list of the current layers in the drawing displays in their stacking order. Depending on which view option is
selected at the top of the dialog box, either details or visibilities of the design layers display. Stacking order,
drawing area visibility, and active layer can be changed in Details view. The visibility of layers in viewports and
in saved views can be changed in Visibilities view.
Layers that are imported from another file for workgroup referencing display in italics.
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3. To change other layer properties, select one or more layers and click Edit to open the Edit Design Layers dialog
box.
Quartz (Macintosh) or GDI+ (Windows) imaging Quartz (Macintosh) or GDI+ (Windows) imaging
Vectorworks preference enabled Vectorworks preference disabled
Parameter Description
Name If one layer was selected, displays the layer’s name, which can be edited if necessary
Scale Sets the scale for the selected layer(s); see “Setting the Design Layer Scale” on
page 101
Stacking Order Changes the stacking order of the layer(s); see “Changing the Design Layer Stacking
Order” on page 102
Z, Delta Z Specifies the base elevation height and the default height of walls for the selected
layer(s); see “Setting the Design Layer Z and Delta Z Values” on page 102
Managing Layers | 101
Parameter Description
Opacity / Transfer Mode Opacity and Transfer Mode control how the selected layer(s) and other visible layers
display; see “Setting the Design Layer Opacity” on page 103 or “Setting the Design
Layer Transfer Mode” on page 103
Renderworks Background When Renderworks is installed, select the Renderworks background to use for the
selected layer(s) from either the default resources or the current file’s resources; see
“Vectorworks Fundamentals Default Resources” on page 167 and “Creating Layer
Backgrounds” on page 701
Colors Specifies the default layer color for the selected layer(s); see “Setting the Design Layer
Color” on page 105
Saved Views Specifies the visibility settings for the selected layer(s) in each saved view; see
“Setting Visibilities” on page 120
Viewports Specifies the visibility settings for the selected layer(s) in each viewport; see “Setting
Visibilities” on page 120
Alternatively, to access the Layer Scale dialog box for the active layer, right‐click (Windows) or Ctrl‐click
(Macintosh) in the drawing area, and select Active Layer Scale from the document context menu. Or, if the layer
scale is displayed on the View bar, click the Layer Scale button.
3. Select the desired scale.
Select All Layers for the new scale to apply it to all layers in the drawing. Select Scale Text to scale the text along
with the layer.
4. Click OK to close the Layer Scale dialog box.
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Click layer 2 (Framing model) and drag it down to the third position on the list
Mode Description
Paint Makes objects in the new layer solid, obscuring objects in layers stacked below it (this is the
default setting)
Overlay Makes it so objects in the new layer do not obscure stacked layers
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Mode Description
Invert Makes a reversed, or photo‐negative image display when an object in the new layer overlaps an
object in another layer
Erase Makes objects in the new layer display all foreground patterns as white and all background
patterns as transparent
Not Paint Makes objects in the new layer solid and inverts any areas that overlap objects in stacked layers
Not Overlay Makes objects in the new layer transparent and inverts layer colors
Not Invert Makes objects in the new layer transparent and converts any black pixels from overlapping areas
to white and white pixels to transparent
Not Erase Makes objects in the new layer transparent and converts any white pixels from overlapping
areas to black and black pixels to transparent
Most printer devices do not support all of these modes, especially PostScript printers and vector devices such as
pen plotters. The Rasterize print output option may produce the best results for certain transfer modes.
Macintosh OS X does not support layer transfer modes when printing, but they are available for on‐screen
viewing. On the Windows platform, the use of color in transfer modes may produce color blending.
Managing Layers | 105
3. For both the fill and pen, set the Foreground and Background colors by clicking the appropriate list and
selecting a color from the main Color Menu dialog box. A preview example is shown at the bottom of the dialog
box.
The fill background color controls the appearance of objects with a solid fill.
4. Click OK.
When the Use layer colors preference is selected, all objects on the layer are drawn with the specified colors.
Viewports have separate control of layer color (see “Advanced Sheet Layer Viewport Properties” on page 660).
To edit sheet layers:
1. Select Tools > Organization. Alternatively, click the Layers button on the View bar.
The Organization dialog box opens.
2. Select the Sheet Layers tab and the Details view.
The Sheet Layers tab opens, with a list of the current layers in the drawing. Only the active layer can be changed
in Details view. Visibilities view does not apply to sheet layers.
3. To change layer properties, select one or more layers and click Edit to open the Edit Sheet Layers dialog box.
Parameter Description
Name Displays the selected layer name; to change this name, enter a new name
DPI Specifies the printing resolution (Dots Per Inch) for printing the raster rendered viewports in the
selected layer (does not affect vector geometry or bitmaps that are inside that viewport)
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Parameter Description
Origin Specifies the X and Y coordinates of the sheet layer origin; each sheet layer has its own origin
Page Setup Opens the Page Setup dialog box for entry of sheet layer printing parameters; this saves time later,
when different sheet layers can be automatically sent to different printers with different print area
settings (see “Page Setup” on page 87)
Managing Classes
In addition to design layers, classes are a powerful way to organize the elements in a drawing project according to
category. This allows the objects to be viewed, changed, and tracked as a group. Because classes work across design
layers, they allow the grouping of similar objects in a drawing that for practical reasons need to exist on separate
layers. Classes also allow the same file to be used for all stages of a project and for various purposes. For example, the
classes shown for a license application could be different from those shown for the building contractor.
Vectorworks classes are similar in function to—and are exported as—AutoCAD layers. If a drawing will be
exported to AutoCAD, use classes to make it easy to turn on or off selected portions of the drawing. For example,
if a consultant using AutoCAD will be doing the duct layout for a building, a furniture class allows him or her to
turn off the furniture layer, instead of deleting furniture objects.
Setting up the classes at the beginning of a project is recommended, so that objects can be assigned to appropriate
classes as they are created.
Every new drawing in Vectorworks automatically has two classes: Dimension and None. Any dimensions created are
assigned, by default, to the Dimension class (this is a preference setting that can be changed; see “Dimension
Preferences” on page 58). Group objects are assigned to the active class. All other objects and symbols are assigned to
the None class, which is the default active class. These two classes can be renamed but not deleted.
If the drawing was created from a template, other classes may have been provided. Vectorworks also allows additional
classes to be created. The new classes can be duplicated, edited, or deleted. The visibility of the classes can also be
changed.
For example, for a drawing of a house with four separate plan layers (first floor, second floor, basement, and roof),
assign all bathroom fixtures to a class called “Fixtures.” Make the Fixtures class invisible to print the floor plans
without fixtures, and then make them visible to print the bathroom fixtures for each story of the house.
Vectorworks provides flexible options when working with classes. In addition, class information can be linked to
worksheets. Using the house example in the previous paragraph, not only can the plumbing fixtures plan for the
house be printed, but a running inventory of the cost for all plumbing fixtures can be kept (see “Using Worksheets” on
page 608).
Managing Classes | 109
Creating Classes
Consider class names at creation. If there are a large number of classes, organize them by naming each class with a
compound name consisting of up to three parts, separated by a dash. Each name part represents a different level in the
class structure. For example, a drawing of a building might have a class structure that includes main groups for
architecture, plumbing, and electrical objects. Within the architecture group, there might be door, floor, and wall
groups. Those groups in turn have sub‐groups—for example, the wall sub‐group might have interior and exterior
designations. A class is named according to its position in the class structure, as in Arch‐Wall‐Ext, Elec‐Lite‐Ceiling, or
Plum‐Equip‐New.
In the classes list on the View bar, each main group is a menu option, with sub‐menus for the sub‐groups. In the
following example, the Arch option has a Wall sub‐menu, with Ext and Int options. This type of organization makes it
easy to assign classes as objects are created.
Classes can be created as new, or imported from other current version Vectorworks files or standard files.
To create a new class:
1. Select Tools > Organization. Alternatively, click the Classes button on the View bar.
The Organization dialog box opens.
2. Select the Classes tab and click New.
The New Class dialog box opens. Create a new class, or import a class and its properties from standard or
existing Vectorworks files.
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3. Click OK to create the new class(es).
The classes display in the classes list in the Organization dialog box, and in the classes list on the View bar.
To edit classes:
1. Select Tools > Organization. Alternatively, click the Classes button on the View bar.
The Organization dialog box opens.
2. Select the Classes tab.
A list of the current classes in the drawing displays. Depending on which view option is selected at the top of the
dialog box, either details or visibilities of the classes display. The visibility of classes in the drawing area and the
active class can be changed in Details view. The visibility of classes in viewports and in saved views can be
changed in Visibilities view (see “Setting Visibilities” on page 120).
Managing Classes | 111
3. To change other class properties, select one or more classes and click Edit to open the Edit Class(es) dialog box.
4. If desired, enter a new name for the class in the Class Name field. Then, set the graphic attributes of the class. See
“Setting Class Attributes” on page 113 for more information about graphic attributes.
Parameter Description
Use at Creation Applies the attributes displayed in this dialog box when creating an object
assigned to this class. If Use at Creation is not selected, these attributes can be
applied to the object later by assigning the Class Style from the Attributes palette.
See “Setting Class Attributes” on page 113 for more information.
Fill
Style Select one of the following fill styles from the list
None No fill is applied to the objects in this class
Solid Applies a solid fill to the objects in this class; click the color box to select the
desired color from the main Color Menu dialog box
Pattern Applies a patterned fill and color to objects in this class. Click the pattern box to
select the desired pattern, and then select the foreground color and background
color from the color boxes next to the pattern.
Hatch Applies a hatch to objects in this class. Select the desired hatch from either the
default resources or the current file’s resources (see “Vectorworks Fundamentals
Default Resources” on page 167). Select Hatch from the list to create a new hatch
to apply to the class.
Gradient Applies a gradient to objects in this class; click the gradient preview to select a
gradient resource from either the default resources or the current file’s resources
(see “Vectorworks Fundamentals Default Resources” on page 167)
Image Applies an image to objects in this class; click the image preview to select an
image from either the default resources or the current file’s resources (see
“Vectorworks Fundamentals Default Resources” on page 167)
Pen
Style Select None, Solid, Pattern, or Dash from the list
Color Click the color box to select a pen foreground color
Line Style/Line Thickness Select the line style and thickness for the class; to use a custom thickness, select
Set Thickness from the line thickness list to access the Set Thickness dialog box
Markers Select the marker style for each end of lines, dimensions, arcs, polylines, 2D
polygons, or freehand lines in this class. Choose the marker style from the list of
available markers. To use a custom marker style, select Custom and specify the
marker settings, or select Edit Marker List from the marker style list to set the
available marker types (see “Setting Default Marker Types” on page 72).
Opacity When the Quartz (Macintosh) or GDI+ (Windows) imaging Vectorworks
preference is enabled, specifies the class transparency; drag the slider to the left to
increase the transparency, or enter an opacity percentage in the box to the right of
the slider
Walls, Roofs, and Other tabs If Renderworks is installed, click these tabs to set the texture properties for wall,
roof, and other objects assigned to the class. See “Applying Textures to Symbols,
Walls, and Roofs” on page 717 for more information.
Managing Classes | 113
Parameter Description
Saved Views If there are saved views in the drawing, opens the Saved View Visibilities dialog
box. Set the visibility for the new class(es) in the saved views (Visible, Invisible,
Gray, or Don’t Save). See “Setting Visibilities” on page 120.
Viewports If there are viewports in the drawing, opens the Viewport Visibilities dialog box.
Set the visibility for the new class(es) in the viewports (Visible, Invisible, Gray, or
Don’t Save). See “Setting Visibilities” on page 120.
5. Click OK to return to the Organization dialog box. If objects in an edited class already exist in the drawing, and
the class is set to Use at Creation, when prompted, specify how to apply the changes to the existing objects.
6. Click OK from the Organization dialog box to save the changes.
If multiple classes are simultaneously selected for editing, and some are set to apply attributes while others are not,
Use at Creation appears dimmed, indicating an unknown setting. Additionally, if some or all of the attribute values
are different for the selected classes, the editing fields for those values indicate that the value is unknown. When the
OK button is clicked, the currently defined settings shown are applied to all of the selected classes. Any information
with an unknown setting is not applied.
Object Attribute
Class Attribute
For more information, see “The Attributes Palette” on page 261.
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Parameter Description
Active Only Displays only objects in the active class/layer; only the active class/layer prints
Gray Others Displays the active class/layer normally and all other classes/layers appear dimmed (except for
those set to invisible); even though visible, objects in dimmed classes/layers cannot be edited
Gray/Snap Others Displays the active class/layer normally and all other classes/layers appear dimmed (except for
those set to invisible); objects in any normally displayed or gray class/layer can be snapped to.
Only objects in the active class/layer can be edited.
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Parameter Description
Show Others All classes/layers display normally, except for those set to invisible or grayed; even though
visible, objects in classes/layers other than the active class/layer are not editable and cannot be
snapped to
Show/Snap Others All classes/layers display normally, except for those set to invisible or grayed; objects in any
normally displayed or gray class/layer can be snapped to. Only objects in the active class/layer
can be edited.
Show/Snap/ All classes/layers display normally, except for those set to invisible or grayed. Objects in any
Modify Others normally displayed or gray class/layer can be snapped to; only objects in normally displayed
classes/layers can be edited. (An object on another layer can only be edited if its layer scale and
view are the same as those of the active layer.) Locked objects display with gray highlighting.
2. The current class or design layer display changes accordingly.
Managing Viewports
A sheet layer viewport or design layer viewport (Design Series required) shows a specific portion of one or more
design layers. The original location of the viewport layers can be either within this file or another file. The view
parameters in the viewport can be different from those of the original layers. For example, the scale, layer and class
visibility, or render mode might be changed to create a certain effect. A sheet layer viewport does not always
automatically change when the underlying drawing does. To see the drawing changes that were made after a sheet
layer viewport was created, update the viewport. One or more viewports can be placed on a sheet layer or design
layer, to show various parts of the drawing project in different ways.
Once created, viewports display in the Organization dialog box, where they can be edited, duplicated, or deleted. For
detailed information about how to create, edit, annotate, and update viewports, see “Presenting Drawings with Sheet
Layer Viewports” on page 653 in this guide, and “Presenting Drawings with Design Layer Viewports” on page 500 in
the Vectorworks Design Series User’s Guide.
Zoomed in view
Parameter Description
View Name Specify the view name
Save View Orientation Saves the general view parameters of the active layer, including plan rotation (Design
Series required), projection, 3D orientation, and page origin settings
Save Zoom and Pan Saves the zoom and pan settings of the active layer
Save Page Location Saves the design layer page location with the view; if deselected, the current page location
setting is used when the view is displayed. The page location of sheet layers cannot be
saved.
Save Stack Layers Saves the stacked layers status with the view; if deselected, the current stack layers setting
(Vectorworks is used when the view is displayed.
Architect required)
Save Layer Visibility Specifies the layer visibility options to save; if deselected, the current layer visibility
settings are used when the view is displayed
Layer Options Select the design layer display options (see “Setting Class and Design Layer Options” on
page 115)
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Parameter Description
Active Layer Select the active layer; if a sheet layer is selected, the Layers button is disabled
Layers Opens the Layer Visibilities dialog box; specify the design layer visibilities for the saved
view (see “Setting Visibilities” on page 120)
Save Class Visibility Specifies the class visibility options to save; if deselected, the current class visibility
settings are used when the view is displayed
Class Options Select the class display options (see “Setting Class and Design Layer Options” on
page 115)
Active Class Select the active class from the list of classes
Classes Opens the Class Visibilities dialog box; specify the class visibilities for the saved view (see
“Setting Visibilities” on page 120)
3. Click OK to save the view with the specified settings. The saved view is then available from the Saved Views
menu and from the Organization dialog box.
3. Select a view to edit from the Saved View Name list.
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4. If Save Class Visibility was selected in the Save View dialog box, Class Options and Active Class are enabled in
the Organization dialog box. If Save Layer Visibility was selected in the Save View dialog box, Layer Options
and Active Layer are enabled in the Organization dialog box. Change the Active Layer and the Active Class as
necessary. Change the Class Options and Layer Options as described in “Setting Class and Design Layer
Options” on page 115.
5. Change the visibilities of classes and design layers as necessary. See “Setting Visibilities” on page 120.
6. To change other saved view properties, click Edit.
The Edit Saved View dialog box opens.
The settings are the same as when the view is created (see “Creating Saved Views” on page 117). Classes and
layers that were added after a view was created are listed as visible in the visibility settings.
If the layer or class visibility was saved when the view was created, Restore Layer Visibility and Restore Class
Visibility are enabled. Click Restore Layer Visibility to restore the layer visibilities, the layer options, and the
active layer that were set when the view was saved. Click Restore Class Visibility to restore the class visibilities,
the class options, and the active class that were set when the view was saved.
Saved views are saved as VectorScript macros. If necessary, click Edit Script to edit the script.
7. Click OK to save the changes. Click OK again to close the Organization dialog box.
Another way to edit a saved view is through the Saved Views palette. Select Window > Script Palettes > Saved Views.
Press the Option (Macintosh) or Alt (Windows) key and double‐click the view name to edit. Double‐click the view
script name to switch the current drawing area to the saved view.
To use the Saved Views menu:
1. Click the Saved Views menu on the View bar.
2. Select the desired item from the menu.
Setting Visibilities
The active class and design layer are always visible; each inactive class and design layer can be set to be visible,
invisible, or gray. The visibilities of inactive classes and design layers are controlled in a very similar way, and they
both can be set independently for the drawing area, saved views, and viewports.
Class and design layer visibility in the drawing area and in saved views are also affected by the Class Options and
Layer Options settings. See “Setting Class and Design Layer Options” on page 115 for details. The Visibility tool can
make quick changes to layer and class visibilities (Design Series required).
For maximum usability, visibilities can be set from multiple places, but the method of setting visibilities is the same.
The level of gray for grayed layers and classes can be adjusted for printing; see “Printing a File” on page 88.
Setting Visibilities | 121
To change the setting for a single class or design layer, click in one of its visibility columns. To change the settings for
multiple items, click a visibility column as follows:
• Press the Ctrl key (Windows) or Cmd key (Macintosh) and click selected class or layer rows
• Press the Shift key and click the first and last rows of a group of classes or layers
• Press the Alt key (Windows) or Option key (Macintosh) and click any row to change all classes or layers
Parameter Description
Visible column Class/design layer is visible; objects in this class/layer display when another class/layer is
active
Invisible column Class/design layer is invisible; objects in this class/layer display only when the class/layer is
active
Gray column Class/design layer is gray; objects in this class/layer are dimmed when another class/layer is
active
Don’t Save column For saved views, a fourth column displays to the right of the other columns. When selected,
class/design layer visibility is not saved for the saved view; the current class/layer visibility is
used when the view is displayed.
Setting Class and Design Layer Visibility for the Drawing Area
Use the Organization dialog box to set the visibilities of classes and design layers in the drawing area.
To set the visibility in the drawing area:
1. From the Organization dialog box, select the Classes or Design Layers tab in Details view.
2. Change the Visibility settings as desired. (See “Setting Visibilities” on page 120.)
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3. To see the changes before saving them, click Preview.
4. Click OK to save the changes.
Setting Class and Design Layer Visibility for Viewports and Saved Views
The visibilities of classes and design layers can be set during creation or editing of classes, design layers, viewports, or
saved views. Those settings can also be changed in the Organization dialog box.
To set the class and design layer visibility for viewports and saved views:
1. From the Organization dialog box, select a tab in Visibilities view.
Workgroup Referencing | 123
2. On the appropriate tab, select one or more class, design layer, viewport, or saved view names and change the
Visibility settings for classes and design layers as described in “Setting Visibilities” on page 120.
3. On the Saved Views tab, change the active design layer and class, and the design layer and class options as
described in “Editing Saved Views” on page 118.
4. To see the changes before saving them, click Preview (not available on the Saved Views tab).
5. Click OK to save the changes.
Workgroup Referencing
Vectorworks’ Referencing Capability
A “workgroup” is several people who work together on a project. Group members may work on the same file or on
different files for the same project. Additionally, it is often necessary to create standard elements and reuse them in
different files. It can be difficult to share these standards with other members of a workgroup and to keep up with
changes to them.
Referencing is the ability to link the current (target) file to a master file that contains the standards. Layers, classes, and
resources (such as hatches, worksheets, or symbols) in other Vectorworks files can be referenced. In the Vectorworks
Design Series, image files and PDF files can also be referenced. When a referenced item in a master file changes, the
changes are reflected in the target file. Updates to target files can be performed automatically or only when manually
requested.
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Vectorworks can reference specific layers with all of the classes and resources used in those layers, as well as any
resources from a master file. Workgroup‐referenced design layers can be displayed in viewports.
Referenced items are indicated in the Resource Browser and in the Organization dialog box by italicized names.
Referenced items in the target file are locked; they can be unlocked and edited, but the changes will be temporary.
Each time a target file’s references are updated, referenced items are over‐written to reflect the master file. Therefore,
any permanent change to a referenced item must be made in the master file.
There are two ways to reference design layers with Vectorworks:
• In Vectorworks Fundamentals, design layers are imported into the target file when they are referenced. For
backward compatibility, Vectorworks Design Series supports this method; see “Setting the Referencing Options”
on page 124.
• In Vectorworks Design Series, the recommended method is to create a design layer viewport and then reference
the desired design layers from the master file. See “Creating a Referenced Design Layer Viewport” on page 503
in the Vectorworks Design Series User’s Guide for details about this type of reference.
Keep the following concepts in mind for both referencing methods.
• Drawing information is shared and updated on a layer‐by‐layer basis.
• For layer import referencing, referenced layers should be treated as read‐only layers.
This might not be obvious, since it appears that referenced layers can be edited. Moreover, it is possible to add
information to referenced layers in the target document. However, any changes to referenced information and
any information added to referenced layers are removed the next time the referenced layer is updated.
• Referenced layer names cannot be changed.
• Resources (symbol names) in layers that are referenced from the master file take precedence over resources in the
target file.
• If there is a naming conflict with pre‐existing symbols or pre‐existing layers in the current file, rename the
symbols or layers.
• Sheet layer viewports cannot directly reference layers in external master files. If you are using layer import
referencing, create a reference to the master file, and select the external layers to import into the target file; then
make the imported layers visible in a sheet layer viewport. If you are using design layer viewport referencing
(Design Series required), create a design layer viewport from the master file and make the desired layers visible;
then make the design layer that contains the viewport visible in a sheet layer viewport.
Parameter Description
Check for out of date Automatically checks referenced files for changes after this time interval; if any
references every ___ references are out of date, an alert dialog box displays to allow the target file to be
updated
When manually updating Specifies what happens when the Update button on the References tab of the
Organization dialog box is clicked: the button either updates only the selected
references that are out‐of‐date, or it updates all of the selected references in the
target file
Use this method to reference Specifies which method to use to reference design layers in other Vectorworks
Vectorworks files documents. By default, Design Series uses design layer viewports, as described in
(Design Series required) “Creating a Referenced Design Layer Viewport” on page 503 in the Vectorworks
Design Series User’s Guide. Select Layer import to use the referencing method
described in “Adding and Editing Layer Import References” on page 125 in this
guide.
3. Click OK to return to the Organization dialog box.
Referenced files are listed in priority order, along with their current status, whether they are set to update
automatically when the target file is opened, and whether they are set to save copies of the referenced items with
the file.
Parameter Description
New Opens the Open File dialog box to select a new reference file
Edit Opens the Edit Reference dialog box to change the parameters of a selected reference file
Delete Opens the Delete Reference dialog box to delete a file from the list of referenced files, and
to choose whether to keep the referenced layers and resources in the target file; see
“Deleting References” on page 131
Update Manually updates the referenced items from the selected file(s)
Settings Opens the Reference Settings dialog box to set options for updates of referenced items;
see “Setting the Referencing Options” on page 124
3. To edit a current reference file, select the file and click Edit.
The Edit Reference dialog box opens. Proceed to step 5.
4. To add a new reference file, click New.
The Open File dialog box opens. Select the desired file, and then click Open to open the appropriate dialog box:
• Vectorworks file: New Reference dialog box
• Image file: Image Import Options dialog box (Design Series required)
• PDF file: Import PDF dialog box (Design Series required)
Referenced Vectorworks files must be the same version as the target file.
5. From the New Reference or Edit Reference dialog box, specify the parameters for the workgroup reference.
Workgroup Referencing | 127
Parameter Description
Source File Displays the path and file name of the referenced master file; if the Edit option
was selected, click Browse to edit the file location
Save reference location as Maintains either an absolute or relative file path reference from the current file
to the referenced file. Use the absolute path when the location of the referenced
file with respect to the current file is not going to change. Use the relative path
when the files might be moved to another computer or platform; as long as the
relative path between the files remains the same, the reference can be found.
Both files must be saved on the save volume to select this option.
The Source File path displays either an absolute or relative path, depending on
the selection.
Layers Available Specify the design layers to be referenced; selected layers are indicated with a
check mark. Sheet layers cannot be referenced. This step is optional; a layer does
not have to be selected to reference its resources. Resources in the entire
referenced file are available through the Reference command in the Resource
Browser.
Options Select the update options
Save referenced cache to disk Saves a copy of the referenced data with the target file. When this option is
deselected, a copy of the referenced data is not saved, which means that the
target file size is smaller; the referenced data is refreshed when the target file is
opened.
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Parameter Description
Automatically update out of Updates the reference each time the target file is opened; when deselected, the
date reference during file reference is updated only when Update is clicked from the References tab of the
open Organization dialog box
Update class definitions Updates class definitions along with the referenced objects that use those
classes
Ignore source user origin Ignores the user origin in the master file; referenced objects will not change
location in the target file if the user origin changes in the master file
Create layer link(s) on layer Creates a layer link for each newly referenced layer on the specified design
layer; select the design layer from the list or select New Layer to specify a new
design layer, set to the same scale as the first selected layer to reference
Workgroup referenced layers can be used in a sheet layer viewport. Because sheet layer viewports cannot
directly reference design layers in other files, reference the layers and then create a sheet layer viewport that
shows the referenced layers.
6. Click OK to return to the Organization dialog box.
The selected layers are added to the target file, along with any new layers and layer links.
Updating References
Referenced design layers and resources are either updated automatically when the target file is opened, or they are
updated manually upon command. These preferences are set in either the New Reference or the Edit Reference dialog
box. If the file is set to update automatically, manual updates can still be performed at any time.
Before an update, correct any broken references as described in “Correcting Broken References” on page 129.
To update references manually:
1. Select Tools > Organization to open the Organization dialog box.
2. From the References tab, select the master file(s) that contain the referenced items to be updated.
To update all references in the target file, select all of the files.
3. Click Update to update the target file from the selected files.
All referenced items are updated from the selected update files, according to the priority order on the References
tab (see “Prioritizing Referenced Files” on page 128).
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Referencing Resources
The resources of files listed in the References tab of the Organization dialog box, as well as the resources in any
Vectorworks file of the same version number, can be referenced through the Resource Browser.
To reference the resources of a master file:
1. To display the resources of the master file in the Resource Browser, either make the master file a favorite or
browse the master file (see “Accessing Existing Resources” on page 174).
2. Right‐click (Windows) or Ctrl‐click (Macintosh) on the desired resource, and select Reference from the context
menu.
The New Reference dialog box opens.
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Parameter Description
Source File Displays the path and file name of the referenced resource file
Save reference location as Maintains either an absolute or relative file path reference from the current file to the
referenced resource’s file. Use the absolute path when the location of the referenced
file with respect to the current file is not going to change. Use the relative path when
the files might be moved to another computer or platform; as long as the relative path
between the files remains the same, the reference can be found. Both files must be
saved on the save volume to select this option.
The Source File path displays either an absolute or relative path, depending on the
selection.
Save referenced cache to Saves a copy of the referenced resource with the target file. When this option is
disk deselected, a copy of the referenced resource is not saved, which means that the target
file size is smaller; the referenced resource is refreshed when the target file is opened.
Automatically update Updates the reference each time the target file is opened; when deselected, the
out of date reference reference is updated only when Update is clicked from the References tab of the
during file open Organization dialog box
Update class definitions Updates class definitions along with the referenced resources that use those classes
3. Click OK.
The Reference Symbol(s) dialog box opens.
Parameter Description
Preserve folder Maintains the same folder structure the referenced symbol had in its source file
hierarchy
Select destination Adds the referenced symbol to the selected folder
folder
Workgroup Referencing | 131
Parameter Description
Folder list Displays the target file’s symbol folders; the selected folder becomes the destination for
the referenced symbol
New Folder Creates a new folder within the selected folder; specify the folder name and click OK to
create the symbol folder
4. Click OK to add the resource to the target file. Referenced resources display with italicized names in the
Resource Browser.
The following rules apply to referenced resources.
Situation Description
Resource rename or edit A referenced resource cannot be edited or renamed
Resource name conflict If there is a name conflict between a referenced object and another object during an
update, an alert allows the other object to be renamed. (If the other object is also a
referenced object, it cannot be renamed and the update fails.)
Change user origin of If the user origin of a master file is changed, the location of the referenced resources do
master file not change, if Ignore source user origin is selected in the Edit Reference dialog box
Change master file Changes to the class of a referenced resource are only reflected in the target file after an
classes update if Update class definitions is selected in the New Reference dialog box
Resource deleted in If a referenced resource is deleted in a master file and the resource does not exist in any
master file other master file included in an update, when the reference to the master file is updated,
an alert displays. Click OK to confirm that the resource is an “orphan,” or click OK to
All to hide all alerts about orphaned resources during the current update. Orphaned
resources are no longer referenced.
To break a reference, right‐click (Windows) or Ctrl‐click (Macintosh) on the desired resource, and select Break
Reference from the context menu. The resource remains in the target file, but it is no longer referenced to the
master file.
Deleting References
You can stop referencing a file, and choose whether to keep the referenced layers and resources in the target file.
To delete a reference to a file:
1. Select Tools > Organization to open the Organization dialog box.
2. Select the file to stop referencing, and then click Delete.
The Delete Reference dialog box opens.
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Parameter Description
Reference to Displays the master file name and path
Referenced Layers Select an option for layers that are currently referenced in the target file from the
master file
Keep in current document Keeps the layers in the target file, but removes the reference
Delete Removes referenced layers from the target file, including layer links and any
objects on the layer
Referenced Resources Select an option for resources that are currently referenced in the target file from
the master file
Keep in current document Keeps the resources in the target file, but removes the reference
Delete if unused Deletes unused referenced resources; keeps resources that have been placed in
the file, but removes the reference
3. Click OK.
List of referenced
Vectorworks files
134 | Chapter 3: Drawing Structure
Drawing with Snapping and Constraints 4
SmartCursor snapping allows you to draw with precision. Used in conjunction with drawing tools, the SmartCursor
uses snap indicators, hints, extension lines, text (SmartCursor cues), and sounds, and then precisely snaps the cursor
based on the snapping categories enabled in the Constraints palette.
Parametric constraints ensure that a drawing maintains its original precision. Constraints preserve geometric
relationships between an object and world space, between two objects, or within an object.
2D Constraints 3D Constraints
palette palette
2. Double‐click a snapping tool to open the SmartCursor Settings dialog box with specific snapping parameters for
that tool. Some of the tools do not have any additional parameters.
The SmartCursor Settings dialog box can also be opened by selecting Tools > SmartCursor Settings. Each tab of
the dialog box is described in the following sections.
3. Enter the desired criteria, and then click OK to set.
The criteria are described in the following sections.
4. Click a snapping tool to activate it.
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Constraint palette shortcut keys can be set in the Workspace Editor; see “Modifying Constraint and Mode
Shortcuts” on page 773.
Different combinations of constraints and snapping parameters are required for different drawing tasks. Select
the Tools > Custom Tool/Attribute command to easily create a VectorScript with the current SmartCursor
settings and active tools on the Constraints palette. Execute the script by double‐clicking on it from the Resource
Browser to quickly change snapping parameters and settings. See “Creating Custom Tool/Attribute Scripts” on
page 638 for more information.
General Snapping
The parameters on the General tab specify global SmartCursor functionality.
To set general snapping parameters:
1. Select Tools > SmartCursor Settings, or double‐click on a Constraint palette tool that has additional parameters.
The SmartCursor Settings dialog box opens. Click the General tab.
Parameter Description
Show SmartCursor Cues Displays SmartCursor cues while drawing. The cues displayed depend on the
combination enabled in the Constraints palette, as well as the current cursor
position. SmartCursor cues are listed in “SmartCursor Cues” on page 153.
Show Snap Points Displays temporary graphical hints to indicate that a snap point is available;
see “Snapping Indicators” on page 148 for more information. Deselect to hide
snap points.
Zoom Line Thicknesses in Snap When using the snap loupe (see “Using the Snap Loupe” on page 152), sets
Loupe the line thicknesses relative to the zoom level so that objects display normally
in the loupe view
Interactive Appearance Settings Opens a dialog box to change the appearance of the interactive elements in
Vectorworks, including general elements, object highlighting, SmartCursor
elements, and snap points; see “Configuring Interactive Display” on page 67
Reset Restores default Vectorworks parameter settings for all tabs
Setting Snapping Parameters | 137
2. Click OK.
Grid Snapping
The snap and reference grids assist with precise drawing on both design and sheet layers, as described in “Snap and
Reference Grids” on page 64.
When snap to grid is on, the SmartCursor snaps to set points on the snap grid. For example, if the grid is set to 1”, as
the mouse moves over the grid, it automatically “catches” every inch. When creating a line, the line’s first and last
point will (if no other constraints are active) lie on the snap grid. Snap to grid is the only constraint that does not
provide any sort of visual cues. If snap to grid is on, the mouse is always on the grid, unless other constraints are also
selected which override snap to grid.
To set grid snapping:
1. Select Tools > SmartCursor Settings, or double‐click on the Snap to Grid tool in the Constraints palette.
The SmartCursor Settings dialog box opens. From the Grid tab, specify the snap and reference grid settings.
Parameter Description
Snap Grid The grid that aligns (snaps) objects during drawing and editing, when Snap to Grid is
active
Symmetrical Select to constrain the Y setting to be the same as the X setting, resulting in a
symmetrical grid
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Parameter Description
X and Y Sets the grid dimensions in the X and Y directions; the Y setting appears dimmed if
Symmetrical is selected
Reference Grid The visible grid used for visually aligning objects during drawing and editing
Symmetrical Select to constrain the Y setting to be the same as the X setting, resulting in a
symmetrical grid
X and Y Sets the grid dimensions in the X and Y direction; the Y setting appears dimmed if
Symmetrical is selected
Grid Options Sets how the reference grid behaves on screen and when printing
Show Grid Lines Displays the reference grid when possible (even with this option selected, the
reference grid may not display depending on the zoom factor)
Print Grid Lines Prints the reference grid on both design layers and sheet layers
Grid Angle Sets the snap an reference grids to an angle defined by the X axis of the grids and the
normal X axis
Enter Angle Sets the grid angle value
2. Click OK.
3. To activate snapping to the snap grid, click the Snap to Grid tool from the Constraints palette.
Object Snapping
When snap to object is on, the SmartCursor finds specific parts of an object, such as corners, endpoints, midpoints, or
centers of linear and circular objects. Cues display near the snap point to identify the location.
To set object snapping:
1. Select Tools > SmartCursor Settings, or double‐click on the Snap to Object tool in the Constraints palette.
The SmartCursor Settings dialog box opens. From the Object tab, specify the object snap settings.
Setting Snapping Parameters | 139
Parameter Description
End Point Finds the end point of arcs, and the end of an object’s edge
Endpoint
Mid Point of Edge Finds the middle of the edge of an object
Midpoint
Midpoint
Center Point Locates the center of an object or arc, and for 3D objects, the geometric center of
certain objects, NURBS curves, 3D polygons, or the center of a circular NURBS curve
Center Center
Quadrant Points Finds the top, left, right, and bottom of circles, ovals, rectangles, and rounded
rectangles
Top Center
Insertion Point Locates the object origin of loci, lights, objects, symbols, text, and for dimensions, one
of the referenced points
Insertion Point
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Parameter Description
Vertex Locates the corner point on polyline, polyline Bézier, and polyline cubic segments; for
3D, finds the vertex of a solid or the control point of a NURBS curve
Point Point
Nearest Point on Edge For 2D, finds the closest point on an object’s edge, and for 3D, finds any non‐specific
point along a solid edge or NURBS curve. It may be more convenient to use smart
edge snapping instead; see “Smart Edge Snapping” on page 144.
Object
2. Click OK to set the object snapping options.
3. To activate object snapping, click the Snap to Object tool from the Constraints palette.
Angle Snapping
Two points define an angle; constrain angle only applies to the second point of a two‐point feedback segment, such as
when drawing a line or polygon. When snapping to angles, the SmartCursor finds the angles specified, and by default,
the SmartCursor also finds angles relative to the horizontal and vertical axes. Constrain angle can also detect a plan
rotation angle (Design Series required); items created along that angle when in a rotated plan view, appear horizontal
when in a non‐rotated, world coordinate view.
To set angle snapping:
1. Select Tools > SmartCursor Settings, or double‐click on the Constrain Angle tool in the Constraints palette.
The SmartCursor Settings dialog box opens. From the Angle tab, specify the angle snap settings.
Setting Snapping Parameters | 141
Parameter Description
Angles
Angles from Snaps to the specified angles with respect to the horizontal or vertical axes. For example, if
Axes 45° is specified, the angles found include 45°, 135° (90+45), 225°(180+45), and so on. Specify
the angles to detect, separated by a semi‐colon; 45° and 30° are suggested by default. Up to
eight angles can be set.
45°
Plan Rotation Finds the angle of plan rotation; this snap is useful when drawing in a rotated top/plan
(Design Series view, and requiring objects to be horizontal when the plan is no longer rotated
required)
Alternate Specifies an additional rotated coordinate system that provides angle snaps and alignments
Coordinate System along its axes
Enter Angle Sets an angle other than the angles entered in Angles from Axes. Enter an alternate angle.
Extension Lines Draws an extension line from a smart point to the alternate angle and 90° to the alternate
angle
Holding the Shift key while drawing forces the SmartCursor to select the nearest snap angle.
2. Click OK to set the angle snapping options.
3. To activate angle snapping, click the Constrain Angle tool from the Constraints palette.
To set smart point snapping:
1. Select Tools > SmartCursor Settings, or double‐click on the Smart Points tool in the Constraints palette.
The SmartCursor Settings dialog box opens. From the Smart Point tab, specify the smart point snap settings.
Setting Snapping Parameters | 143
Parameter Description
Horizontal/Vertical Extensions Displays an extension line when the cursor aligns horizontally or vertically
with a smart point or datum
Align V
Extension Lines Creates an extension line from a smart point when drawing at a snap angle and
the SmartCursor is aligned perpendicular to the smart point
15° / Align
Acquire Smart Point Sets a smart point at the cursor location when the cursor pauses for the
indicated number of seconds. Alternatively, press the T key to set or release a
smart point at the cursor location, even if the Acquire Smart Point option is
disabled.
Set Datum Sets a floating datum to define a temporary data origin by pausing the cursor
for the indicated number of seconds (normally, set this time interval to be
longer than the smart point acquisition time). Alternatively, press the G key to
set or release a datum at the cursor location, even if the Set Datum option is
disabled.
Datum
Datum Offset Sets an offset from the temporary datum origin that is indicated by an
additional marker along the extension line; enter the offset value
Datum
Datum
2. Click OK to set the smart point options.
3. To activate smart point snapping, click the Smart Points tool from the Constraints palette.
144 | Chapter 4: Drawing with Snapping and Constraints
The appearance of the smart points can be changed; see “Configuring Interactive Display” on page 67. The
shortcut key assigned to smart points and the datum can be customized; see “Modifying Constraint and Mode
Shortcuts” on page 773.
To set smart edge snapping:
1. Select Tools > SmartCursor Settings, or double‐click on the Smart Edge tool in the Constraints palette.
The SmartCursor Settings dialog box opens. From the Smart Edge tab, specify the smart edge snap settings.
Parameter Description
Acquire Edge Sets a smart edge at the cursor location when the cursor moves over an object edge for
the indicated number of seconds. Alternatively, press the T key to set or release a smart
edge at the cursor location, even if the Acquire Edge option is disabled.
Setting Snapping Parameters | 145
Parameter Description
Snap to Bisector Finds points along the bisector that intersects two smart edges
Bisector
Snap to Offset Sets an offset from either end of a smart edge extension line that is indicated by
additional markers along the extension line; enter the offset value
Offset / Align V
Snap to Extension Lines Generates extension lines from smart points perpendicular and parallel to the smart
edge
2. Click OK to set the smart edge options.
3. To activate smart edge snapping, click the Smart Edge tool from the Constraints palette.
The appearance of the smart edge can be changed; see “Configuring Interactive Display” on page 67. The
shortcut key assigned to the smart edge can be customized; see “Modifying Constraint and Mode Shortcuts” on
page 773.
Distance Snapping
When snap to distance snapping is on, the SmartCursor finds points at a selected distance along a straight or curved
line, polygon edges, wall edges, and other linear objects.
Along Line
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To set the snap distance:
1. Select Tools > SmartCursor Settings, or double‐click on the Snap to Distance tool in the Constraints palette.
The SmartCursor Settings dialog box opens. From the Distance tab, specify the distance snap settings.
2. Set the distance using a fraction, percentage, or a dimensional distance. Select Multiple Divisions to repeat snap
points along a line. For example, the SmartCursor can snap every quarter inch, or every 1/8 of the length of the
line.
The SmartCursor measures from each endpoint to the center of the line. If a line is 10 units long and the distance
is set to 6 units, the distance will not be found at all, since it is longer than half a line. Similarly, any fraction
greater than 1/2 the length of the object or less than 0 cannot be used.
3. Click OK to set the Snap to Distance options.
4. To activate Distance snapping, click the Snap to Distance tool from the Constraints palette.
Snap to Intersection
When snap to intersection snapping is on, the SmartCursor finds the intersection between two objects or between the
parts of an object, or between parts of objects and extension lines or smart edges.
Object/Object
To activate snapping to intersection:
Click the Snap to Intersection tool from the Constraints palette. No parameters are required.
Drawing with Snapping | 147
To activate tangent snapping:
Click the Constrain Tangent tool from the Constraints palette. No parameters are required.
Tangent
Tangent
Hold down the Option (Macintosh) or Alt (Windows) key to switch the tangent to the opposite side of the object.
To activate snapping to the working plane:
Click the Constrain Working Plane tool from the Constraints palette. No parameters are required.
To activate snapping perpendicular to the working plane:
Click the Constrain Perpendicular tool from the Constraints palette. No parameters are required.
Snapping is used with the feedback segment preview line that displays while drawing with most tools. For example,
when drawing a line, you may want it to be vertical, and also aligned with a point on your drawing. To do this, set a
smart point (with extension lines) on the point to align to. Angle snapping should be enabled (because it snaps to the
vertical) along with smart point snapping. The feedback segment of the line snaps to the vertical and to the smart
point, and a second click finishes drawing the line as desired.
Smart point has
already been set Vertical / Align V
Feedback segment
(Line tool in use) Feedback segment
snaps to vertical
and to smart point
extension line
Several areas in Vectorworks control the various aspects of snapping.
Functionality Location/Description
Enable/disable snapping tools Constraints palette, “Setting Snapping Parameters” on page 135
Enable/disable individual snapping SmartCursor Settings dialog box; “Setting Snapping Parameters” on
parameters page 135
Change the appearance of snap Interactive Appearance Settings dialog box; “Configuring Interactive
points and indicators Display” on page 67
Enable/disable snap box, selection Interactive tab of Vectorworks preferences; “Interactive Preferences” on
box, and acquisition hints page 52
Change the appearance of the snap Interactive tab of Vectorworks preferences; “Interactive Preferences” on
box and selection box page 52
Save snap settings in a VectorScript Custom Tool/Attribute command; “Creating Custom Tool/Attribute Scripts”
on page 638
Change snapping shortcut keys Keys tab of the Workspace Editor; “Modifying Constraint and Mode
Shortcuts” on page 773
Snapping to objects in other layers Class and layer option commands; “Setting Class and Design Layer Options”
or in classes or layers set to gray on page 115
Snapping Indicators
There are several types of snap points. Use these in combination with the settings in the Constraints palette,
SmartCursor Settings dialog box, the Interactive Appearance Settings dialog box, and Interactive tab in Vectorworks
preferences to tailor snapping and snapping appearance to your drawing task. In addition to the snap points, other
interactive elements assist with snapping.
• Available snap points
Available snap points display near the cursor, within the snap radius, to indicate that a snap point is near the
cursor.
Drawing with Snapping | 149
• Special snap points
Special snap points display in the general cursor area, to inform you that midpoint, center, along line, and/or
tangent snap points are nearby. The visible snap points depend on the snapping enabled in both the SmartCursor
Settings dialog box and the Constraints palette.
• Current snap point
The current snap point shows that the SmartCursor is snapped.
The current snap point indicator is black in 2D. In 3D, the indicator displays with red, green, and blue colors,
which correspond to the red (X), green (Y), and blue (Z) axes. The orientation of the 3D indicator is relative to the
current working plane.
• Obtained snap point
When drawing with a tool, such as the Line tool, the first click of the tool on a current snap becomes the obtained
snap point. The obtained snap point only displays for a brief moment, letting you know that the click was
snapped.
• Smart point
When the Smart Point constraint is enabled, up to three smart points can be defined at one time; see “Smart
Points Snapping” on page 142. A smart point displays as a red rectangle by default. If extension lines are
enabled, the extension line for the smart point appears as a dashed line. A datum is a special type of smart point
and counts as one of the three smart points.
150 | Chapter 4: Drawing with Snapping and Constraints
Smart point Smart point with extension line Datum Datum with extension line
• Snap object highlighting
The object from which the snap points are generated is highlighted with a dashed line. This ensures that the
correct snap points are being obtained within a congested drawing.
• SmartCursor selection box and snap box
Two areas around the cursor assist with drawing: the selection box and snap box.
Selection box
Snap box
The selection box shows the area where object geometry can be selected or recognized by a tool that selects or
clicks objects (such as the 2D Selection tool or the Eyedropper tool). The snap box indicates the area from which
the current snap will be obtained. The current snap is obtained from all the available snaps inside the snap box.
The size and visibility of the selection box and snap box can be adjusted, and these indicators enabled, from the
Interactive tab in Vectorworks preferences. See “Interactive Preferences” on page 52.
• Acquisition hints
Acquisition hints display the potential snap points that can be acquired near the cursor. They indicate that a
smart point, smart edge, or vector lock can be acquired.
Smart edge
Vector lock
Drawing with Snapping | 151
Enable the acquisition hints from the Interactive tab in Vectorworks preferences. See “Interactive Preferences” on
page 52.
4. The SmartCursor locks to the vector and the operation is snapped along the desired direction.
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The Data bar can create a vector lock along a specific direction. Enter values in the Data bar as described in “Drawing
with the 2D Data Bar” on page 215. A vector lock displays, and the SmartCursor only snaps to points on the locked
line.
2. Press the Z key.
The snap loupe window opens, displaying the region near the cursor in a zoomed view. Within the loupe
window, move the cursor to locate the desired point. If the snap loupe window is not sufficiently magnified to
find a snap, press the Z key again.
The Zoom Line Thickness in Snap Loupe preference determines how the drawing displays within the snap
loupe. See “General Snapping” on page 136 to change this setting.
SmartCursor Cues | 153
3. Click at the snap point. The snap loupe window closes automatically, returning to the drawing.
Press the Esc key to exit the snap loupe without clicking, or click outside of the loupe to close it.
SmartCursor Cues
The following table lists the individual cues that the SmartCursor uses along with a description of each. In many cases,
two cues are used together to indicate that two constraints have been activated. For example, the cue ‘Align H/Angle’
means that the point located is both aligned horizontally to the indicated smart point and also constrained to an angle.
Some cues display when a first point has already been found, and a second point is being sought. These two points
form a line called the feedback segment. This segment forms an angle and length which the SmartCursor uses for
some of its snaps.
For a line, the feedback segment is the same as the line being drawn. However, for other objects, the interactive image
does not lie on the feedback segment. The SmartCursor works on the feedback segment created from the first to the
second points (for polygons, from the previous point to the current point).
Cue Description
Snap to Angle
Alt Feedback segment is parallel to the alternative coordinate system angle
Alt 90° Feedback segment is perpendicular to the alternative coordinate system angle
Delta angle Feedback segment is at the specified snap angle from the rotated grid
Horizontal Feedback segment is horizontal
I Feedback segment is parallel to the rotated grid
J Feedback segment is perpendicular to the rotated grid
Parallel Feedback segment is parallel to an object
Perpendicular Feedback segment is perpendicular to an object
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Cue Description
Plan Rotation Feedback segment is aligned to the rotated plan angle
(Design Series required)
Symmetric Feedback segment is sketching out a square or circle
Vertical Feedback segment is vertical
Smart Point
‐‐‐‐‐‐‐‐‐‐‐‐‐‐ Extension line used for all smart point cues except Datum
Align K Point is aligned with a smart point parallel to the K axis
Align V Point is aligned vertically with a smart point
Align I Point is aligned to I axis of the rotated grid
Align J Point is aligned to J axis of the rotated grid
Align K Point is aligned to K axis of the rotated grid
Align Edge Point is aligned to Smart Edge
Align Edge 90° Point is aligned perpendicular to Smart Edge
Align Alt Point is aligned to the user coordinate system
Align Alt 90° Point is aligned perpendicular to the user coordinate system
Datum Point is the Datum
O Circle around Datum
Snap to Distance
Along Line 2D—Point is at a specified distance along line
3D—Point is at a specified distance along line from the end point of a NURBS curve,
3D polygon, or edge of a solid object
Data bar
‐‐‐‐‐‐‐‐‐‐‐‐‐‐ Extension line used to indicate X or Y value is locked
Angle Feedback segment is constrained to an angle
Length Feedback segment is of a fixed length set in Data bar
Snap to Object
Arc Cursor is over the corner point of a polyline arc segment
Arc Center Cursor is over the center point of an arc
Arc End Cursor is over the end of an arc segment
Bézier Cursor is over the corner point of a polyline Bézier segment
Bottom Center Cursor is over the bottom center of rectangle or group
Bottom Left Cursor is over the bottom left of the object’s bounding box
Bottom Right Cursor is over the bottom right of the object’s bounding box
SmartCursor Cues | 155
Cue Description
Center 2D—Cursor is over the center of the object’s bounding box
3D—Cursor is over the geometric center of certain objects, NURBS curves, 3D
polygons, or the center of a circular NURBS curve
Center Left Cursor is over the center left of the object’s bounding box
Center Right Cursor is over the center right of the object’s bounding box
Corner Cursor is over the corner point of a polyline segment
Endpoint Cursor is over the end of an object’s edge
Fit Cursor is over the corner point of a polyline cubic segment
Insertion Point Cursor is over the object origin for symbols, parametric objects, and text objects; for
dimensions, the cursor is over one of the referenced points
Light, Aim, Pan, Tilt Cursor is on a light
Locus Cursor is on a locus
Midpoint Cursor is over the middle of an object’s edge
Object 2D—Cursor is on an object’s edge
3D—Cursor is on any non‐specific point along a solid edge or NURBS curve;
displays at all corner points when the Nearest Point on Edge option is deselected for
object snapping
Point 2D—Cursor is on an object point
3D—Cursor is on one of the vertices of a solid, the control point of a NURBS curve,
the control point of a NURBS surface, or NURBS curve interpolation point
Top Center Cursor is over the top center of the object’s bounding box
Top Left Cursor is over the top left of the object’s bounding box
Top Right Cursor is over the top right of the object’s bounding box
Smart Edge
Bisector Point is on the bisector between two Smart Edges
Edge Feedback segment is parallel to a Smart Edge
Edge 90° Feedback segment is perpendicular to a Smart Edge
Offset Point is a preset distance from a Smart Edge
Surface Point is on a Smart Edge, but not on the object itself
Snap to Tangent
Tangent Feedback segment is tangent to an arc
Tangent/Tangent Feedback segment is tangent to two arcs
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Parametric Constraints
Parametric constraints maintain relationships between an object and world space, between two objects, or within the
object itself. There are two types of parametric constraints: dimensional and geometric. Dimensional constraints
maintain a measurable relationship by limiting the object’s geometry to a particular value. Geometric constraints
maintain a physical relationship by limiting the allowed orientation of objects.
Parametric constraints can be placed on all 2D objects. They cannot be placed on 3D objects except for walls, symbols,
and plug‐in objects that have 2D components. Multiple constraints can be applied to an object. Parametric constraints
can be placed across layers as long as both layers are in a Top/Plan standard view, are of the same scale, and Layer
Options are set to Show/Snap/Modify Others.
Constraints attached to a single object move along with the object even if the object is copied or cut and pasted. When
only one of a pair of constrained objects is duplicated or copied or cut and pasted, the constraint is removed.
When a parametric constraint is placed, green constraint indicators are drawn for the object(s) involved. To hide
indicators, deselect Show parametric constraints in the Display tab of the Vectorworks preferences. Alternatively,
select View > Show > Show or Hide Constraints; the command toggles between displaying or hiding constraints, as
appropriate.
Dimensional Constraints
Dimensional constraints maintain a measurable relationship. They resemble standard dimensions when placed.
Constrain Angle
Constrain the angular relationship between separate objects or line segments of a single object. If one object or segment
is rotated, the object or segment it is constrained to adjusts to maintain the angle.
To constrain the angle between objects or line segments of a single object:
1. Click the Constrain Angle tool from the Dims/Notes tool set.
2. Click on one of the two objects or line segments to be constrained.
The cursor switches to the bull’s‐eye cursor.
3. Click on the second object or line segment to be constrained.
A green angle constraint is drawn between the two objects or line segments.
Parametric Constraints | 157
1st click
Object
2nd click
Constrain Radius
Constrain the radius of a single arc or circle. If the arc or circle is accidentally resized, the constraint prevents the
operation, preserving the radius.
To constrain the radius of an arc or circle:
1. Click the Constrain Radius tool from the Dims/Notes tool set.
2. Click on the arc or circle to be constrained.
A green radius constraint is drawn on the object.
Click on the
object
The Constrain Radius tool does not work on quarter arcs.
To constrain the horizontal distance of an edge of an object or a line segment:
1. Click the Constrain Horiz Distance tool from the Dims/Notes tool set.
2. Click on the object to be constrained.
A green horizontal distance constraint is drawn on the object.
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To constrain the horizontal distance between two points:
1. Click the Constrain Horiz Distance tool from the Dims/Notes tool set.
2. Click on the first point to be constrained.
The cursor switches to the bull’s‐eye cursor.
3. Click on the second point to be constrained.
A green horizontal distance constraint is drawn between the two points.
To constrain the vertical distance of an edge of an object or line segment:
1. Click the Constrain Vertical Distance tool from the Dims/Notes tool set.
2. Click on the object to be constrained.
A green vertical distance constraint is drawn on the object.
Parametric Constraints | 159
To constrain the vertical distance between two points:
1. Click the Constrain Vertical Distance tool from the Dims/Notes tool set.
2. Click on the first point to be constrained.
The cursor switches to the bull’s‐eye cursor.
3. Click on the second point to be constrained.
A green vertical distance constraint is drawn between the two points.
1st click
2nd click
Constrain Distance
Constrain the distance of an edge of an object, line segment, or between two points regardless of the angle. If an object
is accidentally resized, the constraint prevents the operation, preserving the original distance. When the constraint is
on two different objects, if one object is modified, the object to which it is constrained moves to remain at the same
constrained distance.
To constrain the distance of an edge of an object or line segment:
1. Click the Constrain Distance tool from the Dims/Notes tool set.
2. Click on the object to be constrained.
A green horizontal distance constraint is drawn on the object.
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Object
To constrain the distance between two points:
1. Click the Constrain Distance tool from the Dims/Notes tool set.
2. Click on the first point to be constrained.
The cursor switches to the bull’s‐eye cursor.
3. Click on the second point to be constrained.
A green distance constraint is drawn between the two points.
Point
1st click
2nd click
Geometric Constraints
Geometric constraints preserve the geometric properties of objects.
Constrain Horizontal-Vertical
Constrain a linear object to remain horizontal or vertical. Once constrained, the object cannot be rotated to any other
position. The object can be resized in length, but it always remains horizontal or vertical.
To constrain an object to remain horizontal‐vertical:
1. Click the Constrain Horiz‐Vertical tool from the Dims/Notes tool set.
2. Click on the linear object to be constrained.
A green horizontal‐vertical constraint is drawn on the object.
Parametric Constraints | 161
If the object is diagonal when the constraint is placed, it rotates to become vertical or horizontal, depending on
which angle it is closest to.
Constrain Parallel
Constrain linear objects or line segments to be parallel to one another. If one object is rotated, the object constrained to
it rotates to remain parallel to the first object. Lines do not need to be parallel when placing the constraints; the first
line rotates to match the angle of the second line.
To constrain linear objects or line segments to be parallel:
1. Click the Constrain Parallel tool from the Dims/Notes tool set.
2. Click on the line to constrain.
The cursor switches to the bull’s‐eye cursor.
3. Click on the line to be constrained.
Green parallel constraint indicators are drawn around the two lines.
1st click
Object
2nd click
Constrain Perpendicular
Constrain linear objects or line segments to be perpendicular to one another. If one line is rotated, the line it is
constrained to adjusts to remain perpendicular to the first line. Lines do not need to be perpendicular when placing
the constraints; the first line rotates to become perpendicular to the second line.
To constrain lines to be perpendicular:
1. Click the Constrain Perpendicular tool from the Dims/Notes tool set.
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2. Click on the line to constrain.
The cursor switches to the bull’s‐eye cursor.
3. Click on the line to be constrained.
A green perpendicular constraint is drawn, connecting the two lines.
1st click
2nd click
Constrain Colinear
Constrain the colinearity between two linear objects. If one line is moved, the line it is constrained to adjusts to remain
aligned. Lines do not need to be aligned when placing the constraints; the first line moves to become colinear to the
second line.
To constrain the colinearity between two lines:
1. Click the Constrain Colinear tool from the Dims/Notes tool set.
2. Click on the line to constrain.
The cursor switches to the bull’s‐eye cursor.
3. Click on the line to be constrained.
Green colinear constraint indicators are drawn on the two lines.
2nd click
1st click
Constrain Coincident
Constrain two selected points to remain attached. If one object is moved, the object it is constrained to adjusts to
maintain the connection. The first point stretches to connect to the second point, if necessary.
Parametric Constraints | 163
To constrain the connection between two points:
1. Click the Constrain Coincident tool from the Dims/Notes tool set.
2. Click on the point to constrain.
The cursor switches to the bull’s‐eye cursor.
3. Click on the point to be constrained.
A green coincident constraint is drawn where the two points touch.
1st click
2nd click
Constrain Concentric
Constrain circles and arcs concentrically. If a circle or arc is moved, the circle or arc it is constrained to moves so that
their centers remain aligned. Circles and arcs do not need to be concentric when placing the constraints; the first object
moves so that its center aligns to the second object’s center.
To constrain two circles or arcs concentrically:
1. Click the Constrain Concentric tool from the Dims/Notes tool set.
2. Click on the object to constrain.
The cursor switches to the bull’s‐eye cursor.
3. Click on the object to be constrained.
A green concentric constraint is drawn at the center of the two objects.
2nd click
1st click
164 | Chapter 4: Drawing with Snapping and Constraints
Constrain Tangent
Constrain a circle, arc or line to be tangent to another circle or arc. If one object is moved, the other object it is
constrained to adjusts to maintain the tangency. Objects do not need to be tangent to one another when placing the
constraints; the first object moves to become tangent to the second.
To constrain a circle, arc or line to be tangent to a circle or arc:
1. Click the Constrain Tangent tool from the Dims/Notes tool set.
2. Click on the circle or arc to constrain.
The cursor switches to the bull’s‐eye cursor.
3. Click on the circle, arc or line to be constrained.
A green tangent constraint is drawn at the tangent point of the two objects.
1st click
2nd click
3. Select the constraint to be removed from the Constraints list.
The selected constraint turns red.
4. Click Delete to remove the constraint.
To delete all the constraints attached to an object, click Delete All.
5. Click OK.
3. In the Dimensional Constraint Value field, enter the new dimension, and click OK.
The dimensional value is updated and the object or objects are adjusted.
Using Vectorworks Resources 5
Vectorworks provides a variety of resources to aid in drawing. It is also possible to create custom resources to your
specifications. These resources are easily accessible from the Resource Browser, which is the central repository for all
available Vectorworks resources.
Some of these resources are also available by default at the point of use to facilitate faster, easier drawing. Custom
resources can also be made available by default. This provides the flexibility to choose among default resources,
custom resources, or all available resources while drawing.
Libraries
Vectorworks is installed with hundreds of libraries, which can be accessed by adding them as a favorite through the
Resource Browser (see “Accessing Existing Resources” on page 174). Excluding standards and templates (which are
installed based on the drawing unit selected during installation), all Vectorworks Fundamentals libraries are universal,
and are installed regardless of the drawing unit selected during installation. Libraries are organized by professional
discipline and subject, and include the following:
• Hatches • Image Fills
• Image Props • Objects‐Building Architecture & Interior
• Objects‐Building Services • Objects‐Landscape & Site
• Objects‐Miscellaneous & Entourage • Objects‐Third Party Promotional
• Textures
A subset of the resources available in libraries is also available by default at the point of use (see “Vectorworks
Fundamentals Default Resources” on page 167). The Vectorworks Design Series contains additional libraries. For a list
of libraries and the product(s) to which they belong, see “Vectorworks and Renderworks Libraries” on page 777 in this
guide, or “Vectorworks Design Series Libraries” on page 621 in the Vectorworks Design Series User’s Guide.
The ability to use default resources is a preference on the Session tab of the Vectorworks preferences, which can be
disabled if default resource use is not desired; see “Session Preferences” on page 48.
Default resources are available from a variety of dialog boxes that contain parameters that allow resource access. They
are also available from the Attributes and Object Info palettes. Once a default resource is selected for use, it is
automatically imported into the current file and displays in the Resource Browser. It can then be shared among other
drawing files.
Files menu
File list Home button
Resources menu
File folder list Up one level button
Resource type
Resource preview
Parameter Description
File list Lists all open and favorite files, and temporarily shows the name of a browsed file;
displays “Active Document” when Always Display Active Document has been
selected from the File list
File folder list Lists the file’s symbol folders; select a symbol folder to display the folder’s resources
in the resource display window
Resource type In Thumbnails mode, displays resources divided into categories by type; the types are
displayed in headings that can be shown and expanded, or collapsed and hidden (see
“Hiding and Showing Resources” on page 172). In List mode, click the column header
to sort the columns by resource name or by resource type.
Resource preview Displays resources with a preview image, or lists the resources with a representational
icon (see “Viewing Resources” on page 170)
Resource name Shows the resource name; a name in italics indicates a referenced resource. Type the
first letter of a resource to quickly display resource names beginning with that letter.
The color (black, red, or blue) indicates the type of resource (see “Symbol Types” on
page 181).
Resource tooltip Shows the full resource name as a tooltip when the mouse pointer hovers over a
resource; for referenced resources, the tooltip also shows the source file name
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Parameter Description
Active symbol button Displays the currently active symbol in the resource display window
Files menu Lists menu commands that are used to access resources; see “Accessing Existing
Resources” on page 174
Home button Displays the resources of the currently active file
Resources menu Lists menu commands that are used to work with resources; see “Working with
Resources” on page 178
Up one level button Moves one level up the symbol folder hierarchy
Resource display window Displays the resources from the file shown in the File list, and the symbol folder
shown in the File Folder list. Each resource type must be selected for display in the
Resource Browser (see “Hiding and Showing Resources” on page 172).
Resource Display
The resources displayed in the Resource Browser depend on several selections and settings:
• the file selected from the File list,
• the current, favorites or browsed file(s) selected from the Files menu (which determine what can be selected from
the File list),
• the symbol folder selected in the File Folder list, and
• the resource types selected for display.
Select a file from the File list, and, if necessary, a symbol folder, to view that file’s resources. Click Home to view the
resources of the currently active file. Select Always Display Active Document from the File list to always show the
resources of the currently active file in the resource display window.
Viewing Resources
Resources can be viewed in either Thumbnails (default) or List mode.
Using the Resource Browser | 171
In Thumbnails mode, resources are displayed in 64x64 pixel full color. Symbols, plug‐in objects, gradient fills, image
fills, and hatch patterns are previewed with an actual image; other resources are previewed with a representational
icon. For symbols, the thumbnail view and render mode can be set from the Resource menu, and when editing
symbols, the thumbnail view can be set to match the editing view. Long resource names display on two lines, and the
number of characters displayed depends on the system font selected. In List mode, resources are displayed as 16x16
pixel representational icons.
Hatch Pattern (see “Hatch Attributes” on page 268)
Image Fill (see “Image Attributes” on page 279)
Record Format (see “Record Formats” on page 198)
Renderworks Texture (Renderworks required; see “Creating Textures” on
page 681))
Renderworks Prop Texture (Renderworks required)
Sketch Style (Design Series required; see “Sketch Rendering” on page 466 in
the Vectorworks Design Series User’s Guide)
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3D‐only Symbols and Plug‐in Objects (see “Understanding Symbols” on
page 180)
Hybrid Symbols and Plug‐in Objects (see “Understanding Symbols” on
page 180)
Symbol Folder (see “Managing Symbols” on page 196)
VectorScript (see “Using Scripts” on page 637)
VectorScript Palette (see “Using Scripts” on page 637)
Wall Style (Vectorworks Architect required)
Worksheet (see “Creating Worksheets” on page 605)
To change the view mode:
1. In the Resource Browser, select View As from the Resources menu.
2. From the list, select Thumbnails or List.
Select Window > Palettes > Save Palette Positions to save selected views across Vectorworks sessions. To revert
to settings established when the custom workspace was created (in the User Data and Preferences folder), click
Reset Saved Settings from the Session tab of Vectorworks preferences (see “Session Preferences” on page 48).
In Thumbnails mode, click on the disclosure arrow next to the resource type name in the Resource Browser to hide or
display resources. Alternatively, double‐click on the resource name bar to hide or display resources.
Select Window > Palettes > Save Palette Positions to save the current show/hide status across Vectorworks sessions.
To revert to settings established when the custom workspace was created (in the User Data and Preferences folder),
click Reset Saved Settings from the Session tab of Vectorworks preferences (see “Session Preferences” on page 48).
2. Select the resource type to create.
The resource‐specific dialog box opens.
3. Follow the specific creation procedures for that resource.
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Once created, the resource displays in the Resource Browser.
Alternatively, double‐click in an unused area of the resource display area to open the Create Resource dialog box.
The dialog box contains the same items as the New Resource menu.
Ctrl-click here to
display the
context menu
Resources in Favorites
For quick access, the Resource Browser can store links to Vectorworks files that contain resources that you use
frequently. You can then import resources from a Favorites file into any Vectorworks file and not have to search for the
file again. Remove the link when the file is of no further use. Favorite files are remembered for future sessions.
Use the Files menu in the Resource Browser to create, use, and manage your Favorites list. Alternatively, add files (or
aliases or shortcuts to the files) to the appropriate Favorites folder manually.
Making the Current File a Favorite
To make the current file a favorite:
In the Resource Browser, select Add Current to Favorites from the Files menu.
The file is added to the File list under Favorites.
The file must be saved to be added as a favorite.
Making an Unopened File a Favorite
To make an unopened file a favorite:
1. In the Resource Browser, select Add New Favorite Files from the Files menu.
The standard Open dialog box opens.
2. Select the file to make a favorite, and then click Open.
The file is added to the File list under Favorites.
The file must be saved in the same version of Vectorworks as the current file to be added as a favorite.
Multiple files can be selected and added as favorites at the same time; alternatively, press Ctrl+A (Windows) or
Command+A (Macintosh) to select all files at once.
Opening the Current Favorite
To open the current favorite:
1. In the Resource Browser, select the favorite file to open from the File list.
2. Select Open Current Favorite from the Files menu.
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The file opens.
Importing a Resource from a Favorite
To import a resource from a favorite file:
1. In the Resource Browser, select the favorite file to access from the File list.
The file name is displayed as the current file in the File list, and its resources display in the resource window.
2. Select the desired resource from the resource display window. To import the resource for future use, select
Import from the Resources menu. To use the resource immediately, double‐click it to activate it, or select Apply
or Make Active, if applicable, from the Resources menu. (Alternatively, drag the resource onto an object or to a
location in the current file.)
Once the resource is placed or applied in the drawing, it is added to the Resource Browser for the current file.
Multiple resources can be selected and imported at the same time.
Refreshing Favorites from Disk
To update the resources from all favorite files:
In the Resource Browser, select Refresh Favorites from Disk from the Files menu.
All current favorite files are reloaded into the Resource Browser, to reflect any changes that occurred since they
were loaded when this Vectorworks session began.
Revealing the Location of the Current Favorite
To reveal the location of a favorite file:
1. In the Resource Browser, select the favorite file to reveal from the File list.
The file name is displayed as the current file in the File list, and its resources display in the resource window.
2. Select Reveal Current Favorite from the Files menu.
Either Windows Explorer or Macintosh Finder opens to the folder that contains the file.
Removing Favorites
To remove a single favorite file:
1. In the Resource Browser, select the favorite file to delete from the File list.
2. Select Remove Current Favorite from the Files menu.
The file is removed from the Favorites list.
To remove all favorite files:
1. In the Resource Browser, select Remove All Favorites from the Files menu.
A confirmation dialog box opens.
2. Click Yes to remove all favorites.
All favorite files are removed from the Favorites list.
Adding a Favorite Manually
To create a favorite manually (not through the Resource Browser):
1. Place the file that you want to appear on the Favorites list (or a shortcut or alias that points to the file) in one of
the following folders.
Using the Resource Browser | 177
The file is added to the File list under Favorites.
2. In the Resource Browser, select Refresh Favorites from Disk from the Files menu.
Only files that are in your user Favorites folder can be removed with the commands in the Resource Browser.
(See “User Folders Preferences” on page 54 for more information.) Files that were placed in a workgroup
Favorites folder must be removed manually.
Finding Resources
Three ways exist to quickly locate Vectorworks resources: by incremental search in the Resource Browser, by searching
a specific file path, or by locating a resource used in the drawing.
Incremental Search
To quickly access a resource, click in the resource display window and begin to type the resource’s name. The resource
display window scrolls to the first resource that has the letter(s) entered.
Finding a Resource
Use the Find Resource on Disk command to quickly locate a resource in a file created with the current version of
Vectorworks, and optionally to select that resource in the Resource Browser.
To locate and use a resource:
1. In the Resource Browser, select Find Resource on Disk from the Resources menu.
The Find Resource dialog box opens.
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Parameter Description
Find resource names Enter the full or partial resource name to find
containing
Search Location Displays the current path from which to begin searching. Click Choose to search for the
resource in a different folder; select the folder to search in, and then click Choose
(Macintosh) or OK (Windows) to return to the Find Resource dialog box.
Include subfolders Select whether to include subfolders in the search process
Options
Resource types Select to search for all resource types or for one specific resource type
Match case Select whether the search is case sensitive
Find whole words Select this option to search for occurrences that are whole words only, and not part of a
only larger string of text
2. Enter the search criteria and click Find.
The Find Resource Results dialog box displays the resource name, type, and file location for all resources that
match the specified search criteria. Select the resource name and click Select (or double‐click the resource name)
to open the file that contains the resource, and then select the resource in the Resource Browser.
3. To import the resource for future use, select Import from the Resources menu. To use the resource immediately,
double‐click it to activate it, or select Apply or Make Active, if applicable, from the Resources menu.
(Alternatively, drag the resource onto an object or to a location in the current file.) Default resources are
automatically imported into the current file at the point of use, and they display in the Resource Browser; see
“Vectorworks Fundamentals Default Resources” on page 167.
Once the resource is placed or applied in the drawing, it is added to the current file.
Image resources can be compressed to reduce the Vectorworks file size. See “Compressing Images” on page 430
for more information.
Understanding Symbols
Symbol Advantages
2D and 3D objects can be saved as 2D, 3D, or hybrid (2D and 3D combined) symbol definitions. Vectorworks also ships
with thousands of symbols. Symbol definitions save the object properties, such as size, color, and class, within the
symbol definition; these properties are retained each time the symbol is placed, and when a symbol is imported into a
different drawing.
Understanding Symbols | 181
Symbols provide several advantages:
• Smaller file sizes: The symbol and its definition are stored only once in the drawing file. Placement information
(location coordinates, rotation) is all that is required for each symbol instance.
• One‐time editing: Changes to the symbol definition automatically update all the instances of the symbol in the
drawing.
• Attached database information: The information associated with a symbol can be used to generate reports and
worksheets. Information attached to a symbol is specific to that instance, allowing each instance to be edited
individually.
• Ease of import: With the Resource Browser, importing symbols from one file to another is fast and easy, and any
database information attached to the symbol is also imported.
Symbol Types
In Vectorworks, you can create 2D and 3D objects. Symbols, which are converted objects, can also consist of 2D, 3D, or
hybrid objects.
In addition, there are special symbol categories which indicate the symbol’s behavior at placement. These categories
are color‐coded within the Resource Browser for identification. The category a symbol belongs to depends on the type
of object converted to a symbol and the options selected at symbol creation.
Symbols can be nested within other symbols.
Plug-in Objects
Plug‐in objects have all the power of standard symbols, with the added advantage of being customizable. Unlike
symbols, plug‐in objects have the option of being placed onto the drawing and remaining modifiable. This is useful if
the drawing needs to contain many different variations of the same object.
Some tool sets and libraries in Vectorworks contain plug‐in objects; for example, the Scale Bar tool, located in the
Dims/Notes tool set, inserts a plug‐in object. In addition to the tool sets, pre‐defined plug‐in objects are available in the
Libraries folder (in sub‐folders beginning with the word Object or Objects), and are accessed through the Resource
Browser.
When a plug‐in object from a tool set is inserted, an object properties dialog box may open the first time the item is
placed in the drawing. The properties in this dialog box set the default values for the object during this session. Modify
the properties prior to inserting the object, or accept the default values and click OK. Object instances can be modified
through the Object Info palette after insertion.
Plug‐in objects can be created manually through Tools > Scripts > VectorScript Plug‐in Editor using VectorScript. See
“VectorScript Plug‐in Editor” on page 108 in the VectorScript Language Guide. Plug‐ins are described in detail in
“Using VectorScript Plug‐ins” on page 83 in the VectorScript Language Guide. The VectorScript Language Guide is
available in the help system, and as a PDF file in [Vectorworks]\VWHelp\Additional Documentation.
In addition, a symbol can be saved as a “red” symbol that becomes a plug‐in object upon insertion.
There are four different types of plug‐in objects: point, linear, rectangular, and path. Each type is different in how it is
placed in the drawing and edited.
Linear and rectangular objects cannot be inserted directly into a wall. However, once placed in the drawing, they
can be dragged onto a wall to insert them.
Point Plug-in Objects
Point plug‐in objects are placed by a single click in the drawing to specify the location, and then a second click to set
the rotation angle. This is the same way symbols are placed using the symbol insertion tool. A preview image of the
object is visible at the cursor location. Point plug‐in objects cannot be edited (resized or rotated) with the cursor; they
are edited using the Object Info palette.
Linear Plug-in Objects
Linear plug‐in objects are placed with two clicks. The first click sets the beginning point and the second sets the
endpoint of a line. The orientation of the object is determined by this line. The object can be resized or rotated by
clicking on a reshape handle at either end of the line. It can also be edited using the Object Info palette.
Rectangular Plug-in Objects
Rectangular plug‐in objects are placed by a sequence of three clicks in the drawing. There are two different placement
modes which determine how these three clicks are interpreted.
Center-Line Placement
Plug-in object
specific preferences
Edge Placement
• Center‐Line Placement Mode: The first click specifies the origin of the object, the second click specifies the
length, and the third click defines half the width of the rectangular object. After the second click, the cursor
displays feedback symmetrically on both sides of the center‐line of the rectangle.
Creating New Symbols | 183
• Edge Placement Mode: The first click specifies one corner of the rectangular object, the second click determines
the length, and the third click specifies the entire width.
When a rectangular plug‐in object is selected, there are eight selection handles visible. The object can be resized by
dragging these handles, or edited through the Object Info palette.
Path Plug-in Objects
Path plug‐in objects are created with a sequence of several clicks that define the vertex points along a path. There are
two different types of path plug‐in objects based on the type of path that is used. A 2D path plug‐in object uses a
polyline path and a 3D path plug‐in object uses a 3D NURBS curve for its path.
Path plug‐in objects can be edited using the 2D Reshape tool or the 3D Reshape tool directly. They may also be edited
through Modify > Edit Group, or the Object Info palette.
To create a new symbol:
1. Select the object(s) to convert into a symbol.
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To create a hybrid symbol, select both the 2D and 3D objects. In Top/Plan view, align the objects first (symbol
alignment can be adjusted after creation with the Edit Symbol command). The symbol preview that displays in
the Resource Browser is generated in the symbol view at creation or editing.
If a hybrid symbol will be inserted into a wall, you can optionally specify the 3D wall hole component in addition
to the 2D and 3D components; see “Adding a 3D Wall Hole Component to a Symbol Definition” on page 536.
For 2D symbols inserted in walls, two loci can be specified as wall break locations. In Top/Plan view, place two
loci at opposing locations with the object to convert, and select them all before converting. When the symbol is
inserted into the wall, the wall breaks at the loci locations instead of the symbol bounding box.
2. Select Modify > Create Symbol.
The Create Symbol dialog box opens.
Parameter Description
Name Provide a name for the new symbol. Do not use single quotes in symbol names. Single
quotes in names are reserved for use in VectorScript.
Leave Instance in Place When selected, replaces the current selection with a symbol instance; when deselected,
the object is removed from the drawing. In both cases, the new symbol definition is
added to the Resource Browser.
Insertion Point The insertion point controls how the symbol is inserted. Select Plan Projection Center
(2D) or 3D Object Center (3D) to place the symbol by using its geometric center (as
determined by its bounding box) as the symbol insertion point.
If converting a plug‐in object, select Plug‐in Origin to set the center of the object as the
insertion point.
Select Next Mouse Click to set the insertion point manually, with the cursor, after
clicking OK.
Options Displays additional symbol insertion and conversion options
3. Click Options to select additional symbol insertion options.
The Insertion Options dialog box opens. The Other Options available depends on the original object selected.
Creating New Symbols | 185
Parameter Description
Wall Options
Insert in walls Select how the symbol will be inserted in a wall. On centerline snaps the symbol’s insertion
point to the center line of the wall. On edge snap’s the symbol’s insertion point along either
edge of the wall.
Wall breaks Select how the wall breaks around the symbol when it is inserted into a wall
Other Options
Convert to Group Converts the symbol into a grouped object when inserted, disassociating it from the
original symbol definition. Grouped objects are identified in the Resource Browser with a
blue name.
Deselect to convert the symbol into a black, unmodifiable symbol; each instance is
controlled by the symbol definition.
Convert to Plug‐in Converts the symbol into a plug‐in object when inserted, allowing the current parameters
Object to be pre‐set when the plug‐in object is inserted.
Deselect to convert the symbol into a black, unmodifiable symbol; each instance is
controlled by the symbol definition.
Assign To Select the class the symbol will be assigned to upon insertion; the symbol can be assigned
to the active class or to a class selected from the Custom Class list
4. Click OK to exit the Insertion Options dialog box and click OK again to exit the Create Symbol dialog box.
5. If the Next Mouse Click insertion point option was selected, click to specify the desired symbol insertion point.
6. Specify the folder location for the new symbol in the next Create Symbol dialog box.
Click the folder to select it as the destination for the new symbol.
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Parameter Description
Folder list Displays the file’s symbol folders; the selected folder becomes the destination for the new
symbol
New Folder Creates a new folder within the selected folder; specify the folder name and click OK to
create the symbol folder
Don’t show this dialog Hides this dialog box if you only want to see it when a file already contains symbol folders
7. Click OK.
The new symbol is added to the Resource Browser.
Inserting Symbols
Symbols are resources available from the Resource Browser. To open the Resource Browser, select Windows >
Palettes > Resource Browser. Display the symbol to insert in the Resource Browser (see “Accessing Existing
Resources” on page 174).
The currently active symbol is inserted; the active symbol’s name displays at the bottom of the Resource Browser.
Clicking on the active symbol button automatically displays the currently active symbol in the resource display
window.
Symbols are inserted with different tools depending on the current view and projection. In 2D Top/Plan view, symbols
are inserted with the 2D Symbol Insertion tool, and in a 3D view, with the 3D Symbol Insertion tool. Symbols can be
inserted as individual objects or inserted to become part of a wall. Symbols can also be dragged from the Resource
Browser into the drawing. Before inserting a symbol, consider the current view and which insertion mode to use.
Inserting Symbols | 187
Active symbol
button
Active symbol name
1. Click the symbol in the Resource Browser and drag it to the desired location in the drawing.
The symbol cannot be rotated during insertion, since the 2D Symbol Insertion or 3D Symbol Insertion tool is
not automatically activated. When a symbol is dropped onto a wall, round wall, or roof, Vectorworks inserts the
symbol into the object using the default flip value and insertion point. (If this is not desirable, make the symbol
active so that it is inserted with the appropriate insertion tool.)
A symbol inserted by dragging and dropping is placed on the ground plane by default. Press the Option key
(Macintosh) or the Alt key (Windows) while dragging and dropping to place the symbol on the working plane.
2. The symbol is inserted.
If necessary, edit the symbol rotation or flip in the Object Info palette.
Inserting Symbols in 2D
Use the 2D Symbol Insertion tool to place a symbol in the drawing when it is in 2D Top/Plan view. If the drawing is
not currently in Top/Plan view, selecting this tool automatically switches the view to Top/Plan and the projection to 2D
Plan. During insertion, a preview of the symbol is shown to aid in placement. Symbols can also be inserted by
dragging them from the Resource Browser.
Each symbol has its own insertion point, a location on the symbol shown by crosshairs in the Edit Symbol window,
that controls how the symbol is placed into the drawing. The insertion point is specified during the symbol’s creation.
See “Creating New Symbols” on page 183 for more information.
Standard Insertion
Mode Description
Standard Insertion Inserts the symbol based on its specified insertion point, or aligned according to
one of the symbol alignment modes
Offset Insertion Inserts the symbol in a wall according to an offset reference point
Symbol Pick Up Designates a symbol from the drawing as the active symbol
Wall Insertion Toggles between inserting a symbol or plug‐in object into a wall with wall breaks,
and inserting a symbol or plug‐in object near or on a wall without breaking it
Symbol Alignment Modes These alignment modes apply to Standard Insertion mode, and temporarily
override the insertion point. These modes change the alignment of the insertion
point along the X axis of the bounding box surrounding the symbol.
Alternatively, keep the original point as the insertion point.
Align Symbol Left Moves the insertion point to the left edge of the symbol’s bounding box, along the
original X axis
Align Symbol Center Moves the insertion point to the center of the symbol’s bounding box, along the
original X axis
Align Symbol Right Moves the insertion point to the right edge of the symbol’s bounding box, along
the original X axis
Align Actual Insertion Point Uses the symbol’s originally specified insertion point
1. In Top/Plan view, select the desired symbol from the Resource Browser.
2. Select Make Active from the Resources menu. The 2D Symbol Insertion tool, on the Basic palette, becomes
active, and the drawing switches to Top/Plan view and 2D Plan projection.
In Top/Plan view, double‐click the symbol in the Resource Browser to make the symbol active and select the 2D
Symbol Insertion tool.
3. Click Standard Insertion in the Tool bar. To insert into a wall with breaks, toggle Wall Insertion mode on.
4. Click the desired alignment mode (see “Inserting Symbols in 2D” on page 187).
5. Click to set the location of the symbol.
6. Click a second time, without moving the mouse, to position the symbol exactly as inserted. Alternatively, move
the cursor slightly away from the insertion point to rotate or flip the symbol about its insertion point.
For symbols placed inside walls, moving the mouse flips the symbol about one of two axes: up and down, or left
and right.
In click‐drag mode, click and hold the mouse to insert the symbol and still be able to rotate it. A quick click
eliminates the ability to rotate or flip the symbol and locks the orientation of the symbol as it is placed.
7. Click to set the symbol.
Inserting Symbols | 189
Vertical
2nd click
Horizontal
1st click
The first click inserts the Move the cursor up to rotate Click again to set the
symbol horizontally the symbol vertically symbol’s position
To place another copy of the symbol in the drawing, move the cursor to another location and click. The selected
symbol and 2D Symbol Insertion tool remain active until another tool is selected.
To insert a symbol into a wall in 2D with offset insertion:
1. In Top/Plan view, select the desired symbol from the Resource Browser.
2. Select Make Active from the Resources menu. The 2D Symbol Insertion tool, on the Basic palette, becomes
active.
Alternatively, in Top/Plan view, double‐click the symbol in the Resource Browser to make the symbol active and
to select the 2D Symbol Insertion tool.
3. Click the Offset Insertion mode button.
4. Click the desired alignment mode.
5. Click to set the reference point from which the symbol is to be offset. The reference point does not have to be
within the wall.
The symbol preview displays when the cursor is over a wall.
6. Click to set the offset location of the symbol.
7. If the symbol is not oriented properly in the wall, move the cursor slightly away from the insertion point, and
then flip the symbol about its axis to the correct position.
In click‐drag mode, click and hold the mouse to insert the symbol and still be able to flip it. A quick click
eliminates the ability to flip the symbol and locks the orientation of the symbol as it is placed.
8. Click to set the symbol.
The Enter Offset dialog box opens, displaying the distance between the clicked points. The fields available
depend on whether the wall is straight or round.
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Parameter Description
Offset For straight walls, specify the offset distance. For round walls, specify either the Distance or the
Angle between the reference point and the symbol. The distance is measured along the outer
arc of the round wall.
Offset Using Select whether to offset the symbol using the insertion point or the next mouse click on another
point on the symbol
9. Click OK.
10. If the Insertion Point option was selected, the symbol is placed into the wall so that the insertion point is offset as
specified from the reference point.
If the Next Click option was selected, a witness line of the specified length or angle extends from the reference
point to the end point. Click on the symbol to indicate the appropriate offset point and to place the symbol into
the wall so that the clicked point is offset as specified from the reference point.
To pick up and place a symbol:
1. Click the 2D Symbol Insertion tool from the Basic palette.
The view automatically switches to Top/Plan.
2. Click the Symbol Pick Up mode button.
3. Click a symbol in the drawing.
The symbol becomes the active symbol. Note that the symbol clicked on is not highlighted (selection handles do
not display).
Either the Standard Insertion mode or Offset Insertion mode is automatically enabled, depending on the last
mode used. Select a different insertion mode, if desired.
Inserting Symbols | 191
4. Insert the symbol according to the instructions for that mode (see “Standard Symbol Insertion Mode” on
page 188 or “Offset Symbol Insertion Mode” on page 189).
To switch to Symbol Pick Up mode quickly, press and hold the Option (Macintosh) or Alt (Windows) key while the 2D
Symbol Insertion tool is active, and then click on the desired 2D or hybrid symbol. The selected symbol is now ready
to be inserted into the drawing.
Inserting Symbols in 3D
Use the 3D Symbol Insertion tool to place a symbol in the drawing when it is in one of the 3D views. If the drawing is
not currently in a 3D view, selecting this tool automatically switches the view to Top and the projection to Orthogonal.
During insertion, a preview of the symbol is shown to aid in placement. Symbols can also be inserted by dragging
them from the Resource Browser.
Each symbol has its own insertion point, a location on the symbol shown by crosshairs in the Edit Symbol window,
that controls how the symbol is placed into the drawing. The insertion point is specified during the symbol’s creation.
See “Creating New Symbols” on page 183 for more information.
To insert symbols in 3D:
1. In a 3D view, select the desired symbol from the Resource Browser.
2. Select Make Active from the Resources menu. The 3D Symbol Insertion tool, on the Basic palette, becomes
active.
In a 3D view, double‐click the symbol in the Resource Browser to make the symbol active and select the 3D
Symbol Insertion tool.
3. Click to set the location of the symbol.
4. If the symbol is not oriented properly, move the cursor slightly away from the insertion point; then move the
cursor to rotate the symbol about its insertion point. In the Data bar, use the A (angle) and WP A (working plane
angle) fields to help position the symbol.
In click‐drag mode, click and hold the mouse to insert the symbol and still be able to rotate it. A quick click
eliminates the ability to rotate or flip the symbol and locks the orientation of the symbol as it is placed.
5. Click to set the symbol.
To place another copy of the symbol in the drawing, move the cursor to another location and click. The selected
symbol and 3D Symbol Insertion tool remain active until another tool is selected.
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1st click
2nd click
Editing Symbols
Once a symbol instance is placed in a drawing, its information can be displayed in the Object Info palette. Select a
symbol instance to display its properties. A symbol’s location can be adjusted, or its layer and class association can be
changed by selecting a new class or layer from the appropriate list. A symbol can be replaced with another symbol,
rotated in 2D or 3D space, and, for symbols located in walls, flipped, replaced, and repositioned.
Most of a black symbol’s physical attributes cannot be directly changed in the Object Info or Attributes palette. Instead,
the components of a symbol must be accessed and edited through the Edit Symbol window. Changes made to a
symbol definition affect all existing and future instances of that symbol, unless the symbol was inserted as a group
(blue) or plug‐in object (red).
3. Select the desired new symbol.
Only the symbols that are currently part of the active Vectorworks drawing are listed.
4. Click OK.
The old symbol instance is replaced with the new symbol instance.
The new symbol uses the settings from the replaced symbol. Future occurrences of the new symbol are unaffected by
these settings.
To edit a symbol definition:
1. In the Resource Browser, select the symbol to edit, and select Edit from the Resources menu.
Alternatively, edit a black symbol instance from the drawing using one of the following methods:
• Select the symbol and then select Modify > Edit Symbol.
• Double‐click the symbol.
• Right‐click (Windows) or Ctrl‐click (Macintosh) the symbol, and select Edit from the context menu.
• To edit the components of a hybrid symbol directly, right‐click (Windows) or Ctrl‐click (Macintosh) the
symbol, and select Edit 2D Component, Edit 3D Component, or Edit 3D Wall Hole Component from the
context menu.
2. Only one component of a hybrid symbol can be edited at one time. If the symbol is hybrid, the Edit Symbol
dialog box opens. Insertion options can be specified when the symbol is edited from the Resource Browser, and
additional double‐click behavior for the dialog box can be specified when the symbol is edited from the drawing.
Select the component to edit.
Edit Symbol dialog box accessed from Resource Browser Edit Symbol dialog box accessed from drawing
Parameter Description
2D/3D Component Edits the 2D or 3D component of the symbol
3D Wall Hole Edits the 3D wall hole component of the symbol definition (see “Adding a 3D Wall Hole
Component Component to a Symbol Definition” on page 536)
Insertion Options Edits the method of inserting the symbol into a wall (see “Creating New Symbols” on
page 183)
Editing Symbols | 195
Parameter Description
Double‐click Sets the future behavior when double‐clicking on a symbol in a drawing. Select whether to
display the Edit Symbol dialog box, or directly edit the 2D or 3D component or insertion
options. Select Edits the Component based on current view to automatically edit the 2D
component if in Top/Plan view, or the 3D component if in one of the 3D views.
Use the edit view Matches the Resource Browser thumbnail view to the selected editing view. For example, if a
hybrid symbol’s thumbnail preview is set to Top/Plan, and the 3D component of the symbol is
edited while in a Right Isometric view, the thumbnail view switches to Right Isometric to
match.
3. Click Edit.
• If Insertion Options was selected, the Insertion Options dialog box opens. See “Creating New Symbols” on
page 183 for information on wall insertion options.
• If one of the component options was selected, the Edit Symbol window opens, containing the symbol to be
edited. A colored border around the drawing window indicates that you are in an editing mode. The Exit
Symbol command becomes available from the Modify menu, and the Exit Symbol button is visible in the top
right corner of the drawing window.
To edit nested symbols, select Modify > Edit Symbol again.
4. When editing components, make the symbol edits in the Attributes or Object Info palette. To edit the symbol
insertion point, select all the components of the symbol, and relocate the components about the insertion point
crosshairs. The intersection of the crosshairs gives the feedback segment Locus when encountered.
Insertion point
Crosshairs
The other component of a hybrid symbol is not automatically adjusted to match changes made to the insertion
point. It must be edited separately. Switch easily to the other component from the context menu.
5. After editing, click the Exit Symbol button (or select Modify > Exit Symbol) to update all instances of the symbol
and return to the normal drawing mode.
If the edited symbol is nested in other symbols, the Exit Symbol button returns back to the symbol container.
To convert a symbol to a group:
1. In the drawing, select the symbol instance to edit.
2. Select Modify > Convert > Convert to Group.
If a symbol contains multiple levels of grouped objects, other symbols, or plug‐in objects, the Convert to Group
Options dialog box opens. Select the desired criteria for converting the symbol.
Parameter Description
Don’t convert sub‐objects to groups Excludes any sub‐objects, such as nested symbols, from the
conversion process
Convert nested symbols and plug‐in objects Converts nested symbols and/or plug‐in objects within the symbol to
individual objects within the group
Convert all sub‐objects Converts all objects within the symbol to individual objects within
the group
Use caution when converting hybrid symbols. If in 2D view, the 3D component of the symbol may be lost during
the conversion. Similarly, in a 3D view, the 2D portion of the symbol may be lost.
3. Click OK.
The symbol is converted into a group. To make changes to grouped items, select Modify > Edit Group or
Ungroup.
The object can be left as a grouped object or saved as a new symbol. Any changes to the original symbol
definition do not affect this instance.
Instead of repeatedly converting a symbol to a group, create a “blue” symbol which automatically converts to a
group upon insertion; see “Creating New Symbols” on page 183.
Managing Symbols
Creating a New Symbol Folder
Create symbol folders to organize symbols within the Resource Browser.
To create a new symbol folder:
1. From the Resources menu, click New Resource to display the New Resource menu.
2. Select Symbol Folder.
The Assign Name dialog box opens.
3. Enter the name to assign to the new symbol folder.
4. Click OK.
The new folder is added to the Resource Browser.
Parameter Description
Folder list Displays the file’s symbol folders; the selected folder becomes the destination for the
symbol
New Folder Creates a new folder within the selected folder; specify the folder name and click OK to
create the symbol folder
3. Click OK.
Vectorworks moves the symbol to the new folder.
Parameter Description
Preserve folder Imports the symbol folder, and any sub‐folders and symbols it contains, and maintains
hierarchy (symbol the same folder structure it had in its source file
folder import only)
Select destination For symbol folders, imports the symbol folder, and any sub‐folders and symbols it
folder contains, to the selected folder; for symbols, imports the symbol to the selected folder
Folder list Displays the file’s symbol folders; the selected folder becomes the destination for the
symbol or symbol folder
New Folder Creates a new folder within the selected folder; specify the folder name and click OK to
create the symbol folder
Don’t show this dialog Hides this dialog box if you don’t want to see it when importing symbols or symbol
when drag and drop folders by dragging them into the drawing
importing
4. Click OK.
If the target file already contains a resource with the same name, the Resource Name Conflict dialog box opens
with three options: replace the resource, rename the resource, or do not import the resource.
5. Click OK.
The symbol folder and any symbols it contains are imported into the active Vectorworks file.
Record Formats
Record formats, which store a wide range of data (like price or part numbers), can be attached to any object or symbol.
Records attached to an object or symbol definition become a permanent part of it, remaining with the object or symbol
even when it is imported or cut and pasted into another drawing. Several record formats can be attached to a single
object or symbol, and record values can be individually changed for each object to which the record is attached.
Record Formats | 199
3. Enter the Name of the Record Format.
4. Click New.
The Edit Field dialog box opens.
Parameter Description
Name Enter a name for the field
Type Select the type of field
Integer Select to use whole numbers ranging from ‐32,768 to 32,767
Using Integer requires less memory than Number.
Boolean Select to use a data value of either True or False
Text Select to enter a string of characters (default option), such as a word or a sentence
Number Select to use numbers outside the range of Integer, fractions or decimals, or to specify a
number format. Click Format to define the number format in the Number Format dialog
box; click OK to return to the Edit Field dialog box.
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Parameter Description
General The default format
Decimal Uses decimal numbers; enter a value for the number of decimal places, and if desired,
select to use commas as separators
Scientific Uses scientific numbers; enter a value for the number of decimal places
Fractional Uses fractional numbers; enter the rounding value for fractions
Dimension Uses dimension numbers
Dimension Area Uses dimension area format and displays the specified area units after the number
Dimension Uses dimension volume format and displays the specified volume units after the number
Volume
Angle Determines the accuracy of angles and measurement system applied; measurement
system is degrees, minutes, and seconds or decimal numbers up to eight decimal places
Date Uses dates; select the desired date format from the list
Leader When the Number Format dialog box is opened from a worksheet, enter the text to display
before the cell value
Trailer When the Number Format dialog box is opened from a worksheet, enter the text to display
after the cell value
Default Enter the data value in the Default text box, if desired
5. Click OK to return to the Create Record Format dialog box.
6. For each additional field to add, repeat steps 4 through 6.
7. Click OK to return to the drawing area.
When an object is selected, the Data tab of the Object Info palette displays all records contained in the current
drawing.
3. Select the Data tab.
The Object Info palette lists all record formats in the drawing.
4. In the checkbox next to the desired record format(s), click to attach or deselect to detach the record format.
If attaching a record format, an X displays in the box and the record is attached to that instance of the symbol or
object.
If detaching a record format, confirm the procedure.
To attach record formats to a symbol or object in the drawing using the Resource Browser:
1. Select the symbol(s) in the drawing.
2. From the Resource Browser, select the record format to be applied. Right‐click (Windows) or Ctrl‐click
(Macintosh) and select Apply from the context menu. (Alternatively, double‐click the record format resource to
apply it to the selection or drag the record format resource onto a symbol or object.)
3. Select Edit from the Resources menu.
4. Select the symbol component to edit, and click Edit.
5. In the Edit Symbol window, deselect all by clicking in an empty area of the window.
6. In the Object Info palette, click on the Data tab.
When no items are selected, the Data tab displays *SYMBOL DEFAULTS* at the top.
7. Select the record to attach.
To attach multiple records to the same symbol definition, click on each of the records.
8. Click Exit Symbol at the top right of the Edit Symbol window.
The attached record(s) is included with the symbol each time the symbol is placed in the drawing or imported
into another drawing. Symbols already present in the drawing are unaffected. Change the record values of the
record format resource to set the default values for the symbol when placed in the drawing.
Method Result
Edit the record format resource, changing the field Future objects or symbols with the record attached reflect the
list and/or default field values (see “Editing changes; existing attached records are unaffected
Default Record Formats” on page 202)
Edit the field values of a record attached to a Changes to field values affect the selected object only; the field
selected object (see “Viewing and Editing Object list cannot be changed. Existing and future objects with the
Records” on page 203) record attached use the default values.
Edit the record field values of a symbol definition Changes to field values affect future instances of the symbol;
(see “Editing Symbol Default Record Values” on the field list cannot be changed. Existing symbols and other
page 204) symbols with the record attached are unaffected.
Alternatively, make global changes with the symbol utilities (see “Changing One Record Format Field” on page 207
and “Changing All Record Format Fields” on page 208).
Parameter Description
Name Displays the name of the current record format
Field list Lists the fields of the current record format
New Creates a new field (as described in “Creating Record Formats” on page 199)
Edit Edits the selected field
Remove Deletes the selected field
Down/Up Changes the order of the fields by moving the selected field up or down
4. Select the record format field to edit and click Edit to change the default value, or click New or Remove to add or
delete fields.
5. Click OK.
The edits do not affect existing values for attached records. Changes are applied to the default field values when
attached to symbols or objects, or for future symbols with the record attached.
Record list
Field list
The three list boxes on the Data tab can be resized by moving the bars between them.
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To edit record field values for a selected object:
1. Select Window > Palettes > Object Info.
The Object Info palette opens.
2. Select the object.
Click the Data tab on the Object Info palette. The Object Info palette displays information about the record
format(s) attached to the selected object(s).
Parameter Description
Record List Displays all records contained in the drawing; records attached to the selected object are
indicated with an X in the checkbox to the left of the record name
Field List Displays all the fields in the selected record; if a default value was assigned to the field, it
displays after the field name
Edit Field Edits the field values for the selected record; all entered values override any default values for the
object
3. Select the desired record in the Record list, and then the desired field in the Field list. In the Edit Field box, make
the change to the default value.
This information applies to the selected object only; other new and existing objects with that record attached will
still use the original (default) record format values. If a selected chair has a different part number from the
default value that was entered in the record format, enter the new part number for that chair only. If the part
number for all chairs has changed, edit the default record format instead.
3. Select the text and place it in the exact location where the record data value is to display.
4. With the text still selected, select Tools > Records > Link Text to Record.
The Choose Field dialog box opens.
Records list
Field list
5. Select the record format from the Records list.
6. In the list of fields, select the field of the selected record to associate with the text.
7. Click OK.
Vectorworks adds the text object to the symbol definition, as well as all existing instances on the drawing. The
default value of the selected field replaces the “dummy” text.
8. Click Exit Symbol at the top right of the drawing window to return to the drawing.
Place the symbol on the drawing. The text linked to the record displays the field information. If necessary, to edit
the value for that particular instance, select the field where the text was assigned in the Object Info palette Data
tab. In the Edit Field box, enter the text to display in the symbol; the linked field information displays on the
attached symbol.
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123-456789
Attaching Records
This command attaches the selected record format to all of the symbol definitions in a specified symbol folder.
To attach a record:
1. Select Tools > Records > Attach Record.
The Attach Record dialog box opens.
2. From the Symbol Folder list, select the criteria for attaching a record.
Select None to attach the record to the symbol definition(s) at the root of the symbol library (symbol definitions
not in any folder). Select All to attach the record format to all of the symbol definition(s) in the file’s symbol
library. Selecting a symbol folder changes all of the symbol definitions only in that folder and any sub‐folders.
3. From the Record Format list, select one of the record formats defined in the current file to be attached to the
selected symbol definition(s).
Global Symbol Commands | 207
4. Click OK.
Confirm the operation and the number of symbol definitions affected.
Symbol instances already on the drawing are not affected.
5. Click OK.
To quickly verify that a record has been attached to the symbol library, create a report. See “Creating Reports” on
page 606.
Detaching Records
This command detaches the selected record format from all symbol definitions in a selected symbol folder.
To detach a record:
1. Select Tools > Records > Detach Record.
The Detach Record dialog box opens.
2. From the Symbol Folder list, select None, All, or a symbol folder, if any.
Select None to detach the record from the symbol definition(s) at the root of the symbol library (symbol
definitions not in any folder). Select All to detach the record format from all of the symbol definition(s) in the
file’s symbol library. Selecting a symbol folder changes all of the symbol definitions only in that folder and any
sub‐folders.
3. From the Record Format list, select one of the record formats defined in the current file to detach from the
symbol library.
4. Click OK.
Confirm the operation and the number of symbol definitions affected.
2. From the Symbol Folder list, select None, All, or a symbol folder, if any.
Select None to change the record of the symbol definition(s) at the root of the symbol library (symbol definitions
not in any folder). Select All to change the record format of all of the symbol definition(s) in the file’s symbol
library. Selecting a symbol folder changes all of the symbol definitions only in that folder and any sub‐folders.
3. From the Record Format list, select the record format.
The Field Name selections depend on the record format selected.
4. Select the Field Name to change.
5. Enter the New Value.
6. Click OK.
Confirm the operation and the number of symbol definitions affected.
2. From the Symbol Folder list, select None, All, or a symbol folder, if any.
Select None to change the record of the symbol definition(s) at the root of the symbol library (symbol definitions
not in any folder). Select All to change the record format of all of the symbol definition(s) in the file’s symbol
library. Selecting a symbol folder changes all of the symbol definitions only in that folder and any sub‐folders.
Global Symbol Commands | 209
3. From the Record Format list, select the record format.
4. Click OK.
The Change Fields dialog box opens. The title bar displays the name of the record being edited.
5. Select the field name(s) to change and enter the new information.
All of the field names of the record format are listed. If the record file has more than 16 fields, click Next to
continue viewing the remaining fields in the record.
6. After making the desired changes, click OK.
Confirm the operation and the number of symbol definition(s) affected.
2. From the Symbol Folder list, select None, All, or a symbol folder, if any.
Select None to change the record of the symbol definition(s) at the root of the symbol library (symbol definitions
not in any folder). Select All to change the record format of all of the symbol definition(s) in the file’s symbol
library. Selecting a symbol folder changes all of the symbol definitions only in that folder and any sub‐folders.
3. Select the Class to assign the symbol definition.
4. Select the class attributes to use, and indicate how to treat class attributes that are not used.
Either keep the object’s existing attributes, or use the current defaults if a class attribute is not specified.
5. Click OK.
Confirm the operation and the number of symbol definition(s) affected.
2. Select either List Symbols and Folders or List Folders Only.
3. Click OK.
Global Symbol Commands | 211
The Save File dialog box opens.
4. Enter a new file name or use the default name, and then click Save.
A text file is created listing the names of all the folders and, if chosen, symbols within the current file.
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Creating 2D Objects 6
Vectorworks provides robust 2D drafting functionality with a variety of tools and commands. 2D drawing tools create
2D objects; while these objects display in a 3D drawing view, they do not interact with the 3D environment. During
walkthroughs and flyovers, 2D objects remain flat.
The data displayed in the bar is gathered from the feedback segment of the object being created. The coordinates are
relative to a floating datum, if one exists; otherwise the coordinates are absolute. The more common Data bar fields are
described in the following table; other fields that can display are described where their use is relevant.
Parameter Description
Delta X The offset distance from the previous click or position along the X axis
Delta Y The offset distance from the previous click or position along the Y axis
L The length or distance from 0,0, or the radius of the object that is being drawn
A The angle or rotation of the object that is being drawn
X The X (horizontal) location of the cursor in the drawing window
Y The Y (vertical) location of the cursor in the drawing window
The Data bar is controlled by a menu on the far right side of the Tool bar.
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Key Action
Enter (Windows) or • When the focus is in a Data bar field, sets the value that is currently displayed, and moves
Return (Macintosh) the focus to the drawing area
• When the focus is in the drawing area, completes the object (or completes the current
segment of the object, for path objects such as polygons, walls, and dimensions)
Tab • When the focus is in a Data bar field, sets the entered value and moves to the next field (if
no value was entered, the field is not set)
• When the focus is in the drawing area, moves the focus to the first field in the Data bar
Shift‐Tab • When the focus is in a Data bar field, sets the entered value and moves to the previous
field (if no value was entered, the field is not set)
• When the focus is in the drawing area, moves the focus to the last field in the Data bar
To clear an entry before it is set, press the Backspace key. The previous value in that field redisplays.
4. A vector lock (red dashed line) displays to represent the location of the values entered in the data bar.
See “Creating Vector Locks” on page 151 for more information.
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5. To complete the object according to the values you entered, click the mouse button. For non‐path objects, you can
also press Enter or Return to complete the object, if the focus is in the drawing area. For path objects, such as
polygons, walls, and dimensions, you may need to click to complete the object.
Inserting Text
Vectorworks allows both single lines and blocks of text to be created. Text can be moved, duplicated, duplicated in an
array, and rotated. Its bounding box can be resized to adjust a block’s height or length. Text is placed relative to the
alignment point, not the bounding box.
The Text tool has two modes.
Mode Description
Horizontal Text Creates horizontal text lines and text boxes
Rotated Text Creates text at an angle
Parameter Description
Replace Auto‐populates when an original font is selected
With Lists the default font and all available system fonts (the default font is the system font
for the computer on which Vectorworks is installed)
Original Font Lists the unavailable font used in the file
Replacement Font Lists the font that will be used to replace the original font
New Mappings Lists fonts that have not previously been mapped
All Mappings Lists all fonts regardless of whether they have been previously mapped
To map missing fonts:
1. Populate the list of original fonts by selecting New Mappings or All Mappings.
2. If the default replacement font is acceptable for replacing all original fonts, click OK to open the document.
Otherwise, proceed to Step 3.
Font mappings can be changed at any time by clicking Edit Font Mappings from the Display tab of Vectorworks
preferences.
3. Select an original font to map.
The Replace field displays the selected original font, and the With field lists the default and all available fonts.
Select the desired replacement font, and then select the next original font to map. Repeat the process until all
desired original fonts have been mapped.
4. Click OK when all desired original fonts have been mapped.
Mapped fonts are stored as a Vectorworks preference. If Vectorworks preferences are deleted, the Font Mapping
dialog box re‐displays for a file that may have previously had the fonts mapped.
3. Select the desired unit of measure, enter the font Size, and then click OK.
If text or objects containing text are selected when changes are made in the Set Text Size dialog box, the size
changes are applied to the selected items.
To type a single line of text:
1. Click the Text tool from the Basic palette, and select Horizontal Text from the Tool bar.
The text cursor indicates the alignment of the text to be placed.
2. Click to designate the text insertion point; a text entry box with a blinking cursor displays.
3. Enter the text.
To add another line of text to the drawing, move to a new location on the drawing, click and type the text.
When finished typing, deselect the Text tool by selecting another tool, such as the 2D Selection tool. An X
displays at the text insertion point. The X is only visible when the text is selected; it does not print.
Alignment Point
To activate the text editing mode, double‐click on the text with the 2D or 3D Selection tool. Alternatively, right‐click
(Windows) or Ctrl‐click (Macintosh) the text, and select Edit from the context menu.
To create a block of text:
1. Click the Text tool from the Basic palette, and select Horizontal Text from the Tool bar.
The text cursor indicates the alignment of the text to be placed.
2. Click and drag to create a text box of the approximate size needed.
A text box displays, with a blinking cursor in the upper‐left corner.
3. Enter the text.
Use hard returns to mark the end of a paragraph or section. Vectorworks automatically wraps text to the next line
when it reaches the edge of a text box.
To add another text block, move to a new location, create another text box, and type the text.
Inserting Text | 219
When the text block is done, deselect the Text tool by selecting another tool, such as the 2D Selection tool. An X
displays at the text alignment point, and a triangular margin marker displays along the right, left, or both
margins, depending upon justification. This clearly distinguishes between a line of text and a text block. These
marks are only visible when the text is selected; the marks do not print.
To activate the text editing mode, double‐click on the text with the 2D or 3D Selection tool. Alternatively, right‐click
(Windows) or Ctrl‐click (Macintosh) the text, and select Edit from the context menu.
To create rotated text:
1. Click the Text tool from the Basic palette, and select Rotated Text from the Tool bar.
2. Click and hold the mouse to indicate the start point of text rotation.
3. Drag to specify the text angle, and release the mouse to set.
When drawing in rotated plan view (Design Series required), set angle snapping to snap to the plan rotation
angle (see “Angle Snapping” on page 140) and display the Rotated Plan cue. If the text is created to the same
angle as the plan, when the plan is unrotated, the text will align with the world coordinate system.
4. Move the mouse to create a text box of the approximate size needed. Click to set.
5. A text box displays horizontally (regardless of the text angle), with a blinking cursor for text entry.
6. Enter the text.
Press Enter (Windows) or Return (Macintosh) to mark the end of a paragraph or section. Vectorworks
automatically wraps text to the next line when it reaches the edge of a text box.
7. When the text has been entered, deselect the Text tool by selecting another tool, such as the 2D Selection tool.
The text is rotated to the specified angle. See “Creating Text Blocks” on page 218 for information on justification,
margins, and editing.
Release
mouse button
2nd click
1st click
To activate the text editing mode, double‐click on the text with the 2D or 3D Selection tool. Alternatively, right‐click
(Windows) or Ctrl‐click (Macintosh) the text, and select Edit from the context menu.
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To add tabs to text:
1. Click the Text tool from the Basic palette.
2. Enter or edit the desired text.
3. Press the Tab key to place tabs within the text.
4. Click on a tab stop and drag it to adjust the spacing. Tab spacing is repeated equally throughout the text. Tab
stops cannot be added or removed.
Click-drag a tab stop to
adjust spacing
Tab stops with ruler displayed Tab stops without ruler displayed
Pasting Text
To move text between Vectorworks files, select Edit > Copy, and then Edit > Paste. Text is added exactly as copied,
including any Vectorworks‐supported formatting. If a text block is first defined before pasting, the text pasted into the
block is wrapped to fit within the text block.
When pasting text from a program other than Vectorworks, click on the drawing using the Text tool first. If text is
pasted without first establishing an insertion point, each line of text is brought in as individual text blocks.
Embedded graphics are not supported and are removed when the text block is pasted into Vectorworks. In addition,
multi‐aligned text is converted to the current default alignment.
Modifying Text
Formatting Text
Text attributes can be formatted through various Text menu commands, such as the Format Text command, or through
the Attributes and Object Info palettes. Formatting can be performed on entire blocks of text or just selected characters
and words.
To format text:
1. Select the entire text box (the box is highlighted), a section of the text (click the Text tool and highlight the desired
text by dragging over it in the text box), or a word (click the Text tool and double‐click anywhere within the
word).
Press Esc, then press the “x” key twice in rapid succession to deselect text.
Modifying Text | 221
2. From the Text menu, select the text option to be changed (for example, font, size, or style). Alternatively, select
Text > Format Text to change any combination of font, size, style, spacing, and alignment in one dialog box.
Alternatively, right‐click (Windows) or Ctrl‐click (Macintosh) the text, and select Format Text from the context
menu.
Parameter Description
Font Displays font of currently selected or last formatted item(s) and lists all available, installed fonts.
Select a font from the list, or type the first letter(s) of the desired font to highlight the closest match
in the list. This field is blank when multiple items with different fonts are selected. Changes are
applied to all selected items.
Size Displays size and unit measurement (points, millimeters, or inches) of currently selected or last
formatted item(s). Select a standard text size, or enter your own. This field is blank when multiple
items with different size/unit measurement are selected. Changes are applied to all selected items.
Spacing Displays line spacing of currently selected or last formatted item(s). If multiple items with different
spacing are selected in the drawing, Other is selected in the dialog box and text boxes are enabled
for user‐specified spacing criteria. Outline and Shadow options are available for Macintosh only.
Changes are applied to all selected items.
Style Displays text style of currently selected or last formatted item(s). If multiple items with different
styles are selected, all style fields are blank or deselected. Specify Plain or the desired Styled
options. Changes are applied to all selected items.
Alignment Displays alignment of currently selected or last formatted item(s). If multiple items with different
alignments are selected, Alignment fields are blank. Specify horizontal and vertical alignment.
Changes are applied to all selected items.
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Capitalization can only be changed through Text > Capitalization. Choose from lowercase, uppercase, or title case
options.
Apply color to any text by highlighting it and choosing a solid pen color from the Attributes palette (see “The
Attributes Palette” on page 261).
Additionally, the Object Info palette allows text objects to be moved along the X and/or Y axis. Select single or multiple
text objects (without selecting other types of objects), and change the values in the X and/or Y field.
Wrapping Text
Text wraps automatically in text blocks, even if the text block is resized. To rewrap the text, select Wrap Text in the
Object Info palette. Wrap Text can also be used to unwrap text in a block that has not been resized.
This is an example of
wrapped text
To create reversed text:
1. Select Tools > Options > Vectorworks Preferences.
In the Vectorworks Preferences dialog box that opens, select the Display tab, select No fill behind text, and then
click OK.
Modifying Text | 223
2. Create a rectangle that is slightly larger than the reversed text to be created.
3. Use the Attributes palette to change the rectangle’s fill to black or any other dark color.
4. Click the Text tool from the Basic palette.
5. Type the text.
6. Use the Attributes palette to change the pen color of the text to white (or another reverse color).
7. Drag the white text on top of the filled rectangle.
If necessary, change the stacking order so that the text is truly on top of the rectangle.
Reverse text can also be created by setting the fill color of a text block to black and the pen color to white. Add a space
before and after the text to extend the box.
To convert TrueType text to polylines:
1. Select the text (lines or blocks) to convert.
2. Select Text > TrueType to Polyline.
The text is converted into a group of polylines.
3. To extrude the polylines, creating 3D text, select the group of polylines. Ungroup them by selecting Modify >
Ungroup.
4. Select all of the individual polylines and select Model > Extrude.
The Create Extrude dialog box opens.
5. Specify the extrusion length and click OK.
The Text Along Path dialog box opens. Specify the options for creating the text along the path.
Parameter Description
Text Size Specifies text size options
Preserve Height and Maintains the aspect ratio of the text, keeping width and height parameters the
Width same as they were in the original text
Scale Width Only Changes the width of the text to fit the path, but does not change the height
accordingly (resulting in wider, shorter text, depending on the path)
Scale Height and Width Changes the width of the text to fit the path, and then changes the text height to
match (resulting in wider, tall text, depending on the path)
Create Text As Specifies the format for converting the text
Curves Converts the text into a group of polylines (if the path is drawn on the ground
plane) or NURBS curves (if the path has a Z height or a Rot about Path greater
than 0)
Surfaces Converts the text into a group of NURBS surfaces
Extrusions Converts the text into a group of extrude objects; specify the Height of the
extruded letters
3. Click OK. The selected text follows the path object, and the original path object is deleted.
The Text Along Path parameters can be edited in the Object Info palette. The parameters are identical to those in
the Text Along Path dialog box, with two additional parameters.
Modifying Text | 225
Parameter Description
Above Path Places the bounding box of the letters directly above the path; “above” depends on the
direction that the path was drawn. Deselect this option to place the letters “below” the
path. Depending on the path and letters, the appearance of the text may be improved by
switching it above or below the path.
Rot about Path Indicates the angle of rotation about the path, using the path as a rotation axis
The path object can be edited by selecting Modify > Edit Group, and then selecting Path. The path object can be
edited with the 3D Reshape tool. The direction of the path object can be reversed by clicking Reverse Direction;
this affects the text placement above or below the path.
Checking Spelling
Check the spelling of either selected text or all the text in a file with the Check Spelling command. Available
dictionaries include:
Dictionaries can be edited and added. See “Adding and Editing Dictionaries” on page 228.
Parameter Description
Text Blocks Checks text contained in text blocks
Symbols Checks text contained in symbol definitions
Records Checks text contained in records
Worksheets Checks text contained in worksheets
Viewports Checks text annotations contained in viewports
3. Select the items to have spelling checked, and then click OK. If a spelling error is detected, the Document
Spelling Check dialog box opens so that corrections can be made.
If no spelling errors are detected, a message displays to indicate that the spelling check is complete.
Parameter Description
Spelling error in Identifies the location of the object containing the potential spelling error
Not in Dictionary Lists the potentially misspelled word; if none of the suggested corrections in the
Suggestions list is an acceptable replacement, type the correction into the Not in
Dictionary field (or delete the word by leaving the field blank). Then click Change or
Change All to replace the error with the typed word. The word is replaced and the
spelling check resumes.
Suggestions Suggests the closest matching word(s) from the dictionary
Change / Change All Select one of the suggested words from the list of Suggestions to replace the misspelled
word and click Change. The misspelled word is replaced with the suggested word.
Alternatively, press Enter with the suggestion selected. To replace all occurrences of the
same error in the file, click Change All. The word is replaced and the spelling check
resumes.
Ignore / Ignore All If the word is spelled correctly, but it is not present in the dictionary, click Ignore to
leave the word as is and continue the spelling check. Click Ignore All to ignore all
occurrences of the word in the file. The word is ignored and the spelling check resumes.
Learn Click to add the word to the dictionary; this allows the spelling checker to recognize all
future occurrences of the word
Options Click to customize the spelling check options; see “Spelling Check Options” on
page 227
Done Click to discontinue the spelling check; all changes up to that point are saved, but can
be undone by selecting Edit > Undo
The spelling of layers, classes, symbol names, object names, script palette names, dimension text, locked objects
or records attached to locked objects is not checked.
Specify the types of misspelled words for the spelling checker to find. If a checkbox is not selected, the spelling checker
ignores errors for that category of words. Examples include:
• Capitalized words: Canada • Words in all caps: ANGLE
228 | Chapter 6: Creating 2D Objects
• Words with mixed case: VectorScript • Words with numbers: Q4
Customize the spelling checker to reduce unnecessary spelling checks in your typical files. Click OK to return to the
Selection Spelling Check or Document Spelling Check dialog box.
Parameter Description
Action Locates and, if selected, replaces a given text string with a new text string
Find Next Finds the next occurrence of the text string
Replace Next Replaces the next occurrence of the text string
Inserting Callouts | 229
Parameter Description
Replace All Selected Replaces all selected occurrences of the text string
Replace All Replaces all occurrences of the text string
Look in Searches for occurrences in the specified parts of the document
Text Objects Searches in all text objects
Record Fields Searches in all record fields, including Callout objects
Worksheets Searches in all worksheets; appears dimmed if Replace All Selected is chosen, since
there is no selection attribute for a worksheet
Find String Enter text string to search for
Replace With Enter replacement text string; dimmed if Find Next is selected
Options Specifies the depth of the search
Active Layer Only Searches in the active layer only
All Layers Searches on all layers within the document, regardless of visibility
Visible Layers Only Searches in all currently visible layers
Case‐sensitive Searches for text that exactly matches the criteria, including capitalization
2. Enter the desired search and, if using, replace criteria.
3. Click Find/Replace.
Inserting Callouts
The Callout tool places callout objects on a drawing. A callout object is a block of text attached to a leader line with an
optional bubble surrounding the text. Use callout objects to annotate items in a file.
In the Design Series, the Callout tool includes extended capabilities which allow it to be used for keynotes, and
in conjunction with an external notes database (see “Notes Management” on page 429 in the Vectorworks Design
Series User’s Guide).
Arrow-to-Shoulder 3 Point
Shoulder-to-Arrow
Mode Description
Shoulder‐to‐Arrow Click first where the callout text is to be placed, and then near the object to be annotated
Arrow‐to Shoulder Click first near the object to be annotated, and then where the callout text is to be placed
2 Point Two clicks are required to place the callout object; in 2 Point mode, the length of the
shoulder is determined in the callout preferences or Object Info palette
3 Point Three clicks are required to place the callout object; in 3 Point mode, the third click
determines the length of the shoulder
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Mode Description
Preferences Opens the Preferences dialog box
1. Click the Callout tool from the Basic palette.
2. Click the Preferences button on the Tool bar. Specify the callout object preferences, which apply to new callouts
created either in this file or all files. These parameters can be changed later for a selected callout object in the
Object Info palette. If a marker type is selected in the Preferences, the marker can be changed later from the
Attributes palette.
Database controls are not available in Vectorworks Fundamentals. In the Design Series, the Callout tool can be
used in conjunction with an external notes database (see “Notes Management” on page 429 in the Vectorworks
Design Series User’s Guide).
Parameter Description
Text Options
Max. Text Width Indicates the maximum text width before text wraps; if the text string is shorter than
maximum width, the bubble sizes to fit the text
Inserting Callouts | 231
Parameter Description
Vertical Position Sets the vertical position of the text relative to the shoulder; select Auto to align the top
text line to the shoulder if the leader is on the left, or to align the bottom text line to the
shoulder if the leader is on the right
Horizontal Position Sets the horizontal position of the text relative to the shoulder; select Auto to position
the text to the right if the leader is on the left, or to the left if the leader is on the right
Always Left‐Justify Forces the text to be left‐justified, even when the text is to the left of the leader
Text
Bubble Options
Bubble Style Select the type of bubble to draw around the text
RR Corner Radius For Round Rect bubble styles, sets the corner radius
Text Margin Sets the distance between the bubble and the text
Bubble Shadow Select to draw the bubble with a drop shadow (does not apply to None, Bracket, or ISO
styles)
Leader Options
Shoulder Length Sets the length of the line between the text and the start of the leader; can be changed
by moving a control point or in the Object Info palette. In 3 Point mode, this length is
set by the third mouse click.
Leader Type Select Line, Arc, or Bézier; curved leader lines contain additional control points for
controlling the curve shape
Use Marker Select a marker style from the marker style list, or select Custom to create a custom
marker. Select Edit Marker List to open the Edit Marker List dialog box; see “Setting
Default Marker Types” on page 72.
Apply Settings to New Select whether these callout preferences should apply to new callouts in this file only
Callouts in or globally, to all future files
3. Click OK to set the callout preferences.
4. Click the desired insertion modes from the Tool bar, and then click in the drawing to select the insertion point of
the callout object.
Depending on the mode, the first click defines the leader shoulder or the leader endpoint.
Leader shoulder
example
Leader
endpoint
232 | Chapter 6: Creating 2D Objects
5. Click again to determine either the leader endpoint or leader shoulder, depending on the mode.
6. If in 3 Point mode, click a third time to define the shoulder length.
The Notes Manager:Callout dialog box opens. Enter the callout object text; text wraps if longer than the specified
maximum text width. Press Enter to add a carriage return.
7. Click OK to create the callout object in the drawing.
New dishwasher
Creating Lines | 233
Creating Lines
Creating Single Lines
Single lines created with the Line tool can be drawn constrained to certain angles or unconstrained.
234 | Chapter 6: Creating 2D Objects
Constrained Unconstrained
90
Constrained
45
Unconstrained
90
To create single lines:
1. Click the Line tool from the Basic palette.
2. Click either the Constrained Line or the Unconstrained Line mode button.
Constrained lines are drawn at 30°, 45°, and 90° angles, and their complements are drawn in increments of 30°,
and 45°.
Unconstrained lines can be drawn at any angle.
Press and hold the Shift key while drawing a line in Unconstrained mode to snap the line to predetermined
angles.
3. Click at the line’s start point.
4. Click at the line’s end point.
Double Line
Constrained Preferences
To create double lines:
1. Click the Double Line tool from the Basic palette.
2. Click either the Constrained Double Line or the Unconstrained Double Line mode button.
Constrained lines are drawn at 30°, 45°, and 90° angles, and their complements are drawn in increments of 30°,
and 45°.
Unconstrained lines can be drawn at any angle.
Press and hold the Shift key while drawing a line in Unconstrained mode to snap the line to predetermined
angles.
3. Click the desired Offset mode button to specify the offset method.
Creating Lines | 235
4. Click Double Line Preferences and set the preferences.
Parameter Description
Separation Distance between the double lines
Control Offset For Custom Control line mode, enter the distance from the top/right line of the cursor
Create Lines Creates parallel lines
Create Polygons Creates a double‐line polygon with closed ends
Create Lines and Polygons Creates parallel lines with a polygon between them; the polygon has a line weight of
zero
Components Click to define components between the double lines (see “Applying Components
Between Double Lines” on page 235)
5. Click OK to accept the changes.
6. Click at the double line’s start point.
7. Click at the double line’s end point.
Parameter Description
Preview Displays a preview of the components between the double lines, including the defined
components; the preview is drawn from left to right, so the “top” of the preview, by
default, indicates the left part of the double lines as they will be drawn. The arrow shows
the drawing direction.
Overall Thickness The thickness of the double line with components is defined by the sum of the component
thicknesses
Components Lists the components that form the structure of the double line, in order from left to right
as displayed in the preview. To change the order of a component, click and drag within the
# column.
New Click to define the components between the double lines; see “Creating Wall
Components” on page 514
Edit Opens the Component Attributes dialog box to edit the selected component’s thickness
and attributes (you can also double‐click on a component to open the Component
Attributes dialog box)
Delete Deletes the selected component; the double line thickness is adjusted accordingly
2. When the components have been defined, click OK.
To draw a break line:
1. Click the Break Line tool from the Dims/Notes tool set.
2. Click in the drawing to place the break line and drag to indicate the line length. Click again to set the end of the
break line.
If this is the first break line placed in this session, the Break Line Object Properties dialog box opens. The settings
displayed apply to all break lines created during this session and can be edited in the Object Info palette after
placement.
3. Click OK.
4. The break line parameters can be edited in the Object Info palette.
Parameter Description
Break Style Selects the style of the break line (Straight, Curved, or Arc)
Break Width Indicates the width of the break only
Break Height Indicates the height of the break only
Break Radius Sets the radius of the break only
Number of Breaks Indicates whether a single or multiple break should be drawn
Creating Arcs
The Arc tool, which creates circular arcs of any angle, has six modes. Create an arc by radius, three points, tangent, two
points and center, two points and radius, or two end points and another point on the arc.
Arc by 3 Points Arc by 2 Points and Center
Either drag the mouse to draw the arc or use the Data bar to enter an angle. Degrees start on the positive X axis (the
“East” direction), and increase going counter‐clockwise. (“East” is 0 degrees; “North” is 90 degrees; and “West” is 180
degrees.) To draw a quarter‐circle wall beginning at 0 degrees and ending at the 6 o’clock position, enter ‐90 (minus 90)
degrees. Enter 270 to draw an arc three‐quarters of a circle around.
To edit an arc, click the middle handle with the 2D Selection tool and drag to change the arc radius. Press the Option
key (Macintosh) or Alt key (Windows) to change the arc’s size.
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Arc by Radius
To create an arc by radius:
1. Click the Arc tool from the Basic palette.
2. Click the Arc by Radius mode button.
3. Click to set the center of the arc.
4. Click the start point of the arc. Move the mouse until the desired arc orientation and size is previewed.
5. Click to set the end point of the arc.
3rd click
1st click
2nd click
Arc by 3 Points
To create an arc by three points:
1. Click the Arc tool from the Basic palette.
2. Click the Arc by 3 Points mode button.
3. Click to set the start point of the arc.
4. Click to set the point for the arc to pass through. Move the mouse until the desired arc orientation and size is
previewed.
5. Click to set the end point of the arc.
1st click
2nd click
3rd click
1. Click the Arc tool from the Basic palette.
2. Click the Arc Tangent to a Line mode button.
3. Click to set the start point of the arc.
Creating Arcs | 239
4. Click to define the line to which the arc will be tangent. Move the mouse until the desired arc orientation and size
is previewed.
5. Click to set the end point of the arc.
3rd click
Use tangent snapping to assist with drawing the arc tangent to geometry; see “Constrain Tangent (2D Only)” on
page 147.
Tangent
1. Click the Arc tool from the Basic palette.
2. Click the Arc by 2 Points and Center mode button.
3. Click to set the start point of the arc.
4. Click to set the end point of the arc.
As the cursor moves, the center of the arc is manipulated.
5. Click outside the arc to set the center.
1st click
2nd click
3rd click
Completed arc
240 | Chapter 6: Creating 2D Objects
1. Click the Arc tool from the Basic palette.
2. Click the Arc by 2 Points and a Specified Radius mode button.
3. Click to set the start point of the arc.
4. Click to set the end point of the arc.
The Arc Radius dialog box opens.
5. Enter the length of the radius.
6. Click OK.
The arc is created.
1. Click the Arc tool from the Basic palette.
2. Click the Arc by 2 Points and Point on Arc mode button.
3. Click to set the start point of the arc.
4. Click to set the end point of the arc.
5. Move the mouse until the desired arc shape and size is previewed, and then click to set the arc. To constrain the
angle of the line between the arc endpoints, press the Shift key when drawing the arc.
Creating Quarter Arcs | 241
3rd click
3rd click
1st click
2nd click
When the Shift key is pressed, the angle of the line between the arc endpoints (1st and 2nd clicks)
is constrained, and the chord defining the arc height is perpendicular to the center of that line
2nd click
1st click
Creating Rectangles
Creating Rectangles
The Rectangle tool can be used to create a rectangular or rotated rectangular shape.
Two modes are available.
To create a rectangle:
1. Click the Rectangle tool from the Basic palette, and click Rectangle from the Tool bar.
2. Click at the rectangle’s start point. Move the mouse until the desired rectangle orientation and size is previewed.
3. Click at the rectangle’s end point.
2nd click
1st click
To create a square, press and hold the Shift key while drawing with the Rectangle tool.
1st click
3rd click
2nd click
Mode Description
Rounded Rectangle by Box Defines the dimensions of the box containing the rounded rectangle
Rounded Rectangle by Width Defines the height and width lengths to create the rounded rectangle, which can
and Height be rotated if desired
1. Click the Rounded Rectangle tool from the Basic palette, and click Rounded Rectangle by Box from the Tool bar.
2. Click the Preferences button.
The Round Rect Preferences dialog box opens.
Parameter Description
Corner Styles Select to use either symmetrical and/or proportional corners
Corner Diameters Alternatively, type in the precise corner X and corner Y measurements
3. Click OK.
244 | Chapter 6: Creating 2D Objects
4. Click to set the start point.
5. Click to set the end point of the rectangle.
2nd click
1st click
1. Click the Rounded Rectangle tool from the Basic palette, and click Rounded Rectangle by Width and Height
from the Tool bar.
2. Set the rounded rectangle preferences as described in “Rounded Rectangle by Box” on page 243.
3. Click to set the start point.
4. Click to define the rounded rectangle rotation angle and width.
5. Click to define the rounded rectangle height.
1st click
3rd click
2nd click
Creating Polylines
Polyline Tool
The Polyline tool creates open and closed polylines—objects made of a series of connected arcs, curves, or lines.
While drawing a polyline, set the type of control point for each segment either by clicking on the desired mode while
drawing or by using the keyboard shortcuts (see “Creating or Editing a Workspace” on page 765) to select the desired
mode. A polyline can have different combinations of vertices.
The corners of the polyline can be “smoothed” with the Poly Smoothing commands (see “Smoothing Objects” on
page 412). Markers can be added with the Attributes palette (see “Marker Attributes” on page 265).
Creating Polylines | 245
Bézier Vertex Tangent Arc Arc Point (Fillet)
Mode Description
Corner Vertex Creates polyline segments with straight lines and angled vertices at the control points
Bézier Vertex Creates polyline segments with curves pulled toward, but not touching the control points
Cubic Vertex Creates polyline segments with curves that pass through the control points
Tangent Arc Creates polyline arc segments that are tangent to the previous segment (use tangent
snapping to assist with drawing the tangent polyline; see “Constrain Tangent (2D Only)” on
page 147)
Point on Arc Creates polyline arc segments that are drawn by clicking three points: the start point, a point
the arc passes through, and the end point; useful for tracing existing arcs
Arc Point (Fillet) Creates polyline segments with curves that look like a fillet placed at the control points; click
Polyline Preferences to set the radius of the fillet
To create a polyline:
1. Click the Polyline tool from the Basic palette.
2. Click to set the polyline’s start point. In Point on Arc mode, click again to set a point that the arc will pass
through.
3. Click to set the end of the segment and the beginning of the next.
In Corner Vertex mode, press and hold instead of clicking to create a Bézier vertex instead of a Corner vertex.
4. Continue drawing segments in this manner until the polyline is complete.
5. Click the mouse at the start point to complete a closed polyline object (end point of the last segment is at the exact
start point of the first segment), or double‐click the mouse to complete an open polyline object (end point of the
last segment is at a different location than the start point of the first segment).
The resulting polyline object, whether open or closed, is a filled object. If desired, remove the fill through the
Attributes palette to see objects behind the polyline.
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Closed polyline created using Corner Vertex Tracing of existing arcs created using
and Tangent Arc modes Point on Arc mode
Mode Description
Freehand Edit Reshapes the singularly selected polyline, polygon, rectangle, circle, or arc; for more
information, see “Reshaping Objects with the Freehand Tool” on page 247
Freehand Preferences Sets the smoothing level when drawing a curve. Increasing the degree of smoothing
decreases the vertices, and therefore it is easier to reshape the curve. Decreasing the
degree of smoothing increases the vertices which produces a more accurate
representation of the curve. Select Off to draw the curve without using the
smoothing feature.
To draw a freehand polyline:
1. Click the Freehand tool from the Basic palette.
2. Click the Freehand Preferences mode button.
The Freehand Tool Preferences dialog box opens.
Creating Polylines | 247
3. Select the smoothing level when drawing a curve.
4. Click OK.
5. Click in the drawing to set the polyline start point. Drag the mouse to create the desired freehand polyline shape.
6. Click again when the object is complete.
The number and placement of polyline vertices is determined by the object shape and specified degree of curve
smoothing. For example, an object consisting of a series of arcs and curves created with a low degree of curve
smoothing contains more vertices than a series of lines created with a high degree of curve smoothing.
Markers can be added with the Attributes palette (see “Marker Attributes” on page 265).
By default, the Freehand tool applies a fill of “None.” Change the fill type before sweeping a freehand polyline, if
rendering of the sweep volume is desired.
To reshape objects using the Freehand tool:
1. Select a valid 2D object.
2. Click the Freehand tool from the Basic palette.
3. Click Freehand Edit mode from the Tool bar.
4. Click to draw the new curve, editing the valid 2D object using the following curve direction guidelines:
Action Guidelines
Change existing curve
New Curve Direction Appended Curve
Connect two points with
New Curve Direction Appended Curve
new curve
Action Guidelines
Create closure with new
curve New Curve Direction Appended Curve
Add a new curve to an
existing curve New Curve Appended Curve
Extend existing curve
New Curve Direction Appended Curve
5. Click again to finish drawing the freehand polyline edit. The valid 2D object is edited and converted to a
polyline.
Creating Spirals
The Spiral tool draws an Archimedes spiral. The number of turns, distance per turn, start radius and thickness can be
specified, as well as the number of points used to define the curve. Use the alignment modes on the Tool bar to
Creating Polylines | 249
temporarily override the insertion point. These modes change the alignment of the insertion point along the X axis of
the bounding box surrounding the spiral.
Wall Insertion Mode Spiral Alignment Modes
Standard Insertion
For information on using the Offset Insertion and Wall Insertion modes, see “Offset Symbol Insertion Mode” on
page 189 and “Wall Insertion Mode” on page 191.
To draw a spiral:
1. Click the Spiral tool from the Basic palette.
2. Select the insertion type and alignment from the Tool bar.
3. Click to define the center of the spiral.
If this is the first time a spiral is placed in this session, the Spiral Properties dialog box opens. These parameters
apply to subsequently created spirals; they can be changed later by accessing them from the Object Info palette.
4. Specify the spiral properties.
Distance per turn
Thickness
Start radius
Parameter Description
Distance per Turn Enter the distance between the outer edges of each turn in the spiral
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Parameter Description
Number of Turns Specify the number of turns which determine the total sweep angle of the spiral; one turn
equals 360 degrees
Start Radius Enter the distance from the center to the beginning of the spiral
Increment (deg) Specify the number of points used to define the curve; the higher the increment, the
fewer the number of points (for example, an increment of five degrees means 360/5=72
points per turn)
Thickness Specify the thickness value of the area between the outer and inner edge of the turn
5. Click OK.
A spiral with the specified parameters is placed on the drawing.
To create a 3D spiral, see “Creating Helix‐Spirals” on page 377.
Creating Circles
The Circle tool has four modes.
Circle by Diameter
Circle by Three Points
Mode Description
Circle by Radius Defines the circle by radius
Circle by Diameter Defines the circle by diameter
Circle by Three Points Defines the circle by circumference
Circle from Three Lines Defines the circle by making it tangent to two or three selected lines
Circle by Radius
To create a circle by radius:
1. Select the Circle tool from the Basic palette, and select Circle by Radius mode.
2. Click to set the center of the circle.
3. Drag the mouse to the desired radius and click to set the radius of the circle.
Creating Circles | 251
2nd click
1st click
Circle by Diameter
To create a circle by diameter:
1. Click the Circle tool from the Basic palette, and select the Circle by Diameter mode.
2. Click to set the first point on the circle diameter.
3. Drag the mouse to the desired diameter and click to set the diameter of the circle.
2nd click
1st click
1. Click the Circle tool from the Basic palette, and select the Circle by Three Points mode.
2. Click to set the first point on the circle diameter.
3. Drag the mouse and click to set the second point on the circle and click again to set the third point on the circle.
3rd click
2nd click
1st click
1. Click the Circle tool from the Basic palette, and select the Circle from Three Lines mode.
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2. Click to select the three lines or linear segments to which the circle will be tangent. Each line is highlighted as it is
selected. The lines (or their extensions) must intersect in at least two places.
3. When the third line is selected, a preview of a tangent circle displays where the cursor is currently located.
Vectorworks can create circles tangent to two or three lines. In places where only two lines intersect, the size of
the circle is controlled by the cursor location. Move the cursor until the desired tangent circle displays, and then
click to set the circle.
1st click
2nd click
3rd click
A preview of the circle tangent to the
selected lines (or their extensions)
displays beneath the hand cursor
Move the cursor to preview other tangent circles Click to place the tangent circle
Creating Ovals
The Oval tool has two modes.
Mode Description
Oval by Box Defines the dimensions of the box containing the oval
Oval by Width and Height Defines the height and width lengths to create the oval
Oval by Box
To create an oval by box:
1. Click the Oval tool from the Basic palette and select Oval by Box mode.
2. Click to set the first point of the box containing the oval and then click again to set.
To create a true circle, press the Shift key while creating the oval.
Creating 2D Polygons | 253
2nd click
1st click
1. Click the Oval tool from the Basic palette and select Oval by Width and Height mode.
2. Click to set the first point of the oval height, and then drag to define the height.
3. Drag the mouse, and then click to define the oval width.
2nd click
3rd click
1st click
Creating 2D Polygons
Vectorworks provides several ways to create 2D polygons. Single‐line polygons, double‐line polygons, and regular
polygons can be created; a polygon always has square vertices. Polygons can be created automatically from existing
geometry, which is especially useful for illustrating the elements of a hidden‐line rendered viewport.
2D Polygon Tool
The 2D Polygon tool creates open and closed polygons with single lines. Polygons can have as few as three vertices or
as many as 32,767 vertices. The 2D Polygon tool can also automatically create polygons by filling or outlining existing
geometry, to easily annotate a drawing graphically by outlining, filling, or texturing (with an image or gradient fill) the
new polygons.
Three modes are available.
Polygon from Inner
Boundary
Mode Description
Polygon from Vertices Creates a polygon by clicking to set each vertex
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Mode Description
Polygon from Inner Creates a polygon out of existing geometry by clicking within the boundary of a 2D
Boundary object
Polygon from Outer Creates a polygon out of the outer boundary of existing geometry by defining geometry
Boundary with a lasso marquee
1. Click the 2D Polygon tool from the Basic palette, and select Polygon from Vertices from the Tool bar.
2. Click to set the polyline’s start point (first vertex).
3. Click at each vertex.
4. Double‐click at the final vertex to end an open polygon, or click at the starting vertex (a point cue displays) to end
a closed polygon (the first and last vertex are automatically joined).
3rd
5th click
2nd
4th
To create a 2D polygon from the inner boundary of existing geometry:
1. Switch to 2D view by selecting View > Standard Views > Top/Plan.
2. Click the 2D Polygon tool from the Basic palette, and select Polygon from Inner Boundary from the Tool bar.
If desired, set the attributes in the Attributes palette (fill style, pen style, line and line endpoint style). The
attributes of the polygon can also be specified after creation.
3. Click on an object to create a polygon based on the inner boundary of the 2D object. Alternatively, press the
Option key (Macintosh) or the Alt key (Windows) while clicking to create a polygon based on the 2D object and
any other additional selected objects.
Creating 2D Polygons | 255
First polygon selected, and Alt/Option key pressed while clicking in second area
When creating a polygon from a selection with the Option/Alt key pressed, the attributes of the bottom selected object
are applied to the new polygon, and the original selected objects are combined to form the new polygon. This is
similar to the Add Surface command described in “Add Surface” on page 316.
To speed up the polygon fill for complex images, zoom in on the area first.
To create a 2D polygon from the outer boundary of existing geometry:
1. Switch to 2D view by selecting View > Standard Views > Top/Plan.
2. Click the 2D Polygon tool from the Basic palette, and select Polygon from Outer Boundary from the Tool bar.
If desired, set the attributes in the Attributes palette (fill style, pen style, line and line endpoint style). The
attributes of the polygon can also be specified after creation.
3. Click in the drawing and drag to create the lasso marquee. A polygon is created based on the outer boundary of
any 2D objects completely enclosed within the marquee. Alternatively, press the Option key (Macintosh) or Alt
key (Windows) while creating the marquee, and the polygon is based on the outer boundary of any 2D objects
that are encountered by the marquee.
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To create a 2D polygon from the inner/outer boundary of existing geometry in a viewport:
1. Create a sheet layer viewport from a design layer as described in “Creating a Sheet Layer Viewport from a
Design Layer” on page 654.
2. For the Rendering mode of the viewport, select Hidden Line. Update the viewport rendering by clicking Update
from the Object Info palette.
3. Edit the viewport in annotation mode by selecting Modify > Edit Viewport.
The Edit Viewport dialog box opens. Select Annotations and Display Viewport Cache.
Creating 2D Polygons | 257
4. Click OK to enter viewport annotation mode.
5. Click the 2D Polygon tool from the Basic palette, and select Polygon from Inner Boundary or Polygon from
Outer Boundary from the Tool bar.
If desired, set the attributes in the Attributes palette to the desired fill settings (Fill Style, Pen Style, Line and Line
Endpoint Style). The attributes of the polygon can also be specified after creation.
Apply an image fill to the polygon to simulate a texture (see “Image Attributes” on page 279).
6. Because the viewport is rendered with hidden line and the viewport cache is used for annotations, any of the
objects in the drawing can be used as the basis for new polygons. If in Polygon from Inner Boundary mode, click
the paint bucket cursor on the desired drawing objects. If in Polygon from Outer Boundary mode, create a lasso
marquee to include the desired objects. A 2D polygon is created based on the inner or outer boundary of the
geometry.
The 2D Polygon tool works on 2D objects in the design layer. It does not apply to 2D objects or annotations that
have been added to the sheet layer.
7. Click Exit Viewport Annotation at the top right corner of the drawing window to return to the sheet layer.
An alert dialog box may ask if keeping the viewport cache is necessary. The viewport cache can be removed, if
desired, as it is no longer necessary for creating the polygons.
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To create a double‐line polygon:
1. Click the Double‐Line Polygon tool from the Basic palette.
2. Select the offset method.
Double-Line Polygon
Top Control Line Bottom Control Line Preferences
Mode Description
Top Control Line The cursor creates the right line
Center Control Line Creates lines equidistant from the cursor
Bottom Control Line The cursor creates the left line
Custom Control Line Specify an offset value
3. Click the Double‐Line Polygon Preferences button and enter the criteria.
Parameter Description
Separation Distance between the double lines
Control Offset For the Custom Control Line mode, enter the distance from the top/right line
of the cursor
Creating 2D Polygons | 259
Parameter Description
Options
Create Lines Creates a series of lines
Create Polygons Creates a double‐line polygon
Create Lines and Polygons Creates parallel lines with a polygon between them; the polygon has a line
weight of 0
Components Click to define components between the double lines (see “Applying
Components Between Double Lines” on page 235)
4. Click OK.
5. Click to set the polygon’s start point (first vertex).
6. Click at each vertex.
7. Double‐click to mark the polygon’s end point (final vertex).
3rd 4th
1st click
6th
5th
2nd
Edge-Drawn Polygon
Mode Description
Inscribed Polygon Creates a polygon by drawing its radius
Circumscribed Polygon Creates a polygon with a radius equidistant from the center of the polygon and
the mid‐point of any of its sides
Edge‐drawn Polygon Creates a polygon by drawing one of its sides
Press and hold the Option (Macintosh) or Ctrl (Windows) key while drawing to toggle between circumscribed and
inscribed modes.
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To create a regular polygon:
1. Click the Regular Polygon tool from the Basic palette.
2. Select the mode button to specify the method for creating the polygon.
3. Click the Regular Polygon Preferences mode button.
The Reg Polygon Settings dialog box opens.
4. Enter the Number of Sides for the polygon.
5. Click OK.
6. Click to set the start of the polygon.
7. Click to set the end point of the polygon.
Creating 2D Loci
A locus is a reference point that is used to draw and measure objects. Loci do not print. Loci can also be used as pivot
points or fixed points for rotating and aligning objects. For example, to snap the cursor to a 2D locus, select Snap to
loci in the Vectorworks Preferences dialog box.
The 2D Locus tool places a 2D locus in a drawing when it is in Top/Plan view. Because they are merely movable
reference points, loci cannot be reshaped or resized.
To place a 2D locus:
1. Click the 2D Locus tool from the Basic palette.
2. Click to place the locus.
3. Click to place additional loci if necessary.
Applying Object Attributes 7
The Attributes palette applies characteristics to 2D and 3D objects. Attributes include fill and pen styles, opacity,
images, gradients, hatches, line style and thickness, and markers.
Fill Style
Pen Style
Opacity
Line Style
Marker controls
Utility menu (Design Series required)
Hatches, images, and gradients, and fill and pen styles, such as color and opacity, can be applied to all Vectorworks
objects except text. The only text characteristics that can be changed with the Attributes palette are pen color and
opacity; however, the text box itself can accept fill attributes. All other text attributes are controlled by the Text menu
commands (see “Formatting Text” on page 220). Line styles and the presence and location of markers are also set in the
Attributes palette.
If using the same attribute settings for groups of objects, it is preferable to create a class for those objects and apply the
class attributes at creation. Class attributes can also be set for selected objects; see “Setting Class Attributes” on
page 113.
The Eyedropper tool can transfer attributes from one object to another.
In the Design Series, an additional utility menu sets default and global attributes. See “Setting Global and Default
Attributes” on page 23 in the Vectorworks Design Series User’s Guide.
Attribute Types
Most of the attribute types (fill, pen, opacity, line style, and marker) are specified directly from the Attributes palette.
Default attributes specify which options are available from the palette. See “Setting Default Object Attributes” on
page 72 for more information.
Hatch, gradient, and image attributes are resources, defined or selected from default resources (see “Vectorworks
Fundamentals Default Resources” on page 167).
Image and gradient attributes are designed to function like the objects to which they apply. If an object with a gradient
or image is rotated, the gradient or image also rotates.
Applying Colors
The Color Palette set provides colors for selection and specifies which colors are available in a Vectorworks file. To
access the Color Palette set from the Attributes palette, click on one of the color boxes for Fill color or Pen color, when
a Solid style is selected.
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A similar interface is available from other areas in the application where colors are specified, although the Color By
Class option is only available when accessed from the Attributes palette.
See “Setting Default Colors and Palettes” on page 75 for information on how to set up and activate color palettes.
Active palettes
Select an active color palette, and then select the color to apply. To easily find a named color, begin typing; the letters
display in the named color display area and the closest color match is selected. Press the Tab key to cycle through the
closest matches; pause for several seconds to start the search over.
Select Color By Class to use the color attributes set by the object’s class.
• If Use at Creation is enabled for the object’s class, the object’s color is automatically set by the class.
• If Use at Creation is disabled for the class, the object only takes on the class color when the Color By Class option
is selected.
See “Setting Class Attributes” on page 113.
Fill Attributes
Vectorworks objects can be filled with a solid color, fill pattern, hatch, gradient, or image. Alternatively, set the object
fill default to None to create transparent objects with no fill.
Pen Attributes
In Vectorworks, the pen setting for object outlines includes solid, dashed, or a pattern line of any thickness.
Opacity Attributes
In addition to the overall layer opacity settings described in “Setting the Design Layer Opacity” on page 103, an
opacity setting is available for individual objects in Top/Plan view. Opacity can be applied to any type of planar 2D
object, including 2D walls, text, worksheet backgrounds, and plug‐in objects that include a 2D object.
If layer opacity is set in addition to object opacity, the results are additive; for example, a layer opacity of 50% and
an object opacity of 50% will display the object at 25% opacity. Similarly, the opacity settings of nested and
container objects are combined.
The Quartz (Macintosh) or GDI+ (Windows) imaging Vectorworks preference must be enabled to apply and display
the opacity attribute. See “Display Preferences” on page 46.
From the Attributes palette, click the Opacity button to open the Set Opacity dialog box.
Drag the Opacity slider to the left to increase the transparency, or enter an opacity percentage (0‐100) in the box to the
right of the slider. Click Set Opacity to make the setting.
Select Use Class Opacity to use the opacity value set by the object’s class.
• If Use at Creation is enabled for the object’s class, the object’s opacity is automatically set by the class.
• If Use at Creation is disabled for the class, the object only takes on the class style when the Use Class Opacity
option is selected.
See “Setting Class Attributes” on page 113. Class opacity can be overridden in viewports.
The opacity setting applies to 2D objects only. For a similar effect in 3D, a transparency shader can be applied with
Renderworks (see “Creating Textures” on page 681).
Select line
thickness
Changes lines,
arcs, and circles to
dimensions
Select dash style
Marker Attributes
Markers can be applied to each end of open objects, including lines, dimensions, arcs, polylines, 2D polygons, and
freehand lines.
In the Attributes palette, the active marker type displays for toggled selection for the line start and the line end. When
the active marker is selected for the end of an object, the marker selection box is highlighted. Click the starting marker
button, ending marker button, or both buttons to specify the end(s) to receive the selected marker. Alternatively, click
the Marker Link Toggle button (it becomes highlighted when enabled) to apply the active start marker type to both
ends.
To switch to a different marker style, click Line Startpoint Style or Line Endpoint Style. Select the active marker style
from the list, or click Edit Marker List to create a new style. See “Setting Default Marker Types” on page 72 for more
information.
Select Class Style to use the marker attributes set by the object’s class.
• If Use at Creation is enabled for the object’s class, the object’s marker style is automatically set by the class.
• If Use at Creation is disabled for the class, the object only takes on the class style when the Class Style option is
selected.
See “Setting Class Attributes” on page 113.
Applying Attributes
Attributes palette characteristics can be applied by default as objects are created, or applied to individual objects after
creation.
Attributes can also be applied by class settings. See “Setting Class Attributes” on page 113.
To set default attributes:
1. Ensure that no objects are selected.
2. Select Window > Palettes > Attributes.
The Attributes palette opens.
3. Select the desired attributes. Objects created after that point use those attributes by default.
The defaults can also be set with the Eyedropper tool (see “Transferring Attributes” on page 266).
To apply attributes to existing objects:
1. Select the object or objects.
2. Select Window > Palettes > Attributes.
The Attributes palette opens.
3. Set the desired attributes for the object(s) from the Attributes palette.
The object’s attributes are updated.
Transferring Attributes
The Eyedropper tool transfers attributes from one object to another in a single step, including fill, pen, line, text, wall,
and other attributes. The Eyedropper tool has two modes.
Pick Up Attributes
Mode Description
Apply Attributes Transfers selected attributes to another object
Pick Up Attributes Selects an object’s attributes
Pressing the Option (Macintosh) or Ctrl (Windows) key switches between the Pick up and Apply modes.
To transfer object attributes:
1. Click the Eyedropper tool from the Basic palette.
2. Click Eyedropper Tool Preferences from the Tool bar.
The Eyedropper Preferences dialog box opens. Specify the attributes to be selected and applied by the
Eyedropper tool, and click OK.
The Attributes Palette | 267
Parameter Description
All Selects all attributes in the group for transfer
None Deselects all attributes in the group, clearing any selections that were already made
Fill Attributes Transfers fills, including foreground and background colors, styles (pattern, hatch,
gradient or image fill), and textures
Pen Attributes Transfers pen foreground and background colors and styles (pattern or dash)
Line Attributes Transfers line weight (thickness), presence of markers, and marker attributes
Text Attributes Transfers text attributes to another text object, dimension, or plug‐in object, including
font, size, style, alignment and spacing
Alignment and spacing are transferred to text objects only
Wall Attributes Transfers wall thickness and component settings for walls and round walls;
components define wall thickness, so components cannot be transferred without also
transferring the thickness parameter
Viewport Attributes Transfers viewport attributes to another viewport, including class and layer visibility
settings and attribute overrides. Other Properties refers to the remaining viewport
options such as view, render mode, projection, and advanced properties. Viewport
attributes can be transferred between files; class, layer, and other resources specified
in an attribute override are resolved by the name of the class, layer, or resource,
respectively.
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Parameter Description
Object Opacity Transfers an object’s opacity setting
Other Attributes
Record Transfers the database record attributes
Plug‐in Parameters Transfers plug‐in parameters between plug‐in objects, including objects inserted in
walls
Class Selects the class for transfer (makes the target object the same class as the source
object)
Pick Up Sets Defaults Changes the default Attributes palette settings to match those of the source object;
objects created from then on use the attributes of the source object
Use Class Attributes Transfers the “by‐class” settings of the source object, provided the target object is in
the same class as the source object
3. Click Pick Up Attributes from the Tool bar.
The cursor changes to an eyedropper.
4. Click the object that is the source of the attributes.
5. Click Apply Attributes from the Tool bar.
The cursor changes from an eyedropper to a paint bucket.
6. Click the target object for the attributes.
The attributes are transferred to the object.
Click source object for Click target object for The attributes are
attributes attributes transferred
If transferring attributes between files, the target objects, classes, records, dash patterns, textures, and other
attributes must already be present in the target file. The eyedropper tool does not create objects or attributes.
Hatch Attributes
Hatches can be applied to 2D objects and walls in a 2D view. If default content is not enabled in Vectorworks
preferences, a default hatch is provided; see “Vectorworks Fundamentals Default Resources” on page 167.
Two different types of hatches exist in Vectorworks: associative and non‐associative. The appearance of both types of
hatches are determined by hatch pattern definitions. Associative hatches are similar in nature to fills and are one of the
selections under the Fill Style list on the Attributes palette. Non‐associative hatches are a pattern of lines grouped into
a single object and placed with the Hatch command.
Associative Hatches
Associative hatches are applied to an object as a fill from the Attributes palette or Resource Browser. Since the hatch
pattern start point cannot be specified, this type of hatch is best for large objects where the hatch start point is not
Hatch Attributes | 269
important. If the size of the object changes, the hatch fills the new object dimensions. Associative hatches can be
specified as a default class attribute (see “Setting Class Properties” on page 110).
Non-associative Hatches
Non‐associative hatches are placed on objects or areas of the drawing with the Hatch command. They obtain most of
their attributes from hatch pattern definitions, but they do not use the color definitions for the lines that make up the
hatch. Non‐associative hatches obtain the color definitions from the current default attributes. They do not use any
background definitions, and therefore have no background color. A non‐associative hatch is similar to a screen that
displays over other objects; the spaces between the lines are empty, and display portions of any objects behind the
hatch.
Non‐associative hatches are placed inside an area that is defined by selected objects or lines. The start point of the
hatch is set with the Hatch command. Unlike associative hatches, non‐associative hatches can be moved to another
area or object. However, unless the new area is the same shape and size as the previous one, the pattern will not fit.
Non‐associative hatches are groups that are not associated with an object. They do not rotate with the object or act like
a fill. They can be broken down into their individual elements with the Ungroup command. For a non‐associative
hatch to become part of an object, it must be grouped with the object.
Defining Hatches
A hatch definition is required for both associative and non‐associative hatches.
A hatch definition is a repetition of the elements in a series of lines in all directions from the beginning point. After
specifying where the hatch line begins (the Start Point), where it stops (the Dash Factor), where it begins to repeat (the
Repeat), and the distance separating the line from a neighboring line (the Offset), the pattern is repeated in all
directions.
A hatch can consist of several levels, or layers, of pattern definitions. Each level is edited individually to create the
overall hatch. (Hatch layers are named hatch levels in order to distinguish them from the layers in the drawing area.)
A new hatch can be created by editing an existing hatch; see “Editing Hatches” on page 274.
To create a new hatch pattern definition:
1. Open the Resource Browser by selecting Window > Palettes > Resource Browser.
2. From the Resources menu, select New Resource to display the New Resource menu.
3. Select Hatch.
The Edit Hatch dialog box opens.
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Parameter Description
Name Enter a name for the hatch; this name identifies the hatch in the Resource Browser and in the
Select Hatch dialog box (Modify > Hatch)
Active Select the active hatch level from the list. A level can also be selected by clicking on one of its
pattern lines, or by using the keyboard right and left arrow keys. Levels are numbered in the
order of creation.
Cursor Switches between the pointer and pan functions. The pointer adjusts the four control handles
in the hatch window. The pan moves the elements of the hatch around the preview window.
Zoom Zooms in and out by a factor of two. The center of the view remains at its current
coordinates. The current zoom ratio is also displayed. The initial zoom setting when the
dialog box opens corresponds to the best setting for editing Level 1.
View Select whether to view All Levels or only the Active Level; click Center to center the start
point of the active level
Units Switches between Page and World settings for the hatch. Page is absolute in screen
coordinates, where one inch in the hatch equals one inch on the screen (at 100% zoom).
World sets the hatch to use the unit values for the layer where the hatch will be placed; for
example, one inch in the hatch equals one inch in the drawing area as defined by the rulers
(this may not equal one inch on the screen depending on the unit setting). When switching
between Page and World, the hatch settings are adjusted for all levels to preserve the hatch
appearance.
Rotate Select whether to rotate the hatch to match the orientation of any symbols or walls where it
will be placed
Snap Radius Set the snap radius for snapping to the end points and mid points of pattern lines when
moving a line by dragging
Hatch Attributes | 271
Parameter Description
Sketch Style For the Design Series, specifies a hatch sketch style; see “Applying Sketch Styles to Hatches”
on page 472 in the Vectorworks Design Series User’s Guide
Background Fill Select to use a background color and click the color box to select a color; background color
applies only to associative hatches
Start Point Controls the location of the start of the first hatch line in relation to the hatch origin for the
active level. The default mode uses polar coordinates (L = distance, A = angle). Enter values
or move the Start Point handle in the preview window.
Repeat Sets the distance, for the active level, between the beginning of a segment and the beginning
of the next colinear segment. Repeat directly relates to the Dash Factor, with the two
determining if the line is dashed or solid, as well as the length of the dashes and line
segments. The default mode uses polar coordinates (L = distance, A = angle). Enter values or
move the Repeat handle in the preview window.
Dash Factor Represents, for the active level, the percentage of the distance between the Start Point and
the Repeat that is shown as a line. Set to 1 to create a solid line. Enter a value or move the
Dash Factor handle in the preview window.
Offset Determines the distance and direction between lines for the active level. The values entered
are relative to the Start Point. The default mode uses polar coordinates (L = distance, A =
angle). Enter values or move the Offset handle in the preview window.
Pen Color Sets the color for the active level hatch lines; click the color box to select a color. Click Unique
Colors to set a unique color for each level; click Same Color to apply the active level color
selection to all levels.
Pen Line Weight Sets the hatch line weight for the current level. Click the line to select a weight from the list.
Create a custom weight by selecting Set Thickness. The Set Thickness dialog box opens.
Enter the Thickness Value and Thickness Units. Click Same Thickness to apply the active
level line thickness to all levels.
Add/Remove Click Add Level to create an offset duplicate of the active level. Alternatively, create a
Level duplicate level by clicking and dragging the Start Point handle with the Option (Macintosh)
or Alt (Windows) key. Click Remove Level to remove the active level.
Scale Opens the Scale Hatch Definition dialog box. Enter a Scaling Factor to change the hatch
definitions for the active level (except for the Dash Factor value, which remains unchanged).
Select Apply to All Levels to change the scale factor for all levels.
Undo The last five actions can be undone by clicking Undo
Redo Click to redo the last action that was undone. Must be clicked directly after an action was
undone. Appears dimmed when there are no actions to undo.
Revert Returns the hatch definition to its status at the time the Edit Hatch dialog box was opened
The Start Point, Repeat, Dash Factor, and Offset functions correspond to the four control handles in the preview
window. When a handle is moved, the corresponding function’s values change to reflect the move. The Shift key
constrains the drag when using the control handles, affecting each of the four functions differently.
For the Start Point, Repeat, and Offset parameters, enter values according to either the polar coordinate system
or the Cartesian system. The text box labels for these four controls change to correspond to the selection of
Cartesian or polar.
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4. Click OK. The new hatch definition is saved under the specified name.
Applying Hatches
Associative and non‐associative hatches are applied differently.
To apply an associative hatch resource from the Resource Browser:
1. Select the object(s).
2. From the Resource Browser, select the hatch to be applied. Right‐click (Windows) or Ctrl‐click (Macintosh) and
select Apply from the context menu. (Alternatively, double‐click the hatch resource to apply it to the selection or
drag the hatch resource onto an object.)
Parameter Description
Hatches list Lists the available hatches from the default resources, the current file’s resources, or from a
referenced file (referenced hatches display in italics)
Hatch preview Displays a preview of the selected hatch at 100% zoom
New Opens the Edit Hatch dialog box, for creating a new hatch (see “Defining Hatches” on page 269)
Edit Opens the Edit Hatch dialog box, for editing or renaming an existing hatch
Duplicate Creates a copy of the selected hatch (button is disabled if referenced hatches are present)
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Parameter Description
Delete Deletes the selected hatch
3. Select the hatch to apply from the Hatches list.
A preview of the hatch is displayed.
4. Click OK to return to the drawing area.
The cursor changes to a paint bucket.
5. Position the paint bucket on the object where the hatch should begin. Click to specify the hatch origin. Drag to
specify the hatch orientation and click again.
The hatch fills the space from the paint bucket’s location to the boundary created by the object.
When applying a hatch to an object, the tip of the paint from the paint bucket marks the hatch origin. The hatch
start point within the object can be precisely specified.
Select the object After selecting the hatch, click the cursor Click again to place the
at the desired insertion point. The hatch hatch once it is oriented
can be rotated during insertion.
Editing Hatches
Changes to the hatch affect the previous instances of associative hatches in the drawing file.
To edit a hatch:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Select the desired hatch. Right‐click (Windows) or Ctrl‐click (Macintosh), and select Edit from the context menu.
Alternatively, select a drawing object, select Modify > Hatch, and click Edit for the selected hatch in the Hatches
dialog box.
The Edit Hatch dialog box opens.
3. Edit the hatch.
See “Defining Hatches” on page 269 for details on the Edit Hatch dialog box.
4. Click OK to return to the drawing area.
Any associative instance of the edited hatch in the drawing file changes according to the new definition.
Gradient Attributes | 275
Gradient Attributes
Gradients are created or imported into the current file through the Resource Browser (default resources are
automatically imported into the current file at the point of use, and display in the Resource Browser); see
“Vectorworks Fundamentals Default Resources” on page 167 and “Accessing Existing Resources” on page 174.
Gradients can be applied to any type of 2D object that accepts a fill, including 2D walls, text boxes, worksheet
backgrounds, and plug‐in objects that include a 2D object.
Creating Gradients
Gradients are defined and stored in the Resource Browser.
Gradient
segment
Midpoint
Gradient preview
Color spot
To create a gradient definition:
1. Open the Resource Browser by selecting Window > Palettes > Resource Browser.
2. From the Resources menu, select New Resource to display the New Resource menu.
3. Select Gradient.
The Gradient Editor dialog box opens. Specify a name for the gradient resource, and select the segment starting
and ending colors. Gradients can consist of several segments and more than two colors. To create a gradient with
more than two colors, click in the color spot area. This adds a color spot and midpoint to the gradient.
Specify the location of a selected color spot or midpoint by dragging it into position, or entering its position in the
Position field.
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Parameter Description
Name Specifies a name for the gradient resource; this name is displayed in the Resource Browser
and Attributes palette
Midpoint Point between two colors where each color is of equal intensity
Gradient Preview Displays the gradient in a preview bar
Color Spot Specifies the starting or ending color of each gradient segment. To specify the color,
double‐click on a color spot, or select a color spot and click Color. To add a new gradient
segment, click in an empty location in the color spot area. A new color spot and midpoint are
created. Drag a color spot to a new location in the color spot area; its associated color is
retained. Remove a color spot and its associated midpoint by selecting the color spot
dragging it from the color spot area.
Color Specifies the color of the selected color spot; click to select the color
Position Indicates the position (0.0 – 1.0) of the selected color spot or midpoint; the midpoint position
is relative to its location between two adjacent color spots
4. Click OK to save the gradient resource with the specified name.
Gradient definitions can be edited by accessing the Gradient Editor from the Resource Browser. Select a gradient and
select Edit from the Resources menu. See “Working with Resources” on page 178 for information on other Resource
Browser commands.
Gradients are saved in Vectorworks drawing files. If the file is not saved and the gradient is not a default resource, the
gradient is lost when Vectorworks is exited.
Applying Gradients
Gradient settings are specified through the Attributes palette and applied to a 2D object through the Resource Browser
or the Attributes palette. In addition, a gradient fill can be specified as a default class attribute (see “Setting Class
Properties” on page 110).
To apply a gradient resource from the Attributes palette and specify the gradient settings:
1. Select the object(s), and then select Gradient from the Attributes palette fill list. To change to a different gradient,
click on the gradient preview and select a different gradient from the list of default resources or the current file’s
resources (see “Vectorworks Fundamentals Default Resources” on page 167).
Gradient Attributes | 277
2. Specify the settings for the current gradient by clicking the Fill Gradient Settings button next to the gradient
preview bar.
The Gradient Settings dialog box opens.
Gradient
selector
Parameter Description
Gradient selector Select a gradient resource from either the default resources or the current file’s resources
Repeat Select to repeat the gradient segment(s) over the object; deselect to apply a single instance of
the gradient segment(s) to the object
No repeat Repeat
Reverse Select to draw the colors in reverse order from the order specified in the Gradient Editor dialog
box
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Parameter Description
Apply To Select Each Object to apply the gradient to each selected object individually; choose Selection
to apply the gradient across the selected objects, spanning the objects.
When applying a gradient across several selected objects, group the objects to retain the effect.
Type Select the gradient type from the list
Linear Applies the gradient to the selection with linear geometry
Radial Applies the gradient to the selection with circular geometry
Rectangular Applies the gradient to the selection with rectangular geometry
Angular Applies the gradient to the selection in a counterclockwise direction from the specified starting
point
X/Y Offset Indicates the gradient starting point coordinates relative to the center of the selection
bounding box (in the file’s current units)
Image Attributes | 279
Parameter Description
Length Specifies the length of a single gradient segment (in the file’s current units)
Angle Specifies the angle of the gradient fill
3. If desired, click Preview to view the results of the gradient settings.
4. Click OK to apply the gradient settings.
To apply a gradient resource from the Resource Browser:
1. Select the object(s).
2. From the Resource Browser, select the gradient to be applied. Right‐click (Windows) or Ctrl‐click (Macintosh),
and select Apply from the context menu. (Alternatively, double‐click the gradient resource to apply it to the
selection or drag the gradient resource onto an object.)
The gradient settings can be edited from the Attributes palette.
Image Attributes
Image fills are created or imported into the current file through the Resource Browser (default resources are
automatically imported into the current file at the point of use, and display in the Resource Browser); see
“Vectorworks Fundamentals Default Resources” on page 167 and “Accessing Existing Resources” on page 174.
Images can be applied to any type of 2D object that accepts a fill, including 2D walls, text boxes, worksheet
backgrounds, and plug‐in objects that include a 2D object.
Parameter Description
Import an Image File Imports a new image; click OK and proceed to Step 5.
Reuse an Image from Reuses a previously imported image; select the resource that contains the
Another Resource image. Click OK and proceed to Step 6.
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5. The Open dialog box is displayed. Select the image file to use as an image resource, and click Open.
6. If the image is in JPEG format, it is imported immediately. For images not in JPEG format, the Image Import
Options dialog box opens. Specify the imported image options.
The current image information is displayed at the top, along with the image’s uncompressed size. Two
compression methods are available; depending on the graphic, one of the methods may be more suitable. The
compression method which produces the smallest file size is selected by default. Select the desired balance
between compression and detail display. The resulting file size for each type of compression is displayed to help
with the selection.
If the selected option results in a file size larger than the uncompressed size, the image is imported
uncompressed.
7. Click OK to import the image with the selected compression type. The image resource is saved, by default, with
the name of the original image file.
Image resources imported into the file that are not in JPEG format can be compressed by JPEG with the Compress
Images command. See “Compressing Images” on page 430.
2. Specify the settings for the current image by clicking the Fill Image Settings button next to the image preview
bar.
The Image Settings dialog box opens.
Image
selector
Parameter Description
Image selector Select an image resource from either the default resources or the current file’s
resources
Repeat Select to repeat the image over the object; deselect to apply a single instance of the
image to the object
No repeat
Repeat
Mirror Select to use a mirrored image of the image resource
Flip Select to use a flipped image of the image resource
Maintain Aspect Ratio Select to maintain the image aspect ratio when changing the Length values
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Parameter Description
Apply To Select Each Object to apply the image to each selected object individually; choose
Selection to apply the image across the selected objects, spanning the objects
When applying an image across several selected objects, group the objects to
maintain the image.
X/Y Offset Indicates the image starting point coordinates relative to the center of the selection
bounding box (in the file’s current units)
I/J Length Specifies the distance in the I/J direction for a single instance of the image fill (in the
file’s current units)
Angle Specifies the angle of the image fill
3. If desired, click Preview to view the results of the image settings.
4. Click OK to apply the image settings.
The X and Y axes are file‐based, relative to the center of the selected object(s). The I and J axes are image‐based.
Image
X/Y offset
coordinates
Center of
selected object
To apply an image resource from the Resource Browser:
1. Select the object(s).
2. From the Resource Browser, select the image to be applied. Right‐click (Windows) or Ctrl‐click (Macintosh), and
select Apply from the context menu. (Alternatively, double‐click the image resource to apply it to the selection or
drag the image resource onto an object.)
The image settings can be edited from the Attributes palette.
1. Click the Attribute Mapping tool from the Basic or Visualization tool set.
2. Click on an object containing a gradient fill. Only one object at a time can be edited.
3. An editing object with two handles is placed over the gradient.
4. Use the editing object to set the gradient origin location, i‐axis length, and rotation angle. Hold down the Shift
key to constrain the editing object line; the fill can also be nudged.
Action Description
Edit the location of the fill Click and drag the entire editing object, moving it to the desired location. Click to
(gradient origin) set.
Edit the gradient i‐axis Click on a handle at the end of the editing object, and drag to set the editing object
location to a new length. Click to set.
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Action Description
Edit the gradient rotation Click on a handle at the end of the editing object, and move to create a fulcrum
line; click to set the rotation.
1. Click the Attribute Mapping tool from the View/Draw or Visualization tool set.
2. Click on an object containing an image fill. Only one object at a time can be edited.
3. An editing object with eight handles is placed over the image.
4. Use the editing object to set the image origin location, i‐axis and j‐axis lengths, and rotation angle. The fill can
also be nudged.
Action Description
Edit the location of the fill Click and drag the entire editing object, moving it to the desired location.
(image origin)
Editing Gradient and Image Fills | 285
Action Description
Edit the image i‐axis and Click on a corner handle (the resize cursor displays) and drag the handle to the
j‐axis location new size; holding the Shift key during this operation constrains the image
aspect ratio. Click to set.
Edit the image rotation Click on a side handle (the rotate cursor displays) and drag the handle to the
new rotation angle. Click to set. Press the Ctrl key (Windows) or Command key
(Macintosh) while rotating to rotate about the image center.
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Action Description
Flip or mirror the image Click and drag a corner of the editing object past another corner of the editing
object; click again to redraw the image within the new drawing area. Drag
horizontally to mirror the image; drag vertically to flip the image; drag
diagonally to both flip and mirror the image.
Options in the Image Settings dialog box (accessed from the Attributes palette) also affect image attribute
mapping. When Maintain Aspect Ratio is selected, the image cannot be flipped or mirrored by dragging the
editing object’s handles vertically or horizontally; only diagonal dragging is allowed. Use the Mirror or Flip
options in this dialog box to change the fill image orientation without moving or resizing the image.
Editing 2D Objects 8
Once a 2D object is created, it may require editing. Editing generally involves changing the size, shape, or number of
objects in a drawing.
This chapter details the commands and tools available for editing 2D objects in Vectorworks.
The Object Info palette organizes data into three tabbed panes:
Tab Description
Shape Displays information about a selected object’s geometry, class, and layer (see “Shape Tab” on page 288)
Data Lists any database records attached to a selected object (see “Data Tab” on page 291)
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Tab Description
Render When Renderworks is installed, this tab is added for the assigning and mapping of textures to 3D
objects (see “Applying Textures with Basic Mapping” on page 709). When sketch rendering with the
Design Series, the Sketch parameter is available on the Render tab, even if Renderworks is not
installed.
Object Info palette drop‐down list items can be selected by using the mouse or by typing the first letter(s) of the
desired item to highlight the closest match in the list (excluding class and layer lists).
Set the Object Info palette position, active pane upon opening, and Data pane separator position, as described in
“Modifying Palette Positions and Settings” on page 773. Save palette positions and settings by selecting Window >
Palettes > Save Palette Positions. To revert the palette position and settings back to the settings established when the
custom workspace was created (in the User Data and Preferences folder), click Reset Saved Settings from the Session
tab of Vectorworks preferences (see “Session Preferences” on page 48).
Shape Tab
Object properties can be directly edited through the Object Info palette from the Shape tab. Objects can also be edited
with the tools on the Basic palette throughout this chapter.
The Shape tab always displays class and layer information. The detailed object information that is also displayed
depends on the type of object selected. Keep the following points in mind when changing object information through
the Shape tab:
Editing Object Information | 289
• To change individual objects in a group, first select the Modify > Edit Group or Ungroup command, and then
select the desired object(s).
• In single vertex mode, only that vertex changes. However, in entire object mode, all the vertices are changed.
To view and edit object information for a single object:
1. Select Window > Palettes > Object Info.
The Object Info palette opens.
2. Click the Shape tab.
3. Select the desired object.
Editable information for that object is displayed.
4. Change the desired information, using the keys as follows:
Key Function
Enter Save the entry and return the focus to the drawing area
Tab Save the entry and move the focus to the next editable field
Shift+Enter Save the entry and keep the focus in the same field, so that you can enter a different value if
necessary
To view and edit object information for multiple objects:
1. Select Window > Palettes > Object Info.
The Object Info palette opens.
2. Click the Shape tab.
3. Select the desired objects.
Number of objects selected
Multiple Edit mode
4. To edit each object in a selection separately, click the Multiple Edit mode button. This switches to Individual Edit
mode. Once in Individual Edit mode, use the Next arrow button to move forward through the selected objects
and the Previous arrow button to move backward through the selections. Each object highlights briefly as it is
selected. To be sure which object is currently selected, click the center circular button to highlight it again. If
either arrow appears dimmed, the end of the selected objects in that order has been reached.
Individual Edit mode
Previous object
Currently selected
object type Highlights currently
selected object
Next object
Alternatively, select multiple objects of the same type, and then modify them at one time in Multiple Edit mode.
When several objects of the same type have been selected, the palette operates in “batch” editing mode. If the
parameter settings of the objects are different, the field displays as blank, or a checkbox displays with an
“indeterminate state.” Any parameter edits affect all the selected objects in multiple edit mode.
Some objects have more editable fields than others. If the Object Info palette is not fully extended when an object of
this type is selected, scroll options are provided. To scroll up and down, click the scroll arrows, any area of the scroll
bar, or click‐drag the scroll box (Windows) or scroller (Macintosh).
Macintosh Windows
Scroll box
Scroller
Scroll bar
Scroll bar
Scroll arrow
Scroll arrow
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Data Tab
The Data tab lists all records in the drawing, along with checkboxes showing which records are attached. The Object
Info palette can be used to make changes to record settings.
To view and edit record information:
1. Select Window > Palettes > Object Info.
2. Click the Data tab.
Object name
Record list
Field list
Editing pane
3. Select the desired object in the drawing area.
The following information is displayed.
Parameter Description
Object Name Displays the name, if any, given to an object
Record List Displays all the records that are active in the drawing; if any of these records are attached
to the selected object, the box to the left of the record name displays an X
Field List Provides a list of all the record fields if a record is attached to the selected object; if any
field has a default value assigned, it displays after the field name
Editing Pane Provides an area for entering record information
Resize the list boxes by selecting and dragging the bars between them.
If any records are attached to the selected object, the box to the left of the record name displays an X. If more than
one object is selected, only the records attached to all objects display an X.
See “Record Formats” on page 198 for more information on attaching, editing, and deleting record formats.
Reshaping Objects
The 2D Reshape tool reshapes an object after it has been created. Change the length of objects (including dimensions)
reshape single objects, or reshape multiple objects at once.
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With this tool, reshape all polygons and polylines, including lines drawn with the Freehand tool (which are
considered polylines in Vectorworks). In addition, specify exact radius measurements for circular arc control points.
Certain objects (polylines, polygons, rectangles, rounded rectangles, circles, ovals, and arcs) can also be reshaped
with the Freehand tool. See “Reshaping Objects with the Freehand Tool” on page 247.
The 2D Reshape tool has five different reshape modes. It also has four control point modes for changing the existing
vertex. In addition, the tool can operate in marquee selection mode.
Change Delete Corner Cubic Vertex
Vertex Vertex Vertex Vertex Preferences
Mode Description
Move Polygon Handles Drag a vertex by clicking it, or drag a segment by clicking on the midpoint.
Click and drag to create a rectangular marquee around several vertices. To create a lasso
marquee, press the Option (Macintosh) or Alt (Windows) key when creating the
marquee. Press the Shift and Option (Macintosh) or Shift and Alt (Windows) keys for
polygonal marquee selection mode.
Change Vertex Changes an existing vertex into a corner, Bézier, cubic spline, or fillet (circular arc) point
Add Vertex Adds a vertex as a corner, Bézier, cubic spline, or fillet (circular arc) point
Delete Vertex Removes the selected vertex
Hide or Show Edges Clicking on the midpoint hides the polyline or polygon segment; clicking on a vertex
hides the segment that follows the vertex
Corner Vertex Vertex forms a straight angle
Bézier Vertex Curve of polygon/polyline pulls towards but does not touch the vertex
Cubic Vertex Curve of polygon/polyline passes through the vertex
Arc Vertex Vertex becomes a fillet; click the Preferences mode button, enter a Fillet Radius in the
Fillet Settings dialog box, and click OK (for the largest possible fillet, set the Fillet Radius
to zero)
To reshape a 2D polyline or polygon by moving a vertex:
1. Select the polyline or polygon to change.
2. Click the 2D Reshape tool from the Basic palette.
3. Click the Move Polygon Handles mode button.
Reshaping Objects | 293
4. Click the vertex to move and drag it to its new location. Click to set the new location.
Bézier
Click on the desired vertex; when the Resize cursor displays, drag it to the new location
Any object that cannot be reshaped with this tool continues to display standard bounding box handles only.
To reshape a 2D polyline or polygon by changing a vertex:
1. Select the polyline or polygon to change.
2. Click the 2D Reshape tool from the Basic palette.
3. Click the Change Vertex mode button.
4. From the Tool bar, select the new type of control point for the vertex.
Change vertex does not work on a midpoint handle. Select only a vertex point.
5. Click to change the vertex.
To reshape a 2D polyline or polygon by adding a vertex:
1. Select the polyline or polygon to change.
2. Click the 2D Reshape tool from the Basic palette.
3. Click the Add Vertex button on the Tool bar.
4. From the Tool bar, select the type of control point for the new vertex.
5. Move the cursor to an existing vertex near the location where the new vertex is to be added. The cursor becomes
an arrow with two black diamonds when a vertex can be added.
Clicking on the handle at a center point along an edge adds a new vertex exactly at that center point.
6. Drag the cursor to the desired location for the new vertex.
7. Click at the new location.
To reshape a 2D polyline or polygon by deleting a vertex:
1. Select the polyline or polygon to change.
2. Click the 2D Reshape tool from the Basic palette.
3. Click the Delete Vertex mode button.
4. Click the existing vertex to delete it.
Reshaping Objects | 295
To hide or show the edge of a 2D polyline or polygon:
1. Select the polyline or polygon to change.
2. Click the 2D Reshape tool from the Basic palette.
3. Click the Hide or Show Edges mode button.
4. Click a vertex near the edge to be hidden.
With the Hide/Show Edges cursor, click a vertex near an edge to show or hide the edge
Click again to show the hidden edge.
To resize objects with multiple reshape:
1. Select the objects to resize.
2. Click the 2D Reshape tool from the Basic palette, and select Move Polygon Handles from the Tool bar.
The cursor changes to a cross‐hair.
3. Click and drag to create a rectangular marquee around multiple vertices of the objects to be resized or deleted.
To create a lasso marquee, press the Option (Macintosh) or Alt (Windows) key when creating the marquee. Press
the Command and Option (Macintosh) or Ctrl and Alt (Windows) keys for polygonal marquee selection mode.
4. Change the location of the vertices by either clicking and dragging with the mouse or by using the Move
command (see “Editing Object Surfaces” on page 315).
To use the mouse, click‐drag on the vertices and move them to the desired location. A preview displays the
current and future location of the object vertices.
Create marquee to select multiple vertices, and then drag selected vertices to new location
Press the Delete key (Macintosh) or Delete or Backspace keys (Windows) to delete the vertices or holes.
Alternatively, enter an exact length in the Data bar. Press the Tab key while still pressing the mouse button until
the L field is highlighted, enter a value for the length, and release the mouse button.
The walls are resized with the wall intersections, doors, or other symbols maintained in place. The marquee
remains on the screen until another tool or command is selected.
Reshaping Polylines
Polylines can be reshaped in a manner that is similar to an Edit Group operation. The polyline itself is locked in this
process, but holes can be added to it, filleted, chamfered, offset, duplicated, extracted, and deleted from it.
To reshape a polyline:
1. Select the polyline to change.
2. Select Modify > Edit Polyline.
3. Select polyline holes and move, delete, or reshape them. Add new holes to the polyline, or move a hole out of the
polyline to extract it, creating individual polylines.
The original polyline is locked and cannot be edited.
4. Click Exit Polyline to return to the drawing.
Offsetting Objects | 297
Original polyline In Edit Polyline mode, a The polyline has been edited
hole is added
Offsetting Objects
The Offset tool either creates a duplicate object offset from the original, or offsets the selected object from its original
location. Use this tool to easily create parallel objects, such as lines and walls. Also use it to produce a larger or smaller
version of closed objects, such as ovals and connected walls. NURBS surfaces are offset by the offset distance along the
surface normal direction.
The Offset tool can be used with the following objects (see the Design Series User’s Guide for information about the
Design Series objects).
• Open 2D objects (arcs, • Closed 2D objects (circles, ovals, rectangles, rounded
lines, polylines) rectangles, polylines, polygons)
• NURBS curves • NURBS surfaces
• Walls • Revision clouds
The Offset tool has six modes, which are also options in the Offset Tool Preferences dialog box.
Offset by Point Offset Original Object Offset Selected Objects
There are two options for selecting objects to offset: either pre‐select one or more objects with the 2D Selection or 3D
Selection tool, or select one object at a time after selecting the Offset tool.
The 2D conversion res field, on the Edit tab of the Vectorworks Preferences dialog box, adjusts the degree of
smoothing. The higher the conversion resolution, the higher the degree of smoothing, which produces a more
accurate offset of objects. For more information on 2D conversion resolution, refer to “Setting Vectorworks
Preferences” on page 45.
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To offset one or more objects:
1. Select the object(s) to be offset, if desired.
2. Click the Offset tool from the Basic palette.
3. Click Offset Preferences from the Tool bar.
The Offset Tool Preferences dialog box opens.
Parameter Description
Method
Offset by Distance Places the offset object at the specified Distance from the original location (same
as selecting the Tool bar button)
Offset by Point Places the offset object at a distance specified by a mouse click (same as selecting
the Tool bar button)
Selection
Click on Objects to Offset Offsets objects selected with the Offset tool (same as selecting the Tool bar
button)
Offset Selected Objects Offsets objects selected with the 2D Selection or 3D Selection tool (same as
selecting the Tool bar button)
Offsetting Objects | 299
Parameter Description
Duplication
Duplicate and Offset Creates a duplicate of the object at the offset location (same as selecting the Tool
bar button)
Offset Original Object Moves the original object to the offset location (same as selecting the Tool bar
button)
Wall Offset
Offset from Center Line Offsets walls from the center line of the wall’s original location
Offset from Nearest Edge Offsets walls from the nearest edge of the wall’s original location
Smooth Corners Rounds sharp corners in the offset object
4. Specify the desired preferences and click OK.
5. Depending on the offset preferences, do one of the following:
Depending on the offset preferences, either a duplicate object or the original object is placed at the offset location.
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Select the walls with the 2D Selection tool, and then select the Offset tool. Select Offset by Distance
mode, and set the offset Distance to 2’. Click outside the walls to offset them 2’ beyond the original location.
In Offset by Point mode, click the Click the point where the offset is Click again to place the offset object
object to be copied and offset; the to be placed; a preview displays
object is highlighted
Vertical Align/Distribute
Horizontal Align/Distribute
3. Select the object alignment/distribution criteria. 2D objects are only moved along the horizontal and vertical axes.
Trimming and Clipping Objects | 301
Parameter Description
Align Select to align items along the horizontal or vertical axis
Distribute Select to distribute items along the horizontal or vertical axis
Horizontal
Left Align/distribute by the left side of the selected objects
Center Align/distribute by the centers of the selected objects
Right Align/distribute by the right side of the selected objects
Spacing Distribute the spacing equally between the left and right sides of adjacent objects
Vertical
Top Align/distribute by the top of the selected objects
Center Align/distribute by the centers of the selected objects
Bottom Align/distribute by the bottom of the selected objects
Spacing Distribute the spacing equally between tops and bottoms of adjacent objects
4. Click OK.
Vectorworks aligns/distributes the selected objects.
Loci and locked objects are special objects and behave differently when present during an alignment/distribution
operation.
If a locus point is one of the selected objects, all objects are aligned relative to that locus. If there are multiple loci in the
selection, then the loci are aligned/distributed like any other object.
Locked objects in a selection do not move. Other objects are aligned/distributed relative to the locked objects.
The trim command is executed and the pieces can be moved independently.
Trim Tool
The Trim tool trims a portion of the selected object. Objects that can be edited in this manner include lines, arcs,
rectangles, rounded rectangles, circles, ovals, polylines, and polygons.
To trim a portion of an object:
1. Position the trimming object over the object(s) to be trimmed.
2. Click the Trim tool from the Basic palette.
The standard arrow cursor changes into a hand.
3. Click the portion of the object to be trimmed.
That portion of the object is trimmed back to the closest intersection with another object.
To trim another portion of the same object, move the hand to that section and click.
Clip Tool
The Clip tool cuts out pieces from the 2D objects, such as lines, arcs, rectangles, rounded rectangles, circles, ovals,
polygons, and polylines. In addition, this tool can be used to split an object.
Removes Outside Rectangular clipping object
Splits at Boundaries Polygonal clipping object
Mode Description
Removes Inside Cuts a hole in the object(s) according to the clipping object shape
Removes Outside Trims everything away from the outside of the clipping object shape
Resizing Objects | 303
Mode Description
Splits at Boundaries Splits the object(s) and the clipping area into separate objects
Clipping object shape Each mode can use one of the clipping shapes; select rectangular, polygonal, or circular
To clip objects:
1. Select the object or objects to cut.
2. Click the Clip tool from the Basic palette.
3. Select the clipping mode and the clipping object shape.
4. Click and drag to create a marquee box.
The object is clipped as defined by the clipping object shape.
1st click
2nd click
Resizing Objects
Fixed Point Resize Tool
The Fixed Point Resize tool resizes rectangles, rounded rectangles, polygons, circles, and ovals using a fixed point on
the drawing as the point of reference. It is best used to scale an object relative to a particular location in the drawing. To
rescale an object symmetrically or asymmetrically by a specific factor, use the Scale Objects command. See “Scaling
Objects” on page 304.
To resize an object:
1. Select the object or objects to change.
2. Click the Fixed Point Resize tool from the Basic palette.
3. Click on the point in the drawing to serve as the fulcrum.
To scale the resized object symmetrically, select a fulcrum point that is at the exact center of the object.
If the fixed point is not at the center of the object, the resized object changes proportions.
4. Click on an object edge and drag the object into its new size, shape, and/or location.
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If the drag point is moved past the selected fulcrum, the object is reversed.
The starting point for dragging cannot be the same as the fulcrum point or exactly horizontal or vertical to it.
Scaling Objects
The Scale Objects command rescales the X and/or Y dimension of any selected solid, object, or group, or rescales the
selected items uniformly in the X,Y, and Z dimensions. The selected item is rescaled using its center point. The object
can be rescaled by indicating a segment on the drawing and entering a new distance for the segment. In addition, text
and/or all visible objects in the drawing can be scaled.
Spheres, hemispheres, and cones cannot be scaled asymmetrically. Symbols and layer links cannot be scaled.
To scale objects:
1. Select the object(s) to scale.
2. Select Modify > Scale Objects.
The Scale Objects dialog box opens. Specify the scaling method and parameters.
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Parameter Description
Symmetric Scales uniformly along X, Y, and Z axes
X, Y, Z Factor Enter the scaling factor (for example, enter 2 to double or .5 to halve the scale)
Symmetric By Distance Scales symmetrically using the ratio of the current and new distance values as a scale
factor
Current Distance Enter the current distance to be scaled, or click the button to use a temporary tool to
indicate the distance on the drawing
New Distance Enter the new value for the distance
Asymmetric Scales along only the specified X and Y axes; when asymmetrically scaling a solid, the
current view must be aligned with the solid’s matrix for scaling to occur
X / Y Scaling Factor Enter the scaling factor (for example, enter 2 to double or .5 to halve the scale)
Scale text Scales selected text to the new scaling factor
Entire drawing Scales all visible objects in the active layer
3. If specifying the scale factor with the Symmetric by Distance option, click the button to switch temporarily to the
drawing. Click to indicate the start of the segment, drag the mouse, and click to indicate the end of the segment.
You are returned to the Scale Objects dialog box, and the Current Distance value has been specified. Enter the
New Distance for the segment.
4. Click OK.
Shearing Objects
The Shear tool simultaneously skews all of the vertices of a rectangle, rounded rectangle, polygon, circle, oval, or
polyline, using a fixed point on the drawing as a point of reference. It is like placing a thumbtack on one point of an
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object, or the drawing, and reshaping every other object point except the one tacked down. The Shear tool can be used
to fake a 3D perspective.
To shear an object:
1. Select the object or objects to change.
2. Click the Shear tool from the Basic palette.
3. Click on the point in the drawing to tack down.
4. Click on the object and drag the resize cursor to shear the object. A preview object displays.
5. Click to set the shear position.
Click to tack down a point then drag the resize cursor to shear the object
Joining Objects
Join Command
The Join command can be used to join two single lines, two double lines, or two walls together. Joined lines intersect
but remain as individual objects.
Object Specifications
Individual Lines An individual line can be joined to another individual line
Double Lines Double lines can be joined to another set of double lines or to a wall. Double lines drawn with
the Create Polygons option (set in Double Line preferences) cannot be joined. Only the line
elements of double lines drawn with the Create Lines and Polygons option can be joined.
Walls A wall can be joined to another wall or to double lines created with the Create Lines option
(set in Double Line preferences). Walls will join to the line elements of double lines drawn
with the Create Lines and Polygons option.
Join
To join walls, single lines, or double lines:
1. Select the two non‐parallel walls, lines, or double lines to join.
2. Select Modify > Join > Join.
The selected walls/lines are joined together with any excess trimmed away.
Joining Objects | 307
• 3D solid objects (extrudes, cones, • 2D objects (ovals, circles, rectangles, rounded
cylinders, spheres, hemispheres) rectangles, arcs, lines, polylines, polygons)
• Revision clouds • Pillars
• NURBS curves • Walls
• NURBS surfaces • Floors
• Viewports • Roof faces
• Property lines • Redlines
• Massing models • Stipples
• Site modifiers • Spaces
• Seating layouts • Hardscapes
The following modes are available for the Split tool.
Line Split
Mode Description
Point Split Cuts an object or NURBS surface at a specified point
Line Split Splits an object or NURBS surface along a cutting line
Line Trim Splits an object or NURBS surface along a cutting line, and then keeps a designated side
Splitting Objects and NURBS Surfaces | 309
Surfaces generated by successive splitting can be joined together with the Compose command (see “Composing
and Decomposing Objects and Surfaces” on page 418).
This tool may not be able to manipulate certain types of surface geometry (see “Surface Geometry Requirements”
on page 346).
1. Click the Split tool from the Basic palette.
2. Click the Point Split mode from the Tool bar.
3. Click on the object at the point to be split.
If multiple objects are within range of the specified point, the Select Split Candidate dialog box opens.
Highlight the object to split by using the Next and Prev buttons.
4. The object is split into two pieces.
If the object is closed, as in a circle or rectangle, the object is converted so that its endpoints meet unjoined at the
split. Some objects are not truly closed, and instead break into two segments.
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1. Click the Split tool from the Basic palette.
2. Click the Point Split mode from the Tool bar.
3. In Wireframe view, click on the NURBS surface to split.
See “Selecting the Edges and Faces of a Solid” on page 343 for information on selecting surfaces.
Click to split the NURBS surface The surface is split at that point
The surface is split by iso‐parametric curves passing through the click point along U and V parametric directions.
If the split point is on an existing iso‐parametric curve, the surface is split in both directions (U and V).
To split an object along a cutting line:
1. Click the Split tool from the Basic palette.
2. Click the Line Split mode from the Tool bar.
3. Draw a line through the object to split.
The object is split by the line.
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Solids can also be split in Line Split mode. Two section solid objects will result.
To split and trim an object along a cutting line:
1. Click the Split tool from the Basic palette.
2. Click the Line Trim mode from the Tool bar.
3. Draw a line through the object to split.
4. An arrow points to the side to be kept. Click to indicate which side of the split line should be kept; the other side
is trimmed away.
The object is split by the line, and the indicated side remains.
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To place a fillet:
1. Click the Fillet tool from the Basic palette.
2. Click the desired mode from the Tool bar.
Fillet and Split
Mode Description
Fillet Places a fillet without affecting the original object; the fillet and the object must be grouped to
form a single object
Creating Fillets and Chamfers | 313
Mode Description
Fillet and Split Places a fillet and splits the filleted object. If the fillet is between two objects, the fillet and the
objects must be grouped to make a single object. If filleting the corners of a polygon, the fillet
takes the place of the corner and becomes a part of the object.
Fillet and Trim Places a fillet and trims the filleted object. If the fillet is between two objects, the fillet and the
objects must be grouped to make a single object. If filleting the corners of a polygon, the fillet
takes the place of the corner and becomes a part of the object.
3. Click the object where the fillet will begin.
4. Click the object where the fillet will end.
To apply the fillet to all adjacent sides of an object, double‐click.
If this is the first time the Fillet tool is used, the Fillet Settings dialog box opens. Enter a fillet radius and click OK.
The fillet radius specified is used for all subsequent fillet operations. To change this radius, click Fillet
Preferences from the Tool bar, enter a new radius, and click OK.
If an object is too short, it extends to match the selected fillet radius.
Chamfer Tool
The Chamfer tool places a chamfer, or line, between two objects or adjacent sides of an object such as rectangles,
NURBS curves, polygons, 3D polygons, polylines, or line segments. However, a chamfer cannot be placed between
parallel lines or NURBS curves.
A chamfer can be placed at a specified distance from where the objects intersect. Chamfers can trim or split objects at
the chamfer endpoints or extend them to meet at the chamfer endpoints by selecting specific chamfer modes from the
Tool bar.
To create a chamfer:
1. Click the Chamfer tool from the Basic palette.
2. Select the mode from the Tool bar.
Chamfer and Split
Mode Description
Chamfer Places a chamfer without affecting the original object; to create a single object, group the
chamfer and the chamfered object together
Chamfer and Split Places a chamfer and splits the chamfered objects. This mode extends lines, if needed, for
the chamfer to connect. To create a single object, group the chamfer and the chamfered
object together. If chamfering the corner of a polygon, the chamfer takes the place of the
corner.
Chamfer and Trim Places a chamfer and trims the chamfered objects. If chamfering the corner of a polygon,
the chamfer takes the place of the corner. This mode extends lines, if needed, for the
chamfer to connect.
3. Click the object where the chamfer will begin.
If this is the first time the Chamfer tool is used, the Chamfer Settings dialog box opens. Otherwise, click Chamfer
Preferences from the Tool bar to change chamfer settings.
Editing Object Surfaces | 315
Parameter Description
Entry Options Select the method for specifying the chamfer size
First and Second Specify the chamfer size by entering the First Line and Second Line distances
Lines
First Line and Angle Specify the chamfer size by entering the First Line distance and an Angle value
Select whether Vectorworks should draw using two lines of a specified length or one line and an angle. Enter the
appropriate values and click OK.
The specified chamfer settings are used for all subsequent chamfers. To change these settings, click the Chamfer
Settings button and enter new criteria.
4. Click the object where the chamfer will end.
The chamfer is drawn according to the mode selection.
• 2D primitive objects that can be filled and are not grouped
(arcs, polygons, polylines, ovals, circles, rectangles,
rounded rectangles)
• Revision clouds
• Floors
• Roof faces
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• Pillars
• Ceiling grids • Plants
• Massing models • Stipples
• Property lines • Redlines
• Site modifiers • Seating layouts
• Spaces • Hardscapes
If a combination of 2D and 2D/3D hybrid objects (such as floors or pillars) will be used in an operation, the view must
be set to Top/Plan.
Intersect Surface
The Intersect Surface command provides an easy way to create a new object that is the exact size and shape of the
overlapping area of two objects.
To intersect surfaces:
1. Select the two overlapping objects to use to create a third object.
The new object’s properties are based on the object on the bottom of the stack of objects. If the bottom object is a
2D primitive (such as a rectangle or circle), the new object will have its attributes. If the bottom object is
something other than a 2D primitive (such as a floor or pillar), the new object will be the same type, with the
same properties. If necessary, use the Send command to stack the objects to produce the desired attributes or
object type.
2. Select Modify > Intersect Surface.
Vectorworks places the new object directly on top of the two original intersecting objects. To see the new object,
select it and drag it to the side.
Add Surface
The Add Surface command creates a single object from two or more objects, as long as all of the following are true:
• The objects are not symbols.
• The objects touch or overlap each other.
• The objects are not locked or grouped.
Note that any open polygons will be converted to closed polygons.
To add surfaces:
1. Select the two or more objects to be combined.
Editing Object Surfaces | 317
The new object’s properties are based on the object on the bottom of the stack of objects. If the bottom object is a
2D primitive (such as a rectangle or circle), the new object will have its attributes. If the bottom object is
something other than a 2D primitive (such as a floor or pillar), the new object will be the same type, with the
same properties. If necessary, use the Send command to stack the objects to produce the desired attributes or
object type.
2. Select Modify > Add Surface.
Click here
To combine surfaces:
1. Select the two or more closed objects to use to create a new polygon or polyline.
2. Select Modify > Combine into Surface.
The cursor changes into a paint bucket.
3. Place the paint bucket inside the area to be combined and click.
Vectorworks creates a single polygon or polyline object from the selected objects. The new object uses the current
attributes.
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Clip Surface
The Clip Surface command trims the bottom object in a selection so that any areas overlapped by the top object are cut
out of it. Multiple objects can be used as clipping objects in one operation. Symbols and grouped objects cannot be
clipped or be used as clipping objects.
If there is a stack of more than two overlapping objects, then each object under the clipping object (the top object in the
stack) will be clipped.
There are two important things to remember about this command:
• If the object to be clipped is an open polygon, it is automatically converted to a closed polygon before it is
clipped.
• Depending on the objects selected, the command may change the bottom object’s type; for example, if a hole is
clipped into a rectangle, the “clipped” rectangle is automatically changed into a polyline.
To clip a surface:
1. Ensure that the object to clip is the bottom object.
If necessary, change the objects’ order with the Send command (see “Changing Object Stacking Order” on
page 403).
2. Select the objects to clip.
3. Select Modify > Clip Surface.
The bottom object is clipped; the clipping object can be deleted if it is no longer needed.
In Top/Plan view, select the roof Select Clip Surface, and then
face (gray object on bottom) and move the rectangle clipping object
the rectangle (white object on top) to reveal the modified roof face
Engineering Properties
The Engineering Properties command automatically calculates the engineering properties of a 2D object.
To determine the engineering properties of an object:
1. Select a single object, or select a single object and a locus point.
2. Select Model > Engineering Properties.
The Engineering Properties dialog box opens. The data that displays is selection‐dependent.
For a single closed surface, the following displays:
• Plane properties (area, perimeter, and absolute coordinates of the centroid of the object)
Drafting Aids | 319
• Moments of inertia, section modulus’, and radii of gyration about the object’s centroidal axes
For a single closed surface and a locus point, the moments of inertia and radii of gyration about the axes that pass
through the locus are also displayed, as well as the horizontal and vertical distances from the locus to the
centroid of the object.
3. Select the desired options and units.
Parameter Description
Units Update the displayed information to reflect the selected unit of measurement
Place locus at centroid Select to add a locus at the centroid of the selected object after closing the
Engineering Properties dialog box
Place properties on Select to place a list of the properties at the next mouse click after closing the
drawing Engineering Properties dialog box
Write properties to a file Select to send the properties to a text file; specify the file name and location after
closing the Engineering Properties dialog box
4. Click OK.
Drafting Aids
Arc by Segment Length
With the Arc by Segment Length command, an arc can be drawn based on specific arc and chord lengths.
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To draw an arc by segment length:
1. Select Modify > Drafting Aids > Arc by Segment Length.
The Arc by Segment Length dialog box opens.
Parameter Description
Arc Length Enter the arc length value
Chord Length Enter the chord length value, or select Use mouse clicks to use the mouse to
determine the chord length
2. Click OK.
3. Click to define the arc location, and click to set the chord direction.
Parameter Description
Method
Number of Segments Draws the specified number of equal segments along the arc
Segment Length Draws segments of the specified length along the arc
Options
Draw Polygon Draws the segments as polygons
Draw Lines Draws the segments as lines
3. Click OK to create the segments.
Parameter Description
Place loci Places loci at the segment divisions
Break Line Into Segments Creates segments from the original line, converting it; deselect to place loci only
Leave Original Line Retains the original line, and creates segments from a copy of the line
Intact
Number of Segments Specifies the number of segments to create
3. Click OK to draw either a new segmented line or convert the selected one.
Creating 3D Objects 9
With the 3D Modeling tool set and various commands, draw objects in 3D, change 2D objects into 3D objects, or create
hybrid objects that display in both 2D and 3D. 3D objects can have height (Z coordinate) as well as width and length (X
and Y coordinates). This section presents methods of creating a variety of 3D objects. Unlike their 2D counterparts, 3D
objects must be rendered to display a fill.
A 3D tool can only be used in a 3D view. If the view is currently Top/Plan, it automatically changes to Top when a 3D
tool is selected.
The data displayed in the bar is gathered from the feedback segment of the object being created. The more common
Data bar fields are described in the following table; other fields that can display are described where their use is
relevant.
Parameter Description
A Angle
I The absolute location of I in working plane coordinates
J The absolute location of J in working plane coordinates
K The absolute location of K in working plane coordinates
L Length
Z The Z (depth) of the object being drawn
Ctr X The center of the object along the X axis
Ctr Y The center of the object along the Y axis
Delta I The offset distance from the previous click or position of I in working plane space
Delta J The offset distance from the previous click or position of J in working plane space
Delta K The offset distance from the previous click or position of I in working plane space
Delta X The offset distance from the previous click or position of X
Delta Y The offset distance from the previous click or position of Y
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Parameter Description
Delta Z The offset distance from the previous click or position of Z
Radius The radius of the object being drawn
The Data bar is controlled by a menu on the far right side of the Tool bar.
Key Action
Enter (Windows) or • When the focus is in a Data bar field, sets the value that is currently displayed, and moves
Return (Macintosh) the focus to the drawing area
• When the focus is in the drawing area, completes the object (or completes the current
segment of the object, for path objects such as polygons, walls, and dimensions)
Tab • When the focus is in a Data bar field, sets the entered value and moves to the next field (if
no value was entered, the field is not set)
• When the focus is in the drawing area, moves the focus to the first field in the Data bar
Shift‐Tab • When the focus is in a Data bar field, sets the entered value and moves to the previous
field (if no value was entered, the field is not set)
• When the focus is in the drawing area, moves the focus to the last field in the Data bar
To clear an entry before it is set, press the Backspace key. The previous value in that field redisplays.
If the SmartCursor option is enabled in Vectorworks preferences, a dotted line displays to represent the location
of the values entered for the X and Y axes.
4. A vector lock (red dashed line) displays to represent the location of the values entered in the Data bar.
See “Creating Vector Locks” on page 151 for more information.
5. To complete the object according to the values you entered, click the mouse button. For non‐path objects, you can
also press Enter or Return to complete the object, if the focus is in the drawing area. For path objects, such as
polygons, walls, and dimensions, you may need to click to complete the object.
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Creating 3D Polygons
Extruded Rectangles
The Extruded Rectangle tool creates rectangles that have a height in any 3D layer and projection. Because they have a
location in 3D space, extruded rectangles can be manipulated like other 3D objects. They can be rotated, placed in
perspective, and translated in 3D space. Because Vectorworks considers these rectangles to be mesh objects (not true
extruded objects), their individual vertices can be edited later.
To create an extruded rectangle:
1. Click the Extruded Rectangle tool from the 3D Modeling tool set.
2. Click to set one of the rectangle’s corner points. The height of the extruded rectangle is set in one of two ways.
View Action
2D view or 3D Enter the extruded rectangle’s height in the Set Extrusion Height dialog box that opens at
elevation view the first mouse click. Click OK.
3D isometric view Move the mouse vertically and then click to set the height. For more information on the
different views, see “Using Standard Views” on page 433.
3. Click to set the end point of the extruded rectangle.
2nd click
1st click
3rd click
Extruded Polygons
The Extruded Polygon tool creates 3D polygons that have a height.
To create an extruded 3D polygon:
1. Click the Extruded Polygon tool from the 3D Modeling tool set.
2. Click to set the polygon’s start point (first vertex). The height of the extruded polygon is set in one of two ways.
View Action
2D view or 3D Enter the extruded polygon’s height in the Set Extrusion Height dialog box that opens at
elevation view the first mouse click. Click OK.
3D isometric view Move the mouse vertically and then click to set the height. For more information on the
different views, see “Using Standard Views” on page 433.
Creating Cylinders | 327
3. Click at each vertex.
4. Double‐click at the final vertex to end an open polygon; click at the starting vertex (a point cue displays) to end a
closed polygon (the first and last vertex are automatically joined).
2nd 4th
1st click
3rd
3D Polygons
The 3D Polygon tool creates polygons that have a location in 3D space, but no height. While they are planar, they can
be rotated, placed in perspective, and translated in space like any other 3D object.
To create a planar 3D polygon:
1. Click the 3D Polygon tool from the 3D Modeling tool set.
2. Click to set the polygon’s start point (first vertex).
3. Click at each vertex.
4. Double‐click at the final vertex to end an open polygon; click at the starting vertex (a point cue displays) to end a
closed polygon (the first and last vertex are automatically joined).
2nd 4th
3rd
Creating Cylinders
The Cylinder tool has five modes for creating cylinders.
Circle by Diameter Snap Height
Snap Top-Center
Mode Description
Circle by Radius Defines the base of the cylinder by radius
Circle by Diameter Defines the base of the cylinder by diameter
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Mode Description
Circle by Three Points Defines the base of the cylinder by circumference
Snap Height Sets the new cylinder height to the same height as an existing 3D object (available in a 3D
isometric view only)
Snap Top‐Center Snaps the top‐center of the new cylinder to a snap point on an existing 3D object (available
in a 3D isometric view only)
When in a non‐isometric view, the height of the cylinder is set in the Set Extrusion Height dialog box. In an
isometric view, the cylinder height can be set by dragging with the mouse or entering the height in the Data bar.
For more information on the different views, see “Using Standard Views” on page 433.
The cylinder height and radius can be changed with the 3D Reshape tool (see “Reshaping 3D Objects” on page 389),
the radius can be modified in the Object Info palette, and the resolution can be adjusted through the 3D Conversion
Res setting (see “Setting Vectorworks Preferences” on page 45).
Cylinder by Radius
To create a cylinder by radius:
1. Click the Cylinder tool from the 3D Modeling tool set, and select Circle by Radius mode.
2. Click to set the center of the cylinder base.
3. Drag the mouse to the desired radius and click to set the radius of the cylinder base. The radius can also be set in
the Data bar.
4. Move the mouse vertically and click to set the cylinder height.
Cylinder by Diameter
To create a cylinder by diameter:
1. Click the Cylinder tool from the 3D Modeling tool set, and select Circle by Diameter mode.
2. Click to set the first point on the cylinder base diameter.
3. Drag the mouse to the desired diameter and click to set the diameter of the cylinder base.
4. Move the mouse vertically and click to set the cylinder height.
1. Click the Cylinder tool from the 3D Modeling tool set, and select Circle by Three Points mode.
2. Click to set the first point on the cylinder base diameter.
3. Drag the mouse and click to set the second point on the cylinder base, and click again to set the third point on the
cylinder base.
Creating Cylinders | 329
4. Move the mouse vertically and click to set the cylinder height.
Cylinder by Height
To create a cylinder with the same height as another 3D object:
1. Ensure that Snap to Object and Smart Points snapping is enabled (see “Setting Snapping Parameters” on
page 135).
2. In a 3D isometric view, click the Cylinder tool from the 3D Modeling tool set. Select the cylinder base drawing
mode, and then select Snap Height mode.
The drawing procedure depends on the mode type selected (circle by radius, diameter, or three points).
3. Click to set the center of the cylinder or to set the first point on the cylinder base diameter.
4. Drag the mouse to the desired base radius or diameter and click to set. Or, if creating a cylinder by three points,
drag the mouse and click to set the second point on the cylinder base, and click again to set the third point on the
cylinder base.
5. Using snapping, align the top of the cylinder with the top of another snap point on a 3D object that has the
desired height.
6. Click on the 3D object’s smart point to set the cylinder height.
3rd click
2nd click
1st click
Cylinder by Top-Center
To create and snap a cylinder by its top center to a snap point on another 3D object:
1. Ensure that Snap to Object and Smart Points snapping is enabled (see “Setting Snapping Parameters” on
page 135).
2. In a 3D isometric view, click the Cylinder tool from the 3D Modeling tool set. Select the cylinder base drawing
mode, and then select Snap Top‐Center mode.
The drawing procedure depends on the mode type selected (circle by radius, diameter, or three points).
3. Click to set the center of the cylinder or to set the first point on the cylinder base diameter.
4. Drag the mouse to the desired base radius or diameter and click to set. Or, if creating a cylinder by three points,
drag the mouse and click to set the second point on the cylinder base, and click again to set the third point on the
cylinder base.
5. Using snapping, snap the top center of the cylinder to a snap point on another 3D object. A preview object
displays. Click to create the cylinder.
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3rd click
2nd click
1st click
Creating Spheres
The Sphere tool creates spheres using one of the three modes.
Sphere By Diameter
Mode Description
Sphere by Radius Defines the base of the sphere by radius
Sphere by Diameter Defines the base of the sphere by diameter
Sphere by Center and Radius Defines the base of the sphere by center (according to the height above the working
plane) and radius
The sphere radius can be changed with the 3D Reshape tool (see “Reshaping 3D Objects” on page 389), the radius can
be modified in the Object Info palette, and the resolution can be adjusted through the 3D Conversion Res setting (see
“Setting Vectorworks Preferences” on page 45).
Sphere by Radius
To create a sphere by radius:
1. Click the Sphere tool from the 3D Modeling tool set, and select Sphere by Radius mode.
2. Click to set the center of sphere base.
3. Drag the mouse to the desired radius and click to set the radius of the sphere base. The radius can also be set in
the Data bar.
Sphere by Diameter
To create a sphere by diameter:
1. Click the Sphere tool from the 3D Modeling tool set, and select Sphere by Diameter mode.
2. Click to set the first point on the sphere base diameter.
Creating Hemispheres | 331
3. Drag the mouse to the desired diameter and click to set the diameter of the sphere base.
1. Click the Sphere tool from the 3D Modeling tool set, and select Sphere by Center and Radius mode.
2. Click to set the center of the sphere base on the working plane.
3. Move the mouse vertically and click to set the height of the sphere above the working plane.
4. Drag the mouse to the desired radius and click to set the radius of the sphere base. The radius can also be set in
the Data bar.
The center and height, relative to the working plane, of the sphere is automatically established if the first click is on a
snap point, for example a 3D locus or vertex on another 3D object.
When in a non‐isometric view, the sphere is created centered on the working plane.
Creating Hemispheres
The Hemisphere tool creates hemispheres using one of three modes.
Hemisphere by Diameter
Mode Description
Hemisphere by Radius Defines the base of the hemisphere by radius
Hemisphere by Diameter Defines the base of the hemisphere by diameter
Hemisphere by Up Radius Defines the base of the hemisphere by center and rotation
The hemisphere radius can be changed with the 3D Reshape tool (see “Reshaping 3D Objects” on page 389), the
radius can be modified in the Object Info palette, and the resolution can be adjusted through the 3D Conversion Res
setting (see “Setting Vectorworks Preferences” on page 45).
Hemisphere by Radius
To create a hemisphere by radius:
1. Click the Hemisphere tool from the 3D Modeling tool set, and select Hemisphere by Radius mode.
2. Click to set the center of the hemisphere base.
3. Drag the mouse to the desired radius and click to set the radius of the hemisphere base. The radius can also be set
in the Data bar.
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Hemisphere by Diameter
To create a hemisphere by diameter:
1. Click the Hemisphere tool from the 3D Modeling tool set, and select Hemisphere by Diameter mode.
2. Click to set the first point on the hemisphere base diameter.
3. Drag the mouse to the desired diameter and click to set the diameter of the hemisphere base.
Hemisphere by Up Radius
To create a hemisphere by up radius:
1. Click the Hemisphere tool from the 3D Modeling tool set, and select Hemisphere by Up Radius mode.
2. Click to set the center of the hemisphere base.
3. Move the mouse and click to set the rotation and top of the hemisphere.
Creating Cones
The Cone tool creates cones using one of two modes.
Mode Description
Cone by Radius and Height Defines the base of the cone by radius and tip of the cone by height
Cone by Radius and Tip Defines the base of the cone by radius and, if desired, snaps the tip of the cone to a
point
When in a non‐isometric view, the height of the cone is set in the Set Extrusion Height dialog box. In an isometric
view, the cone height can be set by dragging with the mouse or entering the height in the Data bar. For more
information on the different views, see “Using Standard Views” on page 433.
The cone height can be changed with the 3D Reshape tool (see “Reshaping 3D Objects” on page 389), the radius can be
modified in the Object Info palette, and the resolution can be adjusted through the 3D Conversion Res setting (see
“Setting Vectorworks Preferences” on page 45).
1. In a 3D isometric view, click the Cone tool from the 3D Modeling tool set, and select Cone by Radius and Height
mode.
2. Click to set the center of the cone base.
Creating NURBS Curves, Circles, and Arcs | 333
3. Drag the mouse to the desired radius and click to set the radius of the cone base. The radius can also be set in the
Data bar.
4. Move the mouse vertically and click to set the cone height.
3rd click
1st click
2nd click
1. Ensure that Snap to Object and Smart Points snapping is enabled (see “Setting Snapping Parameters” on
page 135).
2. In a 3D isometric view, click the Cone tool from the 3D Modeling tool set and select Cone by Radius and Tip
mode.
3. Click to set center of the cone.
4. Drag the mouse to the desired radius and click to set the radius of the cone base. The radius can also be set in the
Data bar.
5. Using snapping, snap the top of the cone to a snap point on another 3D object. A preview object displays. Click to
create the cone.
3rd click
1st click
2nd click
NURBS Curves
NURBS curves can be created using one of two modes. Specify the NURBS curve degree prior to selecting a mode.
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1. Click the NURBS Curve tool from the 3D Modeling tool set, and click NURBS Curve Degree Setting from the
Tool bar.
2. The Curve Degree dialog box opens. Specify the curve degree for the NURBS Curve tool to use. Click OK.
Set the degree value to 1 to create a NURBS curve with linear segments (similar to a 3D polygon). A linear
NURBS curve can be used to measure an object from point to point in a 3D view.
1. Click the NURBS Curve tool from the 3D Modeling tool set, and select NURBS Curve by Interpolation Point
mode.
2. Click to set the first point on the curve.
3. Click to set the point about which the curve passes through.
4. Double‐click to set the end point of the curve.
Double‐clicking ends the operation. To create a multi‐curved NURBS curve, continue to click points.
1. Click the NURBS Curve tool from the 3D Modeling tool set, and select NURBS Curve by Control Point mode.
2. Click to set the first point on the curve.
3. Click to set the point about which the curve pulls toward but does not touch.
4. Double‐click to set the end point of the curve.
Double‐clicking ends the operation. To create a multi‐curved NURBS curve, continue to click points.
NURBS Circles
NURBS circles can be created using one of three modes.
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NURBS Circle by Radius NURBS Circle by Three Points
1. Click the NURBS Circle tool from the 3D Modeling tool set, and select NURBS Circle by Radius mode.
2. Click to set the center of the circle.
3. Click to set the end point of the radius that defines the circle.
1. Click the NURBS Circle tool from the 3D Modeling tool set, and select NURBS Circle by Diameter mode.
2. Click to set a point on the circle.
3. Click to set the end point of the diameter that defines the circle.
1. Click the NURBS Circle from the 3D Modeling tool set, and select NURBS Circle by Three Points mode.
2. Click to set the first point on the circle.
3. Click to set the second point on the circle.
4. Click to set the third (and final) point on the circle.
The third point defines the radius of the circle.
NURBS Arcs
NURBS arcs can be created using one of four modes.
NURBS Arc by Radius NURBS Arc by Tangent
NURBS Arc by Three Points NURBS Arc by Two Points and Center
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1. Click the NURBS Arc tool from the 3D Modeling tool set, and select NURBS Arc by Radius mode.
2. Click to set the center of the arc.
3. Click to fix the radius and set the starting point for the arc.
4. Click to set the end point of the arc.
1. Click the NURBS Arc tool from the 3D Modeling tool set, and select NURBS Arc by Three Points mode.
2. Click to set the starting point of the arc.
3. Click to set end point of the radius that defines the arc.
4. Click to set the end point of the arc.
1. Click the NURBS Arc tool from the 3D Modeling tool set, and select NURBS Arc by Tangent mode.
2. Click to set the start point of the arc.
3. Click to set the tangent.
4. Click to set end point of arc.
1. Click the NURBS Arc tool from the 3D Modeling tool set, and select NURBS Arc by Two Points and Center
mode.
2. Click to set the start point of the arc.
3. Click to set end point of the arc.
4. Click to set the radius of the arc.
Converting to NURBS
The Convert to NURBS command converts 2D objects and 3D polygons into 3D NURBS curves, and converts the faces
of solids to NURBS surfaces. This is a quick way of creating NURBS surfaces from an extrusion, sweep, or other solids.
To convert to NURBS curves or surfaces:
1. Select the object or solid to convert to NURBS surfaces.
Creating 3D Loci | 337
2. Select Modify > Convert > Convert to NURBS.
The selection is converted to NURBS surface(s) or a 3D NURBS curve, as reflected in the Object Info palette.
If the solid consisted of several faces, the conversion results in a group of NURBS surfaces. Select Modify > Ungroup
to access the individual NURBS surfaces that make up the solid.
Creating 3D Loci
3D Locus Tool
The 3D Locus tool places a snappable 3D locus or reference point onto the drawing. Like 2D loci, they are reference
points. They can be moved, but they cannot be reshaped and they do not print.
To manually insert a 3D locus:
1. Click the 3D Locus tool from the 3D Modeling tool set.
2. Click to place the locus.
Vectorworks places the locus on the working plane if it is not snapped to an object.
3. Click to place each additional locus.
To insert a 3D locus by dialog box:
1. Double‐click the 3D Locus tool from the 3D Modeling tool set.
The Create 3D Locus dialog box opens.
2. Select the 3D locus Class and Layer. Enter the X, Y, and Z position where the 3D locus is to be located.
3. Click OK.
To place 3D loci more reliably, turn on the Snap to Objects constraint.
Extruding Objects
Single Extrude
The Extrude command changes 2D objects into 3D objects. The type of object and its attributes determines the type of
extrude that is produced. Lines are extruded as flat planes, while all other objects are extruded as wireframe 3D
objects. While more than one object can be extruded at a time, grouped objects must first be ungrouped in order to be
extruded. Objects that are locked must first be unlocked in order to be extruded.
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Objects are extruded into the current viewing projection, so the extrusion direction is dependent on the current view.
They can be rotated afterwards if desired. See “Rotate Tool” on page 420 or “Preset Rotation Angles” on page 423. The
extruded object height can be edited interactively with the 3D Reshape tool; see “Reshaping Extruded Objects and
Solid Primitives” on page 389 for more information.
When extruding a selection of objects, Vectorworks turns the objects into a single 3D group of objects. To edit an
individual object, either ungroup the set or use the Edit Group command to access the individual objects.
To extrude an object:
1. Select the 2D object(s) to extrude.
2. Select Model > Extrude.
The Create Extrude dialog box opens.
3. Enter the Extrusion height and specify any change in size along the X and Y axes, and then click OK.
Multiple Extrude
A pyramid, sphere, or other 3D object can be created from a series of 2D objects using the Multiple Extrude command.
Using locus points can provide a point of reference with this command.
To create a multiple extrude:
1. Select the 2D objects to extrude.
2. Select Model > Multiple Extrude.
The Create Extrude dialog box opens.
3. Enter the Extrusion height and specify the change in size along the X and Y axes.
4. Click OK.
Vectorworks extrudes the set of objects/locus points by connecting one to another in their stacking order, turning
the objects into a single 3D object.
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2. Select Model > Extrude Along Path.
The Extrude Along Path dialog box opens. Specify the extrusion parameters.
Parameter Description
Select a path object Click the Next or Prev button to select the object that represents the path
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Parameter Description
Uniform Scale Scales the object linearly along the designated path; enter a Scale Factor of 1 to perform no
scaling, or enter a positive scale factor other than 1 for uniform scaling
Exponential Scale Scales the object exponentially along the designated path; enter a Shape Factor of 0 to
perform no scaling, or enter a shape factor other than 0 for exponential scaling
Lock Profile Pane Locks the orientation of the profile plane to the global Z axis, constraining the extrusion to
be perpendicular to the XY plane
Scaling options are available when the path object is a single continuous curve without sharp corners or
discontinuities.
3. Click OK to extrude the object along the selected path.
No scaling
(scale factor 1) Uniform scaling Exponential scaling
4. The type of Scale, Shape/Scale Factor, and Lock Profile Plane status of an extrude along path object can be
edited in the Object Info palette.
3. Enter the Height (Z) of the extrude and the Taper Angle. A positive taper degree shrinks the object as it extrudes,
while a negative taper degree widens the object.
Set a Taper Angle of 0 to create an extrusion with no taper.
4. Click OK to create the tapered extrude.
If a tapered extrude fails, the object reverts to the last known “good” value.
Sweeping Objects
The Sweep command converts 2D objects into 3D cylindrical objects. Use it to convert a single object at a time, or to
convert several selected objects. While more than one object can be swept at a time, grouped objects must first be
ungrouped. Locked objects must first be unlocked in order to create a sweep.
A sweep has four basic elements: a centroid (locus), an arc angle, a segment angle, and a pitch. The locus acts as the
sweep’s center of rotation. If a locus is not selected, Vectorworks automatically sweeps the object around its left edge or
point farthest on the left if more than one object is selected. A locus can be relocated or added after creation using the
Edit Group command. The other three elements (arc angle, segment angle, pitch) can be edited after the sweep has
been created through the Object Info palette.
If more than one object is selected when creating a sweep, the objects are automatically grouped. To edit an object
within the sweep, use the Edit Group command.
To create a sweep:
1. Select the 2D object(s) to sweep and, if created, the locus.
2. Select Model > Sweep.
The Create Sweep dialog box opens. Enter the sweep criteria and click OK.
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Parameter Description
Size
Height Indicates the sweep height
Radius Indicates the sweep radius
Angles
Start Angle Specifies the angle to begin the sweep; normally start at 0
Arc Angle Specifies the degree of the sweep. By default, objects are swept a full 360º.
Segment Angle Indicates the number of segments that make up the sweep. The default is 36 segments, each
one 10º from the next on the arc. The angle setting must be a positive number. A large number
of segments can slow down performance.
Pitch Sets the degree to which the sweep spirals. A sweep’s pitch is represented in the plus‐ or
minus‐height per revolution. For example, if the pitch is 1”, every revolution raises the object
a single inch. The default is 0.
Face Selection Extract tool’s Surface modes and Shell Solid tool, as well as the Chamfer Edge and Fillet
Edge tools with the Select Faces option turned on
Curve Selection Loft Surface tool and Project tool
Surface Selection Project tool
Selecting Edges
The cursor changes to an arrowhead when on or near an edge. If more than one edge is near the cursor, the nearest
edge is selected. Click the edge to select it.
The cursor also changes to an arrowhead when on or near an iso‐parametric curve (which displays in a lighter shade
of pen color than the edge); however, an iso‐parametric curve cannot be selected.
Action Description
Select more than one edge Press the Shift key and select the edges
Deselect a selected edge Click on the edge again with the Shift key pressed
Deselect edges that have Click on an empty area
been selected
Deselect the last selection Press the Backspace (Windows) or Delete (Macintosh) key, or double‐click on the
edge
Arrowhead cursor
(on or near edge) Arrow cursor
(away from edge)
Multiple edges
Highlighted selected
(selected) edge
Iso-parametric
curve
Selecting Faces
Face selection in Vectorworks is actually an edge‐based selection. When the cursor is on or near an edge or near an
iso‐parametric curve, you can select the face on either side of the edge depending on the cursor position.
Iso-parametric curve
Click Next or Prev until the desired face is selected. Click OK to select the face.
Multiple faces can be selected while pressing the Shift key, much like the edge selection described earlier. Deselecting
faces is also similar to deselecting edges.
If desired, click Reverse Normal when a single NURBS surface is selected to reverse the direction of the surface
normal. The arrow changes direction accordingly to indicate the new direction.
If desired, click Reverse Direction when a single NURBS curve is selected to reverse the direction of the curve.
The arrow changes direction accordingly to indicate the new direction.
The properties that can be changed from the Object Info palette include the thickness of a shell, direction of shelling
(inside/outside), the radius of a fillet or setback distance of a chamfer. In the case of variable radius fillets, the
percentage of length and radius value at each point can be edited. However, only the parameters of the topmost object
can be changed.
For example, if a shell is created, and then some of the shell edges are filleted, only the fillet parameters can be
changed directly from the Object Info palette. To change the shell thickness, the fillet object must first be ungrouped.
To change the original extrusion, both the fillet and the shell must be ungrouped. Once changes have been made,
reapply the shell and fillet.
The Modify > Edit Group command cannot be used for these objects.
NURBS Surfaces
Interpolated NURBS Surfaces
An interpolated surface is a NURBS surface that passes through a two‐dimensional array of 3D interpolation points.
Regular NURBS surfaces are defined by their control points, which may not lie on the surface and can be difficult to
use for reshaping the surface (it is difficult to know how much the control point should be moved in order to reshape
the surface by a specific distance). Because interpolation points lie on the surface, it is much easier to modify these
points with the 3D Reshape tool or the Object Info palette, and have the surface pass through the points.
An interpolated surface can be created, or an existing untrimmed NURBS surface can be converted to an interpolated
surface, for easier reshaping.
When an interpolated surface is used in another operation, such as a Boolean operation or trimming, the surface
becomes a control point surface.
The Create Interpolated Surface dialog box opens.
3. Specify the number of interpolation points and degree of flexibility to create for both the U and V direction.
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Parameter Description
U Direction
Number of Points Specifies the number of interpolation points (up to 1000) to create in the U direction;
this number must be greater than the U degree number
Degree Indicates the flexibility of the surface in the U direction, from 1 to 28; a larger number
results in a more variable surface
V Direction
Number of Points Specifies the number of interpolation points (up to 1000) to create in the V direction;
this number must be greater than the V degree number
Degree Indicates the flexibility of the surface in the V direction, from 1 to 28; a larger number
results in a more variable surface
4. Click OK to create the interpolated surface. Select Show Vertices in the Object Info palette to display the
interpolation points. Use the 3D Reshape tool to reshape the interpolated NURBS surface.
3. Click OK to create the interpolated surface. Select Show Vertices in the Object Info palette to display
interpolation points. Use the 3D Reshape tool to reshape the interpolated NURBS surface.
Mode Description
Loft With No Rail Creates a loft surface using two or more cross sections
Loft With One Rail Creates a loft surface using a rail and one or more cross sections
Birail Sweep Creates a loft surface using two rails and one cross section
Similar to the Multiple Extrude command, the Loft Surface tool normally creates a 3D object (a generic solid) from a
series of other objects. Unlike Multiple Extrude, the cross sections do not need to be equally spaced, and the resulting
profile can be manipulated to avoid self‐intersection and to control twist.
This tool can potentially create surfaces which cannot be further manipulated in the 3D Power Pack. See “Surface
Geometry Requirements” on page 346.
1. Click the Loft Surface tool from the 3D Modeling tool set, and then select Loft With No Rail from the Tool bar.
2. Click on each cross section. The cursor changes into an arrowhead when over a valid cross section. The point
nearest to the click is selected.
The proposed curve alignment displays in red as each section is selected.
Cross sections are created using NURBS curves which do not need to be the same shape or planar. All NURBS
curves must be either closed or open objects, not a mixture of the two. 3D loci can be used in a loft, but must
display at the ends of the loft.
3. Once all curves are selected, press Enter (Windows) or Return (Macintosh) or click the check mark button on the
Tool bar.
The Loft Creation dialog box opens.
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4. Specify the desired loft creation settings.
Parameter Description
Select Curve Selects the previous or next cross section curve. Reverse changes the direction of
the curve to twist or untwist the loft surface.
Reverse Click to reverse the curve direction
Select Alignment by Point Selects the previous or next point on the selected cross‐section curve. If the cross
section does not have any corners, this option is disabled.
Select Alignment by Selects points along a geometrically continuous cross section (such as a circle) by
Percentage a specified percentage, or by adjusting the slider
Ruled Creates a linearly interpolated object
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Parameter Description
Closed Creates a loft surface that closes in on itself. Because the start point cannot be
selected as the end point of a loft, the Closed option automatically completes the
connection.
Create Solid Creates a solid loft surface with capped ends; deselect to create a group of NURBS
surfaces instead of a generic solid
Keep Curves Retains the cross sections after the loft is created
Preview Displays the proposed loft surfaces based on the current settings
5. Click OK to close the dialog box and create the loft surface(s).
1. Click the Loft Surface tool from the 3D Modeling tool set, and then select Loft With One Rail from the Tool bar.
2. Click on the rail, and then click on each cross section.
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Rail
3. Once all curves are selected, press Enter (Windows) or Return (Macintosh) or click the check mark button on the
Tool bar.
The Loft Creation dialog box opens.
4. Specify the desired loft creation settings (see “Loft Surface Using No Rails” on page 350).
5. Click OK to close the dialog box and create the loft surface(s).
The rail curve should intersect all cross‐section curves if there is more than one curve.
When a single cross section is used, the curve is swept along the rail and the cross section does not need to
intersect the rail.
1. Click the Loft Surface tool from the 3D Modeling tool set, and then select Birail Sweep from the Tool bar.
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2. Click on each rail, and then click on the cross section. The cross‐section profile curve does not need to intersect
the rail curves.
In this mode, only one cross section can be selected.
Rails
3. Once the profile curve is selected, press Enter (Windows) or Return (Macintosh) or click the check mark button
on the Tool bar.
The Loft Creation dialog box opens.
4. Specify the desired loft creation settings (see “Loft Surface Using No Rails” on page 350).
5. Click OK to close the dialog box and create the loft surface(s).
The loft surface is created differently depending on whether the profile curve is open or closed, and how the start/end
of the rails touch the profile curve. In certain instances, the click order (which rail is clicked first) and location (part of
the profile curve that is clicked) will produce a different loft surface.
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Status of Profile Curve and Rails Effect of Rail Click Order/Profile Click Location
Open Profile Curve
Start/end of one of the rails touches the The rail click order and profile click location do not affect the loft
start/end of the open profile surface creation
Start/end of the rails do not touch the Both the rail click order and the location where the profile is clicked
start/end of the open profile, or do not affect how the loft surface is created
touch the open profile at all
Rails
Top rail clicked first, then bottom rail, Top rail clicked first, then bottom rail,
Rails do not touch the open profile curve and then the top of the profile curve and then the bottom of the profile curve
OR OR
Bottom rail clicked first, then top rail, Bottom rail clicked first, then top rail,
and then the bottom of the profile curve and then the top of the profile curve
Rails
Top rail clicked first, then bottom Bottom rail clicked first, then top
Rails do not touch the closed profile curve rail, and then the profile curve rail, and then the profile curve
3. Select Model > 3D Power Pack > Create Surface from Curves.
A NURBS surface is created with a red pen color.
Multiple open NURBS that form both boundary and interior curves can be used to create a NURBS surface, but
must have an equal number of intersections.
A NURBS surface is not created if there is more than one intersection created by the selected curves, creating multiple
enclosed regions. It is also not created if there is an intersection between selected curves in the same parametric
direction or if there are an unequal number of intersections.
Only one enclosed region allowed Intersection between curves in the Unequal number of intersections
same parametric direction
2. Select Model > 3D Power Pack > Create Drape Surface.
The Create Drape Surface dialog box opens.
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Parameter Description
Number of Specifies the number of control points on the drape surface; the greater the number of
Points points, the closer the drape surface is to the object
U Direction Enter the number of points to create in the U direction; this number must be at least 3
V Direction Enter the number of points to create in the V direction; this number must be at least 3
Plane Z Value Specify the base level of the drape surface (how far down the bottom of the drape goes),
which must be less than the highest Z coordinate of the object
3. Click OK to create the drape surface.
2. Select Model > 3D Power Pack > Create Fillet Surface.
The Fillet Surface Preferences dialog box opens. Enter the desired Fillet Radius, and then select the trim and
cross section type for the fillet.
The following trim type examples use a circular cross section type, and the cross section examples use an edge
tangency trim type. The original surfaces are trimmed.
Parameter Description
Fillet Radius Specifies the radius of the fillet surface
Trim Type
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Parameter Description
Edge Tangency Creates a blend between the minimal and maximal intersections on each end of the fillet
Minimal Trims the fillet surface to the minimal intersecting areas on the face boundaries
Maximal Trims the fillet surface to the maximal intersecting areas on the face boundaries
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Parameter Description
None Generates the entire fillet without trimming the fillet surface
Cross Section Type
Circular Creates a fillet surface with a circular cross section
Linear Creates a fillet surface with a linear cross section
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Parameter Description
Tangent Creates a fillet surface with a tangent continuous G1 cross section
Continuous
Blend
Curvature Creates a fillet surface with a curvature continuous G2 cross section
Continuous
Blend
Trim Original Creates a fillet surface and trims the original surfaces where they connect to the fillet surface
Surfaces
3. Click OK.
A NURBS fillet surface is created between the two objects.
The position of the fillet surface depends on the surface normals. The fillet is created differently if the Reverse
Normal button is clicked for one or both of the surfaces in the Object Info palette.
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2. Select Model > 3D Power Pack > Create Planar Caps.
Planar NURBS surfaces are created to close off the ends of the solid.
3. Add the solid and the planar cap surfaces by selecting them all and choosing Model > Add Solids.
profile
axis
rail
To create a NURBS surface with profile and rail:
1. Create the axis, rail and profile out of NURBS curves.
Conditions must meet the following requirements:
• The axis must be a linear NURBS curve
• The profile must be a planar NURBS curve
• The profile cannot intersect the axis, though it can touch
• The axis must lie on the same plane as the profile
• The rail must be a planar NURBS curve that lies on a plane perpendicular to the plane containing the axis and
profile
2. Select Model > 3D Power Pack > Revolve with Rail. Select, in order, the axis, profile and rail.
Click 3
Click 1
Click 2
3. The NURBS surfaces are automatically created.
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The rail defines the extent of the revolution. An open rail curve generates surfaces until the rail ends.
Parameter Description
Move Select Entire Object to edit all the vertices of the surface, Vertex Only to edit
only the selected vertex, U Vertices to edit all of the vertices in a row in the U
direction, and V Vertices to edit all of the vertices in a row in the V direction
Edit U/V Scrolls through the vertices of the selected NURBS surface in either the U
parametric direction or V parametric direction
X, Y, Z / I, J, K Depending on the selection in the Move list, displays the position of the current
surface or vertex; edit the values to change the surface/vertex position
U Degree/ V Degree A NURBS surface is defined mathematically by two parameters, U and V, which
increase or decrease along certain directions called the U and V parametric
directions. The two directions are perpendicular to each other.
Increasing the U or V Degree value adds vertices in that parametric direction; the
vertices can then be manipulated
Extracting Geometry | 365
Parameter Description
V Degree Degree in the V parametric direction; increasing this value adds vertices that can
then be manipulated
Weight NURBS curves and surfaces are represented mathematically by weighted control
points. The weight value can be anywhere between .01 and 100. A weight above
1 pulls the curve or surface toward the control point; a weight below 1 has the
reverse effect.
Reverse Normal Flips the surface normal direction
Untrim Creates a NURBS surface, if the surface has been trimmed
NURBS Surface parameters Displays the NURBS surface parameters
(display only)
Show Vertices Select to display the surface’s vertices
Show Normal Displays the surface normal as a red arrow for the selected NURBS surface
Extracting Geometry
The Extract tool can be used to extract geometry from the edge or surface of a NURBS surface or solid object, leaving
the original unmodified. The extracted geometry can then be used for snapping or for other surface operations.
Extract Curve Extract Surface
Extract Preferences
Mode Description
Extract Point Extracts 3D loci from the edges of a NURBS surface or solid object. 3D loci are
placed at the start, end, and mid‐points of the selected edges. For circular
edges, a 3D locus is created at the circle center as well.
Extract Curve Extracts a NURBS curve from the edge of a solid object
Extract Iso‐parametric Curve Extracts an iso‐parametric curve from the surface of a solid object
Extract Surface Extracts a NURBS surface from the face of a solid
Extract Preferences Provides options for extracting tangent entities, faces, or all entities; the
specific items extracted depends on which mode is selected. These options
have no effect in Extract Iso‐parametric Curve mode.
To extract geometry from the edge or surface of a NURBS surface or solid object:
1. In the desired view, click the Extract tool from the 3D Modeling tool set, and then select the desired mode from
the Tool bar.
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2. If Extract Iso‐parametric Curve mode was selected, skip to step 4. For all other modes, click Extract Preferences
from the Tool bar.
The Extract Preferences dialog box opens.
Parameter Description
Select Tangent Entities In Extract Point or Extract Curve mode, extracts loci or curves from
tangentially connected edges of the selected object; in Extract Surface mode,
extracts surfaces from tangentially connected faces of the selected object
Select Faces In Extract Point or Extract Curve mode, extracts loci or curves from all edges of
the selected face(s)
Select All Entities In Extract Point or Extract Curve mode, extracts loci or curves from all edges of
the selected object; in Extract Surface mode, extracts surfaces from all faces of
the selected object
3. Specify the desired preferences and click OK.
4. Select the edge(s) or surface(s) from which geometry will be extracted. To select multiple edges or surfaces, hold
the Shift key while selecting.
See “Selecting the Edges and Faces of a Solid” on page 343 for information on selecting surfaces.
5. Press Enter (Windows) or Return (Macintosh) or click the check mark button on the Tool bar to extract the 3D
loci, curves, or surfaces.
The extracted entities display in red, because they are automatically placed in either the RedCurves or
RedSurfaces class.
To edit extracted groups, select Modify > Ungroup.
Proximity Interrogation
Mode Description
Proximity Determines the minimum distance between NURBS curves/surfaces and 3D loci, or the
intersection between NURBS curves/surfaces
Interrogation Interactively determines the curvature of NURBS curves and surfaces and displays curvature
parameters
To analyze NURBS proximity or intersection:
1. Click the Analysis tool from the 3D Modeling tool set, and then select Proximity from the Tool bar.
2. Click on a NURBS curve, NURBS surface, or 3D locus, and then click on another NURBS curve or surface.
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A red 3D locus is placed on each NURBS curve at the closest minimum distance or intersecting points between
the two items, or a NURBS curve is placed at the intersection of two NURBS surfaces.
NURBS curve
Locus points placed at each intersection Locus points placed at the NURBS curve placed at the
between a NURBS curve and NURBS surface minimum distance from a 3D intersection of two NURBS surfaces
locus point to both a NURBS
curve and a NURBS surface
To determine the curvature of a NURBS curve:
1. Click the Analysis tool from the 3D Modeling tool set, and then select Interrogation from the Tool bar.
2. Click on the NURBS curve of interest and move the cursor along the curve to display the curvature circle at the
cursor position.
3. Click the curve to obtain curve properties at a specific location along the curve. The Curve Properties dialog box
opens, displaying curvature parameters for that location.
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4. Select Locus at center of curvature and click OK to place a 3D locus and curvature circle, as well as a 3D locus at
the center of curvature of that location.
To determine the curvature of a NURBS surface:
1. Click the Analysis tool from the 3D Modeling tool set, and then select Interrogation from the Tool bar.
2. Click on the NURBS surface of interest and move the cursor along the surface to display the curvature circles at
the cursor position.
3. To obtain surface properties at a specific location along the surface, click. The Surface Properties dialog box
opens, displaying curvature parameters for that location.
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4. Select Loci at centers of curvature and click OK to place a 3D locus at the point on the surface where the
curvature parameters are being calculated, and a curvature circle with a 3D locus at the center of the curvature
circle for each curve at that location.
Parameter Description
Number of Points Specifies the number of points to use; for a NURBS curve, enter the number of points,
which must be at least 3
U Direction For a NURBS surface, enter the number of points to use along the U direction; this
number must be at least 3
V Direction For a NURBS surface, enter the number of points to use along the V direction; this
number must be at least 3
Keep Original Retains the original curve or surface, and adds a new, rebuilt curve or surface
Maximum Deviation After clicking Preview, displays the maximum deviation between the original and
rebuilt surface or curve
Preview Displays a red preview of the new, rebuilt curve or surface
3. Click OK to rebuild the NURBS curve(s) or surface(s).
Mode Description
Project and Split Splits a NURBS surface with a projection
Project and Trim Trims a NURBS surface with a projection
Project and Add Adds a projection to a NURBS surface
Project and Add Upward In Project and Add mode, adds the projection in the profile plane
normal direction
Project and Add Downward In Project and Add mode, adds the projection in the opposite direction
from the profile plane normal direction
Project and Add Both Directions In Project and Add mode, adds the projection in both the profile plane
normal direction and the opposite direction
1. In the desired view, draw a 2D object or NURBS curve on top of a NURBS surface.
If the object to be projected is an open NURBS curve or open 2D object, both end points must be outside the
NURBS surface.
2. Click the Project tool from the 3D Modeling tool set, and then select Project and Split from the Tool bar.
3. Click on the splitting object, and then click on the NURBS surface.
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The splitting object is projected onto the NURBS surface, resulting in a group of NURBS surfaces.
1. In the desired view, draw a 2D object or NURBS curve on top of a NURBS surface.
If the object to be projected is an open NURBS curve or an open 2D object, both end points must be outside the
NURBS surface.
2. Click the Project tool from the 3D Modeling tool set, and then select Project and Trim from the Tool bar.
3. Click on the trimming object, and then click on the NURBS surface. The cursor changes into the pointing hand
cursor. Click on the side of the intersection to be trimmed away.
Select the project and Select the NURBS surface Select the region to be
trimming object trimmed
The trimming object is projected onto the NURBS surface, and the region selected to be trimmed away is
removed from the NURBS surface at the point of intersection.
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1. In the desired view, draw a 2D object or NURBS curve on top of a NURBS surface.
The 2D object or NURBS curve must be closed and planar.
2. Click the Project tool from the 3D Modeling tool set.
3. Select Project and Add from the Tool bar. Select the appropriate direction mode so that the projection direction
intersects the NURBS surface (Project and Add Upward, Project and Add Downward, or Project and Add Both
Directions).
The projection direction must intersect with the NURBS surface, or no projection is created.
4. Click on the object to add; the projection direction is indicated by a red arrow. Click on the NURBS surface.
The object’s projection is added to the NURBS surface at the point of intersection, creating a generic solid.
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Creating a Rib
The Project and Add mode of the Project tool can be used to create ribs.
To create a rib:
1. In the desired view, draw a 2D object or NURBS curve on top of a solid.
The 2D object or NURBS curve must be closed and planar.
2. Click the Project tool from the 3D Modeling tool set, and then select Project and Add from the Tool bar.
3. Select the appropriate projection direction mode.
4. Click on the object to add, and then click on the solid.
The rib profile is projected until it meets the next surface it encounters. The profile is trimmed at the extremities
automatically.
Closed NURBS curves and trimmed NURBS surfaces cannot be extended. In addition, a NURBS surface cannot
be extended in the direction (U or V) that it is closed.
To extend a NURBS curve or surface:
1. Select the NURBS curve or surface to extend.
2. Select Model > 3D Power Pack > Extend NURBS.
The Extend NURBS dialog box opens. Select the end point (for NURBS curves) or edge (for NURBS surfaces) to
extend. On the drawing, the selected edge or end point is displayed in red. Select the type of extension to make
and specify the extension distance.
Parameter Description
Select End Point/Edge Click the arrows to select the end point or edge to extend. The selected end point or
edge is displayed in red on the drawing.
Linear Extension Extends the edge or end point tangentially
Smooth Extension Extends the edge or end point by continuing the current curvature
Distance Specifies the extension distance
Preview Click to see a preview of the extension in red
Creating Helix-Spirals
The Create Helix‐Spiral command creates a helix‐shaped or spiral‐shaped 3D object from one or more path objects.
The paths can be 2D objects or NURBS curves.
To create a helix or spiral:
1. Select the object(s) to use as the path.
2. Select Model > 3D Power Pack > Create Helix‐Spiral.
The Helix‐Spiral Creation dialog box opens.
Parameter Description
Use Turns Select to create a helix/spiral by a specified number of turns along the path
Turns Enter the total number of turns to be created along the path
Use Pitch Select to create a helix/spiral by pitch
Pitch Enter the pitch value (the distance between successive turns)
Start Radius Enter the radius of the perpendicular starting circle
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Parameter Description
End Radius Enter the radius of the perpendicular ending circle. To create a helix, enter a value
matching the start radius. To create a spiral, enter a different value.
Start Angle Enter the starting point of the twist on the starting circle
Reverse Direction Select to change the rotation direction of the helix/spiral from clockwise to
counter‐clockwise or vice‐versa
Flatten Select to flatten the helix/spiral into a 2D spiral. Use Pitch is not available with this
option.
3. Click OK.
A helix or spiral is created.
A helix or spiral object can be used, without further conversion, as a path object for the Extrude Along Path
command.
Ungrouping a helix‐spiral object results in a NURBS curve.
Creating Contours
Contours are intersections of a solid or surface with a plane passing through the line specified with the Create
Contours tool. This tool creates contours at specified intervals, which can then be used to create a loft surface in order
to re‐create a solid shape.
To create contours:
1. Click the Create Contours tool from the 3D Modeling tool set, and then select Preferences on the Tool bar to
specify the contour interval.
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To create a single contour, specify a Contour Increment of zero.
2. Click and drag to indicate the position of the intersecting plane.
The contours, a group of NURBS curves, are drawn in red.
Solids Operations
Modifying Edges
The Chamfer Edge and Fillet Edge tools remove the sharp corners of a solid by modifying the shape of its edges. The
Chamfer Edge tool modifies the surface with a linear cross section while the Fillet Edge tool modifies the surface with
a circular cross section.
Edges are usually modified during the detailed design phase of a project. This may reduce the heat and/or stress
concentration in manufacturing and can provide a more realistic or aesthetic appearance to a model.
1. Click the Chamfer Edge tool from the 3D Modeling tool set, and then select Preferences on the Tool bar to
specify chamfer edge preferences.
The Chamfer Edge Preferences dialog box opens.
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Parameter Description
Setback Specify the distance by which the faces are set back
Select Tangent Entities Choose this option to select tangentially connected edges and faces for chamfering
Select Faces Choose this option to select faces for chamfering
2. Click OK to close the Chamfer Edge Preferences dialog box.
3. For tangent entity selections, select the tangentially connected edges and faces to be modified. For face selections,
select the faces to be modified. Hold the Shift key down to select several faces and edges.
See “Selecting the Edges and Faces of a Solid” on page 343 for information on selecting edges and faces.
4. Press Enter (Windows) or Return (Macintosh) or click the check mark button on the Tool bar to perform the edge
modification.
The Setback value for the chamfered edge can be edited through the Object Info palette.
Once the modification is complete, the edge set used to create the modification cannot be changed. The modified
edge can be ungrouped, and a new modification with different edges can be created.
If one modification has been created over another, the first modification cannot be edited in the Object Info
palette unless the last one is ungrouped (see “Editing a Fillet/Chamfer or Shell Object” on page 346).
A chamfer edge operation may fail due to:
• complex surface geometry adjacent to an edge or corner involved in the modification;
• an attempt to modify one edge in a sequence of tangential edges (select all the edges for a better chance of
success); or
• an attempt to modify without selecting all the edges at a vertex.
1. Click the Fillet Edge tool from the 3D Modeling tool set, and then select Preferences on the Tool bar to specify
fillet edge preferences.
The Fillet Edge Preferences dialog box opens.
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Parameter Description
Select Tangent Entities Choose this option to select tangentially connected edges and faces for filleting
Constant Radius Create a filleted surface based on a constant radius
Radius Indicate the radius of the fillet edge
Select Faces Choose this option to select faces for filleting
Variable Radius Create a filleted surface based on a variable radius
Length (%) Enter the length up to the point as a percentage of the total edge length (for example, 50)
Radius Enter the radius value at the corresponding percentage of length value (for example, 1”)
Set Click to add a length/radius pair or modify the currently selected pair
Delete Click to delete the selected length/radius value
Reverse Reverses the order of the radius values; the radius values that were at the shortest
percentage length are switched to the longest percentage length, and vice versa
2. Click OK to close the Fillet Edge Preferences dialog box.
3. For tangent entity selections, select the tangentially connected edges and faces to be modified. For face selections,
select the faces to be modified. Hold the Shift key down to select several faces and edges.
See “Selecting the Edges and Faces of a Solid” on page 343 for information on selecting edges and faces.
4. Press Enter (Windows) or Return (Macintosh) or click the check mark button on the Tool bar to perform the edge
modification.
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The Radius value for the filleted edge can be edited through the Object Info palette. For the fillet by variable radius,
press the Edit arrow buttons to highlight each point along the edge for editing.
Once the modification is complete, the edge set used to create the modification cannot be changed. The modified
edge can be ungrouped, and a new modification with different edges can be created.
If one modification has been created over another, the first modification cannot be edited in the Object Info
palette unless both are first ungrouped (see “Editing a Fillet/Chamfer or Shell Object” on page 346).
A fillet edge operation may fail due to:
• complex surface geometry adjacent to an edge or corner involved in the modification;
• a radius value that is too large;
• an attempt to modify one edge in a sequence of tangential edges (select all the edges for a better chance of
success); or
• an attempt to modify without selecting all the edges in a vertex.
1. Click Shell Solid from the 3D Modeling tool set.
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2. Click on the face of the solid object where the shell will be created.
The Shell Solid Preferences dialog box opens. Specify the shell settings.
Parameter Description
Shell
Inside Creates an interior shell
Outside Creates an exterior shell
Thickness Enter the thickness of the shell wall
Select Tangent Faces Selects the tangentially connected chain of faces
Click Shell Solid Preferences on the Tool bar to edit the settings.
3. Click OK.
The selected face of the object is highlighted in red.
If the wrong face is highlighted, select the correct face before pressing Enter.
4. Press Enter (Windows) or Return (Macintosh), or click the check mark button on the Tool bar, to create the shell.
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The Shell Solid Preferences dialog box opens.
3. Specify the desired shell settings as described in “Shell from a Solid Object” on page 382.
Click Shell Solid Preferences on the Tool bar to edit the settings.
4. Click OK.
The selected face of the object is highlighted in red.
5. Press Enter (Windows) or Return (Macintosh), or click the check mark button on the Tool bar, to create the shell.
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The surfaces must enclose a volume.
2. Select Model > 3D Power Pack > Stitch and Trim Surfaces.
The surfaces enclosing the volume are stitched together and then trimmed, resulting in a generic solid.
Mode Description
Extrude Face Selects the planar face of a solid to add to or subtract volume from the solid,
creating perpendicular faces
Move Face Extends the planar face of a solid, adding or subtracting the face along with any
geometry present on the face
Extrude Curve Selects a curve or group of curves to add to or subtract volume from a solid
Add Creates a protrusion by adding volume to the solid
Subtract Creates a cutout by subtracting volume from the solid
To add to or subtract from a solid in Extrude Face mode:
1. Click the Protrusion/Cutout tool from the 3D Modeling tool set, and then select Extrude Face from the Tool bar.
2. Select either Add or Subtract from the Tool bar to specify whether to add or subtract volume from the solid.
3. Click on the desired planar face. The Select Face dialog box opens to help select the correct face, as described in
“Selecting the Edges and Faces of a Solid” on page 343. When the correct face is selected, click OK.
4. A grab handle is displayed on the face. Click on the handle and drag to expand (Add mode) or decrease
(Subtract mode) the solid volume. The distance of the protrusion or cutout can also be specified by entering a
value in the Distance field on the Tool bar or floating data bar. The new solid is previewed on the drawing.
5. Press the Enter (Windows) or Return (Macintosh) key or click the check mark button on the Tool bar to create the
protrusion or cutout solid.
To move the face of a solid in Move Face mode:
1. Click the Protrusion/Cutout tool from the 3D Modeling tool set, and then select Move Face from the Tool bar.
2. Click on the desired planar face. The Select Face dialog box opens to help select the correct face, as described in
“Selecting the Edges and Faces of a Solid” on page 343. When the correct face is selected, click OK.
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3. A grab handle is displayed on the face. Click on the handle and drag to extend the face and its geometry. The
distance can also be specified by entering a value in the Distance field on the Tool bar or floating data bar. The
new solid is previewed on the drawing.
4. Press the Enter (Windows) or Return (Macintosh) key or click the check mark button on the Tool bar to create the
protrusion or cutout solid.
1. Click the Protrusion/Cutout tool from the 3D Modeling tool set, and then select Extract Curve from the Tool bar.
2. Select either Add or Subtract from the Tool bar to specify whether the solid will have volume added or
subtracted.
3. Select the NURBS curve or group of NURBS curves that will be used to create the protrusion or cutout, and then
select the solid.
4. A grab handle is displayed on the solid face. When an open NURBS curve is coplanar with the solid face and also
splits the face of the solid, a grab handle is displayed for each split section, and each handle can be moved
individually. Click on the handle and drag to expand (Add mode) or decrease (Subtract mode) the solid volume.
The distance of the protrusion or cutout can also be specified by entering a value in the Distance field on the Tool
bar or floating data bar. The new solid is previewed on the drawing.
In Subtract mode, the distance value can exceed the solid perimeter; the cutout operation is only performed on
the selected solid.
Grab handle for each coplanar face
5. Press the Enter (Windows) or Return (Macintosh) key or click the check mark button on the Tool bar to create the
protrusion or cutout solid.
Parameter Description
Place locus at center of mass Places a 3D locus at the center of mass of the object
Place properties on drawing Places the volumetric properties as text on the drawing at a specified location
3. Click OK. If Place locus at center of mass was selected, the 3D locus is placed automatically on the object. If
Place properties on drawing was selected, click in the drawing file to specify the location of the text.
Reshaping 3D Objects
The 3D Reshape tool changes the height and radius of an extruded object, tapered extrude, or a 3D object that is not a
mesh object. In addition, use it to reshape walls (see “Editing Walls” on page 520), 3D polygons, and solid primitives
(such as cylinders, hemispheres, cones, and spheres), change the angle (rise/run) of roofs created with the Roof Face
command, and reshape roof objects created with the Create Roof command (see “Reshaping Roof Objects” on
page 548).
To reshape an extrude, cylinder, sphere, hemisphere, cone, or tapered extrude:
1. Select the object to reshape.
2. Click the 3D Reshape tool from the 3D Modeling tool set.
A resize handle is added to both top and bottom of an extruded object. Multiple resize handles are added around
cylinder, sphere, hemisphere, and cone objects. For a tapered extrude object, one resize handle is added to its top
for changing its height, and one to the side for changing its taper angle.
Tapered extrudes with a taper angle of zero have an additional resize angle at the bottom.
3. Click and drag the resize handle to change the object’s height, radius, or taper angle.
When the cursor is over a radius resize handle, the standard arrow cursor changes into a double‐headed arrow. It
changes to an unfilled double‐headed arrow over a height resize handle.
4. Click again when the object is at the desired height, radius, or angle.
Alternatively, press the Tab key and enter a numeric value for the height, radius, or angle in the Data bar.
With the 3D Reshape cursor, drag the resize Change the radius of a cylinder, sphere, Change the angle of a tapered
handle up (or down) to the desired extrude hemisphere, or cone by dragging the extrude by dragging the side resize
height resize handle to the desired radius handle to the desired angle
To reshape a NURBS surface:
1. Select the NURBS surface to reshape.
2. Click the 3D Reshape tool from the 3D Modeling tool set.
Select the mode from the Tool bar.
Reshaping 3D Objects | 391
Mode Description
Move NURBS Surface Vertex Changes the position of the selected vertex or vertices only
Move NURBS Surface U Vertices Changes the position of all vertices in a row in the U direction
Move NURBS Surface V Vertices Changes the position of all vertices in a row in the V direction
Working plane constrain Moves the selected vertex or vertices on a working plane
X axis constrain Moves the selected vertex or vertices along the X axis
Y axis constrain Moves the selected vertex or vertices along the Y axis
Z axis constrain Moves the selected vertex or vertices along the Z axis
To select one vertex or row of vertices, position the cursor over one of the NURBS surface vertices. When the
cursor is over a vertex, the standard arrow cursor changes to an unfilled, four‐way arrow.
To select several vertices at one time, click with the Shift key pressed or click and drag to create a marquee
around the desired vertices.
If several vertices are selected, position the cursor over one of them.
3. Click‐drag the mouse to move the vertex or vertices.
4. Release the mouse at the desired location.
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3. Select the alignment/distribution criteria.
Parameter Description
Alignment/ Select whether to align/distribute about the ground plane or the working plane
Distribution Axes
Align/Distribute Select Align and specify the coordinate value to use when aligning objects, or select
Distribute to distribute objects
Minimum Align/distribute objects along the specified axis by the minimum coordinate value of
each object
Center Align/distribute objects along the specified axis by the center coordinate value of each
object
Maximum Align/distribute objects along the specified axis by the maximum coordinate value of
each object
Spacing Distribute spacing between objects along the specified axis, ensuring that the space
between the objects is equal along the axis
4. Click OK.
Vectorworks aligns/distributes the selected 3D objects.
3D loci and locked objects are special objects and behave differently when present during an alignment/
distribution operation.
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If a 3D locus point is one of the selected objects, all objects are aligned relative to that locus. If there are multiple
loci in the selection, then the loci are aligned/distributed like any other object.
Locked objects in a selection do not move. Other objects are aligned/distributed relative to the locked objects.
Selected 2D objects are ignored by the Align/Distribute 3D command.
Object Criteria
Sweeps Cannot contain lines, or be swept around a locus which is between the left and right
bounds of the swept 2D primitive; if not swept around a locus, should have a vertical
segment on the left edge
Helical Sweep Must be swept around a locus outside the left and right bounds of the object
Multiple Extrude Must have planar polygons
Meshes Cannot have interpenetrating polygons; every edge of every polygon in the mesh must be
shared with one other polygon
Walls Must not have symbols that extend above the top or below the bottom of the wall
2D objects must have a fill applied prior to being converted to 3D to be considered a solid object. If the converted
3D object did not have a fill applied prior to conversion, it can be added using the Enter Group command to
return to the original 2D object.
Adding Solids
The Add Solids command joins two or more 3D objects into a single model.
To add solids in 3D:
1. Select two or more 3D objects to combine.
2. Select Model > Add Solids.
Vectorworks creates a single solid model from the object.
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Intersecting Solids
The Intersect Solids command creates a single model from the volume created where two or more 3D objects
intersect.
To intersect solids:
1. Select the two or more 3D objects to combine.
2. Select Model > Intersect Solids.
Vectorworks creates a single solid model from the objects; it is the size and shape of the overlapping volume of
the selected objects.
Subtracting Solids
The Subtract Solids command cuts (subtracts) one or more 3D objects from another 3D object, creating a new model.
The subtracting object should extend beyond the surface of the original object.
To subtract solids:
1. Select both the object(s) to subtract and the object to subtract from (the base object).
2. Select Model > Subtract Solids.
A dialog box opens.
3. Select the desired object to subtract.
Use the forward and back arrows to select the base object, which is shown with a thick outline.
4. Click OK.
Vectorworks creates a single solid model with the selected object subtracted.
Editing 3D Object Surfaces | 395
Sectioning Solids
The Section Solids command discards a portion of solids or NURBS surfaces, allowing the creation of planar or
stepped sections through a solid or surface. The sectioned surface can be “marked” by the sectioning surface color.
To section a solid:
1. Select the solid or surface to be sectioned, along with the sectioning surface. The sectioned surface selection
depends on the normal of the NURBS surfaces; select Show Normal in the Object Info palette to display the
surface normals (see “Displaying Surface Normals” on page 345).
2. Select Model > Section Solids. In the Select Object dialog box, specify which object is to be used as the sectioning
surface. By default, the most recently created object is highlighted, but a different object can be selected by
clicking the arrows.
The sectioning surface must be larger than the solid being sectioned.
3. When the desired sectioning surface is selected, click OK.
The solid is sectioned by the sectioning surface. The remaining object becomes a solid section.
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The solid section parameters can be edited in the Object Info palette.
Parameter Description
Width/Depth/Height (display only) Displays the parameters of the solid section surface
Reverse Section Side Switches the remaining side of the solid being sectioned
Use Section Color Applies the color of the sectioning surface to the sectioned surface
A selected solid can also be scaled asymmetrically by selecting the Modify > Scale Objects command and entering an
Asymmetric scale factor. However, the current view must be aligned with the solid’s matrix for scaling to occur.
Convert to Mesh
The Convert to Mesh command converts any extrude, multiple extrude, sweep, or wireframe object into a mesh
object. Use the Object Info palette to edit the mesh object vertice(s). The command can also collect a number of separate
3D polygons into a single mesh object.
To convert to mesh:
1. Select the 3D object to convert.
2. Select Modify > Convert > Convert to Mesh.
The object changes to a mesh object. Once the 3D object has been converted into a mesh, each vertex has its own
handle and can then be moved individually.
Common Functions and Utilities 12
Vectorworks provides several tools to perform editing functions that are common to both 2D and 3D objects. Also
provided are utilities for converting objects, compressing images, and tracing bitmap images.
Undoing Actions
One or more of the most recent actions can be undone. Specify the number of actions that can be undone on the
Session tab of Vectorworks preferences. See “Session Preferences” on page 48 for information on this tab. The
maximum number of actions that can be undone is 100. Select Issue undo warnings to open a warning dialog box
when attempting to undo an action that cannot be undone.
To undo recent changes:
Select Edit > Undo.
The most recent change is undone. Continue to select the Undo command to undo changes in the reverse order
in which they were performed.
The higher the maximum number of undos, the more memory may be required.
Redoing Actions
Actions that have been undone can then be redone. The number of actions that can be redone is determined by how
many undos were performed.
To redo actions that were undone:
Select Edit > Redo.
The most recent undo is reversed and the action is executed again. Continuing to select the Redo command will
redo changes in the reverse order that they were undone.
Moving Objects
Objects can be moved in several ways.
• Use the Move command (2D objects) or Move 3D command (3D objects) to move an object an exact distance.
• Use the Move by Points tool to move, duplicate, and distribute both 2D and 3D objects by clicking.
• Use the selection tools to select and drag objects to a new location.
• Nudge selected objects one pixel at a time, or by the snap grid (see “Setting Vectorworks Preferences” on page 45
and “Nudging Symbols in Walls” on page 533).
Moving 2D Objects
For information about moving symbols in walls, see “Moving Symbols in Walls with the Move Command” on
page 533.
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To move a 2D object with the Move command:
1. Select the object(s) to move.
2. Select Modify > Move > Move.
The Move Selection dialog box opens. Move the objects according to Cartesian or Polar coordinates.
Parameter Description
Cartesian Specify the distance to move the object; for Cartesian coordinates, select Cartesian and enter
the X and Y Offset distances
Polar Specify the distance to move the object; for Polar coordinates, select Polar and enter the
Distance and Angle
3. Click OK.
The object is moved according to the criteria specified.
Moving 3D Objects
To move a 3D object with the Move 3D command:
1. Select the object(s) to move.
2. Select Modify > Move > Move 3D.
The Move 3D Selection dialog box opens.
Parameter Description
XYZ Select the X, Y, Z (Cartesian) coordinate system
Moving Objects | 399
Parameter Description
X, Y, Z Offset For Cartesian coordinates, specify the distance to move the object
IJK Select the I, J, K (working plane) coordinate system
I, J, K Offset For working plane coordinates, specify the distance to move the object
3. Click OK. The object is moved according to the criteria specified.
Move Preferences
Mode Description
Move Moves and duplicates selected objects according to the distance and direction specified by
two mouse clicks
Distribute Moves and distributes duplicate objects between the points specified by two mouse clicks
Reference Point Moves selected objects according to a clicked reference point and a specified offset distance
from that point; the Preferences settings are not applicable when this mode is selected
1. Select the object(s) to move and/or duplicate.
2. Click the Move by Points tool from the Basic palette and click Preferences from the Tool bar.
The Move by Points Settings dialog box opens. Select the settings and click OK.
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Parameter Description
Number of Duplicates Specifies the number of copies of the original object(s) to create (must be at least one)
Original Object
Retain Keeps the original object(s); the Alt (Windows) or Option (Macintosh) key also retains the
original while using the tool
Leave Selected Keeps the original object(s) selected for further action
3. Select either the Move or Distribute mode, depending on the desired outcome.
1. Select the object(s) to move.
2. Click the Move by Points tool from the Basic palette, and select the Reference Point mode from the Tool bar.
3. Click to indicate the reference point, and then click a point on the selected object.
The Enter Offset dialog box opens.
4. The current Offset distance between the two click points displays. Enter the desired distance and click OK. The
selected object is moved as specified, along the line defined by the click points.
1st click
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Copying Objects
The Copy command copies an object to the clipboard, where it is temporarily stored. The original object remains on
the drawing.
To copy an object:
1. Select the 2D/3D object(s) to copy.
2. Select Edit > Copy.
Alternatively, right‐click (Windows) or Ctrl‐click (Macintosh) on the object, and select Copy from the object
context menu.
Vectorworks places a copy of the object in the clipboard.
Pasting Objects
The Paste command places the clipboard object into the same drawing file, into another Vectorworks file, or into
another software program’s file (if that program also has copy, cut, and paste commands). As long as Vectorworks
remains open while the object is in the clipboard, the object retains all its object information for pasting into
Vectorworks documents.
Some image quality can be lost when pasting into other programs.
To paste an object:
1. Open the file and layer where the object is to be added.
2. Select Edit > Paste.
Alternatively, right‐click (Windows) or Ctrl‐click (Macintosh) on the object, and select Paste from the object
context menu.
Vectorworks pastes the object centered on the location of the last mouse click, unless the last mouse click is
outside the current view. In that case, the object is pasted at the center of the drawing. When pasting a clipboard
object into a different Vectorworks file, Vectorworks automatically centers the object in the drawing area.
When a raster image is pasted into a Vectorworks file, it is automatically compressed to PNG format to reduce
the Vectorworks file size.
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Paste as Picture
Like the Paste command, the Paste as Picture command places a copy of the clipboard contents in the active
Vectorworks drawing file. However, Vectorworks places the entire clipboard contents as a single object/picture.
Because the contents are now one item, individual objects (including symbols and text) can no longer be edited.
There are two advantages to using the Paste as Picture command. First, as a single item, the clipboard objects are more
quickly placed into the drawing file. In addition, the pasted objects retain any PostScript comments, as well as all other
embedded information.
To paste as a picture:
1. Open the file and layer where the object is to be added.
2. Select Edit > Paste as Picture.
Paste in Place
The Paste in Place command works exactly like the Paste command, except that the clipboard contents are pasted into
the active drawing at the same coordinates (relative to the layer origin) from which they were copied. When you paste
to a sheet layer, remember that each sheet layer has its own origin, which may be different from the origin of the layer
where the object was copied (see “Set Origin” on page 66 for details).
To paste in place:
1. Open the file and layer where the object is to be added.
2. Select Edit > Paste in Place.
Method Description
Send Forward Sends the selected object toward the front of the stack, in front of the next object in the stack that
overlaps it; if no other object overlaps the selected object, the stacking order is not changed
Send Backward Sends the selected object toward the back of the stack, behind the next object in the stack that
overlaps it; if no other object overlaps the selected object, the stacking order is not changed
Send to Front Sends the selected object to the front of stack
Send to Back Sends the selected object to the back of the stack
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The object’s stacking order is changed.
Removing Objects
Clearing Objects
The Clear command deletes any selected object or objects. It has the same effect as pressing the Delete key, meaning
that the object(s) are not stored on the clipboard. The only way to retrieve a “cleared” object is to select Undo. This
command provides an additional way of removing an object from the drawing without deleting the current contents
of the clipboard.
To clear an object from the drawing:
1. Select the object or objects to remove from the drawing.
2. Select Edit > Clear.
Element Description
Classes Permanently deletes any classes that are not used
Gradients Permanently deletes any gradients that are not used
Hatches Permanently deletes any hatches that are not used
Images Permanently deletes any images that are not used
Layers Permanently deletes any layers that do not contain any objects
Record Formats Permanently deletes any record formats that are not used
Renderworks Backgrounds Permanently deletes any backgrounds that are not used
(Renderworks required)
Sketch Styles Permanently deletes any sketch styles that are not used
(Design Series required)
Symbols Permanently deletes any symbols that are not used
Textures Permanently deletes any textures that are not used
(Renderworks required)
Wall Styles Permanently deletes any wall styles that are not used
(Vectorworks Architect
required)
All Selects all object types listed in the Purge Unused Objects dialog box
None Clears all previously selected object types in the Purge Unused Objects
dialog box
3. Click OK.
A confirmation dialog box opens.
4. Click OK to confirm the purge.
The purge command cannot be undone.
Duplicating Objects
Duplicating Single
The Duplicate command makes a copy of an object or group of objects and places it on the drawing. Depending on the
setting in Vectorworks preferences, the duplicated object or objects will either be offset or placed directly on top of the
original.
To duplicate any object:
1. Select the 2D/3D object(s) to copy.
2. Select Edit > Duplicate.
Vectorworks places a copy of the selected object(s) in the drawing according to the settings in the Vectorworks
preferences dialog box.
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When objects with an offset are duplicated, the offset is maintained with the duplicate.
Duplicate Array
The Duplicate Array command controls how many copies of selected objects are made and how these copies are
arrayed, or placed, in the drawing. The drawing must be in Top/Plan view if 2D objects are being duplicated.
For information about placing symbols in walls in a duplicate array, see “Inserting Symbols in a Duplicate Array” on
page 530.
To create a duplicate array:
1. Select the 2D/3D object or objects to copy.
2. Select Edit > Duplicate Array.
The Duplicate Array dialog box opens. Select the desired duplication array Shape. The dialog box dynamically
displays the appropriate fields based on the selected linear, rectangular, or circular array shape.
3. Click OK.
If the array location is already specified, Vectorworks automatically places the duplicate array.
If Next Mouse Click was selected, move the mouse where the copies are to be placed, and click. For circular and
rectangular arrays, click the mouse at the center of the array.
Grouped 2D objects and polyline path 3D object (in 3D view) and NURBS curve
2. Select Edit > Duplicate Along Path.
The Duplicate Along Path dialog box opens.
Parameter Description
Select a path object Click Prev or Next to select the object that represents the path; the selected path object
is highlighted
Duplicate Placement Specifies the duplicate object placement parameters
Number of Duplicates Creates the specified Number of duplicate objects, equally spaced along the path
Fixed Distance Duplicates objects at the fixed intervals specified in Distance
Start Offset Specifies the distance from the end of the path to the first duplicated object; enter zero
to place the first object at the start of the path
Curve Length Displays the length of the path object, for reference
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Parameter Description
Tangent to path Rotates the duplicates so they are always tangent to the path
Preview Click to preview the effect of parameter changes before clicking OK
3. Click OK.
The duplicates are arrayed with their centers along the selected path object.
Smoothing Objects
The smoothing commands smooth all selected polygon and polyline vertices in one step. There are three smoothing
options—Bézier Spline, Cubic Spline, or Arc. The No Smoothing command changes smoothed vertices back into
unsmoothed corners.
To smooth an object:
1. Select the object(s) to smooth.
2. Select Modify > Poly Smoothing. From the sub‐menu, select the smoothing method to use.
Option Description
No Smoothing Creates straight lines and angled vertices at the control points
Bézier Spline Smoothing Creates curves pulled towards but not touching the control points
Cubic Spline Smoothing Creates curves that pass through the control points
Arc Smoothing Creates fillet‐like curves at the control points. The arc radius is based on the
current fillet radius of the Fillet tool (see “Fillet Tool” on page 312). If no radius
is set, the largest radius that can fit between each vertex is used.
The object is smoothed.
Combining and Connecting Objects | 413
Mode Description
Single Object Connect Trims or extends the first selected object to join a second or boundary object
Dual Object Connect Trims or extends to join two objects at their endpoints or intersections
Dual Object Combine Trims or extends to join two objects into one object at their endpoints or
intersections
When connecting or combining a pair of NURBS, polylines, or open polygons by their endpoints, Vectorworks may
require additional information to complete the process. In this situation, the Connect/Combine Options dialog box
opens.
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Option Description
Mid‐Point Connects/combines the two objects by joining the two endpoints midway between them
Blend Connects/combines the two objects by creating another object between them
Position Matching Connects/combines two NURBS curves or surfaces by moving the first object’s selected end
(NURBS curves and point to the selected end point of the boundary object (not available if the end points are
surfaces only) coincident)
Tangency Matching Connects/combines two NURBS curves or surfaces by making the first object’s selected end
(NURBS curves and point tangent to the selected end point of the boundary object
surfaces only)
Curvature Connects/combines two NURBS curves or surfaces by making the first object’s selected end
Matching (NURBS point match the curvature of the selected end point of the boundary object
curves and surfaces
only)
Combining and Connecting Objects | 415
To connect a single object to a boundary object:
1. Click the Connect/Combine tool from the Basic palette, and select Single Object Connect from the Tool bar.
2. Click on the object to connect, and then click on the boundary object. The first object is resized to join the
boundary object.
Connecting Multiple Objects
To connect multiple selected objects to a boundary object:
1. Select the objects.
2. Click the Connect/Combine tool from the Basic palette, and select Single Object Connect from the Tool bar.
Press and hold Alt (Windows) or Option (Macintosh) to allow multiple selection.
3. Click on one of the objects to connect, and then click on the boundary object. The selected objects are resized to
join the boundary object.
2D object trimmed at boundary object
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Multiple selection connecting 2D
objects to boundary object
To connect two objects:
1. Click the Connect/Combine tool from the Basic palette, and select Dual Object Connect from the Tool bar.
2. Click the first, and then the second, object to connect.
The Connect/Combine Options dialog box opens. Select a method for resizing and connecting the two objects
(see “Connect/Combine Tool” on page 413).
The two objects are resized to connect to each other.
1st click
2nd click
Blend
Position Matching
Tangency Matching
Curvature Matching
To combine two objects:
1. Click the Connect/Combine tool from the Basic palette, and select Dual Object Combine from the Tool bar.
2. Click on the first, and then the second, object to combine.
The two objects are trimmed or extended if necessary and combined into one object.
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2nd click
If there are multiple objects touching at the same endpoint, the two objects closest in stacking order are
combined.
Unlocking Objects
Unlock an object or group of objects that was previously locked with the Unlock command. Unlocked objects can be
copied, moved, deleted, or edited.
To unlock objects:
1. Select the object or objects to be unlocked.
2. Select Modify > Unlock
Alternatively, right‐click (Windows) or Ctrl‐click (Macintosh) on the object, and select Unlock from the object
context menu.
The Object Info palette no longer indicates that the object is locked. Depending on the selection highlighting
setting in Vectorworks preferences, the handles and/or highlighting also change to indicate that the object is now
unlocked (see “Selection and Pre‐selection Indicators” on page 32).
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Rotating Objects
Vectorworks provides a variety of ways to rotate 2D and 3D objects. Use the Rotate tool to rotate an object directly
using the mouse. Use the various Rotate commands to rotate the object around the current location, by choosing a
preset rotation, or by entering custom rotation information in a dialog box.
Certain objects, such as rectangles, rounded rectangles, ovals, bitmaps, and PICT images, can be rotated with the
Interactive Scaling mode of the 2D Selection tool. Press the Alt key (Windows) or Option key (Macintosh) while
dragging a reshape handle.
Rotate Tool
The Rotate tool can rotate 2D and 3D objects in the drawing. However, if both 2D and 3D objects are selected, only the
2D objects are rotated.
When a 2D object is selected, the Rotate tool has no options in the Tool bar. Double‐clicking the tool opens the Rotate
Object dialog box as described in “2D Custom Rotation” on page 423.
When a 3D object is selected, the Rotate tool has five rotation options in the Tool bar.
Duplicate and Rotate Alignment Rotation
Rotate Rotate in
Screen Plane
Standard Rotation
Mode Description
Rotate Rotates the selected object
Duplicate and Rotate Creates a duplicate object and rotates it
Standard Rotation Rotates the object about a defined axis
Alignment Rotation Rotates the object by aligning it with another object
Rotating Objects | 421
Mode Description
Rotate in Screen Plane In conjunction with the other options, rotates the object parallel to the computer
screen plane, rather than the working plane
Rotate in Screen Plane cannot be used with wall objects. Also, the option has no
effect when the drawing is in a view parallel to the screen plane, such as Top or
Front.
2D Standard Rotation
To rotate a 2D object:
1. Select the 2D object(s) to rotate.
2. Click the Rotate tool from the Basic palette.
3. Click to create a fulcrum line (a temporary handle to rotate the object).
4. Click to end the fulcrum line.
5. Move the cursor to rotate the object.
A preview object displays.
6. Click to set the rotation.
3D Standard Rotation
To rotate a 3D object around a specified axis:
1. Select the 3D object to rotate.
2. Click the Rotate tool from the Basic palette.
3. Select Rotate or Duplicate and Rotate from the Tool bar, depending on whether the original or a duplicate object
is to be rotated.
4. Select Standard Rotation from the Tool bar.
5. By default, the rotation plane is parallel to the working plane. If desired, select Rotate in Screen Plane from the
Tool bar to rotate in a plane parallel to the computer screen plane.
6. Click to create a fulcrum line (a temporary handle to rotate the object).
7. Click to end the fulcrum line.
8. Move the cursor to rotate the object to the desired new position.
9. Click to set the rotation.
The original object or its duplicate is rotated to the new position.
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1st click
3rd click
2nd click
3D Rotation by Alignment
To rotate a 3D object by aligning it with another object:
1. Select the 3D object to rotate.
2. Select the Rotate tool from the Basic palette.
3. Select Rotate or Duplicate and Rotate from the Tool bar, depending on whether the original or a duplicate object
is to be rotated.
4. Select Alignment Rotation from the Tool bar.
5. By default, the rotation plane is parallel to the working plane. If desired, select Rotate in Screen Plane from the
Tool bar to rotate in a plane parallel to the computer screen plane.
6. Click to set the first point on the selected object.
7. Click to set the second point on the selected object.
This defines the edge of the object that will be rotated by alignment and creates a fulcrum line.
8. Click the desired point to align the object with.
The original object or its duplicate is rotated to the new position.
3rd click
2nd click
1st click
Rotating Objects | 423
Parameter Description
Rotate Left 90º Rotates the selected object counter‐clockwise 90º
Rotate Right 90º Rotates the selected object clockwise 90º
Flip Horizontal Flips the selected object about its center
Flip Vertical Flips the selected object vertically about its center
2D Custom Rotation
The center of rotation for this command is limited to the center of the object’s bounding box.
To rotate at custom angles in 2D:
1. Select the object or objects to rotate.
2. Select Modify > Rotate > Rotate.
The Rotate Object dialog box opens.
3. Enter the rotation angle.
The precision of the values that can be entered (degrees, minutes, and/or seconds) depends on the Units setting.
4. Click OK.
3D Custom Rotation
The precision of the rotation values that can be entered (degrees, minutes, and/or seconds) depends on the Units
setting.
To rotate at custom angles in 3D:
1. Select the 3D object or objects to rotate.
2. Select Modify > Rotate > Rotate 3D.
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The Rotate Object in 3D dialog box opens. Specify the rotation parameters.
Parameter Description
Rotation Angle Enter the angle of rotation
Center of Rotation Specify the desired center of rotation
Working Plane Center Rotates using the center of the working plane
Object Center Rotates about the center of the selected object
Next Mouse Click Rotates around the next mouse click in the drawing window
Rotation Axis Select whether the rotation axis will be based on the Ground Plane or the
Working Plane, and about which axis point
3. Click OK.
Unrotating 3D Objects
The Unrotate 3D Objects command returns any 3D object that has its own coordinate system to its upright position.
Use the command to rotate symbols, extrudes, multiple extrudes, and sweeps so that they align with the world
coordinate system. This command helps re‐orient the drawing after rotating an object.
To unrotate a 3D object:
1. Select the 3D object or objects to unrotate.
2. Select Modify > Unrotate 3D Objects.
Mirroring Objects
The Mirror tool can mirror 2D and 3D objects. However, if both 2D and 3D objects are selected, only the 2D objects are
mirrored. Depending on which types of objects are selected, there are four modes.
Mirroring Objects | 425
Mirror Mirror Across Working Plane
Mode Description
Mirror Mirrors the selected object about an axis line. For 3D objects, the mirrored
object is on the same plane as the original object (parallel to the working
plane) unless Mirror in Screen Plane is selected.
Duplicate and Mirror Creates a duplicate of the selected object and then mirrors the duplicate about
an axis line. For 3D objects, the mirrored object is on the same plane as the
original object (parallel to the working plane) unless Mirror in Screen Plane is
selected.
Mirror Across Working Plane Mirrors the selected object to the other side of the working plane
(3D objects only)
Mirror in Screen Plane Mirrors the selected object about an axis line, in the screen plane
(3D objects only) Mirror in Screen Plane cannot be used with wall objects. Also, this
option has no effect when Mirror Across Working Plane is used, or
when the drawing is in a view parallel to the screen plane, such as Top or
Front.
Mirroring a 2D Object
To mirror a 2D object:
1. Select the object to mirror.
2. Click the Mirror tool from the Basic palette.
3. Select Mirror or Duplicate and Mirror from the Tool bar, depending on whether the original object is to remain
in place.
4. Click and drag to create an axis line. Click to finish the line.
The object or its duplicate is mirrored on the opposite side of the axis line.
Mirror mode mirrors the object to the other side of the axis line
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1. Select the 3D object to mirror.
2. Click the Mirror tool from the Basic palette, and then select Mirror or Duplicate and Mirror from the Tool bar,
depending on whether the original object is to remain in place.
3. By default, the mirrored object is placed on the same plane as the original object (parallel to the working plane).
If desired, select Mirror in Screen Plane from the Tool bar to place the mirrored object in a plane parallel to the
computer screen plane.
4. Click and drag to create an axis line. Click to finish the line.
The object or its duplicate is mirrored to the opposite side of the axis line.
1. Select the 3D object to mirror.
2. Click the Mirror tool from the Basic palette, and then select Mirror or Duplicate and Mirror from the Tool bar,
depending on whether the original object is to remain in place.
3. Select Mirror Across Working Plane mode.
The object or its duplicate is mirrored to the opposite side of the working plane. There is no need to create an axis
line.
Converting Objects
Vectorworks objects can be converted in several ways.
Convert to Lines
The Convert to Lines command changes a single object into the series of 2D lines needed to create it. For example, a
2D rectangle is converted into four lines. Both 2D and 3D objects can be converted into lines.
Converting Objects | 427
Circles and ovals can also be converted into numerous line segments. However, especially when converting circles, the
accuracy of the line segments depends on the 2D conversion res (resolution) setting chosen in the Vectorworks
Preferences dialog box.
To convert an object to lines:
1. Select the object to convert.
2. Select Modify > Convert > Convert to Lines.
3. If the object can be rendered, select the wireframe, hidden line, or dashed hidden line rendering conversion
option.
4. Click OK.
The object is converted into lines and each segment can be manipulated.
Convert to Polygons
The Convert to Polygons command changes any object with a surface into the 2D polygon or series of polygons
needed to create it.
Circles and ovals can also be converted. However, especially when converting circles, the accuracy of the polygons
depends on the 2D conversion res (resolution) setting chosen in the Vectorworks Preferences dialog box.
When most closed 3D geometry is converted to 2D polygons with the hidden line rendering option, back‐facing
polygons are discarded.
To convert a 2D or 3D object to polygons:
1. Select the object to convert.
2. Select Modify > Convert > Convert to Polygons.
3. If the object can be rendered, select either the wireframe or hidden line rendering conversion option.
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4. Click OK.
The object is converted to a group of polygons. To select an individual polygon, first select Modify > Ungroup.
Convert to 3D Polygons
The Convert to 3D Polys command converts any 2D line or surface object, including polylines, polygons, circles, ovals,
and rectangles, into a 3D polygon. Once converted, the new polygon contains a Z dimension, assigning it a place in 3D
space. It can be rotated and manipulated with 3D tools. The new polygon will not, however, have a thickness.
When converting two or more objects simultaneously, Vectorworks assigns the objects to a group when converting
them to polygons.
To convert a 2D object to 3D polygons:
1. Select the 2D object or objects to convert.
2. Select Modify > Convert > Convert to 3D Polys.
Grouping Objects
The Group command groups two or more individual objects (including text and symbols) together. The group of
objects is then treated as a single object. For example, grouped objects can be moved to a different layer in one move. In
addition, this command can group two or more groups of objects into a single group.
To group objects:
1. Select the objects (or groups) to be grouped.
2. Select Modify > Group.
The objects are grouped into one object, and the group is placed in the active class.
Object Editing Mode | 429
Editing a Group
Use the Modify > Edit Group command to edit individual objects in a group without ungrouping them. This
command also edits a group of objects that is nested inside another group; each time the command is selected,
Vectorworks moves one level deeper into the group. See “Object Editing Mode” on page 429 for details.
Ungrouping
The Ungroup command ungroups objects or groups that were previously combined with the Group command.
Nested groups must be ungrouped one at a time.
To ungroup a group of objects:
1. Select the group to ungroup.
2. Select Modify > Ungroup.
Alternatively, right‐click (Windows) or Ctrl‐click (Macintosh) on the group, and select Ungroup from the object
context menu.
The objects are ungrouped, still retaining their individual attributes and information.
If a plug‐in object is ungrouped, it loses its plug‐in functionality. Confirm that high‐level objects should be
ungrouped.
• The Edit window can show other objects from the drawing while the following types of objects are being edited:
groups, solids, viewports, and symbol definitions that are edited by clicking a symbol instance in a design layer.
To enable this feature, select the option to Show other objects while in editing modes in the Display tab of the
Vectorworks preferences (see “Display Preferences” on page 46). To show the other objects in a less obtrusive
way, also select the Gray other objects option.
To edit an object:
1. Select the object to edit.
2. From the Modify menu, select the Edit command for the object (for example, Edit Symbol or Edit Extrude).
Alternatively, double‐click on the object, or right‐click (Windows) or Ctrl‐click (Macintosh) on the object, and
then select Edit from the context menu.
3. For certain objects, only one component of the object can be edited at a time. When one of these objects is
selected, one of the following dialog boxes opens to allow you to select which component to edit. Select a
component to edit and click OK.
• Symbol: Edit Symbol dialog box
• Viewport: Edit Viewport dialog box
• Path or profile object: Choose Component dialog box
Alternatively, right‐click (Windows) or Ctrl‐click (Macintosh) on the object, and select a command from the
context menu to edit the component directly. For example, to edit the path or profile of a plug‐in object directly,
select Edit Path or Edit Profile from the context menu.
4. The Edit window displays the item to be edited. A colored border around the drawing window indicates the
editing mode is active. The Exit command becomes available from the Modify menu, and the Exit button is
visible in the top right corner of the drawing window.
5. Make the changes to the object.
If other objects in the drawing are displayed, the objects on other layers respect the layer options settings (for
showing and snapping to objects in other layers) and the layer visibility settings. Other objects on the same layer
as the edited object are snappable.
In addition, the view can be switched between a stacked and non‐stacked layer view as needed (Vectorworks
Architect required). (See “Setting Stack Layers Options” on page 534 in the Vectorworks Design Series User’s
Guide for more information.)
6. Click the Exit button to return to the regular drawing mode. (If a nested object is being edited, the Exit button
exits back to the next level.)
Compressing Images
The bitmap images and image resources in a Vectorworks file can be compressed with the JPEG compression method,
to save file space. JPEG compression can significantly reduce bitmap image file size, but can result in the loss of fine
detail for some images.
The compression method and file size for a selected image display in the Object Info palette. Images that are already
compressed by the JPEG compression method remain unchanged.
A selected bitmap file displays “Bitmap” as the object type at the top of the Object Info palette. A bitmap file may
already have had PNG compression applied at import; the Compress Images command changes its compression
format to JPEG.
Tracing Bitmaps | 431
3. Select Apply JPEG Compression to Selected Bitmap Objects. Click OK to compress the selected images.
2. Select Apply JPEG Compression to All. Choose whether to apply the JPEG compression to all bitmap images in
the drawing, image resources, or both. Click OK to compress the images.
Tracing Bitmaps
The Trace Bitmap command traces bitmap objects and picture objects (images which have been imported with the
PICT as Picture command). It creates a group of vector lines from the image.
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To trace a bitmap or picture object:
1. Select the image to trace.
2. Select Modify > Trace Bitmap.
3. Enter the desired criteria in the Trace Bitmap dialog box.
Parameter Description
Maximum width in pixels Specify the maximum number of pixels to be recognized as a single line;
pixel counts above the selected value are traced
Collinearity Sensitivity Select a value to define the segment size and accuracy of the trace
4. Click OK.
The time it takes Vectorworks to trace the image can vary from seconds to hours. The tracing time required is
determined by the image size, as well as the line threshold and collinearity sensitivity settings selected.
Viewing and Rendering 13
Vectorworks has many tools and features that change the drawing view. For example, change the orientation from a
top view to a left isometric view, or interactively “fly over” or “walk through” a 3D model. Several rendering options
are also available. These show 3D models with additional realistic details, such as hidden lines, colors, and lighting.
Category Description
2D View Select the Top/Plan command to view the drawing in 2D; use this for
elevations, annotations, title blocks, and other 2D illustrations
3D Elevations Use the Top, Front, Right, Bottom, Back, and Left commands to view 3D
elevations
3D Representations Above the Use the Right Isometric, Left Isometric, Right Rear Isometric, and Left Rear
Ground Plane Isometric commands to view 3D representations above the ground plane
3D Representations Below the Use the Lower Right Isometric, Lower Left Isometric, Lower Right Rear
Ground Plane Isometric, and Lower Left Rear Isometric commands to view 3D
representations below the ground plane
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Right Isometric Left Isometric Right Rear Isometric Left Rear Isometric
Lower Right Isometric Lower Left Isometric Lower Right Rear Isometric Lower Left Rear Isometric
To change among the different views:
Select View > Standard Views, and then select a view.
The view changes and a check mark displays in front of the active view in the Current View/Standard Views list.
The reference for the view, whether working plane or ground plane, may depend on the selection in the Working
Planes palette (see “Working Plane View and Modes” on page 599).
To switch views rapidly, use shortcuts on the numeric keypad.
The View bar also provides quick access to the standard view commands. Click the Current View and select a
standard view from the list that displays. If the view is something other than a standard view, “Custom View”
displays as the current view.
Projection
The projection commands alter the way Vectorworks displays the 3D geometry of the drawing on a 2D screen. In
addition to the standard 2D Plan projection, Vectorworks has six 3D projection modes.
To switch projection modes:
Select View > Projection, and then select a projection.
OpenGL and Renderworks do not support the Oblique projections. To render Oblique projections, use one of the
Polygon render modes, or use Hidden Line mode.
Perspective
The perspective commands change the amount of distortion used to display the drawing, which gives the impression
of 3D perspective. Select from normal, narrow, or wide perspectives, or create a custom perspective.
Perspective Description
Set Perspective Set a custom perspective numerically
Narrow Perspective Similar to a telephoto lens
Normal Perspective Similar to a portrait lens
Wide Perspective Similar to a wide angle or fisheye lens
To select a perspective:
Select View > Perspective, and then select the perspective.
To set a custom perspective value, select Set Perspective. The Set Perspective dialog box opens. Type the custom
perspective value in the Perspective field, and then click OK. The lower the value, the wider the angle of
perspective.
Simulating Movement
Several tools simulate movement over and through the drawing.
When you use these tools, the model may display in wireframe mode even if a render mode is set. When the
movement stops, Vectorworks renders the new view of the model. Additionally, for a highly complex drawing,
Vectorworks temporarily removes some of the detail to speed up the movement. When the movement stops, the detail
returns.
These tools have certain Tool bar buttons that are true modes, and others that act as command buttons. When some of
these tools are in use, the Data bar provides display‐only information to help orient the view.
Flyover
The Flyover tool simulates movement over and around a real‐world model.
To control the movements of the Flyover tool, drag the mouse around a selected center of rotation. The Tool bar
buttons set the center of rotation.
Object Center Ground Plane Origin
Mode Description
Interactive Origin Sets the center of rotation with a mouse click
Object Center Sets the center of rotation to the center of the selected objects; if no objects are selected, sets
the center of rotation to the center of the visible objects
Ground Plane Origin Sets the center of rotation to the center of the ground plane
Working Plane Origin Sets the center of rotation to the origin of the current working plane
To fly over a drawing:
1. Click the Flyover tool from the View/Draw, 3D Modeling, or Visualization tool set.
2. Select the mode from the Tool bar.
3. In Interactive Origin mode, click to specify the center of rotation for the flyover movement.
4. The center of rotation is indicated by dashed axis lines.
To fly over the drawing, click on the drawing and drag in the direction of movement while you hold the mouse
button. To stop the movement, release the mouse button. Alternatively, use shortcuts on the keyboard to fly over
the drawing.
Walkthrough
The Walkthrough tool simulates movement through a 3D model.
The tool operates in perspective projection. To control the movements of the Walkthrough tool, move the mouse or
click one of the first four mode buttons. The buttons perform precise, incremental walkthrough movements in the
direction specified.
Click Reset to Front View mode to return to a front view of the model, on the same level as the ground plane.
Lower Ground Plane Viewer Looks Up
To conduct a walkthrough of a model:
1. Click the Walkthrough tool from the Visualization tool set.
2. Click on the drawing and drag while you hold the mouse button to perform the walkthrough. Imagine the
drawing area divided into four quadrants. With the mouse button pressed, move forward, backward, left, and
right by dragging the mouse in these directions. The place where the four quadrants meet is the “still area”—
move the mouse there to slow or stop the walkthrough movement. The farther away from the still area the mouse
moves, the faster the movement. To stop the movement, release the mouse button.
Alternatively, use shortcuts on the keyboard to walk through the drawing.
When the Walkthrough tool is in use, the Data bar displays the following information to help orient the view.
Translate View
The Translate View tool provides another way to look at a 3D model in orthogonal or perspective projections.
To control the movements of the Translate View tool, move the mouse or click one of the mode buttons. The buttons
perform precise, incremental movements in the direction specified.
To translate a view:
1. Click the Translate View tool from the Visualization tool set.
2. Click on the drawing and drag while you hold the mouse button to translate the drawing from side to side or up
and down. To stop the movement, release the mouse button. Alternatively, click the mode buttons or use
shortcuts on the keyboard to translate the view.
Move Picture Move Picture
Closer Away
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When the Translate View tool is in use, the Data bar displays the following information to help orient the view.
To rotate the 3D view:
1. Click the Rotate View tool from the Visualization tool set.
2. Select the mode from the Tool bar.
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Mode Description
Rotate Around Object Center Uses the center of selected objects as the rotation center
Rotate Around Ground Plane Center Uses the center of the ground plane as the rotation center
Rotate Around Working Plane Center Uses the origin of the current working plane as the rotation center
3. To rotate the view, click on the drawing and drag while holding the mouse button. Move the cursor to rotate the
view in the direction of the mouse movement. Release the mouse to stop the rotation. Alternatively, use the two
Tool bar buttons.
When the Rotate View tool is in use, the Data bar displays the following information to help orient the view.
Rotating Precisely
The Rotate 3D View command provides a precise way to rotate the 3D view. Enter rotation values directly, or rotate
the view in increments. A preview displays the rotation movements before the actual view is rotated.
To rotate the 3D view:
1. Select View > Rotate 3D View.
The Rotate 3D View dialog box opens.
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Parameter Description
Parameters are absolute Starts the view rotation from a top (absolute) view
Parameters are relative Starts the view rotation from the current view
Interactive Rotation
+, ‐ X/Y/Z buttons The plus and minus buttons for each axis rotate the view by the increment specified
Angle Increment Specifies the rotation increment (in degrees) for the interactive rotation buttons
Rotation by Value
Rotation on X/Y/Z Specifies the rotation value (in degrees, minutes, and seconds) for the X, Y, and/or Z axes
2. Specify the rotation criteria, and then click OK to rotate the 3D view as specified.
Setting a 3D View
The Set 3D View command sets a precise 3D view at a specified viewing angle, height, and perspective. Normally, the
command is executed from 2D Top/Plan view; however, the command can also set a 3D view from any of
Vectorworks’ 3D projection modes.
To set a 3D view:
1. Select View > Set 3D View.
2. Click and draw a line to indicate the view direction; the line starting point indicates the viewer position and the
line end point indicates the point the viewer is looking towards (look toward point).
The Set 3D View dialog box opens.
3. Specify the 3D view criteria.
Parameter Description
Viewer Height Specifies the height of the viewer at the start point of the drawn line
Look Toward Height Specifies the height of the view destination at the end point of the drawn line
Perspective Select the desired perspective, or use the current setting to keep the perspective
unchanged
4. Click OK. The 3D view is adjusted as specified.
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To insert a RenderWorks camera:
1. Select the RenderWorks Camera tool from the Visualization tool set (Renderworks required).
2. Click in the design layer to specify the camera location. Click again to indicate the camera look‐to point.
If this is the first time a camera object has been inserted in this session, the RenderWorks Camera Object
Properties dialog box opens. Click OK.
3. Click Display Camera View in the Object Info palette, or simply double‐click on the camera, to switch to the 3D
camera view. To return to Top/Plan view, click Top/Plan View in the Object Info palette.
4. The camera properties can be edited in the Object Info palette.
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Parameter Description
Camera Height Sets the camera height; at placement, the camera is set to a default height of 1500 mm or
5’0”. If a Z value is also specified for the camera object, the total camera height is the sum
of the Z height and the Camera Height.
Look To Height Sets the height of the camera look‐to point; at placement, the look‐to height is set to a
default height of 1500 mm or 5’0”. If a Z value is also specified for the camera object, the
total look‐to height is the sum of the Z height and the Look To Height.
Top/Plan View Switches to a Top/Plan view of the 2D camera
Display Camera View Switches to display the 3D camera view (double‐clicking on the camera in a 2D view also
switches to camera view)
Fine Tune Camera Opens the Perspective View Controls dialog box, for making fine adjustments to the
View camera view controls (see “Adjusting the Camera View” on page 446)
Projection Select Perspective or Orthogonal projection for the camera view; Perspective creates an
adjustable clipping frame for the camera view, while Orthogonal is useful for an elevation
view (for example, a skewed elevation view of a building which is not in a standard view).
Available parameters depend on the selected projection.
Render Mode Selects a render mode for the 3D camera view
Aspect Ratio Sets the aspect ratio of the perspective clipping window; the clipping window can also be
set to the page size or to a custom aspect ratio
Custom Aspect When a custom Aspect Ratio is selected, enter the custom ratio
For Film Size of Specifies the camera film size, and determines the focal length of the camera (has no effect
on the camera view)
Focal Length is Displays the camera focal length, based on film size
Field of View Specifies the view angle; set to a default angle of 65 degrees. Use the control point to set
the view angle on the 2D camera with the mouse.
For DPI of Calculates the pixel size when exporting the camera view (has no effect on the camera
view)
Pixel Size is Displays the pixel size based on the DPI setting
Clip Frame Scale % Scales the size of the clipping window frame
Left/Right Tilt Angle Tilts the camera to the left or right, for more accurate perspective matching
Camera Name Specifies a name for the camera, which can be displayed or hidden in 2D view; move the
camera name text control point to adjust the position of the name
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Parameter Description
Camera Display Select a camera display mode; the camera name only displays in 2D
• None: Hides the camera in 2D and 3D views, and hides the camera name
• 2D: Displays the camera in 2D view, but hides the camera name, and hides the camera
in a 3D view
• 3D: Displays the camera’s perspective clipping window bounding box in 2D view,
displays the camera in 3D view, and hides the camera name
• 2D + 3D: Shows the camera in 2D and 3D views, but hides the camera name
• 2D + Name: Shows the camera and camera name in 2D view, but hides the camera in 3D
views
• 3D + Name: Shows the camera in 3D view, shows the camera name in 2D view, but
hides the camera in 2D view (displays a locus instead)
• 2D + 3D + Name: Shows the camera and camera name in 2D view, and shows the
camera in 3D views
The 3D camera view displays the bounding box of the camera view, the view line, and the
look‐to end point. Displaying a camera in a 3D view allows it to be easily selected during
design development, and it can be hidden later for final presentation
Auto Update 3D View When selected, automatically updates the 3D camera view with every parameter change;
for complex models, deselect when making several parameter changes, and then either
re‐select Auto Update 3D View or click Display Camera View to update the camera view
with any parameter changes
Parameter Description
Camera Height Moves the camera vertically
Camera Pan Pans the camera, rotating it about its axis within a +/‐ 20 degree range, as if it were on a tripod
Camera Move Rotates the camera about the look‐to point, within a +/‐ 20 degree range
Left/Right
Camera Distance Moves the camera towards or away from the look‐to point
Look To Height Sets the height of the look‐to point, which effectively tilts the camera vertically
Focal Length Acts like a zoom lens; sets the lens focal length, from 10 to 200 mm and changes the field of
(zoom) view angle
Perspective Increases or decreases the perspective effect, making the perspective lines vanish more or less
steeply about the look‐to point; works most effectively when the look‐to point is at the center
of the scene or object being viewed
Clip Frame Sets the aspect of the perspective clipping window; use in conjunction with the Clip Frame
Aspect Ratio Size to obtain the desired window size
Clip Frame Size Sets the scale of the perspective clipping window; use in conjunction with the Clip Frame
Aspect Ratio to obtain the desired window size
Render Mode Selects a render mode for the 3D camera view
2. A camera object can be copied to insert additional camera views. In addition, the 2D camera display attributes
can be set by fill and pen foreground and background colors in the Attributes palette. Control points adjust the
field of view angle, the look‐to point, and the camera name location.
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The divergence between the apparent field of view angle and the lens field of view angle increases as the
difference between the camera and look‐to heights increases. When the camera and look‐to heights are equal, the
lens field of view angle line (dashed gray line by default) is not visible.
Fit to Objects
The Fit to Objects command provides an easy way to zoom in and out of a drawing. There are two options: fit the
window around all the objects in the drawing, or fit the window around a particular object or set of objects.
To fit the drawing window around all visible objects in the drawing:
1. Ensure that the current layer contains the object(s) to view, and that no objects are selected.
2. Select View > Zoom > Fit to Objects. Alternatively, click the Fit to Objects button on the View bar.
Vectorworks zooms in or out so that all the objects in the drawing display in the drawing area.
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To fit the view to a particular object or set of objects:
1. Ensure that the current layer contains the object(s) to view.
2. Select the object or objects to view.
3. Select View > Zoom > Fit to Objects. Alternatively, click the Fit to Objects button on the View bar.
Vectorworks zooms in to display only the selected object(s) in the drawing area.
To fit the print area in the window:
Select View > Zoom > Fit to Page Area. Alternatively, click the Fit to Page Area button on the View bar.
Vectorworks zooms in or out to display all pages in the print area.
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Viewing History
Vectorworks automatically records a history of the last ten changes in drawing view, including projection, perspective
and zoom changes. Click the Previous View and Next View buttons on the View bar to move through the change
history stack.
On a Windows system with a five‐button mouse, buttons 4 and 5 on the mouse (which invoke the Back and Forward
commands in web browsers) invoke Previous View and Next View, respectively.
Adding Light
Once one or more light sources have been added to the drawing, it can be rendered to mimic the effect of light on the
drawing surfaces.
Default lighting is automatically added to a drawing for basic visibility of rendered objects. The default lighting is
fixed to the “camera” so that it always lights an object appropriately. However, rendering a complex scene usually
requires the addition of light sources; the addition of a visible light automatically hides the default lighting.
Light added to a Vectorworks drawing can be ambient or diffused. Ambient light affects all surfaces equally. Diffused
lighting affects surfaces differently depending on the angle of the light source and position of the surfaces.
Parameter Description
Ambient Info
On/Off Activates or deactivates the ambient light settings for the layer
Brightness Specifies the ambient light brightness; enter a percentage or drag the slider bar
Color Specifies a default color associated with the ambient light; click the color box to
select the color
Emitter White Balance
(Renderworks required)
Color Temperature Select a color temperature that will be balanced to appear white. Lower
temperatures, which might otherwise have an orange cast, or higher
temperatures, which might otherwise appear with a blue tint, are adjusted to
appear white. Select Custom to specify a temperature to be white balanced.
Custom (K) If a Custom Color Temperature is specified, enter the temperature in Kelvin
Environment Lighting (HDRI) When an HDRI layer background has been selected for the layer or viewport,
(Renderworks required) specifies how to control its lighting contribution to the rendering (see “Creating
HDRI Backgrounds” on page 704)
From Current Background Uses the image environment background set for the layer as both a background
and a light source
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Parameter Description
From Selected Background Lights the model with the colors from the HDRI background selected here
None Uses the image environment background set for the layer or viewport as a
background only. The background does not contribute to lighting.
3. Click OK.
Adding Sunlight
Sunlight in Vectorworks is created by projecting parallel rays from a directional light.
To set the sun position:
1. Select View > Lighting > Set Sun Position.
The Set Sun Position dialog box opens. Enter the sun position information.
Parameter Description
Site Specifies the site’s latitude and longitude
Time Zone Meridian Specifies the site’s time zone; one hour of difference is equal to 15º of longitude
Page North Normally, the drawing is oriented to page north (true north, not magnetic north), and
no compensation is required; if the drawing was not created with this orientation,
specify an angular offset in degrees from page north
Date Specifies the time of year
Time Specifies the time of day
Daylight Savings Select if Daylight Saving time is in effect
Results Based on the settings made, displays the Azimuth (South at zero degrees, without Page
North rotation), Azimuth N. Relative (North at zero degrees, without Page North
rotation), Elevation (degrees above the horizon), and True Solar Time (takes into
account daylight savings time, site longitude and time zone, and the earth’s orbit and
tilt)
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2. Click OK and verify the results. If a directional light was selected before choosing the Set Sun Position
command, the command modifies the angles of light to the new azimuth and elevation. If no light was selected,
the tool inserts a new directional light at the specified sun position.
A shadow analysis can be performed for a site by inserting several light sources with identical parameters except
for time of day. Renderworks must be installed to conduct a shadow analysis.
When Renderworks is installed, additional parameters and light source types are available. These additions are
described in this section and in “Advanced Renderworks Lighting” on page 725.
Mode Description
Directional Light Projects light with parallel rays, like the sun
Point Light Radiates light in all directions, like a bare light bulb
Spot Light Projects light in a specific direction, aimed at a specific object, like a flashlight or
conventional spotlight
Default Direction For directional lights, click to specify the light position
Set Direction For directional lights, click to set the light direction, and then click to specify the light
position
Light Preferences Sets the preferred light parameters
To add a light source:
1. Click the Light tool from the Visualization tool set.
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From the Tool bar, select the type of light source to insert (directional light, point light, or spot light). If inserting
a directional light, select the light placement method (Default Direction or Set Direction).
2. Click the Light Preferences Tool bar button to specify the light source preferences for this session. Depending on
the light source selected, different parameters are available. In addition, certain parameters are only available
when Renderworks is installed.
The Light Preferences dialog box opens.
Parameter Description
On/Off Shows or hides the light produced by the light source
Color Specifies a color associated with the light source; click the color box to select the color.
This parameter is not available if Use Emitter is selected and a Color Temperature is
specified (Renderworks required).
Cast Shadows Select to create shadows
(Renderworks required)
Brightness Specifies the light source brightness; enter a percentage or drag the slider bar. A value
over 100% can be entered. This parameter is not available if Use Emitter is selected
(Renderworks required).
Use Emitter For accuracy, specifies the light’s actual brightness and color temperature; leave
(Renderworks required) deselected to use the light as a simple light source
Get Brightness From Specifies the luminous quantity of a light
(Renderworks required)
User Input Specifies the brightness as an accurate number in Lux, Lumens, Footcandles, or
(Renderworks Candelas; the units vary depending on the light source
required)
Distribution File Does not apply to directional, point, or spot lights (see “Advanced Renderworks
(Renderworks Lighting” on page 725)
required)
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Parameter Description
Color Temperature Specifies the light color temperature in Kelvin. This refers to an ideal black body
(Renderworks required) emitter, glowing “red hot” or “white hot.” A lower temperature generates an orange
color; the hotter the temperature, the closer to white the color of the light is.
Specifying this parameter is optional. If not specified, the default temperature is 0,
meaning that the final emission color for the light is entirely controlled by the selection
in Color.
When the temperature is specified, Color cannot be changed. The final emission color is
set by the Color Temperature.
Color temperature settings can be white‐balanced on a per‐layer basis; see “Setting
Lighting Options” on page 450.
Directional, Spot, or Click to set additional specifications for the light source
Point Light Specs
3. Click Directional Light Specs, Spot Light Specs, or Point Light Specs, for the selected light source type, to
specify additional parameters.
Parameter Description
Directional Light
Direction Specifies the light’s direction by either specifying the light angle or vector
Angle Sets the light’s angle by azimuth and elevation. The azimuth angle is set based on an
angle of 0 degrees at the negative Y axis, and is positive in a counter‐clockwise
direction; the elevation angle is the angle above (positive) or below (negative) the
horizon.
Vector Indicates the direction of the light by specifying the coordinates of its X, Y, and Z delta
vectors
Point Light
Dist Falloff Select the distance falloff function (rate of intensity change while moving along the
beam away from the light source)
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Parameter Description
Spot Lights
Spread/Beam diagram Drag the handles on the diagram to set the spot light Spread and Beam angles, or enter
the values in the fields below the diagram
Spread Beam
Spread Specifies the spread angle of the spot light (light cone’s maximum angle)
Beam Specifies the beam angle of the spot light (cone of light that does not change intensity up
to the spread angle, after which the angle falloff determines its intensity)
Falloffs Specify the distance and angle falloff function
Dist Falloff Select the distance falloff function (rate of intensity change while moving along the
beam away from the light source)
Ang Falloff Select the angle falloff function (specifies the rate of intensity change between the beam
and the spread)
4. Click OK to return to the Light Preferences dialog box. Click OK to return to the drawing.
5. Click to place a light object with the parameters specified in the Light Preferences dialog box.
If placing a directional light, click to specify the light position in Default Direction mode. In Set Direction mode,
click once to specify the light target or direction, and then click a second time to specify the light position.
2nd click
1st click
If placing a spot light, click to place the light, and then drag to specify the light direction and target. The spot
light can be aimed at any object. Click again to set the spot light. The target Z height can be adjusted precisely
with the Look To Height parameter of the Object Info palette.
The spot light target handle and projection line only display when the spot light is selected. Use the 2D/3D
Selection tools to move the light. The target handle aims the spot light and can be adjusted with the 3D Selection
tool once the spot light has been created. Use the 3D Reshape tool to move the target handle constrained about
an axis selected in the Tool bar.
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1st click
2nd click
Parameter Description
Kind Indicates the type of light source; change to a different type by selecting a different kind
from the displayed list
A custom, area, or line light requires Renderworks.
On/Off Shows or hides the light produced by the light source. This setting can also be accessed
from the light context menu: right‐click (Windows) or Ctrl‐click (Macintosh) on the light,
and select Turn On or Turn Off.
Auto Update Automatically renders the drawing when rendering‐related parameters change
Update When Auto Update is deselected, click to render the drawing when rendering‐related
parameters change
Cast Shadows Select to create shadows
(Renderworks required)
Lit Fog Creates a special volumetric lighting effect for the light source when used in combination
(Renderworks required) with the Lit Fog Renderworks background weather effect (see “Creating Weather
Effects” on page 705)
Use Emitter For accuracy, specifies the light’s actual brightness and color temperature; leave
(Renderworks required) deselected to use the light as a simple light source. Required for a custom, area, or line
light.
Brightness Specifies the light source brightness; enter a percentage or drag the slider bar. A value
over 100% can be entered. This parameter is not available for custom, area, and line
lights, or if Use Emitter is selected (Renderworks required).
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Parameter Description
Brightness From Specifies the location of the light intensity data for a custom, line, or area light (either
(Renderworks required) user input or distribution file); the distribution file can be specified by clicking Load
Distribution
Brightness Value Specifies the brightness as an accurate number
(Renderworks required)
Brightness Unit Select Lux, Lumens, Footcandles, or Candelas for the unit of Brightness; the available
(Renderworks required) units depend on the light type
Dimmer Dims the light source brightness (intensity); enter a percentage or drag the slider bar.
(Renderworks required) Only the brightness of the light source is affected; the color temperature is not changed.
Light Rotation Angle Specifies the rotation angle of a custom light source around an axis connecting the light
(Renderworks required) location to the light target; this angle defines the plane for the intensity distribution
curve, and is displayed in red on the custom light object
Use Distribution File Specifies whether to use the attached emission profile data file for the area or line light
(Renderworks required) intensity information; distribution data is required for a custom light
Distribution File Displays the distribution file name when a valid distribution file has been selected, or
(Renderworks required) “None” if a valid distribution file has not been designated (click Load Distribution to
specify a file)
Load Distribution For a custom, area, or line light, loads light emission profile data from a standard file.
(Renderworks required) The brightness value is obtained using the integral of the raw emission data provided
with the file. The file must be a text file with industry standard intensity distribution data
in CIE, IESNA, CIBSE, or EULUMADAT format (.ies, .cib, .cie, and .ldt).
Color Temperature Specifies the light color temperature in Kelvin. This refers to an ideal black body emitter,
(Renderworks required) glowing “red hot” or “white hot.” A lower temperature generates an orange color; the
hotter the temperature, the closer to white the color of the light is (see “Correlated Color
Temperature” on page 780 for typical light source color temperature ranges).
Specifying this parameter is optional. If not specified, the default temperature is 0,
meaning that the final emission color for the light is entirely controlled by the selection in
Color.
When the temperature is specified, Color cannot be changed. The final emission color is
set by the Color Temperature.
Color temperature settings can be white‐balanced on a per‐layer basis; see “Setting
Lighting Options” on page 450.
Color Specifies a color associated with the light source; click the color box to select the color.
This parameter is not available if Use Emitter is selected and a Color Temperature is
specified (Renderworks required).
Color Filtering For area lights, filters the color of the light emanating from the area light object by the
(Renderworks required) color or texture of its original geometry
Dist Fall Indicates the distance falloff function for a point, spot, custom, area, or line light
(specifies the rate of intensity change while moving along the beam away from the light
source)
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Parameter Description
Quality For area and line lights, specifies the sampling quality of the light; select From Render
(Renderworks required) Mode to use the setting specified in Sampling Quality in the rendering options
Render Geometry For area and line lights, renders the light object geometry
(Renderworks required)
Show Direction For area lights, shows the light direction indicators
(Renderworks required)
Flip Direction For area lights, flips the direction of the light being emitted
(Renderworks required)
Ang Fall Select the angle falloff function (rate of intensity change between the beam and the
spread)
Spread/Beam diagram Drag the handles on the diagram to set the spot light Spread and Beam angles, or enter
the values in the fields below the diagram
Spread Beam
Spread Specifies the spread angle of the spot light (light cone’s maximum angle)
Beam Specifies the beam angle of the spot light (cone of light that does not change intensity up
to the spread angle, after which the angle falloff determines its intensity)
X/Y/Z or I/J/K Specifies the location of the light source in relation to the ground plane or working plane
Look To Height For spot lights, sets the Z height above the ground plane of the spot light target handle
Azimuth Indicates the azimuth for a directional light (South at zero degrees); enter new values or
drag the slider bar to set
Elevation Indicates the elevation (degrees above the horizon) for a directional light; enter new
values or drag the slider bar to set
Pan/Tilt Click the top button to display the spot light or custom light beam pan and tilt angles;
enter new values or drag the slider bar to set
±X/±Y/±Z Click the bottom button to display the light beam direction in terms of its X, Y, and Z
components
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Parameter Description
Set Light to View Sets the orientation of the directional, spot, or custom light to that of the current view.
This setting can also be accessed from the light context menu: right‐click (Windows) or
Ctrl‐click (Macintosh) on the light, and select Set Light to View.
Set View to Light Sets the orientation of the current view to that of the directional, spot, or custom light.
This setting can also be accessed from the light context menu: right‐click (Windows) or
Ctrl‐click (Macintosh) on the light, and select Set View to Light.
A symbol that contains a light object can be copied to reproduce identical lights. Change the light intensity for
each symbol in the Object Info palette.
Once a light has been placed on the drawing, the 2D Selection or 3D Selection tool can be used to change its location,
and, depending on the light type, beam parameters.
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The spot light target handle is not locked to its target. The
target handle location may need re‐adjusting after moving
the spot light.
Spot, Directional Orientation and view Select the light; in the Object Info palette, click Set Light to
View to set the light orientation to the current view
orientation, or click Set View to Light to set the
orientation of the view to that of the light
Directional Azimuth and Click on the azimuth or elevation control points to change
elevation direction the directional light parameters. Move the handles with
the mouse, or enter the azimuth and elevation values in
the Data bar.
Click
Click
shading; it also shows how the light sources interact with the object surfaces, and it can show any textures that were
applied.
The View bar has a Render Modes list for quick access to the rendering commands. In addition, the Current
Render Mode Options button opens the settings dialog box for the current render mode, if applicable.
To select a render mode:
Select View > Rendering, and then select the desired render mode.
To cancel a render process before it is complete, press Esc.
OpenGL Creates a good‐quality, detailed rendering, with colors, shading, and
textures (optional); see “OpenGL” on page 464 for details
Hidden Line Hides the edge lines of objects that are behind other objects, which gives a
solid appearance
Rendering with Vectorworks | 463
Unshaded Polygon Displays objects as solids, and displays attributes such as colors
Shaded Polygon An Unshaded Polygon rendering with shading added
Shaded Polygon ‐ No Lines A Shaded Polygon rendering with no edge lines
Final Shaded Polygon A Hidden Line rendering on top of a Shaded Polygon ‐ No Lines
rendering; edges and curved surfaces are cleaner than those in a Shaded
Polygon rendering
464 | Chapter 13: Viewing and Rendering
OpenGL
Use the OpenGL render mode to create good‐quality rendering previews that are fast and interactive. (For
final‐quality output, use Renderworks; see “Rendering with Renderworks” on page 725.)
The OpenGL mode performs lighting calculations based on polygons; this means that drawings with more polygons
render more realistically. More advanced renderers, such as Renderworks, calculate the lighting effects for each pixel.
This method takes more time, but it produces higher‐quality renderings.
Vectorworks has a default lighting scheme, so that a basic rendering does not require an added light source. However,
the addition of a light source is usually necessary for a more realistic rendering (see “Adding Light Sources” on
page 453). The addition of a light source automatically hides the default lighting scheme, so that the scene is not too
bright. OpenGL renders up to eight lights in a drawing; additional lights have no effect.
To get the best performance from OpenGL, use a video card that supports hardware‐accelerated OpenGL. There are
significant compatibility issues with some cards; see www.nemetschek.net for a list of video cards that are compatible
with Vectorworks.
Vectorworks 8 files that were rendered in QuickDraw 3D automatically render in OpenGL when they are
converted to versions later than Vectorworks 8.
Parameter Description
Detail Specifies the level of detail for renderings; a low setting renders faster
Use Textures Renders object textures; this provides better detail, but it takes longer to render
(Renderworks required)
Rendering with Vectorworks | 465
Parameter Description
Use Anti‐Aliasing Filters the rendering and reduces pixellated edges; this option is unavailable if the
graphics card does not support the feature
Draw Edges Renders objects with lines drawn around the edges, similar to the lines in the Hidden
(Renderworks required) Line render mode
Use Shadows Objects in the drawing cast shadows on other objects (but not on the ground plane)
(Renderworks required)
On Ground Only If Use Shadows is selected, select this option to have objects in the drawing cast
(Renderworks required) shadows on a plane at the lowest point in the drawing — which is usually the
ground plane — but not on other objects
Softness If Use Shadows is selected, select the level of softness for the shadow edges (a low
(Renderworks required) setting uses less memory and renders faster)
Point lights tend to produce more jagged shadows the farther they are from the
objects in the drawing. For smoother edges, move the light closer to the model.
2. Select the OpenGL render options, and click OK to change. the settings for the file.
Parameter Description
Dash Style Select the dash style for hidden lines when the Dashed Hidden Line mode is selected
Dash Shade Adjust the slider to select how hidden lines are shaded when the Dashed Hidden Line
mode is selected
Preview Displays a preview of the selected parameters
Smoothing Angle Sets the angle to reduce facet lines when the Hidden Line, Dashed Hidden Line, or Final
Shaded Polygon mode is selected; if the value is greater than zero, facet lines will be
removed between any two faces of an object that are within that angle of each other
Sketch Hidden Line Specifies whether to apply sketch effects to lines when the Hidden Line, Dashed Hidden
Results Line, or Final Shaded Polygon mode is selected; see “Sketch Rendering” on page 466 in
(Design Series the Vectorworks Design Series User’s Guide
required)
Document Default Sets the default sketch style for lines when the Hidden Line, Dashed Hidden Line, or
Sketch Style Final Shaded Polygon mode is selected; see “Setting the Default Sketch Style” on
(Design Series page 466 in the Vectorworks Design Series User’s Guide. Click Edit to open the Sketch
required) Style Editor dialog box for additional sketch style modification.
2. Select the line render options, and click OK to change the settings for the file.
Dimensioning and Annotating 14
Vectorworks provides automated tools for dimensioning, measuring distance, and annotating drawings.
Dimensioning
Use Vectorworks’ dimensioning tools to measure distances, angles, 2D and 3D object dimensions, and also add
dimensioning lines with the measurements to the drawing.
Vectorworks uses the dimension standard set in document preferences when creating new dimensions (see
“Dimension Preferences” on page 58). The preferences can specify any of the built‐in dimension standards, or a
custom standard specifically created for the drawing.
4. Click New.
The Assign Name dialog box opens.
5. Enter a name for this dimension standard and click OK.
6. Select the new dimension from the Standards list and click Edit.
The Custom Dimension dialog box opens. Enter the desired values for the display of dimensions, and then click
OK.
468 | Chapter 14: Dimensioning and Annotating
Parameter Description
Dimension line distances Specifies the dimension line distances for linear, radial, and ordinate dimensions
Note: Distances are in Displays the drawing units currently in use for the file
Tolerance Size Sets the size of the tolerance in relation to the dimension text
Witness Lines Applies witness lines to dimensions; when deselected, witness lines are hidden
Fixed Witness Line Length Allows the setting of a fixed length for witness lines
Dimensions Always Inside Sets dimension values to always display between the witness lines
Linear Markers Select the marker attributes for use with linear dimension markers (see “Setting
Default Marker Types” on page 72).
Other Markers Select the marker attributes for use with other dimension markers (see “Setting
Default Marker Types” on page 72).
Text Rotation Sets how text is handled when a dimension is rotated; text can be horizontal,
aligned, or horizontal/vertical
Align Vertical Text Left When a dimension is placed vertically, keeps the text to the left of the dimension
line
SIA Format Numbers Sets all numbers to use the SIA format; not available when a dual layout is selected
Layout Sets whether dimensions display as single values, dual ‐ side by side, or dual ‐
stacked
Dual view If a dual layout is selected, specify whether both dimensions are shown, primary
only, or secondary only
Dimensioning | 469
7. Select the new standard from the Dimension Standards list, and then click OK.
5. Select a new standard to use for existing dimensions in the drawing file, and then click OK.
The Custom Dimensions dialog box opens; select the custom standard to rename.
4. Click Rename.
The Assign Name dialog box opens.
5. Enter a new name for this dimension standard and click OK.
6. Select the dimension standard to import and click OK.
The imported dimension displays in the Custom Dimensions dialog box for the current drawing file.
Dimensioning | 471
5. Select the dimension standard to be replaced in the Replace list and select the desired dimension standard in the
with list. Click OK.
The new dimension standard replaces dimensions created with the previous standards, and is used for any
newly dimensioned objects.
Associative Dimensioning
In document preferences, the Associate dimensions field is selected by default, allowing dimensions to be associated
with objects, including walls and wall components. The dimension must be applied between two vertex points for the
dimension to be associated.
472 | Chapter 14: Dimensioning and Annotating
Appearing on the drawing as a parametric constraint, the association of a dimension can be deleted through the Edit
Constraints dialog box (Modify > Edit Constraints); if the dimension is resized, the association is lost. This is also true
if the dimension is relocated, but not the object to which it is associated.
Associative dimensions can exist across layers of the same scale. To apply an associative dimension across layers,
Layer Options must be set to Show/Snap/Modify Others and both layers must be in a Top/Plan standard view.
Associative dimensions can be created on viewports in annotation edit mode (see “Creating Annotations for Sheet
Layer Viewports” on page 666).
Dimensions can be auto‐associated; see “Dimension Preferences” on page 58. If the Auto associate document
preference is deselected, the Select Object dialog box opens when dimensioning overlapping objects with a shared
dimension endpoint. Enable the preference to always dimension to the top‐most object.
If associative dimensioning is not used, dimensions cannot be associated with objects after they are placed
(except for chain dimensions).
Changing the length of a linear associative dimension in the Object Info palette breaks the association of a
dimension. When using associative dimensions across layers, changing the scale of a layer breaks the association.
Mode Description
Unconstrained Linear Creates a dimension line with a single measurement
Unconstrained Chain Creates a continuous chain of dimension lines
Unconstrained Baseline Creates a series of connected dimension lines, starting from an initial base point
Chain Dimension For Unconstrained Chain mode, specifies whether dimensions are created as a single
Preferences unconstrained chain object, or as individual dimension objects
The dimension text can be moved along the dimension line. See “Modifying Dimensions” on page 484.
Dimensioning | 473
To create a dimension line with a single measurement:
1. Click the Unconstrained Linear Dimension tool from the Dims/Notes tool set, and select Unconstrained Linear
mode.
2. Click to set the measurement start point.
3. Click to end the measurement.
4. Move the cursor away from the object and click to place the dimension line.
This specifies how far the dimension line is offset from the measured object.
5. Create additional dimension lines or double‐click to exit the unconstrained linear dimension tool.
2nd click
3rd click
1st click
To create a chain of connected dimension lines:
1. Click the Unconstrained Linear Dimension tool from the Dims/Notes tool set, and select Unconstrained Chain
mode.
2. Select Chain Dimension Preferences from the Tool bar.
3. Select either to Use Chain Dimension Objects or to Use Individual Dimensions, and click OK.
4. Click to set the measurement start point.
5. Click to end the measurement of the first segment.
6. Move the cursor away from the line and click to place the dimension line.
This specifies where to draw the dimension line and place the measurements.
7. Move the cursor to the end of the next segment and click to set its endpoint.
8. Continue setting segments.
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9. Double‐click to end the chain.
3rd click
2nd click
1st click
Double-click
To create a series of baseline dimension lines:
1. Click the Unconstrained Linear Dimension tool from the Dims/Notes tool set, and select Unconstrained
Baseline mode.
2. Click to set the measurement start point.
3. Click to end the measurement of the first segment.
4. Move the cursor away from the line and click to place the dimension line.
This specifies where to draw the dimension line and place the measurements.
5. Move the cursor to the end of the next segment and click to set its endpoint.
6. Continue setting segments.
7. Double‐click to end the baseline.
1st click
Double-click
Mode Description
Constrained Linear Creates a constrained dimension line with a single measurement
Constrained Chain Creates a continuous chain of constrained dimension lines
Constrained Creates a series of connected constrained dimension lines, starting from an initial base point
Baseline
Ordinate Creates a series of constrained ordinate dimensions, starting from an initial base point
Selected Objects Creates a constrained dimension line for the greatest span of a selected object or group of
objects
Chain Dimension For Constrained Chain mode, specifies whether dimensions are created as a single chain
Preferences object, or as individual dimension objects
The dimension text can be moved along the dimension line. See “Modifying Dimensions” on page 484.
To create a constrained dimension line with a single measurement:
1. Click the Constrained Linear Dimension tool from the Dims/Notes tool set, and select Constrained Linear
mode.
2. Click to set the measurement start point.
3. Click to set the end of the measurement.
4. Move the cursor away from the object.
This specifies how far the dimension line is offset from the measured object. The dimension preview snaps to a
horizontal or vertical orientation.
5. Click to place the dimension line.
6. Create additional dimension lines or double‐click to exit the constrained linear dimension tool.
476 | Chapter 14: Dimensioning and Annotating
2nd click
3rd click
1st click
To create a chain of constrained connected dimension lines:
1. Click the Constrained Linear Dimension tool from the Dims/Notes tool set, and select Constrained Chain
mode.
2. Select Chain Dimension Preferences from the Tool bar.
3. Select either to Use Chain Dimension Objects or to Use Individual Dimensions, and click OK.
4. Click to set the measurement start point.
5. Click to set the end of the first measurement.
6. Move the cursor away from the object.
This specifies how far the dimension line is offset from the measured object. The dimension preview snaps to a
horizontal or vertical orientation.
7. Click to place the first dimension line.
8. Move the cursor to the end of the next segment and click to set its endpoint.
9. Continue setting segments.
10. Double‐click to end the chain.
3rd click
2nd click
Double-click
1st click
Dimensioning | 477
To create a series of constrained baseline dimension lines:
1. Click the Constrained Linear Dimension tool from the Dims/Notes tool set, and select Constrained Baseline
mode.
2. Click to set the measurement start point.
3. Click to set the end of the first measurement.
4. Move the cursor away from the object.
This specifies how far the dimension line is offset from the measured object. The dimension preview snaps to a
horizontal or vertical orientation.
5. Click to place the first dimension line.
6. Move the cursor to the end of the next segment and click to set its endpoint.
7. Continue setting segments.
8. Double‐click to end the baseline.
Ordinate Dimensions
The Ordinate mode measures and dimensions a series of either horizontal or vertical distances from one fixed point.
To draw ordinate dimensions:
1. Click the Constrained Linear Dimension tool from the Dims/Notes tool set, and select Ordinate mode.
2. Click to set the measurement start point; the first segment is always considered the fixed point and is labeled 0.
3. Click to set the length of the first segment.
4. Move the cursor horizontally or vertically to create ordinate measurements from the initial segment.
5. Click to set the next segment’s distance from the first segment. Move to draw the next segment and click to set.
6. Continue creating segments.
7. Double‐click to exit the dimensioning tool.
Double-click 3rd click
2nd click
1st click
Dimension lines can be drawn inside, above, or below an object or group of objects. Vertical dimension lines can be
drawn inside, to the right, or to the left of an object or group of objects.
1. Select the object or objects to dimension.
2. Click the Constrained Linear Dimension tool from the Dims/Notes tool set, and select Selected Objects mode.
3. Click near the object or group of objects to be dimensioned.
4. Move the cursor in the desired direction where the dimension should be created. A preview dimension displays,
constrained in either the horizontal or vertical direction.
5. Click to set the position of the dimension line.
2nd click
1st click
Dual Dimensioning
Dual dimensioning displays two sets of values, such as inches and millimeters, within a single dimension. These
values have independent unit settings and attributes. Dual dimensions can be displayed side by side or stacked.
Control the units for each dimension through File > Document Settings > Units. The primary dimension uses the
Units set on the General Display tab of the Units dialog box (see “Units” on page 62). By switching to the Dimension
Objects (Primary) tab, change the primary dimension’s Rounding Style to be different from that of the General
Display. The settings on the Dimension Objects (Secondary) tab provide full control of the unit of measurement, unit
marks, rounding, and decimal formatting used for the secondary dimension.
Once a dual dimension is placed on the drawing, adjust the individual attributes for both the primary and secondary
dimension from the Object Info palette. The Dual View and Prim/Sec attributes apply to dual dimensions (see
“Modifying Dimensions” on page 484).
Radial Dimensioning
The Radial Dimension tool measures and marks either radius or diameter dimensions for arcs and circles. This tool
does not work on ovals, or objects with rounded corners.
The Radial Dimension tool can place the dimension lines and measurements either inside or outside of the circle/arc.
Dimensioning | 479
External Diametrical Exterior Radial
Interior Radial Right-Hand Shoulder
Mode Description
Internal Diametrical Measures and dimensions the diameter of a circle or arc, placing the dimension inside
the object
External Diametrical Measures and dimensions the diameter of a circle or arc, placing the dimension outside
the object
Interior Radial Measures and dimensions the radius of a circle or arc, placing the dimension inside the
object
Exterior Radial Measures and dimensions the radius of a circle or arc, placing the dimension outside
the object
Right‐Hand Shoulder Places an exterior diametrical or radial dimension measurement to the right of the
dimension line
Left‐Hand Shoulder Places an exterior diametrical or radial dimension measurement to the left of the
dimension line
To dimension the diameter of a circle or arc:
1. Click the Radial Dimension tool from the Dims/Notes tool set, and select Internal Diametrical Dimension
mode.
2. Click on or within the arc or circle to dimension.
3. Move the cursor to preview the dimension line location.
4. Click to place the dimension.
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To dimension the diameter of a circle or arc:
1. Click the Radial Dimension tool from the Dims/Notes tool set, and select External Diametrical Dimension
mode.
2. Specify the side of the dimension line to place the measurements.
To place them to the right of the line, click Right‐Hand Shoulder mode button.
To place them to the left of the line, click the Left‐Hand Shoulder mode button.
3. Click on or within the arc or circle to dimension.
4. Move the cursor to preview the dimension line location.
5. Click to place the dimension.
To dimension the radius of a circle or arc:
1. Click the Radial Dimension tool from the Dims/Notes tool set, and select Interior Radial Dimension mode.
2. Click on or within the arc or circle to dimension.
3. Move the cursor to preview the dimension line location.
4. Click to place the dimension.
Marking 2D Object Centers | 481
To dimension the radius of a circle or arc:
1. Click the Radial Dimension tool from the Dims/Notes tool set, and select Exterior Radial Dimension mode.
2. Specify the side of the dimension line to place the measurements.
To place them to the right of the line, click the Right‐Hand Shoulder mode button. To place them to the left of the
line, click the Left‐Hand Shoulder mode button.
3. Click on or within the arc or circle to dimension.
4. Move the cursor to preview the dimension line location.
5. Click to place the dimension.
1. Click the Center Mark tool from the Dims/Notes tool set.
2. Click on the 2D object to mark.
The center is marked by the intersection of two lines.
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Click anywhere
on the object
1. Click the Center Mark tool from the Dims/Notes tool set.
2. While pressing Option (Macintosh) or Alt (Windows), move the cursor over the rounded rectangle corner to
mark.
3. Click to place the center mark.
The center is marked by the intersection of two lines.
Angular Dimensioning
The Angular Dimension tool measures and dimensions angles. Dimension the angle between two objects, between
two sides of a single object, between a single object and a reference line, or between two reference lines.
This tool works with all 2D objects with linear sides, including round and rotated rectangles, lines, polylines, and
polygons. It does not, however, work with circles, ovals, or arcs. In addition, it cannot dimension between parallel
lines.
Angular Dimension Angular Dimension from
from Two Objects Two Reference Lines
A grouped object must be ungrouped before angular dimensions can be obtained.
Mode Description
Angular Dimension from Two Objects Dimensions the angle between two object sides or faces
Angular Dimensioning | 483
Mode Description
Angular Dimension from Object and Reference Dimensions the angle between an object and a reference line
Line
Angular Dimension from Two Reference Lines Dimensions the angle between two reference lines
1. Click the Angular Dimension tool from the Dims/Notes tool set, and select Angular Dimension from Two
Objects mode.
2. Click the side or face of the first object.
A preview line displays.
3. Click the side or face of the second object.
An angular dimension preview displays.
To select a different angle—for example, spanning the opposite direction—move the cursor until the preview
displays the desired angle.
4. Click a third time to define the radius of the dimension.
2nd click
1. Click the Angular Dimension tool from the Dims/Notes tool set, and select Angular Dimension from Object
and Reference Line mode.
2. Click to set the start of the reference line.
A reference line preview displays.
3. Click again to set the end of the reference line.
The cursor changes to a pointing hand.
4. Click on the side of the object (and, therefore, angle) to dimension.
An angular dimension preview displays.
484 | Chapter 14: Dimensioning and Annotating
To select a different angle—for example, spanning the opposite direction—move the cursor until the preview
displays the desired angle.
5. When the preview displays the desired angle, click again to draw the reference line and to define the angle of the
dimension.
1st click
3rd click
4th click
2nd click
1. Click the Angular Dimension tool from the Dims/Notes tool set, and select Angular Dimension from Two
Reference Lines mode.
2. Click to set the start of the first reference line.
A reference preview line displays.
3. Click again to set the end of the first reference line.
4. A second reference line preview displays.
5. Click a third time to set the end of the second reference line.
An angular dimension preview displays.
To select a different angle—for example, spanning the opposite direction—move the cursor until the preview
displays the desired angle.
6. When the preview displays the desired angle, click again to define the angle of the dimension.
4th click
3rd click
Modifying Dimensions
Modify dimensions by manipulating them with the 2D Selection and 2D Reshape tools, or by adjusting dimension
parameters in the Object Info palette or Properties dialog box. For chain dimension objects, use commands on the
object context menu to add, delete, and edit individual dimensions within the chain.
A line, arc, or circle can be changed to a dimension (linear, angular, or radial) by selecting the dimension line
style from the Attributes palette. See “Line Style Attributes” on page 264.
Modifying Dimensions | 485
To change adjoining dimensions into a single chain dimension object, select them, and then select Modify >
Compose. Similarly, to change a chain object into multiple dimensions, select the chain, and then select Modify >
Decompose.
Parameter Description
Dim Std Selects the dimension standard type; this selection determines which fields display in the
Object Info palette or Properties dialog box.
Witness For linear dimensions, this sets whether the witness line displays on both ends of the
dimension line, only the start, only the end, or not at all. For chain dimension objects, this
sets whether all or none of the witness lines display.
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Parameter Description
Length For linear and baseline dimensions, and for individual dimensions within a chain, this
sets the length of the dimension. Changing this value breaks the relationship of
associative dimensions.
Offset Sets the length of the witness lines
Text Off Sets the dimension text offset from the dimension line
Text Rot Sets the orientation of the dimension text to the dimension line
Auto Position Text Automatically aligns the dimension text to the center of the dimension line; deselect to
allow manual control of the text location
Flip Text Mirrors the dimension text to the opposite side of the dimension line. This parameter is
not available for chain dimension objects or individual dimensions within a chain.
Arrows Inside Sets whether arrows display inside witness lines or are flipped outside
Leader to Left Switches the radial dimension leader from the right to the left side of the object
Dual View Selects which dimensions to display, when a dual‐dimension standard is selected. This
parameter is not available for chain dimension objects.
Prim/Sec Toggles between settings for primary and secondary dimensions, when a dual‐dimension
standard is selected. This parameter is not available for chain dimension objects.
Interior Arc Sets the angular dimension inside the witness lines; deselect to move the dimension
outside of the witness lines at the opposite angle
Prec Sets the dimension precision with up to eight digits of accuracy
Box Text Places a box around the dimension
Show Dim Value Shows or hides the dimension
Leader Enter text to display before the dimension
Trailer Enter text to display after the dimension
Tol When a single‐dimension standard is selected, sets whether a dimension displays a
single, double, limited, or no tolerance value
Top/Bottom/Display as When a tolerance display is selected, sets the tolerance values and how they display
Typed
Action Description
Add a dimension Right‐click (Windows) or Ctrl‐click (Macintosh) anywhere on the dimension object, and
select Add Dimension from the context menu. Click with the bull’s‐eye cursor to set the
endpoint of the new witness line. Alternatively, create a new individual dimension
within the lines of a dimension in an existing chain object, and Vectorworks adds the new
dimension to the chain automatically.
Measuring Distance | 487
Action Description
Delete a dimension Right‐click (Windows) or Ctrl‐click (Macintosh) on the dimension line of the dimension
to be deleted, and select Delete Dimension from the context menu.
Delete a witness line Right‐click (Windows) or Ctrl‐click (Macintosh) on the witness line to be deleted, and
select Delete Witness Line from the context menu.
Edit an individual Right‐click (Windows) or Ctrl‐click (Macintosh) on the dimension to be edited, and select
dimension’s properties Edit Dimension from the context menu. Edit parameters in the Object Properties dialog
box as desired and click OK (see “Editing Dimension Properties” on page 485). To apply
properties edits to all dimensions in the chain, use the Properties command or the Object
Info palette instead.
Format Text Right‐click (Windows) or Ctrl‐click (Macintosh) on the dimension to be edited, and select
Format Text from the context menu
Measuring Distance
Distance can be measured in Vectorworks without actually being recorded. This can be useful for placing objects or for
reference.
Measuring in Units
The Tape Measure tool measures the distance between two or more points in the drawing area, and temporarily
displays the length in the Data bar. The tool shows the measurement between one click and the next, and it also keeps
track of the cumulative length from the very first click.
Measurements display in the Data bar until the mouse is double‐clicked. Note the measurements before the display
clears.
3D objects must be in orthogonal projection and front or side view to be measured with the Tape Measure tool.
To measure a distance:
1. Click the Tape Measure tool from the Dims/Notes tool set.
2. Click where the first measurement is to start.
3. Move the cursor along the distance to measure.
The Data bar displays two measurements:
4. To continue measuring in a different direction or area, click to set the next starting point.
The L measurement changes to zero.
5. Move the cursor to measure the next distance.
The Data bar reflects the length from the previous point and the total cumulative length.
488 | Chapter 14: Dimensioning and Annotating
6. When the measurements are complete, note the total length.
7. Double‐click to end the measurements.
Measuring in Degrees
The Protractor tool measures angles in the drawing, and temporarily displays the degrees measurement in the Data
bar. There are two modes for the tool.
Mode Description
Angle from Two Segments Calculates the angle between two objects or object sides that are linear—
rectangles (including rounded and rotated), lines, polylines, and polygons. This
mode cannot, however, measure circles, ovals, or arcs. In addition, it cannot
measure between parallel lines
Angle from Three Points Measures an angle between three points in the drawing area
1. Click the Protractor tool from the Dims/Notes tool set, and select Angle from Two Segments mode.
2. Move the selection arrow over the first side of the angle to measure.
3. Click to select the side, and then move the cursor to the other angle side.
The angle displays in the Data bar.
4. Note the angle, and then click to end the measurement.
1. Click the Protractor tool from the Dims/Notes tool set, and select Angle From Three Points mode.
2. Click to set the first point.
3. Click to set the second point.
Adding a Drawing Border | 489
4. Move the cursor to the third angle point.
The angle displays in the Data bar.
5. Note the angle, and then click to end the measurement.
To place a drawing border:
1. Make the design or sheet layer active. Drawing borders are inserted in Top/Plan view on design layers.
2. Click the Drawing Border tool from the Dims/Notes tool set.
3. Click Preferences from the Tool bar to set the default drawing border parameters.
The Drawing Border Preferences dialog box opens.
Parameter Description
Drawing Size Select a standard size and format for the drawing border, or select Fit to Page to set the
drawing border to the page dimensions (see “Page Setup” on page 87). Select Custom
to use custom drawing border dimensions, and specify the Width and Height
dimensions.
Title Block Opens the Import Title Block dialog box, for selecting a title block symbol to insert
(see “Adding a Title Block” on page 493), or select None for no title block
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Parameter Description
Lock to Page Center Locks the drawing border center position to the page center; deselect to position the
drawing border manually. If the plan has been rotated (Design Series required), select
Lock to Page Center to position the drawing border correctly when in a non‐rotated
view.
Use As Title Block Only When a title block has been selected, displays only the title block and hides all other
drawing border elements
4. Click once in the drawing to set the drawing border insertion point, and then click again to set the drawing
border orientation.
5. The drawing border is placed on the drawing.
The drawing border can be re‐sized and re‐scaled after placement, attributes can be changed, and title blocks and
revision histories can be added.
Parameter Description
Lock to Page Center Locks the drawing border center position to the page center; deselect to position the
drawing border manually. If the plan has been rotated (Design Series required), select
Lock to Page Center to position the drawing border correctly when in a non‐rotated
view.
Size Select a standard size and format for the drawing border, or select Fit to Page to set the
drawing border to the page dimensions. Select Custom to use custom drawing border
dimensions, and click Border Settings to specify the dimensions.
Orientation Select Portrait or Landscape orientation
Horizontal Dimension Displays the drawing border horizontal dimensions
Vertical Dimension Displays the drawing border vertical dimensions
Border Settings Opens the Drawing Border Settings dialog box, for specifying further properties (see
“Specifying Additional Drawing Border Settings” on page 492)
Adding a Drawing Border | 491
Parameter Description
Title Block Opens the Import Title Block dialog box, for selecting a title block symbol to insert
(see “Adding a Title Block” on page 493). This setting can also be accessed from the
drawing border context menu: right‐click (Windows) or Ctrl‐click (Macintosh) on the
drawing border, and select Title Block.
Current Title Block When a title block has been inserted, displays the title block symbol name
Use As Title Block Only When a title block has been selected, displays only the title block and hides all other
drawing border elements
Title Block Position Specifies the title block location relative to the drawing border
Title Blk Scale Factor If the title block is too large or small at normal scale (scale factor 1), scales the title
block size, including text. A value below 1 makes the title block smaller, while a value
above 1 makes the title block larger; text is automatically scaled along with the title
block geometry.
Title Blk Margin Adds a horizontal, vertical, or block margin to the title block
Use Revision Block Adds a revision history block to the drawing border
(Design Series required)
Show Revision Zone Adds a revision zone column to the revision block, for specifying the location of the
revision
Use Tolerance Block For ASME title blocks, adds a tolerance block area to the title block
(Design Series required)
Use Projection Block For ASME title blocks, adds a projection block area to the title block; specify First
(Design Series required) Angle or Third Angle in Projection
Show Grids Displays grid text and lines in the drawing border margin. This setting can also be
accessed from the drawing border context menu: right‐click (Windows) or Ctrl‐click
(Macintosh) on the drawing border, and select Show Grids.
Show Grid Lines Displays grid lines on the drawing
Fold Marks Select the fold mark measurements when adding fold marks to the drawing border.
The first measurement specifies the drawing fold width and the second measurement
indicates the margin fold width. Select Custom to specify custom fold mark distances.
Fold marks are designed for use with ISO drawings.
Margin Width When custom fold marks are selected, enter the margin fold width
Folded Width When custom fold marks are selected, enter the drawing fold width
Folded Height When custom fold marks are selected, enter the drawing fold height
Hide Border When the drawing border includes a title block, hides the drawing border and
displays only the title block (this allows a different drawing border to be used with
that title block, if desired)
Fill Border Fills the area between the outer and inner border lines with a fill selected from the
Attributes palette
Add Parts List Adds a parts list to an ASME title block, when a parts list worksheet has been created
(Design Series required)
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Parameter Description
Edit Title Block Opens the Edit Title Block dialog box, for specifying or changing the title block
information
Edit Revision Data Opens the Edit Revision Data dialog box, for specifying revision information and
(Design Series required) format (see “Editing Revision Block Data” on page 381 in the Vectorworks Design
Series User’s Guide)
Edit Issue Data Opens the Edit Issue Data dialog box, for specifying issue data on US Arch title blocks
(Design Series required) (see “Editing Issue Data” on page 383 in the Vectorworks Design Series User’s Guide)
Parameter Description
Drawing Size Specifies the drawing border size
Vertical/Horizontal Specifies the drawing border vertical/horizontal dimensions; initially, these are based
Dimension on the Size selected in the Object Info palette, but the dimensions can be edited. This
parameter is not available when the Size is Fit to Page.
Dimensions Shown Applies the dimensions to either the outer or inner border dimensions
Are
Margins Specifies the drawing border margin widths
Zones/Grids
Vertical Zones Specifies the number of vertical zones to include
Grid Text Order Indicates whether vertical grid text starts at the top or bottom of the border
Horizontal Zones Specifies the number of horizontal zones to include
Grid Number Order Indicates whether horizontal grid numbers start at the left or right of the border
Grid Label Size Specifies the text size for both grid text and numbers
Reset to Default Values Restores the default drawing border settings
3. Click OK to set the drawing border parameters.
Parameter Description
Symbol Folders Specifies the location of the drawing border symbols
Symbols Provides a graphical list of available drawing border symbols
3. Select a title block symbol from the selected symbol folder. The Defaults folder contains the default title block
resources; see “Vectorworks Fundamentals Default Resources” on page 167. The title blocks listed under Top
Level are title block symbols that exist in the current file.
To remove a title block, select None.
4. Click OK to add the selected title block symbol to the drawing border. The title block is scaled to match the
current layer scale if necessary.
When a drawing border is inserted into a drawing, the Drawing Border Components symbol folder is
automatically created and displays in the Resource Browser. Title block symbols added to the drawing border
are automatically placed in that folder.
• Do not use any 3D elements.
• Company logos can be imported as bitmaps.
• The title block geometry (pen color, line style, and line thickness) and text (font, style, and color) can either
inherit the drawing border attributes, or retain those attributes as created. The “By Class” setting in the
Attributes palette indicates that the attributes should be inherited from the drawing border. If an attribute is
not set to “By Class,” then its original setting is retained.
Description Method
The attributes of the title block elements are Specify “By Class” in the Attributes palette for these
inherited from the drawing border elements. For text font and style attributes, set the Pen
Style by class to use the same font and style as the
drawing border. For text color, set the Pen Color to
“Color By Class.”
The title block elements retain the attributes Set the attributes of the geometry and text from the
as created Attributes palette when the title block is created. For
text font and style attributes, set the Pen Style to Solid
to use the text attributes set when the title block was
created. For text color, select the desired Pen Color.
Different settings can be combined so that some attributes are inherited from the drawing border, while others
remain as created. For example, if a line should use the same color as the drawing border, but have a dashed line
style with a thickness of 1 mm, when creating the line, set the line’s Pen Color to “Color By Class,” its Line
Thickness to 1 mm, its Pen Style to dashed, and its Line Style to the desired dash style.
2. Select all the title block elements, and then select Modify > Create Symbol.
The insertion point of the symbol should be at lower right corner of the title block. See “Creating New Symbols”
on page 183.
3. Create a new record format as described in “Creating Record Formats” on page 199.
The field names of the record format are used as the titles for the associated editable fields in the Edit Title Block
dialog box.
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To create a multi‐line field, append a pound sign (#) to the field name, as in Drawing Title#
If desired, use a P_ prefix to indicate project fields (fields with the same value on all title blocks in the file). An S_
prefix indicates sheet fields (fields with a different value on any title blocks). The prefixes cause the Edit Title
Block dialog box, accessed from the Object Info palette, to be separated into project and sheet tabs. Fields without
a prefix are placed on the General tab.
To work with the Issue Manager (Design Series required), special considerations apply when formatting the title
block fields. See “Creating a Custom Title Block in the Design Series” on page 589 in the Vectorworks Design
Series User’s Guide.
4. Attach the custom record format to the title block symbol through the Resource Browser as described in
“Attaching Record Formats to a Single Symbol Instance or Object” on page 201.
Using Notation Objects | 497
5. Edit the title block symbol and attach the record fields to the associated symbol text; see “Linking Text to Record
Formats” on page 205 for more information.
6. To be available to the Drawing Border tool, either the file must be saved in the Libraries\Defaults\Drawing
Border ‐ Title Blocks folder, or the custom symbol and its associated record format must be imported into the
Custom Title Blocks.vwx file, located in the same default resources folder.
Alternatively, import the title block symbol from another file.
7. To place the custom title block, click Title Block from the Object Info palette of a selected drawing border, and
select the custom title block symbol.
Oval Preferences
Regular Convex
Polygon Shape
To create a revision cloud:
1. Click the Revision Cloud tool from the Dims/Notes tool set.
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2. Click the Revision Cloud Properties Tool bar button to define the revision cloud properties. The properties can
also be set after placement, from the Object Info palette. Click OK.
3. Select the revision cloud mode and select to draw the cloud with either a convex or concave shape. The convex
shape draws billows outward from the preview image or from the specified vertices. The concave shape draws
billows inward from the preview image or from the specified vertices.
Mode Description
Oval Inserts the revision cloud around the perimeter of a preview oval. Click to set the start
point, move the cursor in the desired direction, and click to set the end point. Constrain the
oval to 45 degrees to draw a circle.
1st click
2nd click
Convex Shape Concave Shape
Rectangle Inserts the revision cloud around the perimeter of the preview rectangle. Click to set the
start point, move the cursor in the desired direction, and click to set the end point.
Constrain the rectangle to 45 degrees to draw a square.
1st click
2nd click
Convex Shape Concave Shape
Regular Polygon Inserts the revision cloud around the perimeter of the specified vertices. Click to set the
start point (first vertex), click at the desired location for each subsequent vertex, and either
click at the starting vertex to close the polygon or double‐click at the final vertex to create
an open polygon. If the polygon is open, Vectorworks completes the cloud based on the
outline.
2nd click
Start and
end click
3rd click
Convex Shape Concave Shape
Using Notation Objects | 499
Mode Description
Freehand Polygon Inserts the revision cloud around the perimeter of the specified vertices. Click to set the
start point and click‐drag to draw the freehand polygon. If the polygon is open,
Vectorworks completes the cloud based on the outline.
Start and
end click
4. Click to draw the revision cloud according to the specified mode.
The revision cloud properties can be edited from the Object Info palette.
Parameter Description
Billow Size Select the relative billow size from extra small to extra large
Billow Variability Select the variability (the variation between the smallest and
largest billows)
Billow Height Select the relative billow height (small, medium, or large)
Billow Type Select a convex or concave billow type
Polyline Parameters Edits the revision cloud polyline; see “Reshaping Objects” on
page 291
The following illustration demonstrates the effects of varying the three parameters.
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None
Billow Variability
Low
Medium
High
Billow Size
To create a drawing label:
1. Ensure that the appropriate layer is active.
2. Click the Drawing Label tool from the Dims/Notes tool set.
3. Click on the drawing at the desired location to place a drawing label object.
4. Click again to set the rotation.
If this is the first time the object is inserted in this session, the Object Properties dialog box opens. These
parameters apply to subsequent placements of the object and can be changed in the Object Info palette. Click OK.
Parameter Description
Rotation Specifies the number of degrees to rotate the label (0.00 is horizontal)
Using Notation Objects | 501
Parameter Description
Dwg Title Specifies the title text that displays above the label’s horizontal ruling line;
defaults to the file name (on a design layer), to the sheet layer name (on a sheet
layer), or to the viewport name (in a viewport), but it can be edited
Item Identifies this drawing on the current sheet. This value displays in the top half of
the label bubble, unless Number Style is set to None. If the label is in a viewport
or sheet layer, Vectorworks automatically numbers items and updates this field; if
the label is on a design layer, enter an item identifier manually.
Sheet Identifies the sheet containing the drawing. This value displays in the bottom half
of the label bubble, if Number Style is set to Drawing and Sheet. On a design or
sheet layer that has a drawing border object, Vectorworks automatically obtains
this value from the border’s Part Number field; if there is no border, enter a sheet
identifier manually.
Number Style Specifies which drawing identifier numbers (from the Item and Sheet fields)
display in the label
Scale Display Style Specifies which scale information displays beneath the label’s horizontal ruling
line
Custom Scale If Scale Display Style is set to Custom, enter information to display in the scale
area
Use Architectural Scale Select this option to use the US Architect scale style (as in 1/4” = 1’‐ 0”); deselect
the option to use the Engineering style (as in 1:48)
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Parameter Description
Bubble Style Select the style of the label bubble graphic, which can contain item and sheet
numbers identifying the drawing
Circle Rectangle
Draw Full‐width Bubble Select this option to extend the bubble graphic to the full length of the ruling line;
not available if Bubble Style is set to None
Title / Scale / Item# / Sheet# Select the font sizes for the various elements of the drawing label
Text Size
Bubble Scale Factor Specifies the label’s bubble size; enter a larger value to increase the size (the
number must be greater than zero)
Line Length Mode Sets the length of the drawing label’s horizontal ruling line. A fixed length ruling
line is set by the Printed Length value. An auto‐fit ruling line is set to the length of
the longest text bounding box, either above or below the ruling line. A control
point ruling line is set by the location of its control point; click the control point to
select it and click in the desired location in the drawing to adjust the ruling line
length or to flip the ruling line to the opposite side.
control point
Fixed
Control Point
Auto-Fit
Printed Length For a drawing label using a fixed length ruling line, sets the length of the drawing
label on the printed page
Flip Select this option to move the bubble (including the item and sheet identifiers) to
the right side of the label:
Rule Offset Specifies the vertical offset between the label’s bubble and horizontal ruling line
on the printed page (0 is centered); enter a negative number to move the line, title,
and scale below the center line of the bubble
Using Notation Objects | 503
Parameter Description
Title Margin Specifies the vertical distance between the label’s horizontal ruling line and the
text above it. Enter a positive value to move the text further above the ruling line,
or a negative value to move the text closer to the ruling line.
Scale Margin Specifies the vertical distance between the label line and the text below it. Enter a
positive value to move the text further above the ruling line, or a negative value to
move the text closer to the ruling line.
To create a reference marker:
1. Ensure that the appropriate layer is active.
2. Click the Reference Marker tool from the Dims/Notes tool set.
3. Click on the drawing at the desired location to place a reference marker object.
4. Click again to set the rotation.
If this is the first time the object is inserted in this session, the Object Properties dialog box opens. These
parameters apply to subsequent placements of the object and can be changed in the Object Info palette. Click OK.
Parameter Description
Rotation Specifies the number of degrees to rotate the marker (0.00 is horizontal)
2D Scale Factor Specifies the marker size; increase the scale value to obtain a larger marker
Type/Config Select one of the types and configurations from the list
Elevation
Detail
Section
Item/Sheet Specifies the marker information
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Parameter Description
Separator For some configurations, indicates the separator between marker information items
Arrow Angle For some configurations, specifies the angle of the marker arrow
Arrow Fill Select a filled or unfilled arrow style from the list
Creating Floors, Walls, and Roofs 15
Vectorworks provides a variety of specialized tools and commands for creating floors, walls, and roofs.
Creating Floors
The Floor command can be used to create not only floors, but also decks, patios, stages, platforms, and lofts. The
command converts any 2D drawing object into a hybrid (2D/3D) object of any shape and thickness. The source object
must be flat and must also be parallel to the ground plane.
To create a floor:
1. Select View > Standard Views > Top/Plan.
While this command can be used in a 3D projection mode, the precise X and Y placement is much harder to
determine.
2. Select the 2D or flat hybrid object(s) to turn into a floor.
3. Select Model > AEC > Floor.
The Create Floor dialog box opens.
Parameter Description
Bottom Z Specifies the distance above the ground plane that the floor will begin (the Bottom Z height).
In most cases, use the default of 0, which starts the floor on the ground plane.
Thickness Sets the floor thickness
4. Click OK, and then change to a 3D projection mode to see the floor.
Creating Walls
Vectorworks provides the flexibility to draw both straight and round walls and to join those walls to other walls.
Vectorworks treats each wall section as a separate object. Either automatically join walls together when drawing them,
or join them after drawing by using one of the joining options. Other wall options include the ability to add
component lines and fills to walls, cap and trim them, and insert symbols (such as doors and windows) into them. You
can also add and delete peaks in a wall, if the elevation changes from one end of the wall to the other.
Additional wall capabilities are available in Vectorworks Architect, and are cross‐referenced to the appropriate
section in the Vectorworks Design Series User’s Guide where applicable.
Vectorworks provides four ways to position the wall in relation to the control line. These modes are activated by the
four buttons on the Tool bar.
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Left Control
Straight Walls Line
Mode Description
Left Control Line Walls are drawn along their left sides
Center Control Line Walls are drawn from the center
Right Control Line Walls are drawn along their right sides
Custom Control Line Walls are drawn from an offset point specified in wall preferences; most effective when
drawing walls containing components
Wall Preferences Sets the physical parameters of the wall; see “Drawing Straight Walls” on page 506
Arc Creation Controls Select the arc creation method to use when drawing round walls; for more information
on arc creation modes, see “Creating Arcs” on page 237
See “Wall Direction” on page 513 for details on how the starting point and direction in which the wall is drawn
determines the wall’s interior and exterior sides.
3D walls
Create walls by drawing them with the mouse, or by using a mouse‐Data bar combination (see “Using the 2D Data
Bar” on page 213 or “Using the 3D Data Bar” on page 323). The following directions assume that the walls are drawn
with the mouse.
Creating Walls | 507
To create straight walls:
1. Select the Wall tool from the Walls tool set.
2. Click the desired Offset mode button (see “Creating Walls” on page 505).
3. Click the Wall Preferences mode button.
The Wall Preferences dialog box opens. This dialog box can be accessed any time afterward to modify wall
settings. Walls can also be drawn first, and then the parameters can be set later from the Object Info palette.
Additional wall capabilities are available in Vectorworks Architect, and are cross‐referenced to the appropriate
section in the Vectorworks Design Series User’s Guide where applicable.
Parameter Description
Wall Style In Vectorworks Fundamentals, all walls are un‐styled.
(Vectorworks
For information on wall styles, see “Creating Walls in Architect” on page 61 in the
Architect required)
Vectorworks Design Series User’s Guide.
Save Preferences as See “Creating Walls in Architect” on page 61 in the Vectorworks Design Series User’s
Wall Style Guide
(Vectorworks
Architect required)
Preview Displays a preview of the wall structure, including any defined components; the preview
wall is drawn from left to right, so the “top” of the preview, by default, indicates the left
part of the wall as it will be drawn (see “Wall Direction” on page 513). The arrow shows
the wall direction.
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Parameter Description
Overall Thickness Displays the thickness of the wall. If a wall contains no components, enter the wall
thickness.
The thickness of a wall with components is defined by the sum of the component
thicknesses. When components have been defined, this parameter becomes read‐only.
Edit Wall Attributes Opens the Wall Attributes dialog box, to specify the wall fill and pen settings
Components Lists the components that form the structure of the wall, in order from left to right as
displayed in the preview. To change the order of a component, click and drag within the
# column.
New Click to define the components of the wall; see “Creating Wall Components” on page 514
for information on creating components
Edit Opens the Component Attributes dialog box to edit the selected component’s thickness
and attributes (you can also double‐click on a component to open the Component
Attributes dialog box)
Delete Deletes the selected wall component; the wall thickness is adjusted accordingly
4. Click Edit Wall Attributes to specify the wall attributes.
The Wall Attributes dialog box opens. The wall attributes of an un‐styled wall are initially set to the parameters
displayed in the Attributes palette. If they are changed here, the Attributes palette reflects the changed attributes
of the selected wall (after exiting the Wall Preferences dialog box).
Fill, pen, and opacity can be set by class rather than by the attributes in the Wall Attributes dialog box. If the wall
class is changed later, the wall changes to use the attributes of the new class. Wall attributes cannot be overridden
on a per‐instance basis; if a wall style uses class attributes, all walls of that style must use class attributes.
However, walls of the same wall style can be placed in different classes.
Parameter Description
Fill
Use Class Sets wall fill attributes by class rather than by the parameters in the Wall Attributes
Attributes dialog box
Creating Walls | 509
Parameter Description
Style Specify the wall fill attributes, or select None for no fill. Selected hatch, gradient, or
image fills, if not already present in the file, are imported and added to the Resource
Browser (default resources are automatically imported into the current file at the point
of use and display in the Resource Browser). See “Vectorworks Fundamentals Default
Resources” on page 167 and “Fill Attributes” on page 262.
Pen
Use Class Sets pen attributes by class rather than by the parameters in the Wall Attributes dialog
Attributes box
Style Specify the wall pen attributes, or select None for no pen. See “Pen Attributes” on
page 263.
Line When a pen style has been selected, specify the line thickness and style; see “Line Style
Attributes” on page 264
Opacity
Use Class Sets wall opacity by class rather than by the parameters in the Wall Attributes dialog
Opacity box
Opacity Specifies the transparency of the wall; drag the slider to the left to increase the
transparency, or enter a percentage directly in the box to the right of the slider
5. Click OK to return to the Wall Preferences dialog box. If components are to be added to the wall, click New to
define each component (see “Creating Wall Components” on page 514). The Overall Thickness is then defined
by the thickness of the wall components.
6. Click the Insertion Options tab to set the wall insertion options.
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Parameter Description
Height
Set Height Sets the default wall height value; walls are drawn with this height, which can be edited
later in the Object Info palette
Link Height to Sets the default wall height to the value specified for the design layer’s Delta Z value
Layer Delta Z (see “Setting Design Layer Properties” on page 99)
The association between wall height and the layer’s Delta Z value can be broken
after wall creation, by deselecting Link Wall Height to Layer +/‐ Z from the Object
Info palette.
Offset Adds to or subtracts from the height of the design layer’s Delta Z value
Class Specifies the default class for the walls
Caps Select whether a wall segment is capped at the start point, the end point, both ends, or
has no caps at all
Control Offset If using the Custom Control Line wall mode, enter the offset value for the control line
(see “Creating Walls” on page 505)
Vectorworks Architect is required to display the Data Fields tab. See “Creating Walls in Architect” on page 61 in
the Vectorworks Design Series User’s Guide.
7. Click the Textures tab to set the wall textures (Renderworks required).
Select from the default resources or the current file’s resources (see “Vectorworks Fundamentals Default
Resources” on page 167). Alternatively, select Class Texture to use the texture defined by the wall’s class. Any
walls with that wall style use class textures for that part of the wall (unless overridden). Class Texture can also be
chosen for a selected wall in the Render tab of the Object Info palette.
Textures can also be set from the Render tab of the Object Info palette, where additional wall parts can be
textured. Textures applied from the Object Info palette override the textures set in the Textures tab. Textures from
the Textures tab override the class textures, when Use Textures at Wall Creation is selected. See “Applying
Textures with Basic Mapping” on page 709 in the Vectorworks Fundamentals User’s Guide.
Creating Walls | 511
Parameter Description
Use Textures at Applies the textures to the walls as they are drawn
Wall Creation
Use Left Texture for Applies the texture selected in Left to the center and right parts of the wall (see “Wall
the Entire Wall Direction” on page 513 for information on wall sections)
Left Specifies the texture for the left section of the wall
Center Specifies the texture for the center and ends of the wall
Right Specifies the texture for the right section of the wall
8. Click OK when the wall preferences have been set.
9. Click at the starting point of the first wall section.
10. Click to end the first wall section.
To continue creating walls, click at the end of each additional wall section.
11. Double‐click to finish the wall if the start point and end point are not at the same location; otherwise, click at the
starting location (a SmartCursor cue displays) to finish the wall.
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2nd 3rd
4th 5th
1st click
Walls drawn in Top/Plan view
4th
2nd
Walls drawn in a 3D view
3D view 2D view
Round walls preferences include all of the same parameters as straight walls.
To create round walls:
1. Click the Round Wall tool from the Walls tool set.
2. Click the desired Offset mode button (see “Creating Walls” on page 505).
3. Click the Wall Preferences mode button (the preferences are described in “Drawing Straight Walls” on page 506).
Creating Walls | 513
4. Click OK when the round wall preferences have been set.
5. Click to set the center point of the wall arc.
6. Click the mouse to begin drawing the wall, or use the Data bar to enter an angle. For more information on arc
creation modes, see “Creating Arcs” on page 237.
7. Click to end the wall.
1st click
2nd click
3rd click
Wall Direction
The starting point and the direction in which the wall is drawn determine a wall’s “sides.” Think of walking along the
top of the wall—the wall side on your left could be the exterior of a building or the interior, depending on which
direction you travel. The “left side” and “right side” designations are used when textures are applied to the walls.
To reverse the wall direction, click Reverse Sides from the Object Info palette.
To set the Auto join walls preference:
1. Select Tools > Options > Vectorworks Preferences (see “Edit Preferences” on page 45).
2. On the Edit tab, select Auto join walls.
3. Click OK.
Parameter Description
Definition
Thickness Specifies the component’s thickness; the thickness of a wall is the sum of its components. A
component must have a thickness greater than 0.
Name Provide a name for the component, which displays in the Components list in the Wall
Preferences dialog box
Class Displays the component class; this setting can be changed in Vectorworks Architect (see
“Creating Walls in Architect” on page 61 in the Vectorworks Design Series User’s Guide).
Vectorworks Fundamentals can display classes set in Architect. <Wall Class> indicates that
the component assumes the same class setting as that of the wall.
Fill
Use Class Sets component fill attributes by class rather than by the parameters in the Component
Attributes Attributes dialog box. If the component class is changed later, the component changes to
use the attributes of the new class.
Style Specify the wall fill attributes, or select None for no fill. Selected hatch, gradient, or image
fills, if not already present in the file, are imported and added to the Resource Browser
(default resources are automatically imported into the current file at the point of use and
display in the Resource Browser). See “Vectorworks Fundamentals Default Resources” on
page 167 and “Fill Attributes” on page 262.
Left Pen/Right Pen Class attributes can be used for the left and right pen parameters. Otherwise, select a style,
line thickness, and dash style for the left and right sides of the component; see “Line Style
Attributes” on page 264
3. Click OK to create the component and return to the Wall Preferences dialog box.
The wall’s Overall Thickness value changes to be determined by its components. As components are defined,
they display in the preview. Click and drag a component in the # column to change its order.
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4. Click OK.
Parameter Description
Preview Displays a preview of the wall structure, including the defined components; the preview wall
is drawn from left to right, so the “top” of the preview, by default, indicates the left part of the
wall as it will be drawn. The arrow shows the wall direction.
Overall Thickness The thickness of a wall with components is defined by the sum of the component thicknesses
Components Lists the components that form the structure of the wall, in order from left to right as
displayed in the preview. To change the order of a component, click and drag within the #
column.
New Click to define the components of the wall as described previously in this section
Edit Opens the Component Attributes dialog box to edit the selected component’s thickness and
attributes (you can also double‐click on a component to open the Component Attributes
dialog box)
Delete Deletes the selected wall component; the wall thickness is adjusted accordingly
3. Click New or Edit, and define or edit the components as described previously.
4. Click OK to return to the Components dialog box.
5. Click OK. The new component definition is applied to the selected wall(s).
Parameter Description
Wall position relative to edge of poly Specifies whether the wall position should be centered on the polygon,
inside the polygon, or outside the polygon
Use existing wall style Specifies whether to create the walls using the existing wall style
Use existing wall thickness Specifies whether to create the walls using the existing wall thickness or
specify a new Thickness value
Use existing wall height Specifies whether to create the walls using the existing wall height or
specify a new Height value
Assign to class Select the class into which the walls should be placed
Delete Source Poly Deletes the source polygon after the walls are created
3. Click OK.
Vectorworks creates the wall(s) based on the original polygon and the specified parameters.
Creating Pillars
The Pillar command converts any closed 2D shape—rectangle, circle, oval, or polygon—into a pillar. In addition, use it
on open 2D shapes, such as lines and polylines, to create a flat, screen‐like object. These objects include such things as
movie screens, room dividers, and moving walls. Once created, a pillar can be joined to a wall. Create pillars in 2D
Top/Plan view.
3D view 2D view
To create a pillar:
1. Select View > Standard Views > Top/Plan.
Creating Walls | 519
2. Click on the 2D object to convert.
3. Select Model > AEC > Pillar.
The Pillar Preferences dialog box opens.
4. Enter a pillar height.
5. Click OK.
To view the new pillar, change to a 3D projection mode.
3D view 2D view
To join a pillar to a wall:
1. Click on the pillar.
2. Draw the walls.
If the Auto‐join feature is enabled, then the walls automatically connect to the pillar.
If the Auto‐join feature is disabled, then click the Wall Join tool from the Walls tool set and join the walls to the
pillar.
2. Select Modify > Create Polys from Walls.
The Create Polys from Walls dialog box opens.
Parameter Description
Gross Area Polys Creates a polygon or polyline from the exterior perimeter of the selected walls
Net Area (Room) Polys Creates a polygon or polyline from the interior perimeter of the selected walls
3. Click OK.
Vectorworks automatically creates the polygon or polyline, leaving the original walls unchanged.
Editing Walls
Wall parameters can be edited from the Object Info palette. Vertices can be added, deleted, or moved, and walls can be
reshaped. In addition, wall breaks can be removed, walls can be joined in a variety of conformations, and symbols can
be added to the walls.
Editing Walls | 521
Wall Properties
The properties of selected straight or round walls and their components can be edited in the Object Info palette.
Change the wall attributes from the Attributes palette.
Parameter Description
Style In Vectorworks Fundamentals, all walls are un‐styled. Vectorworks Architect is
required to select other wall styles; see “Creating Walls in Architect” on page 61 in the
Vectorworks Design Series User’s Guide.
+/‐ Z Sets the default wall height value
Link Wall Height to Sets the default wall height to the value specified for the design layer’s Delta Z value
Layer +/‐ Z (see “Setting Design Layer Properties” on page 99)
Deselecting this option breaks the association between wall height and the layer’s
Delta Z value.
Offset Adds to or subtracts from the height of the design layer’s Delta Z value
Bot Z Sets the location of the bottom of the wall above or below the layer’s Z value
Thick Displays the overall thickness of the wall; the thickness of a wall without components is
determined by the wall attributes. The thickness of a wall with components is defined
by the sum of the component thicknesses.
Visible Thickness Displays the wall thickness, while accounting for component visibility settings.
Invisible components on the interior and exterior of the wall cause the wall to appear
thinner than its actual length, for display purposes.
Caps Select whether a wall segment is capped at the start point, the end point, both ends, or
has no caps at all
Type When the wall is capped, specifies flat or round caps
Components Edits the wall components (see “Creating Wall Components” on page 514)
Reverse Sides Reverses the direction of the wall sections (see “Wall Direction” on page 513)
Reshaping Walls
Use the 3D Reshape tool to edit the elevation of walls, add vertices to create peaks in a wall, and delete vertices that
have been added. Use the 2D Selection or 3D Selection tool to change the wall length. Symbols remain where placed
when a wall is reshaped.
Three modes are available when both the 3D Reshape tool and a wall is selected.
Add 3D Wall Peaks
Mode Description
Reshape 3D Walls Adjusts the position of a selected wall vertex
Add 3D Wall Peaks Adds a vertex to a wall for reshaping purposes
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Mode Description
Delete 3D Wall Peaks Deletes a wall vertex
1. Select the wall to reshape.
2. In Top/Plan, click the 2D Selection tool, or in a 3D view, click the 3D Selection tool from the Basic palette.
3. Position the cursor over an end selection handle, and click.
In a 3D view, the handles are at the base of the wall.
4. Move the mouse to lengthen or shorten the wall.
5. Click when the wall is at the desired length.
With the 3D Selection tool, drag the handle at the base of the wall to lengthen
or shorten the wall (Front view depicted)
1. Select the wall to reshape.
2. Click the 3D Reshape tool from the 3D Modeling tool set, and select Reshape 3D Walls mode.
3. Position the cursor over one of the handles on the ends or top/bottom middle of the wall, and click.
When the cursor is over a reshape handle, the standard arrow cursor changes into a double‐headed, unfilled
arrow.
4. Move the mouse to adjust the wall.
5. Click at the desired location.
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With the 3D Reshape cursor, drag a top corner point to reshape the In an isometric view, drag the handle in
top of the wall (Front view depicted) the middle of the wall (top or bottom) to
change the height
1. Select the wall that requires a peak (vertex).
2. Click the 3D Reshape tool from the 3D Modeling tool set, and select Add 3D Wall Peaks mode.
3. Position the cursor over an end point on one of the corners or an existing vertex, and click.
When the cursor is over an end point, the standard arrow cursor changes into a single‐headed, filled arrow with
shaded boxes on either side of the shaft.
4. Move the mouse to add a vertex to the top or bottom of the wall.
A vertex can be moved to any location along the same wall as long as the location does not pass another existing
vertex.
5. Click when the vertex is at the desired location.
With the Add Peak cursor, click-click an end point to add a peak The top of the wall is now flush with
(Front view depicted) the bottom of the roof
To reshape a curved wall to match a planar surface, use the Subtract Solids or Intersect Solids command with an
object that matches the plane of the roof.
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1. Select the wall with the peak (vertex) to be deleted.
2. Click the 3D Reshape tool from the 3D Modeling tool set, and select Delete 3D Wall Peaks mode.
3. Position the cursor over the vertex to delete.
When the cursor is over a vertex, the standard arrow cursor changes into a single‐headed, filled arrow with a
hollow diamond in the shaft.
4. Click on the vertex.
The vertex is removed and the wall is reshaped to the remaining vertices.
Wall with two unnecessary vertices With the Delete Peak cursor, click a Wall with two vertices
(Front view depicted) vertex to delete it removed
1. Select the round wall to edit.
2. Click the 2D Selection tool from the Basic palette.
3. Position the cursor over the center control point, and click.
4. Move the mouse to change the radius, and click to set the end point.
Flip the round wall arc by dragging toward, and through, the arc center.
Editing Walls | 525
To remove wall breaks:
1. Click the Remove Wall Breaks tool from the Walls tool set.
Alternatively, right‐click (Windows) or Ctrl‐click (Macintosh) on the wall and select Remove Break from the
context menu.
2. Click and drag to create a marquee box around the wall break or end cap to remove.
The wall break or end cap is automatically removed.
2nd click
1st click
Joining Walls
The Wall Join tool joins straight or curved wall segments, not already connected using the Auto join walls preference.
(See “Automatically Joining Walls” on page 513 for information on Auto join walls.) There are three modes for joining
walls and two end cap modes.
L Join Uncapped Join
T Join
Mode Description
T Join Extends or shortens one wall segment until it intersects with a second wall segment;
creates Y joins by joining the first selected wall to two sections of an existing L join
L Join Joins the closest ends of two walls to create a corner
X Join Joins two wall segments at the point where they intersect
Uncapped Join Applies an uncapped join to wall join operations
Capped Join Applies a capped join to wall join operations
To temporarily activate this tool, right‐click (Windows) or Ctrl‐click (Macintosh) on a wall, and select Join from
the context menu.
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T Wall Joins
The T Join mode extends or shortens the first wall segment until it intersects with a second wall segment. As only the
first wall is extended, this mode will not create corner type joins. (For those, use the L wall join mode. See “L Wall
Joins” on page 527 for more information.)
To join walls with the T Join mode:
1. Click the Wall Join tool from the Walls tool set
Alternatively, right‐click (Windows) or Ctrl‐click (Macintosh) on the wall and select Join from the context menu.
2. Click T Join from the Tool bar.
3. Select the wall segment to join.
4. Select the second wall segment to join.
To create a T join to an existing corner, join the wall segment to the perpendicular corner segment. This creates a
clean join between the walls.
B C
B C
In both cases, wall A and B are already corner joined; wall C is joined to wall A
Y Wall Joins
Y wall joins are not automatically created when using the Auto join walls preference. (See “Setting Vectorworks
Preferences” on page 45 for information on Auto join walls.) Instead, the T Join mode is used to create Y wall joins.
To create a Y wall join between three wall segments:
1. Click the Wall Join tool from the Walls tool set.
Alternatively, right‐click (Windows) or Ctrl‐click (Macintosh) on the wall and select Join from the context menu.
2. Click T Join from the Tool bar.
3. Select the wall segment to join.
Editing Walls | 527
4. Select one of the two wall segments to join.
The wall segments are joined.
L Wall Joins
The L Join mode joins the closest ends of two walls to create a corner. Both wall lengths are extended or shortened, as
necessary, until they meet cleanly.
To join walls with the L Join mode:
1. Click the Wall Join tool from the Walls tool set.
Alternatively, right‐click (Windows) or Ctrl‐click (Macintosh) on the wall and select Join from the context menu.
2. Click L Join from the Tool bar.
3. Select the first wall segment to join.
4. Select the second wall segment to join.
The wall lengths are resized, as necessary.
X Wall Joins
The X Join mode joins two wall segments at the point where they intersect.
To join walls with the X Join mode:
1. Click the Wall Join tool from the Walls tool set.
Alternatively, right‐click (Windows) or Ctrl‐click (Macintosh) on the wall and select Join from the context menu.
2. Click X Join from the Tool bar.
3. Select the first wall segment to join.
4. Select the second wall segment to join.
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The first wall is split about the second wall to create the join.
The two wall segments must already intersect in order to use this mode, as neither segment’s length is altered.
Mode Description
Flipped Insertion Flips the symbol during placement (for example, changes the direction that a door opens)
Default Insertion Places the symbol using the orientation at creation
Wall Preferences Specifies symbol placement information
To place duplicate symbols in a wall:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Click the desired symbol from the list.
3. Select Make Active from the Resources menu.
Activate a symbol already placed in the drawing with the Symbol Pick Up mode of the 2D Symbol Insertion
tool (see “Symbol Pick Up Mode” on page 190).
4. Click the Duplicate Symbol in Wall tool from the Walls tool set.
5. Select the placement mode from the Tool bar.
This sets the symbol orientation. To place the symbol using the orientation in which is was created, click the
Default Insertion mode button. To flip the symbol when it is placed, click the Flipped Insertion mode button.
6. Click Wall Preferences from the Tool bar.
The Duplicate Symbol In Wall dialog box opens. Indicate how to place the symbols.
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Parameter Description
Start Offset To set the first symbol position with the mouse, select Next Click; to set the first symbol position by
a specified distance from a wall end, select the button next to the text box and enter a distance from
the wall end
Spacing To place successive symbols by mouse click, select Next Click; to place successive symbols a
specified distance apart, select the button next to the text box and enter a distance between symbols
Copies If selected, enter the specific number of symbol copies to insert into the wall
7. Click OK.
8. Click on the wall to indicate where the first symbol should be inserted. A preview of the symbols are shown
along the wall to aid in placement. If inserting the first symbol by an offset value, click anywhere on the wall and
the first symbol preview displays at the proper offset distance.
9. If spacing symbols by the next mouse click, move the mouse along the wall to set the spacing between symbols,
and click again to insert the duplicate symbols. If spacing symbols by a specified distance, click again to insert
the duplicate symbols. If a number of copies was specified, that number of symbols is automatically inserted.
Move the mouse to the opposite side of the wall to flip the symbol direction.
Parameter Description
Direction The preview window shows the direction the duplicate symbols will be placed in
the wall. To reverse the direction of the duplication, click the button to the left of the
window.
Number of Duplicates Specify the number of copies of the original object to create
Offset Between Duplicates Specify how far apart to place the duplicate symbols. For straight walls, enter the
distance from the center of each symbol to the center of the next symbol in the wall.
For round walls, specify either the distance or the angle between the duplicates.
Distance is measured along the outer arc of the round wall. Angle is the angle
between the center of each symbol to the center of the next symbol in the wall.
Z Offset Between Duplicates Optionally, specify a difference in height on the wall between each symbol
3. Click OK, and the array of duplicate symbols is placed into the wall.
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To move one or more symbols within a wall:
1. Switch to Top/Plan view.
The 2D Selection tool can only move symbols in a wall in a 2D view.
2. Click the 2D Selection tool from the Basic palette.
Toggle Wall Insertion mode on or off, depending on the desired result.
Action Description
Select one or more symbols inserted in a Inserted symbols can be dragged out of the wall (and into another wall if
wall, with Wall Insertion mode on desired).
Select one or more symbols not inserted Selected symbols can be inserted into a wall by dragging them over the
in a wall, with Wall Insertion mode on wall.
Select one or more symbols inserted in a The symbols are moved within the wall. When one of the objects in the
wall, with Wall Insertion mode off selection reaches the end of the wall, none of the objects can be moved
further in that direction.
3. Select the symbol or symbols.
4. Position the cursor near the symbol to be moved. When the resize cursor displays, drag the symbol(s).
Click
Inserting and Editing Symbols Within a Wall | 533
Parameter Description
Direction The preview window shows the direction the symbol(s) will be moved in the wall. To reverse
the direction of the move, click the button to the left of the window.
Offset For straight walls, specify the distance along the wall to move the object(s). For round walls,
specify either the Distance or the Angle between the old and new locations. The distance is
measured along the outer arc of the round wall.
3. Click OK, and the symbols are moved as specified.
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Move Preferences
Mode Description
Move Moves and duplicates selected symbols according to the distance and direction specified by
two mouse clicks
Distribute Moves and distributes duplicate symbols between the points specified by two mouse clicks
Reference Point Moves selected symbols according to a clicked reference point and a specified offset distance
from that point; the Preferences settings are not applicable when this mode is selected
To move, duplicate, and distribute selected symbols in a wall:
1. Select the symbol(s) in a wall to move and/or duplicate; if multiple symbols are selected, they must be in the
same wall.
2. Click the Move by Points tool from the Basic palette and click Preferences from the Tool bar.
The Move by Points Settings dialog box opens. Select the desired settings and click OK.
Parameter Description
Number of Duplicates Specifies the number of copies of the original symbol(s) to create (must be at least one)
Inserting and Editing Symbols Within a Wall | 535
Parameter Description
Original Object
Retain Keeps the original symbol(s); the Alt (Windows) or Option (Macintosh) key also retains
the original while using the tool
Leave Selected Keeps the original symbol(s) selected for further action
3. Select either the Move or Distribute mode, depending on the desired outcome.
4. Click once to indicate the vector start point, and click again to indicate the vector end point.
Symbols are duplicated or moved within the wall, in the direction and distance specified. If the wall is not long
enough to accommodate the specified duplicates and spacing, the number of symbols and the distance between
them is adjusted automatically.
1. Select the symbol(s) to move; if multiple symbols are selected, they must be in the same wall.
2. Click the Move by Points tool from the Basic palette, and select the Reference Point mode from the Tool bar.
3. Click to indicate the reference point, and then click a point on the selected symbol.
The Enter Offset dialog box opens, displaying the distance between the clicked points. The fields available
depend on whether the wall is straight or round.
4. For round walls, select whether to offset the symbol by Distance or by the Angle along the arc of the wall.
5. Change the offset distance or angle, and click OK. The selected symbol is moved along the wall as specified.
The Object Info palette displays the symbol’s information. If several symbols are selected, only the common
information can be changed.
3. Change the symbol’s settings as necessary.
Parameter Description
Insert Changes the insertion point location in relation to the symbol position
Break Changes the wall break style where the symbol is inserted
Height Changes the height of the symbol in the wall
Flip Click to flip through a series of four rotations until the desired orientation is reached
Set Position Activates the Move by Points tool in Reference Point mode; see “Moving Symbols in Walls with the
Reference Point Mode” on page 535
Replace Opens the Choose a Symbol dialog box to allow selection of a replacement symbol; see “Replacing
Existing Symbols” on page 192
In the editing mode, draw the The 3D geometry creates the hole
Right-click (Windows) or Ctrl-click
(Macintosh) and select Edit 3D Wall geometry to create the 3D wall of the desired shape in the wall
Hole Component from the context hole
menu to enter wall hole component
editing mode
A special texture part for walls can be applied from the Object Info palette (Renderworks required). See
“Applying Textures with Basic Mapping” on page 709.
Creating Columns
The Vectorworks column object places a basic, non‐symmetrical architectural column in the drawing. Additional
column capabilities are available in Vectorworks Architect (see “Creating Columns and Pilasters in Architect” on
page 73 in the Vectorworks Design Series User’s Guide).
To create a basic column:
1. Click the Column tool from the Walls tool set.
The Column tool on the Building Shell tool set creates a basic column for Vectorworks Landmark, Spotlight, and
Machine Design (Design Series required).
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2. Click to place the column in the drawing, and click again to set the column’s rotation. If this is the first time a
column is placed in the drawing, the column object properties dialog box opens. These parameters apply to
subsequently created columns; they can be changed later by accessing them from the Object Info palette.
3. Specify the column properties.
To create a circular or square shaft, capital, or base, enter the same value for the width and depth.
Parameter Description
Use Center Marks Select this option to size the cross at the column insertion point and enter the Center
Mark Size
Arch Height Enter the architectural column height, including base and capital (if any)
Shaft Type Select to draw the column with an oval or rectangular shaft type
Shaft Width Enter the shaft width
Shaft Depth Enter the shaft depth
Shaft Corner Radius For rectangular shaft type, enter the corner radius of the shaft
Shaft Taper Select whether to draw the column with a classic or straight taper, or no taper
Taper Width For a straight or classic taper, enter the taper width
Taper Depth For a straight or classic taper, enter the taper depth
Use Capital Select whether to add a capital to the column
Capital Type Select to draw the column with an oval, oval mushroom, rectangular, or rectangular
mushroom capital
Capital Width Enter the capital width
Capital Depth Enter the capital depth
Capital Height Enter the capital height
Capital Corner Radius For rectangular capital type, enter the corner radius of the capital
Use Base Select whether to add a base to the column
Base Type Select an oval or rectangular base type
Base Width Enter the base width
Base Depth Enter the base depth
Base Height Enter the base height
Base Corner Radius For rectangular base type, enter the base corner radius
Base Divisions Enter the number of divisions for the base
Get Finishes/Classes Click to open the Get Finishes/Classes dialog box to select the style class to use for
rendering the 3D shaft, capital, and base of the column (see “Using Style Classes” on
page 147 in the Vectorworks Design Series User’s Guide)
Shaft Finish Displays the style class to use for rendering the 3D shaft (selected in the Get Finishes/
Classes dialog box)
Capital Finish If Use Capital is selected, displays the style class to use for rendering the 3D capital
(selected in the Get Finishes/Classes dialog box)
Creating Roof Faces | 539
Parameter Description
Base Finish If Use Base is selected, displays the style class to use for rendering the 3D base
(selected in the Get Finishes/Classes dialog box)
4. Click OK.
A column with the specified parameters is placed on the drawing.
Parameter Description
Roof Slope Indicates the roof slope creation method and criteria
Angle Creates a roof slope based on an angle; specify the Angle
Rise over Run Creates a roof slope based on rise over run values; specify the Rise and Run. The rise
is the distance along the Y axis the roof rises above the Z height, and run is the
distance along the X axis for the roof to reach that height.
2nd Click Height Creates a roof slope based on a mouse click position (this option only available in Top/
Plan view). Enter the Height for the second mouse click.
Edge Miter Indicates the miter type for the roof edge
Vertical Creates the roof edge perpendicular to the ground plane
Horizontal Creates the roof edge parallel to the ground plane
Double Creates the roof edge with a horizontal and vertical miter; specify the Horizontal and
Vertical lengths
Square Creates the lower edge of the roof face perpendicular to the roof surface, regardless of
the roof angle
Hole Miter Specifies cut‐out miter options
Vertical Cut‐out edges are perpendicular to the ground plane
Square Cut‐out edges are perpendicular to the roof surface
Axis Z Sets the roof height
Angle For angled roof slopes, indicates the roof slope angle
Rise/Run For rise over run roof slopes, specifies the rise and run values
Height Indicates the height of the second mouse click when the roof slope is specified with
that option
Thickness Specifies the roof thickness
Vertical/Horizontal For double miters, specifies the horizontal and vertical miter lengths
4. Click OK.
5. Click‐drag the mouse across the 2D object to draw a line defining the roof axis; click again to complete the line. A
black arrow displays on one side of the line, indicating which side of the object will be the high side of the roof.
6. Point the mouse to the side of the roof that will be highest, and then click again. The roof axis line displays
selection handles, and the arrow pointing to the high side of the roof turns blue, indicating that the roof face is
complete.
Creating Roof Faces | 541
2D view 3D view
2D view 3D view
The edges of the cut‐out are mitered according to the selections made in the Create Roof dialog box during the creation
of the roof face.
To add a cut‐out to a roof face:
1. Select the roof face.
2. Create an object with the dimensions for the cut‐out and place it where the cut‐out will be located.
3. Select both objects.
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4. Select Modify > Clip Surface.
This creates the cut‐out in the roof face, leaving behind the object used to make the cut‐out.
5. Select the object used to make the cut‐out and delete it.
3D view 2D view
To create a roof object:
1. Select the walls, polygon, or polyline that the roof will be based upon.
Shift‐click to select multiple walls. If the building has an attachment, such as a garage, that will have a different
roof structure, then select only the desired walls.
2. Select Model > AEC > Create Roof.
Creating Roof Objects | 543
The Create Roof dialog box opens. Enter the desired criteria to create the roof object. The parameters are
illustrated in the roof diagram. Certain default parameters are suggested based on the selected roof parameters.
Parameter Description
Eave Profile Select the roof edge appearance
• Square: angled fascia, soffit edges
• Vertical: vertical fascia, angled soffit edges
• Horizontal: no fascia, horizontal soffit edges
• Double: vertical fascia, horizontal soffit edges
Vertical Specifies the vertical length for a double miter eave
Horizontal Specifies the horizontal length for a double miter eave
Thickness Specifies the roof thickness
Bearing Inset Specifies how far the bearing wall cuts into the roof
Roof Pitch Specifies the roof pitch as an angle or rise:run ratio; click Calculate for an automatic
calculation based on bearing height, eave height, and eave overhang
Bearing Height Specifies the height of the rafter plate or top plate above the wall layer Z height where the
roof will be supported; click Calculate for an automatic calculation based on roof pitch,
eave height, and eave overhang
Eave Height Specifies the height of the lowest portion of the roof; click Calculate for an automatic
calculation based on roof pitch, bearing height, and eave overhang
Eave Overhang Specifies the distance that the roof extends beyond the bearing wall; click Calculate for an
automatic calculation based on roof pitch, bearing height, and eave height
Layer Assigns the roof object to a layer. By default, the roof is created in the active design layer. To
create the roof in a different layer, select an existing layer from the list, or select New Layer
to create a new layer.
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Parameter Description
Class Assigns the roof object to a class. The standard roof class, Roof‐Main, is available as an
option and if it is selected, it is created in the file if it did not already exist. Alternatively,
select New Class to create a new class.
Retain Original Retains the source object(s) that formed the basis of the roof
Objects
3. Click OK.
Vectorworks creates a hip roof over the selected object(s) using the criteria set in the Create Roof dialog box.
Parameter Description
Bearing Inset Specifies how far the bearing wall cuts into the roof
Thickness Specifies the roof thickness (normally, this is the perpendicular thickness;
when a roof has different slopes, the vertical thickness can be specified)
Applies To When a roof has different slopes, the vertical thickness can be specified to
avoid incorrect roof intersections. Select Vertical Thickness and enter the
Thickness value
Gable Thickness When gable walls exist, specifies the gable wall thickness
Eaves Specify the eave type
Vertical For Double Miter types, enter the vertical length of the eave
Create Gable End Walls Select to create wall sections at gable ends
Parameter Description
Roof Edge Shape Select the basic shape of this roof edge: Eave, Gable, or Dutch Hip. By default, Vectorworks
creates a hip roof, which has an “Eave” edge on all sides.
When this setting is changed, the available parameters and roof diagram reflect the
selected roof edge shape.
Gable Overhang Specifies how the gable wall on top of the Dutch hip face will be cut; enter zero for a flat
gable wall, or enter the number of inches the gable wall will be inset from the gable roof
(Dutch Hip only)
edge
Gable Inset Specifies how far the gable wall on top of the Dutch hip face will be from the edge of the
hip face
(Dutch Hip only)
Pitch Specifies the roof pitch as an angle or rise:run ratio; click the calculator for an automatic
calculation based on bearing height, eave height, and eave overhang
(Eave and Dutch
Hip only)
Bearing Height Specifies the height of the rafter plate or top plate above the wall layer Z height where the
roof will be supported; click the calculator for an automatic calculation based on pitch, eave
height, and eave overhang
Eave Height Specifies the height of the bottom‐most portion of the roof; click the calculator for an
automatic calculation based on pitch, bearing height, and eave overhang
Eave Overhang Specifies the distance that the roof extends beyond the bearing wall, click the calculator for
an automatic calculation based on pitch, bearing height, and eave height
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Parameter Description
Entire Roof Select this option to apply the edited roof parameters to all available roof sections
(Eave and Dutch
Hip only)
4. Click OK to change the roof edge settings.
4. Change the parameters as described in “Changing the Roof Edge Shape” on page 544, and click OK.
A triangular wall is placed when the gable roof is created.
Editing Roof Objects | 547
4. Specify a Gable Inset value to create the Dutch hip face, and change other settings as described in “Changing the
Roof Edge Shape” on page 544.
5. Click OK.
6. Select Entire Roof to apply the edits to all appropriate sections of the roof.
4. Click Exit Group at the top right of the window.
5. The shape is cut out of the roof.
3D Reshape Z-Constrain
Remove Vertex
Mode Description
3D Reshape Adjusts the position of a selected roof vertex, constrained horizontally or vertically in
combination with the Z‐Constrain and Working Plane Constrain modes
Add Vertex Adds a peak (vertex) to a roof
Remove Vertex Deletes a roof peak (vertex)
Working Plane In 3D Reshape mode, reshapes the roof object horizontally, constrained along the X and/or Y
Constrain axes
Z‐Constrain In 3D Reshape mode, reshapes the roof object along the Z axis to change the height of a roof
ridge or eave
1. Select the roof object.
Editing Roof Objects | 549
2. Click the 3D Reshape tool from the 3D Modeling tool set, and select Working Plane Constrain mode.
3. Position the cursor over a roof handle.
When the cursor is over a handle, the standard arrow cursor changes into an unfilled, four‐way arrow.
4. Click‐drag the handle to change the roof handle location, or enter specific X and Y distance values in the Data
bar.
The roof edge, ridge, or eave handle location can be changed. The handle movement is constrained along the X or
Y axis (the ground plane); the height of the roof element cannot be changed in this mode.
Change the slope of a roof face by moving the ridge handle. If the reshape results in a roof slope that approaches
or exceeds 90 degrees, you are prompted to create a gable wall if desired.
Rendered View
5. Click when the handle is at the desired location.
1. Select the roof object.
2. Click the 3D Reshape tool from the 3D Modeling tool set, and select Z‐Constrain mode.
3. Position the cursor over a roof ridge or eave handle.
When the cursor is over a handle, the standard arrow cursor changes into two‐way hollow arrow.
4. Click‐drag the handle to change the roof handle location, or enter the specific Z axis distance in the Data bar.
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The roof ridge or eave handle location can be changed. The handle movement is constrained along the Z axis
(vertically); only the height of the roof element can be changed in this mode.
5. Click when the handle is at the desired location.
1. Select the roof for adding the vertex.
2. Click the 3D Reshape tool from the 3D Modeling tool set, and select Add Vertex mode.
3. Position the cursor over one of the edge or eave handles.
The standard arrow cursor changes into a single‐headed, filled arrow with shaded boxes on either side of the
shaft.
4. Click‐drag the mouse to add a vertex to the roof edge or eave.
5. Click when the vertex is at the desired location.
The roof is automatically reshaped to accommodate the new vertex.
1. Select the roof with the vertex to be deleted.
2. Click the 3D Reshape tool from the 3D Modeling tool set, and select Remove Vertex mode.
3. Position the cursor over the eave vertex to delete.
The standard arrow cursor changes into a single‐headed, filled arrow with a hollow diamond in the shaft.
Editing Roof Objects | 551
4. Click the vertex.
The vertex is removed and the roof is reshaped to the remaining vertices.
Vectorworks can create a wide variety of dormer windows in roofs. There are five styles to select from: trapezium,
gable, shed, hip, and bat; each gable type has unique parameters. The Edit Roof Element dialog box, used to create and
edit the dormers, changes according to the style of dormer chosen.
Dormer walls are always drawn in a clockwise direction for easy texture application.
To create a gable dormer window in a roof object:
1. Select View > Standard Views > Top/Plan.
2. Select Window > Palettes > Resource Browser.
3. Select a window symbol.
The window must be a symbol, not a plug‐in object.
4. Select Make Active from the Resources menu. The 3D Symbol Insertion tool is automatically activated from the
3D Modeling tool set.
5. Click to place the symbol in the roof object.
The roof must be a roof object with a fill, and not simply a roof face.
The Edit Roof Element dialog box opens.
552 | Chapter 15: Creating Floors, Walls, and Roofs
Dormer styles
6. Click Edit Dormer.
7. Select the dormer style.
The parameters automatically change according to the selected dormer style, with values for placing the dormer
at the location specified with the mouse click.
8. Click OK.
The gable dormer with window is created and placed according to the parameters specified. A hole is
automatically created in the roof where the dormer walls exist.
To remove the dormer completely, select Remove Object.
4. Click OK.
The drawing area displays the specified changes for the selected dormer.
Creating Skylights
A similar process to creating dormer windows is used to place a full skylight, complete with a window symbol, in the
roof.
A cut‐out can also be created through this process, but it is easier to create a cut‐out by following the procedures
described in “Creating Cut‐outs in a Roof Object” on page 547.
A 3D‐only window symbol is required for creating a skylight. An existing hybrid symbol can be converted to a
3D symbol by editing the symbol and deleting the 2D component. When creating skylight symbols, set the
insertion point of the symbol at the back and center of the symbol.
Insertion point
The insertion point of the symbol determines whether a skylight will be flush or surface‐mounted.
Inserting a Skylight
To insert a skylight:
1. Select Window > Palettes > Resource Browser.
2. Select a 3D window symbol to use in the skylight. Hybrid and 2D window symbols will not work for skylights,
though hybrid symbols can be used to create a cut‐out.
3. Select Make Active from the Resources menu. The 3D Symbol Insertion tool is automatically activated from the
3D Modeling tool set.
4. Click to place the symbol in the desired location in the roof.
Editing Roof Objects | 555
The roof must be a roof object, and not a roof face.
The Edit Roof Element dialog box opens.
5. Click Edit Skylight.
The skylight parameters are displayed.
Parameter Description
Offset from corner Specifies the distance from the edge of the roof to the center of the skylight
symbol
Offset from building line Sets the distance from the edge of the building to the center of the skylight
symbol
Do not insert symbol Select to use create a cut‐out in the roof without inserting the window symbol
Remove object Deletes the skylight from the roof
Edit dormer Accesses the dormer parameters instead of the skylight parameters
6. Click OK to create the skylight (or cut‐out).
Editing Skylights
Skylights and cut‐outs are edited and deleted in the same manner as dormers.
To edit a skylight:
1. Select the skylight.
A selection handle displays at the skylight location.
2. Position the cursor over the selection handle for the skylight and click.
The Edit Roof Element dialog box opens, with the skylight parameters displayed.
3. Edit the parameters as described in “Inserting a Skylight” on page 554.
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To remove the skylight completely, select Remove object.
4. Click OK.
The drawing area displays the specified changes for the selected skylight.
The skylight miter parameters can be changed from the Object Info palette.
Splayed Cuts the roof horizontally at the top of the skylight, and vertically at the bottom
Square Cut Cuts the roof perpendicular to the roof at both the top and bottom of the skylight
Importing and Exporting Files 16
Vectorworks has the ability to import and export to a variety of file formats. Your work may require you to import
drawings from colleagues that use previous versions of Vectorworks or other programs. You may also have to export
your drawings for those colleagues. Vectorworks’ import and export functionality provides the means to incorporate
Vectorworks files with other program’s files, including other CAD programs, worksheet, and word processing
programs.
Importing Files
The Import command imports files from a number of different file formats. This command opens drawings produced
in other software programs in Vectorworks, where the drawing objects and data can then be manipulated. The original
file remains unchanged.
To import a file:
1. Select File > Import.
2. Select the import option to use.
3. Select a file from the Open dialog box.
4. Click Open.
Special considerations apply for DXF/DWG files. See “DXF/DWG File Import” on page 579.
3. Click OK to import the image. The Object Info palette displays the image information.
The Trim, Clip, and Shear tools cannot be used on an imported image.
Images imported into the file that are not already in JPEG format can be compressed by JPEG with the Compress
Images command. See “Compressing Images” on page 430.
Exporting Files
The Export command exports Vectorworks files into several different file formats, including previous versions of
Vectorworks. The exported files can then be imported into another software program. Vectorworks exports to a new
file, leaving the original file intact.
To export a file:
1. Select File > Export.
2. Select the export file format.
Specify the export options, along with the file name and destination.
3. Click Save.
Special considerations apply for exports to DXF/DWG format. See “DXF/DWG File Export” on page 570.
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Parameter Description
Preview Options
No Preview The file does not display a preview when opened or imported by an application that
supports the .eps file format
Monochrome Preview Previews the file in monochrome
8‐Bit Color Preview Previews the file in 8‐bit color
Byte Order
Macintosh Saves the file in the Macintosh byte order
PC Saves the file in the PC byte order
4. If any of the objects in the drawing are outside of the print area, a dialog box opens to ask if the print area should
be used as the bounds of the EPSF export. If the print area is used as the bounds of the EPSF export, any objects
outside of the print area are not included in the export.
Parameter Description
Export Area
All Visible Objects Exports an image that includes all visible objects (objects do not have to be currently on
screen to be considered visible)
Current View Exports an image that is exactly as it displays on the current screen
All Pages as Single Saves all pages in the print area as one image. By default, the image dimensions are set to
Image match the print area specifications in the Page Setup dialog box. The image dimensions
can be changed, but must remain proportional to the print area aspect ratio.
Each Page as Saves each page in the print area as separate images. By default, the image dimensions are
Separate Image set to match the page size specifications in the Page Setup dialog box. The image
dimensions can be changed, but must remain proportional to the page size aspect ratio.
Marquee Exports an image within a user‐created marquee. Select this option and then click Draw
Marquee to temporarily close the dialog box. Click and drag to specify the area for export;
the marquee dimensions are displayed on the Data bar. Click to set the export area and
return to the Export Image File dialog box. The Pixel Dimensions of the image are
automatically set to the marquee dimensions.
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Parameter Description
Dimensions
Lock Aspect Ratio Select to maintain the image aspect ratio when specifying dimensions
Resolution Specifies the printed image resolution in pixels over inches
Pixel Dimensions
Width/Height Specifies the exported image dimensions; if Lock Aspect Ratio is selected, changes to one
dimension will update the other to maintain the aspect ratio
Print Size
Width/Height Specifies the printed image dimensions in the selected Unit; if Lock Aspect Ratio is
selected, changes to one dimension will update the other to maintain the aspect ratio
Units Select a unit to apply to the Print Size parameters
Preview Displays a rendered or wireframe preview according to the current settings
Render Updates the preview with a rendered view using the currently set rendering option
Wireframe Updates the preview with a wireframe view
Memory Required/ Estimates the amount of memory required for the export and the approximate file size of
Estimated File Size the exported file, based on the current settings
Update Updates the estimated memory and file size requirements
Format
File Type Select the file format for the exported image, and indicate specific compression settings, if
any
Compression Specifies compression settings according to the selected File Type
QuickTime offers great flexibility when specifying compression settings for the various file types. Consult
QuickTime documentation for information on these settings.
2. Click Save.
In the dialog box which opens, provide a name for the file; Vectorworks adds the file extension according to the
file format selected. If the Each Page as a Separate Image was selected for export, Vectorworks automatically
appends an incremental number to each file name.
3. Click Save.
A new file is created without changing the original drawing file. This new file can then be opened in other
applications or imported into another software program.
Parameter Description
Export Selected Objects Only Exports only selected 3D objects from the current layer; if no objects are
selected, all 3D objects from the current layer are exported
Export All Objects in Current Layer Exports all 3D objects from the current layer
Parasolid Version Specify the Parasolid version for export
3. Click OK.
4. Specify the file name and destination.
5. Click Save.
To export an IGES file:
1. Select File > Export > Export IGES (3D only).
The Export Options dialog box opens.
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2. Select Export Solid as Trimmed Surfaces to export a solid as several different “bodies” (for example, a cube
exports as six bodies); otherwise, a solid is exported as a single body.
3. Click OK.
4. Specify the file name and destination.
5. Click Save.
2. Select ASCII or Binary for the file type. Using the slider control, adjust the coarseness of the polygonal
representation for the export quality.
Exporting to Previous Vectorworks Versions | 567
3. Click OK.
4. Specify the file name and destination, and then click Save.
Item Description
Units Version 2000 DXF/DWG and later supports the concept of units, so the file’s unit settings
can be imported (if it includes units). Previous versions of DXF/DWG do not support units,
and some version 2000 and later files may be unitless. There is no way for Vectorworks to
tell whether these unitless drawings were made in meters, feet and inches, or microns.
Communicate with the person providing the file to determine this information. Unitless
DXF/DWG files do have five “units” settings (such as “Architectural” and “Engineering”)
which are used to guess the original units, but the guess may need to be adjusted.
Line Weights Vectorworks allows line weights and colors to be specified independently. AutoCAD has
recently gained the ability to do so, but most AutoCAD users still use colors to map to line
weights. Version 14 and earlier DXF/DWG files do not support true line weights at all. If
you choose to export with line weights mapped to colors, then original object colors will be
lost.
Colors and Fills Vectorworks is more graphically rich than DXF/DWG can currently support. In all cases,
Vectorworks chooses the closest possible translation given the limitations inherent in DXF/
DWG. The default version in the export dialog box will always give the best results
possible, assuming the recipient’s software can read all of the information.
DXF/DWG versions prior to 2004 have a fixed color palette (which changes slightly
depending on whether the background is black or white) and all objects have just one solid
color associated with them. Objects such as circles in DXF have no fill color (just a line
color). A few objects can have a fill color, but they have no separate line color.
DXF/DWG version 14 and above supports a “solid hatch,” which is a separate object that
can be associated with objects such as circles to make them look like they have a color fill.
These hatches cannot be the same color as the background color (such as a white rectangle
on a white background to mask objects underneath). Since these solid hatches can be
associative, Vectorworks can import them and set the associated object’s fill color instead of
having two separate objects for frame and fill.
DXF/DWG version 2000 supports “wipeout” entities, which are essentially polygonal
images filled with the background color. Some AutoCAD users may not want to receive
files with wipeouts. DXF/DWG export includes an option to exclude solid fills (which
includes both wipeouts and solid hatches). Since wipeouts can only be polygons and are
not associative, if a white circle on a white background is exported and then re‐imported
into Vectorworks, the result is an unfilled circle and a polygon with a white fill and no pen
inside the circle. The smoothness of the polygon (number of facets) depends on the 2D
conversion resolution preference when it was exported.
Objects with pattern fills, image fills, or gradients export as a plain solid color.
Layers and Classes Each Vectorworks design layer is similar to a DXF/DWG model space. A Vectorworks
drawing can have many design layers visible at the same time, with different scales and
views for each design layer, but only one model space is allowed in a DXF/DWG file.
Therefore, Vectorworks has to merge the multiple design layers, and some information can
be lost. The drawing should generally look and print the same after the export, but
independent layer scales, object coordinates, and invisible objects can be lost.
DXF and DWG File Formats | 569
Item Description
Groups and Symbols Vectorworks uses symbols, which are objects that can be inserted multiple times without
greatly increasing the file size, and which need only one edit to update all copies. It also
has groups, which are objects that are grouped together and act as one object. The DXF/
DWG equivalent of a Vectorworks symbol is called a “block.” The closest DXF/DWG
equivalent to a Vectorworks group is an “anonymous block,” which is like a symbol
without a name. Anonymous blocks cannot be edited easily in AutoCAD, however, so
Vectorworks no longer exports anonymous blocks. Instead, if the plug‐in object or group
has a name assigned in the Data tab of the Object Info palette, then that name is used;
otherwise a name is generated automatically.
Attributes and Linked DXF/DWG does not have database records that correspond to Vectorworks record formats.
Text It does have objects called attribute definitions (“attdefs”) which, when placed in blocks/
symbols, behave somewhat like linked text in Vectorworks. The correspondence is very
loose and as a result translation of these objects is not always smooth. DXF/DWG block
attributes are created for things exporting as blocks (symbols, groups, plug‐in objects, or
layer links) that have record formats attached. Because only DXF/DWG blocks can have
attributes attached, the record format information is not exported for other object types,
such as lines or circles.
Names When exporting to DXF/DWG version 2000 and later, the characters in layer and block
names will not change. Accurate translation of lower case text, spaces and other Unicode
characters is supported (except for the following illegal characters, which are converted
during export: < > ʺ `, / \ : ? * | = ). Export to previous versions converts all name characters
to uppercase; all spaces and special characters are converted to underscores. DXF/DWG
attribute tag names cannot have spaces in any version; any spaces found in record field
names are converted to an underscore.
Styled Multiline text Multiline formatted text includes various sized fonts that are bold, underlined, or
italicized, and that wrap to the next line. This type of text is supported for DXF/DWG
versions 13 and up. For earlier versions, wrapped text is split into separate lines.
Layer Transfer Mode / DXF/DWG does not support layer transfer modes or transparency, so use only paint
Transparency transfer mode (100 percent opaque under Quartz and GDI+ imaging)
570 | Chapter 16: Importing and Exporting Files
Item Description
Dimensions Vectorworks and AutoCAD handle dimensions, units, and dimension standards very
differently. Dimensions exported to DXF/DWG look exactly the same when opened in
AutoCAD, but they may change appearance slightly if edited. Vectorworks also creates
appropriate dimension styles for all dimension standards that are used in the file, so even
if the recipient modifies the dimensions or creates new ones, they should not look
significantly different.
During import, the file’s current units and dimension standard may be used, so imported
dimensions may look slightly different. All common dimension styles should transfer
flawlessly, but ensure that the Vectorworks file is set up with the correct units, angular
units, dimension standard, and design layer page size before import. When doing a batch
import of multiple files, choose an appropriate template file that has the appropriate
settings.
If unsure what the source file is using, use the import option to import the dimensions as
groups, preserving the original look. It is recommended to import once as groups to
evaluate the settings requirements, and then again as dimensions in a new file with the
appropriate settings. If markers look too small or too large, the layer scale and page size
may need to be adjusted.
Preparing to Export
The following procedures are recommended to help ensure a satisfactory translation.
1. Export behaves differently based on whether design layers or sheet layers are selected for export.
• If one or more sheets are selected for export, a paper space layout is exported for each sheet with the sheet
objects; any design layers visible in sheet layer viewports are exported to model space. (Sheets that do not
share design layers should usually be exported to separate files.) Other sheet layers and unreferenced design
layers are omitted from export.
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• If only design layers are selected for export, the design layers are exported to model space and all sheet layers
are omitted. If the design layers are exported to a single file, only the visible layers are exported; if the layers
are exported to separate files, all layers are exported.
2. AutoCAD does not have multiple model spaces. If the sheet layer being exported has multiple viewports at
different scales, the model space may have overlapping objects from the design layers, and the scale will be set to
1:1 instead of the expected design layer scale(s). To avoid this problem, set the scale the same for all design layers,
and make sure that no objects overlap. Then, adjust the viewport scales as desired.
3. Do not export design layers in perspective, as they will not be in perspective in the DXF/DWG file. Instead, create
a sheet layer with a viewport set to perspective view.
4. For DXF/DWG versions earlier than 14, object fills will not export. To better approximate the appearance of the
exported file for these versions, remove all fills in a copy of the file before export. This will help identify lines
under solid fills that need to be deleted or trimmed when the solid fill is removed.
DXF/DWG versions 14 and later support associative boundary hatches, or “bhatches.” Therefore, fills, solid fills,
and hatches can be exported as follows.
Vectorworks DXF/DWG
Associative hatch definitions bhatch definition; hatch pattern files (.pat) are exported
along with the DXF/DWG file
Hatches with multiple colors or with background fill Multiple bhatch definitions
Filled polygons with three or four sides, with the fill “Solid” entities
color different from the background color
Objects with a solid fill (color different from Object with associated bhatch
background color) or hatch
Objects with solid fill (color same as background • Wipeout entity (AC2000 and later)
color) • No fill (AC14 and earlier)
• Light gray bhatch (AC14)
Filled polylines with holes Multiple objects and associated bhatch definition with
island detection
5. Set the class and layer visibility appropriately. If invisible Vectorworks layers are exported as DXF/DWG layers,
objects in invisible classes will not be exported, and vice versa. To preview what will be exported, set classes to
“show/snap/modify others” and layers to “show others.”
6. DXF/DWG does not support hybrid objects. If only design layers are being exported, set the view for each design
layer so the appropriate 2D or 3D components are exported. From Plan view, the 2D component of a hybrid
symbol is exported; from Top view or any 3D view, the 3D component is exported. To preserve the 3D object
coordinates, use Top view to export all 3D design layers (or use viewports to show other views, and export the
sheets containing those viewports).
7. Symbols, plug‐in objects, groups, and layer links export as named blocks in DXF/DWG.
The name that these items receive depends on the view that is in effect upon export. As an example, the symbol
“Widget” would receive the following names, depending on the view:
DXF/DWG File Export | 573
The assigned layer link depends on whether Project 2D was selected for the layer link.
To check the item names, re‐import an exported file into Vectorworks.
8. Check the drawing with both black and white backgrounds. If the Vectorworks file has a white background and
uses a dark (but not black) color to draw objects, then others who look at the exported file with a black
background may not be able to see the objects.
9. Set the 2D and 3D conversion resolutions (in the Vectorworks preferences) to a low value if file size is a concern.
Higher resolutions result in larger exported file sizes. Lower resolutions decrease file sizes, but can result in
blockiness, especially when exporting to earlier versions of DXF/DWG.
Parameter Description
File Format
Format Choose from three exported file formats: DXF as plain text, DXF as a binary encoding, and
DWG.
One of the main differences between these formats is file size. Although individual files can
vary, an uncompressed text DXF file is generally larger than an uncompressed DWG file.
However, the file size can be significantly reduced by using a compression utility. A
compressed text DXF file is normally smaller than a compressed DWG file. Binary DXF file
sizes generally fall between the two for both compressed and uncompressed files.
In addition to file size, consider the formats that other applications can support. Before
exporting to binary DXF or to DWG, ensure that the receiving party’s software can read those
formats. Since binary and text DXF both use the same .dxf extension, if the DXF file cannot be
opened, it may be may be mistakenly considered corrupted. When in doubt, export as text
DXF, which is universally supported.
Recent versions of AutoCAD have bugs when reading some DXF files, such as losing links to
images, so DWG is usually a safer choice in that situation.
DXB is a simpler file format used by some third‐party applications that do not support the full
DXF or DWG file format. It is not the same as binary DXF; do not use .dxb as the extension for
binary DXF files. Vectorworks does not support DXB.
DXF/DWG File Export | 575
Parameter Description
Version For best results, export to the highest version supported by the recipient’s software, or the
default export version, whichever is lower. The latest versions of DXF/DWG have features
more similar to Vectorworks and may provide a better translation, but not all software
packages can read the latest versions. When in doubt, export as DXF and version 12, which
has widespread industry support.
Other options on the dialog box can change or become unavailable depending on the version
selected.
Class/Layer
Conversions
Export as DXF This option is available if the Export option is set to Design Layers Only.
Layers
Since Vectorworks classes correspond most closely to DXF/DWG layers, normally, the Classes
option is recommended. There is no direct equivalent for Vectorworks layers in DXF/DWG. A
single Vectorworks design layer is similar toDXF “model space.”
This is most important for the import of groups and symbols. In Vectorworks, the objects in
groups and symbols can belong to different classes, but they must be on the same layer. In a
DXF/DWG file, the entities equivalent to Vectorworks’ symbols and groups (known as
“blocks”) can be on different DXF/DWG layers.
Layers normally do not export relative to the Z value shown in the Design Layers tab of the
Organization dialog box.
Invisible While Vectorworks organizes drawings by class and by layer, the DXF/DWG file format only
Classes Are has layers. The following description assumes that, as recommended, classes are selected for
export as layers. (If instead Vectorworks layers are selected for export as DXF/DWG layers,
equivalent options are presented for the layers.)
Select whether to export invisible classes. If Exported As Invisible DXF Layers is selected,
objects that are in invisible classes in the Vectorworks file are exported, and can be seen by
making the DXF/DWG layer visible. This is the recommended option. However, if invisible
classes contain private information or if the size of the exported file needs to be reduced, select
Not Exported to delete these.
If invisible classes are exported as DXF layers, objects on invisible Vectorworks layers are
not exported. To export these items, first make the layers visible, and then select the
Export command.
Export Layers Select this option to export the selected sheet layers or design layers to separate DXF/DWG
As Separate files (named after the original layer); otherwise, the selected layers are exported to one file.
Files
This option is unavailable if the Export option is set to Design Layers Only, and Export As
DXF Layers is set to Layers.
All design layers are exported, including those that are set to be invisible.
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Parameter Description
Layer Scale
Rescale Layers When the Export option is set to Design Layers Only, paper space is not used; all items are
To placed in model space. Model space must be at one scale; DXF/DWG files do not have
different layer scales. If the layers to be exported are at various scales, the option to rescale
them to a common scale before export becomes available. By default, the most frequently used
layer scale will be used.
Choosing the best scale for export is important. Select Rescale Layers To and click the
common scale to use from the displayed list.
Symbols on rescaled layers are exported as scaled blocks in the DXF/DWG file.
When sheets are selected for export, all design layers export to model space at effectively a 1:1
scale, and viewports take care of showing the objects at other scales.
Sheets to Include
Export The options on this list change depending on the contents of the file being exported and on
which export Version is selected.
Select the items to export from the list. By default, the selected layers are exported to a single
file (to export multiple files instead, select Export Layers As Separate Files).
• If Design Layers Only is selected, you can select either classes or layers to Export as DXF
Layers. If you export the design layers as DXF layers, you cannot select Export Layers As
Separate Files.
• If one of the sheet options is selected, the selected sheet layers are exported as paper space
layouts; also, design layers used in viewports are exported to model space. While multiple
sheets can be exported to the same file, note that unrelated sheets usually should be
exported to different files.
Sheets If Selected Sheets is selected as the Export option, select the sheets to export from the
displayed list.
2D Fills and Files
Export 2D Fills Select this option to export solid fills as wipeouts (DXF/DWG versions 2000 and later) or solid
hatches (DXF/DWG version 14 and later). A Vectorworks hatch with multiple levels and
colors generates multiple hatch pattern definitions. See “Preparing to Export” on page 571 for
more information on the conversion.
Export Hatches Select this option to export all of the fills, patterns, gradients, and hatches within a class (or
and 2D Fills design layer, if layers are exported to DXF layers) to a separate DXF layer. The DXF layers are
into Separate named after the original class or layer that contains the object to which the fill, pattern,
DXF Layers gradient, or hatch is applied. For example, if the Vectorworks file has an object on the
“Hardscape” layer with a hatch applied to it, the export file will have a layer called
“Hardscape_Hatch.”
Export Hatch When a drawing has hatches, select this option to create additional hatch pattern (.pat) files in
Pattern Files a specified folder. The hatch pattern files, and the DXF/DWG exported file and any support
files, such as .jpg images, are placed in this folder. AutoCAD requires the hatch pattern files to
retain the hatch associativity and to add hatches to additional objects with the same hatch
pattern. When Export Hatch Pattern Files is deselected, AutoCAD displays the hatch but
cannot edit it.
DXF/DWG File Export | 577
Parameter Description
Export Images Select this option to export image objects and image files. This option is only enabled for DXF/
and Image Files DWG versions 2000 or higher.
3D
Export Solids as Select this option to export most Vectorworks solids and NURBS surfaces as ACIS objects.
ACIS Solids Deselect this option to export solids as polygonal faces (if the target software package cannot
read ACIS solids, for example).
Walls, round walls, roof and floor slabs, filled 3D polygons, meshes, and NURBS curves
cannot be exported as ACIS solids.
Triangulate to Some software packages, such as AutoCAD, are not capable of rendering exported 3D
Preserve Fills surfaces that have more than three or four vertices per face. Select this option to break up such
faces into a set of triangles that can be properly rendered. The algorithm used works best on
planar or nearly planar surfaces, such as the top of an extruded circle.
Even if Export Solids as ACIS Solids is selected, this option may be used to handle 3D objects
that cannot be exported as ACIS solids.
When in doubt, select this option (this increases the exported file size and the time necessary
to export it, and may result in unwanted lines in some cases)
Decompose 3D Some software packages cannot handle exported groups and symbols. If a problem occurs,
Symbols and select Decompose 3D Objects to convert symbols and groups to ungrouped objects. Do not
Groups select this option unless it is absolutely necessary.
Line Weights
Map Line The traditional method of specifying line weights in a DXF/DWG file is to use a unique line
Weights to color for each line weight. The thickness corresponding to each color is then specified at
Colors plotting or printing time. Newer DXF/DWG versions support true line weights, but most
AutoCAD users are likely to be using colors nevertheless.
Because DXF/DWG version 2000 and later supports limited true line weights, by default the
Map Line Weights to Colors option is deselected and Vectorworks line weights are converted
to the closest possible weight value automatically. Line weights with a value of zero are not
exported.
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Parameter Description
Select this option to convert line weights to colors. Then during the export process, a list of
line weights in the file displays. Specify the color to map to each of these line weights. To
select a different color for a selected line weight, click the color box and select a color from the
displayed options.
If Export Layers As Separate Files is also selected, the mapping dialog box does not
display; instead, Vectorworks automatically maps line weights to colors according to a
predefined standard.
For version 2000 and later, this option creates a .ctb file for each exported DXF/DWG file
(named after the original .vwx file) containing color mapping information. The exported DXF/
DWG file stores the name of the .ctb file in it. The AutoCAD user must put this in the support
path, as AutoCAD does not read the .ctb file when it is simply included in the same folder as
the DXF/DWG file.
To avoid having a color table file for each exported file, use a single .ctb file for each
unique set of mappings, and delete the others. When an exported file is opened in
AutoCAD, edit the page setup and choose an appropriate color table file.
DXF/DWG File Import | 579
Parameter Description
For earlier DXF/DWG versions, converting line weights to colors is recommended, and Map
Line Weights to Colors should be selected. When re‐importing the file, use the reverse
process to convert the colors back to line weights.
• Textures • Record format information attached to arbitrary objects
• Rendered views • Renderworks background images
• Image props • Oblique cavalier and oblique cabinet projections
• Lights • Object names attached to arbitrary objects
• EPS or vector PICTs in some cases • Layer transfer modes other than Paint
• “Graying” of layers and classes • Design layers with perspective views
• Individual layer scales • Depending on the export options, either layers or classes
Preparing to Import
Vectorworks imports versions 2.5 through 2007/2008/2009 of DWG and text and binary DXF. Before import, the
following steps are recommended to enhance the likelihood of a satisfactory translation:
1. Read “Information Lost in Translation” on page 567 for more information about the differences between DXF/
DWG and Vectorworks.
2. It is not necessary to explode the entire drawing in AutoCAD before importing. If a file is not importing correctly,
try exploding individual problem objects before import.
3. If possible, communicate with the file originator. Determine the intended units, page size, and scale of the file,
along with the intended color‐to‐line weight mapping, if any.
Parameter Description
Source
One or More Files Imports only one file or only certain files within a folder. Click Choose Files and
choose one or more DXF/DWG files to import. The number of files selected and
their location is displayed.
All ___ Files in Folder Imports all files of the selected type (DXF only, DWG only, or DXF and DWG)
from a specified folder. Click Choose Folder and choose the source folder.
582 | Chapter 16: Importing and Exporting Files
Parameter Description
Include Subfolders If All Files in Folder is selected, includes all files of the selected type in all
sub‐folders.
Destination
Current File Imports the selected file(s) into the current file. If several files are selected, a new
layer is created for each imported model space.
Symbols in Current File Imports the selected file(s) into the current file. Each file creates a separate
symbol. This is convenient when importing part catalogs, for example. Paper
space is not imported.
New Files in Folder Converts the selected file(s) into new, separate Vectorworks files in the selected
folder. Click Choose Folder to choose the location. This is the best option when
converting many files.
Use Document Template If New Files in Folder is selected, select a template to use for each new file, or
select Blank Document. The template can be useful for specifying the page size
to use for model space objects (which can also affect dash scales and conversion
of polyline widths). It also allows specification of a dimension standard, default
color to line weight mappings, and in some cases, units.
Import Options
Use Default Applies the default DXF/DWG import options to the imported files; see “DXF/
DWG Import Options” on page 583.
Use Custom Sets custom options for the file import; click Set Custom Options to open the
DXF DWG Import Options dialog box (see“DXF/DWG Import Options” on
page 583). If several files will be imported, it is recommended that Units Setting
In File be set to Determine Automatically.
3. Click OK to import the file(s).
The progress of the import is displayed for each imported file during import. The final results of the import
process are shown in the DXF/DWG Import Results dialog box.
4. Click Details to open the results log file. The log text file, named DXF_DWF Import Log, is placed in the specified
destination folder if it exists, or in the Vectorworks application folder. New log information is appended to any
existing log file.
DXF/DWG File Import | 583
Parameter Description
Model Space Units Version 2000 and later DXF/DWG files support true units. When importing a file with true
units, Vectorworks determines and sets the units automatically. If the DXF or DWG file
does not contain true units information, Vectorworks tries to guess the units setting;
however, it may still require adjusting (see “Setting Units Manually” on page 586).
Units Setting In Vectorworks tries to determine the imported file’s unit settings, and displays the
File information to the right of Units Setting in File, along with the unit format (such as
Architectural), and the scaling factor that will be assumed (such as 1 DXF Units = 1”).
• To use the displayed unit settings in the Vectorworks file, select Determine
Automatically from the list, and also select Set Vectorworks Units to Match.
• To use another unit type (such as Centimeters), select it from the list, and also select Set
Vectorworks Units to Match.
• To use a custom unit type, or to change the defaulted scaling factor, select Custom from
the list, and then specify the units in the text boxes. Enter the unitless DXF/DWG
number in the first box, and a number with units in the second box. (For example, 15
DXF Units = 1” in the Vectorworks drawing.) The units displayed in the second box are
the same as the current Vectorworks document settings, but other units can be entered as
long as the appropriate units suffix is included, such as 3 cm. Also select Set
Vectorworks Units to Match.
• To use the units currently set in the Vectorworks file, select Use Vectorworks Document
Units. Vectorworks assumes that 1 DXF unit = 1 current document unit when importing
objects.
DXF/DWG File Import | 585
Parameter Description
Set Vectorworks Changes the Vectorworks document units and units format to match the DXF/DWG file
Units to Match being imported; the physical sizes of imported objects will not be affected. This option is
disabled when Use Vectorworks Document Units is selected from the Units Setting In File
list.
Paper Space Units Select the paper space units for converting paper space objects. Version 2000 and later DXF/
DWG files can have multiple paper space layouts, with each layout having its own units
setting; if that is the case, select By Layout (this option is not available for earlier versions of
DXF/DWG).
Model Space Once the units have been determined, specify the scale for Vectorworks to display the
imported file.
Choosing the model space scale is important. The scale affects the dash length scaling and
the conversion of polylines with widths (world‐space line weights) to Vectorworks line
weights. If the scale or drawing size are set incorrectly, some polylines may seem to have
the wrong line weight and some dashes may be too long or too short.
Fit to Page Vectorworks estimates a scale based on the bounds of all of the objects in model space; the
scale fits those objects on the page. Select this option to use the estimated value.
This Scale To import at a different scale, set the scale manually. Click Scale to open the standard Layer
Scale dialog box, and select the desired scale. (All Layers and Scale Text do not apply to
DXF/DWG files.) Click OK to return to the Primary Settings tab, and the selected scale
displays.
Center After Select this option to center imported objects on the page in the Vectorworks document. The
Import origin is moved so that the most recent import has correct coordinates. In other words, if all
the imported objects are shifted to be centered on the page, then the user origin shifts by
the same amount. Only objects from the current import are moved though, so previously
imported objects do not get centered and thus are no longer at the same location relative to
the user origin.
Deselect this option to position imported objects according to either the user origin
currently set in the Vectorworks document, or the internal world origin (a constant),
depending on the Use World Origin Instead of User Origin setting. Deselecting Center
After Import keeps origins aligned for multiple file imports. Note that some imported
objects may display off of the page if Center After Import is not selected.
Use World Origin If Center After Import is not selected, select this option to position imported objects in
Instead of User Vectorworks according to the world origin (a constant value in all Vectorworks
Origin documents).
Deselect this option to position imported objects according to the user origin currently set
in the Vectorworks document.
586 | Chapter 16: Importing and Exporting Files
Parameter Description
2D/3D Conversion DXF/DWG files are 3D in nature. From the Convert Objects To list, specify whether objects
should be imported as 3D, 2D, or a mixture of 2D and 3D. Generally, select the 2D and 3D
option, which converts objects that appear to be 2D (planar objects parallel to or in the
ground plane) to Vectorworks 2D objects. The remaining objects are imported as 3D.
Because Vectorworks does not have 3D text, selecting 2D and 3D can cause text in 3D
symbols to be deleted. In addition, objects parallel to the ground plane that have a
thickness are imported as 3D even though the originator of the file may not have intended
for them to be 3D. If problems occur, import all objects as 2D by selecting All 2D. A
warning displays if selecting this option will distort any objects, such as 3D symbols with
3D rotation.
If the file contains only a 3D model, select the All 3D option. Otherwise, parts of a large
object composed of several entities could be converted to 2D.
Occasionally, none of the choices is appropriate for all the objects. In this case, select the
option that best converts most of the objects.
Sometimes DXF/DWG drawings are split up into pieces and saved as separate files, such as different areas of a large
city map. When multiple files like this are imported into one file, they need to have their coordinates aligned, and their
layer scale set the same. The recommended workflow is to import the first file with the default Fit to Page scale, and
with Center After Import turned on. For subsequent files, manually set the scale to the same scale defaulted for the
first file, and turn off the centering option.
The Primary Settings tab covers the basic requirements for importing a DXF/DWG file. If the results are not
satisfactory, explore the options on the Graphic Attributes and Objects tabs.
Setting Units Manually
If objects seem to be the wrong physical size after import, ensure that the units chosen are correct. (Model Space Scale
only affects the display, but Units Setting in File affects the actual measured size of the objects.) DXF/DWG files do
not always have the true units set, and sometimes have incorrect units set.
Vectorworks guesses the units based on the information available, and indicates what it found in the dynamic text at
the top of the pane. If the guess is wrong, set the units manually.
If you do not know the correct units, but you know the true length of one of the objects in the drawing, determine
the true units as follows.
Import the file and choose Custom units, setting the edit boxes to something like 1 DXF Units = 1ʺ. After import,
measure the size of the object that you know the true length of. Close the document and redo the import, but this
time set the units to Custom with these values in the edit boxes: (measured length) DXF Units = (true length). For
example, if the true length is 1ʺ, but the measured length is 2.54ʺ, enter 2.54 DXF Units = 1ʺ. (Do not include units
in the first box, and if in feet and inches mode, just use the total measured length in inches.)
If Vectorworks finds an exact match for that ratio, it will change the Custom choice to the correct units. (In the
example above, it changes it to Centimeters.) If the measurements and the ratio are not exact (for example, 2.539
instead of 2.54), manually adjust it to a standard ratio. Common ratios have values such as 1, 12, 2.54, and powers
of 10. Examples: 1/12, 12/10, 2.54/0.01, etc.
If you do not know any true lengths, but the document contains dimension objects that show lengths, follow the
steps just described with the following change: Select Convert Dimensions to Groups (see “Objects Tab” on
page 589), import, and use the value in the imported dimension object as the true length.
DXF/DWG File Import | 587
Normally Vectorworks leaves the document units setting unchanged after an import. If a DXF/DWG file is set to
meters, but the Vectorworks document is set to feet and inches, then a dimension object that shows 1 meter in the
original file will show as 3ʹ3.37ʺ in the imported file. If you want the imported drawing to be the same as the original,
select the Set Vectorworks Units to Match option. You can also import with the option to convert dimensions to
groups (see “Objects Tab” on page 589) if you want the document to stay in the current units, but you want the
dimensions to look the same as in the original.
588 | Chapter 16: Importing and Exporting Files
Parameter Description
Color and Line Most DXF/DWG files do not use true line weights, although that is starting to change.
Weights Color is traditionally used to indicate line weights. There are some standards that specify
mappings between colors and line weights, but those standards are often ignored.
Vectorworks automatically chooses the standard mappings when exporting, if the
document does not already have a hidden record left over from a previous export or
import that specifies the mappings. When importing, Vectorworks does not choose the
standard mappings, but rather defaults to a reasonable line weight for all colors, implicitly
alerting the user that they should determine the true mappings that are desired.
If desired, specify mappings by selecting Map Colors to Line Weights. Select the desired
color mapping during the import process; if necessary, communicate with the file
originator to determine the correct line weights.
The colored lines can be changed to black (or white if the background is black). Select Set
Colors to Black and White. Note that most DXF/DWG files are created with a black
background, and the colors may not show up well on a white background.
Version 2000 and later uses .ctb files to store color mapping information, but it also
supports line weights, so these options may or may not be needed.
• If no .ctb file is detected during import, and true line weights are present, Map Colors to
Line Weights is deselected automatically, and the line weights import exactly.
• If no .ctb file is detected, and true line weights are not present, Map Colors to Line
Weights is selected automatically. A dialog box displays to allow manual mapping (by
default, all colors are mapped to the same line weight, or to the last mapping used
during the current session).
• If a .ctb file is detected, Map Colors to Line Weights is selected automatically, and
Vectorworks reads the file to determine how colors should map to line weights. A
dialog box displays to allow manual mapping (values are pre‐set by the mapping file;
duplicate mappings are indicated by italics).
Dash Patterns In some files, dash lengths may import at an inappropriate scale. Change the dash length
scale by selecting Manually Scale All Dash Lengths by and entering a scale value. A
suggested scale value is displayed. The scaling does not affect line thickness. Vectorworks
converts any dash patterns that are extremely small to solid lines to avoid unacceptable
slowdowns during file display and printing.
DXF/DWG File Import | 589
Parameter Description
Classes/Layers DXF/DWG layers correspond more closely to classes in Vectorworks than they do to
Vectorworks layers. Normally, import DXF/DWG layers as Vectorworks classes.
There is no equivalent to Vectorworks layers in a DXF/DWG file. When DXF/DWG layers
are mapped to Vectorworks layers, a warning displays if some of the objects in symbols or
groups would leave their original layers and take on the layer of the symbol or group. For
simple files without blocks, or files with objects inside the block that are set to “by block”
attributes, importing layers as Vectorworks layers should pose no problems.
To group imported DXF layers in Vectorworks class and layer lists for easy identification,
select Add Prefix to Imported DXF Layers. Enter the custom prefix to use in the field to
the right of the checkbox. If Import DXF Layers As Classes is selected, the prefix and a
hyphen is added to the beginning of the class name when imported into Vectorworks.
Similarly, If Import DXF Layers As Layers is selected, the prefix and a hyphen is added to
the beginning of the layer name when imported into Vectorworks.
Rays and Xlines (or construction lines) are DXF/DWG objects that are similar to
Vectorworks guides. A ray starts at a point and goes off to infinity, while a construction
line is anchored at a point and goes off to infinity in both directions. Select Rays and
XLines use Guides Class to convert Rays and Construction Lines into lines in the Guides
class, which are of finite length.
Objects Tab
The Objects tab contains settings for advanced users to customize the import process. In particular, decisions about
preserving object visibility and record field links are available.
590 | Chapter 16: Importing and Exporting Files
Parameter Description
Points DXF/DWG Points act either like the locus in Vectorworks (a drawing aid that is not
printed), or like a symbol that is visible and can be printed. Select whether to import points
as Loci or as Symbols. The default behavior is to import as symbols if the point style has
specified a real world size (that is, it is zoom invariant and always prints the same), or as
loci if the point style is specified as a percentage of the pixel size of the drawing window
(that is, it varies with the zoom level). Select Use Guides Class to import points as
Symbols in the Vectorworks Guides Class; this allows them to be hidden. In Vectorworks,
use the Show/Hide Guides commands to toggle their display.
Block Attributes “Attributes” in a DXF/DWG file are similar to linked text in Vectorworks. Select how to
handle attribute conversion into Vectorworks symbol linked text. Regardless of the
selection, record formats will be created based on the attributes found during import, and
imported blocks with attributes will have record formats attached.
Choose a Linked Text Handling method from the list. Depending on the file to be
imported, not all options are available.
Preserve Look and This option should be selected when available. The attributes will display as they did in
Links the DXF/DWG file, and they will be converted to symbol linked text.
If the file contains invisible attributes or attributes that override the attribute definitions,
this option is not available.
Preserve Look This is the next best option. The attributes will look and print as they did in the DXF/DWG
file, but some symbol text may become unlinked, if necessary, to preserve the look. Symbol
record field updates are not reflected in unlinked text. With this option, an individual
symbol could have a mixture of linked and unlinked text.
Preserve Visible This option is available when the DXF/DWG file contains attributes marked as “invisible.”
Links This type of attribute is converted in to a record format attached to a symbol, but is not
converted to linked text. The look of the drawing should be preserved, but minor changes
to visibility are possible. The advantage of this method is that linked text is preserved for
all visible attributes.
Preserve All Links The link between record fields and symbol text is preserved with this option. Any invisible
attributes will become visible. The look of the DXF/DWG file may not be preserved, but the
symbol text will not be unlinked.
Hide All All attribute text is hidden upon import. The information is still attached to the object in
record format, but it is not visible.
Group Record Each block attribute imports as a record format field. Select Group Record Fields to group
Fields those fields into a single record format. Vectorworks groups sets of attributes into record
formats if they have the same set of field names. For example, if two blocks (symbols) have
attributes with field names of “color” and “part number,” both blocks are converted with
the same record format. If one of the blocks has “color,” “part number,” and “price,” while
the other only has two of those, then the blocks are converted with different record
formats. When grouped, the record format name is created from the names of the first few
fields in the record format.
Deselect Group Record Fields to create one record format per field, with no grouping.
Without grouping, the record format uses the same name as the record field.
DXF/DWG File Import | 591
Parameter Description
MultiLines Multilines (or “mlines”) are similar in some ways to walls in Vectorworks, in that they can
have breaks that are “healed” and can be connected to other multilines. There are several
significant differences between multilines and walls, but an option is provided to import
multilines as walls. Do not select this option unless all multilines in the DXF/DWG file are
intended to be walls.
When you import multilines as walls, the wall heights may need to be adjusted. To do
so, select Tools > Custom Selection, select all walls, and change their height in the
Object Info palette.
Dimensions Select Convert Dimension to Groups to preserve the look of the original dimensions by
converting them into groups, rather than as recognized Vectorworks dimension objects.
Dimensions are imported using the file’s current unit and dimension standard settings. The Convert Dimension
to Groups option is most helpful when the dimension standard used in the DXF/DWG file is unknown.
• Named views • Textures
• Tables • Cropping blocks and cropping images
• Lights • User coordinate systems (UCS)
• rtext • Custom line styles and shape files
• SHX fonts • DXF groups (named selection sets, not the same as Vectorworks groups)
• Gradients • Certain objects from industry‐specific variations of AutoCAD, if those objects do not have
proxy graphics saved in the file; AEC objects that were created with Autodesk
Architectural Desktop can be imported without saved proxy graphics
592 | Chapter 16: Importing and Exporting Files
Using Working Planes 17
The working plane is an important concept in Vectorworks for working in 3D. This section covers all aspects of the
working plane, including aligning, rotating, moving, and saving the working plane position.
Ground plane
Working plane
Every object created in Vectorworks is placed in relation to the ground plane, whether it is placed directly on that
plane or placed above or below it. The working plane helps to easily create and position objects in 3D space. It allows
you to draw while in an isometric view and position objects exactly where they are needed. When changing the
location of the working plane, the ground plane remains displayed, providing a constant frame of reference while
adjusting the working plane.
For example, for a drawing of a complex machine, with numerous gears, cams, rollers, and other parts that intersect on
multiple planes, the working plane can be changed to different locations and angles in relation to the ground plane.
Creating or locating objects according to the working plane allows highly accurate positioning of the objects in 3D
space.
594 | Chapter 17: Using Working Planes
In addition, some tools require a vector or plane. The 3D viewing tools can use the working plane to define their center
and/or axis of rotation, while the Mirror tool mirrors the selected 3D objects across the working plane. The location of
3D tools in 3D space is taken from the point on the working plane directly behind the pointer, or from a snap point if
they are snapped to an object.
Ground plane and working Ground plane with working Dotted lines represent the intersection of
plane together in 3D View plane in different orientation the ground and working planes
If the grid lines are not visible, select Show Grid Lines in the Set Grid dialog box (see “Snap and Reference
Grids” on page 64).
The working plane is displayed with five control points, or handles. These handles are used for rotating and
repositioning the plane. The center handle is located at the plane origin, while the remaining four handles are at the
center of each of the four edges of the plane. See “Moving and Rotating the Working Plane” on page 600 for more
details.
Both the working plane and ground plane also include a darker, thicker set of lines representing the X and Y or I and J
axes. These lines allow you to easily keep track of the location of the axes regardless of the orientation of the plane.
To label the axes, select Show 3D axis labels on the 3D tab of the Vectorworks Preferences dialog box.
Mode Description
Three Points Defines the working plane by three, 3D points, or according to the surface of a rendered object
Planar Face Aligns the working plane to a selected planar face
To set the working plane with three points:
1. Select a view other than Top/Plan.
2. Click the Set Working Plane tool from the 3D Modeling tool set, and then select Three Points from the Tool bar.
3. Click to set the first point.
This becomes the center of the working plane.
4. Click to set the second point.
This corresponds to the working plane I axis.
5. Select the third point.
Once the third point is defined, Vectorworks automatically sets the working plane to intersect all three points.
2nd click
3rd click
1st click
To set the working plane to a rendered object’s surface:
1. Select a view other than Top/Plan and a rendering mode for the drawing.
Select a rendering mode of Unshaded Polygon, Shaded Polygon, Shaded Polygon No Lines, or Final Shaded
Polygon.
2. Click the Set Working Plane tool from the 3D Modeling tool set, and then select Three Points from the Tool bar.
The cursor changes to a pointing hand when over the surface of a rendered object.
596 | Chapter 17: Using Working Planes
3. Click on the surface to use for defining the working plane location.
The working plane position is set to the selected surface.
3. If more than one face is available for selection, the Select Face dialog box opens. Click the arrows until the desired
face is highlighted, and then click OK.
The working plane is aligned to the selected face.
Aligning Objects to the Working Plane | 597
1. Select a view other than Top/Plan.
2. Set the working plane location as desired. Select the object to align to the working plane.
3. Click the Align Plane tool from the 3D Modeling tool set.
4. Click a location on the object to align with the origin of the working plane.
5. Click a second point on the object to define the X axis.
The line between the first and second points defines the X axis.
6. Click a third point on the object to define the Y axis.
The line between the first and third points defines the Y axis.
The object aligns itself to the working plane as defined by these points. If the surface was mistakenly aligned to
the wrong side of the working plane, use the Mirror tool to flip the object to the opposite side of the working
plane.
Working plane
First click
Second click
Third click
To align a rendered object to the working plane:
1. Select a view other than Top/Plan and a rendering mode for the drawing.
The projection must be other than 2D Plan, with a rendering mode of Unshaded Polygon, Shaded Polygon,
Shaded Polygon No Lines, or Final Shaded Polygon.
2. Click the Align Plane tool from the 3D Modeling tool set.
The cursor changes to a pointing hand when over the surface of a rendered object.
3. Click on the surface to align to the working plane.
598 | Chapter 17: Using Working Planes
The object’s selected surface is aligned to the working plane.
Button Description
Look At Working Plane Changes the view to be perpendicular to the working plane; similar
to the Top view under the View menu in that you are looking
straight at the working plane
Ground Plane Mode Sets the ground plane as the reference for tools such as the Flyover
tool, Walkthrough tool, and other viewing tools; used with the
Flyover tool’s rotation center mode
Working Plane Mode Sets the working plane as the reference for tools such as the Flyover
tool, Walkthrough tool, and other viewing tools; used with the
Flyover tool’s rotation center mode
To move the working plane by dragging:
1. Switch to a 3D view.
A view other than Top/Plan is required to move the working plane.
2. Click the 3D Selection tool from the Basic palette.
3. Place the cursor near the center handle to move the plane in I, J space, or directly over the center handle to move
the plane in X, Y space, as indicated by the small letters next to the cursor.
Pressing the Alt key (Windows) or Option key (Macintosh) with the cursor near the center handle moves the
origin along the K axis or the Z axis, as indicated by the small letter next to the cursor.
4. Click to begin moving the plane.
5. Click to place the plane in the desired location.
Moving and Rotating the Working Plane | 601
Cursor placed at center With the Alt/ Option key held down, the
handle of the working plane working plane moves up along the Z axis
3. Click OK.
The working plane moves according to the values entered.
602 | Chapter 17: Using Working Planes
Parameter Description
Rotation Angle Specifies the rotation angle value
Rotation Axis Select X, Y, or Z for rotating about the ground plane axis, or I, J, or K for rotating about the
working plane axis
3. Click OK.
Worksheets can be imported and exported, allowing data to be shared between worksheets, files, and other
spreadsheet programs. A worksheet can also be added to a drawing and printed.
Creating Worksheets
For complex drawings, it is best to create separate worksheets for each task rather than one large worksheet.
Worksheets can be linked to share data, formulas, and calculations.
Worksheets can be created in several ways:
• Use the Create Report command to select worksheet data from the information associated with the symbols and
record formats in the drawing. See “Creating Reports” on page 606.
• Use the Resource Browser to create a blank worksheet, and then edit it to display the desired information. See
“Creating a Blank Worksheet” on page 607.
• Import worksheets from other Vectorworks files or from other spreadsheet programs. See “Worksheet Import”
on page 634.
Once created, a worksheet is saved with the file and is listed in the Resource Browser. It can also be accessed by
selecting Window > Worksheets.
If the same set of objects are typically used in your drawings, you can create a template file with a worksheet that
serves as a “master price list” listing all the objects and their costs. Then, to create materials lists and cost estimates for
a new design, simply import or reference the worksheet in the new drawing file.
606 | Chapter 18: Worksheets
Creating Reports
The Create Report command allows you to select data that is associated with symbols or record formats and create a
worksheet from it. The command can either create a new worksheet or append database rows to an existing
worksheet.
To create a report from record formats or symbols:
1. Select Tools > Reports > Create Report.
The Create Report dialog box opens. Specify the report criteria. Items in the Worksheet Columns list are listed in
the order in which they will appear in the worksheet; to change the order, click in the # column and drag the item
to the desired position in the list and worksheet.
Parameter Description
Title Assign a worksheet title; if the report data is appended to an existing worksheet, this title
is added to a spreadsheet cell above the database rows that are appended
List all Select either to list all objects with a record or to list all symbols
List objects with record If listing all objects with a record, select the record format to include
Possible Columns Lists the columns that can be selected for inclusion in the worksheet
Worksheet Columns Lists the columns selected for inclusion in the worksheet. Initially, all possible columns
are placed in the Worksheet Columns list. Items that will be used as worksheet columns
appear dimmed in the Possible Columns list.
Add / Add All To add a column to the worksheet, select it in the Possible Columns list and click Add;
click Add All to move all the columns to the Worksheet Columns list
Remove / Remove All To remove an item from the worksheet, select it in the Worksheet Columns list and click
Remove; click Remove All to move all the columns to the Possible Columns list
Summarize items with Summarizes symbols or record formats that contain identical fields, rather than creating a
the same new database row for each; select the field to summarize
Options Opens the Create Report Options dialog box
Creating Worksheets | 607
2. Click Options to specify additional report criteria.
The Create Report Options dialog box opens.
Parameter Description
New worksheet Select to create a new worksheet
Append to existing worksheet Select to append the information to a worksheet, and then select the target
worksheet
Search in symbols Select to search symbol instances for embedded records and symbols or include
this information in the worksheet
Search in plug‐in objects Select to search plug‐in object instances for embedded records or symbols and
include this information in the worksheet
3. Click OK to return to the Create Report dialog box.
4. Click OK to create the worksheet.
The worksheet opens automatically. It contains the specified columns, as well as a sub‐row for each object or
symbol in the drawing that matches the report criteria. The first data row shows the total value for the column.
5. To add more data to the worksheet, repeat steps 1 through 4 and select the Append to existing worksheet
option.
2. From the Resources menu, select New Resource to display the New Resource menu.
3. Select Worksheet.
The Create Worksheet dialog box opens.
Parameter Description
Name Enter a worksheet name; it can be renamed later through the Resource Browser by selecting
the worksheet and clicking Rename from the Resources menu
Rows / Columns Enter the number of rows and columns for the worksheet; the number of rows and columns
can be modified later
4. Click OK.
A new worksheet window opens.
Using Worksheets
When worksheets exist in an open file, Window > Worksheets becomes available. All the worksheets present in the
indicated file are listed. Worksheets with a check mark are currently open. To open a worksheet, select it from this
menu, or select the worksheet from the Resource Browser and then select Open from the Resources menu.
A worksheet opens in a separate window; it can be resized, moved, and closed. Worksheets contain a separate menu
and context menus (see “Worksheet Commands” on page 611).
Because an open worksheet is in a separate window, it is not printed with the drawing. To include a worksheet as part
of a drawing, select the worksheet in the Resource Browser and click Worksheet on Drawing from the Resources
menu. When the worksheet is open, the worksheet on the drawing displays as an “X.” When the worksheet is closed,
the updated worksheet displays on the drawing. Double‐click the worksheet from the drawing to open it. See
“Worksheets as Graphic Objects” on page 635.
Using Worksheets | 609
The worksheet appearance can be specified with a variety of formatting options (see “Formatting Worksheet Cells” on
page 615). The format is retained when the worksheet is included on the drawing. The appearance of the worksheet
background (fill, pen, and line thickness) can also be modified from the Attributes palette.
In a Vectorworks worksheet, rows are numbered sequentially starting with 1, and columns are labeled alphabetically
starting with A. Database sub‐rows are numbered with the database header row’s number, followed by a decimal and
sequential numbers (header row 3 has sub‐rows 3.1, 3.2, 3.3, and so on). The cell’s row number and column letter
indicate the spreadsheet cell address (database sub‐rows display a blank address). Cells can contain text, numbers, or
formulas.
When an empty worksheet is first created, all rows contain spreadsheet cells. Once created, database rows are marked
with a diamond shape next to the row number. The database header row contains the criteria, while the database
sub‐rows represent the objects that meet the specified criteria. For more information on spreadsheet cells and database
rows, see “Worksheet Rows” on page 620.
Keys Description
Arrow (Up, Down, Right, Left) Moves by one cell in the direction indicated
Tab Moves right by one cell
Enter Moves down by one cell
Shift+Tab Moves left by one cell
Shift+Enter Moves up by one cell
If more than one cell is selected, movement is restricted to the selected cells only.
Selecting Cells
To select cells:
610 | Chapter 18: Worksheets
• Select a single cell: Click on the cell. The cell contents, for spreadsheet rows and database header rows, are
displayed in the worksheet Formula bar.
• Select a range of cells: Click‐drag across a range of cells to select them, or click in one corner and Shift‐click in
the opposite corner.
• Select an entire column or row: Click on the header cell. Click‐drag across the header cells to select multiple
rows or columns.
• Select non‐contiguous cells, rows, or columns: Press and hold the Ctrl (Windows) or Command (Macintosh)
key while clicking on each cell, row, or column to select.
• Select the entire worksheet: Click at the top left worksheet cell.
Editing Cells
Spreadsheet cells can be edited. To edit a cell:
1. Select the cell.
The cell contents are displayed in the worksheet Formula bar.
2. Type directly in the Formula bar to enter text, numbers, or a formula.
3. To accept the edits and change the cell contents, click on the green check mark button. To cancel the edits, click on
the red “X.”
4. If necessary, adjust the width of the cell columns or cell rows by dragging the divider bar between the cell header
columns or cell header rows. Alternatively, select the Column Width command from the Worksheet menu (see
“Column Width” on page 612). Adjust the row height with the Row Height command from the Worksheet menu
(see “Row Height” on page 612). Multiple rows or columns can be adjusted at one time.
Text that is longer than the width of a cell “floats” over empty adjacent cells. Numbers that exceed the cell width
are displayed with # characters. Alternatively, text can be set to wrap (see “Formatting Worksheet Cells” on
page 615).
Hover the cursor over the bottom right corner of the worksheet
to obtain the insert cursor; drag to add columns and/or rows
Worksheet Commands
Various command menus are available in the worksheet window, as well as sorting functions. To open the main
worksheet menu, click the disclosure arrow just below the Formula bar. Right‐click (Windows) or Ctrl‐click
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(Macintosh) a specific worksheet row or cell to open a context menu. To sort the sub‐rows associated with a database
header row, apply sort functions to the columns as needed.
Current cell Cancel Accept entry Current zoom level Formula bar
Summarize
Descending icon
sort icon
Ascending
sort icon
Worksheet menu
Worksheet Menu
The main worksheet menu commands are defined in the following table.
Ascending Sort Sorts the database sub‐rows in ascending order, according to the contents of this column
Summarize Summarizes the database sub‐rows according to the contents of this column. Sub‐rows that
have identical items in this column are grouped together in a single row.
If a column contains data from a numeric field (such as height or width), the summarized
column contains a sum of the values for all objects that are grouped on the row.
3. Click and drag an icon to the column header cell to be used for the sort or summary. A new icon displays next the
the column heading letter. For an ascending or descending sort, a number in the icon indicates the sort
precedence for that column.
4. Apply additional sort or summary icons as needed. In each group of sub‐rows, up to three columns can have
either an Ascending or Descending Sort icon, and up to three columns can have a Summarize icon. The
Summarize icon can be used on a column by itself, or in conjunction with one of the sort icons.
5. To remove a sort or summary, click and drag the icon away from the column header cell.
Parameter Description
General Specifies the default general format
Decimal Uses decimal numbers; enter a value for the number of decimal places, and if desired, select to
use commas as separators
Scientific Uses scientific numbers; enter a value for the number of decimal places
Fractional Uses fractional numbers; enter the rounding value for fractions
Dimension Uses dimension numbers
Dimension Area Uses dimension area format and displays the specified area units after the number
Dimension Uses dimension volume format and displays the specified volume units after the number
Volume
Angle Determines the accuracy of angles and measurement system applied; measurement system is
degrees, minutes, and seconds or decimal numbers up to eight decimal places
Date Uses dates; select the desired date format from the list
Boolean Select to use a data value of either True or False
Text Select to enter a string of characters; the cell contents are treated as text, even if a number is in the
string
Leader Allows specified leader text to display before the cell value (except for Boolean and Text formats)
Trailer Allows specified trailer text to display after the cell value (except for Boolean and Text formats)
3. Click the Alignment tab to specify text alignment options.
Using Worksheets | 617
Parameter Description
Alignment Sets the alignment of text in relation to the cell border
Horizontal Specifies horizontal text alignment; select General to align text strings on the left and
numbers on the right
Vertical Specifies vertical text alignment
Text Orientation Sets the text orientation
Vertical Text Orients text vertically
Horizontal Text Orients text horizontally
Wrap Text Select to wrap text that exceeds the cell width (automatically adjusting row height); deselect
to allow text that is longer than the cell width to “float” over empty adjacent cells. If adjacent
cells contain content, unwrapped text may appear truncated. Numbers that exceed the cell
width are displayed with # characters.
A cell holds a maximum of 255 characters; if more space is required, put the overflow
text in additional cells below the first cell, to give the content a wrapped appearance.
Merge Cells Merges a range of selected spreadsheet cells into one cell; cell and border formatting and text
wrapping are applied to the cell group rather than to the individual cells. The cell contents
and format of only the upper left cell in the group apply to the merged cells. Data and
formatting in the other cells will be lost during the merge.
To split merged cells, select the merged cell group and then deselect Merge Cells.
4. Click the Font tab to specify the font, font size, style, and text color of text in selected cells. See “Formatting Text”
on page 220.
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5. Click the Border tab to set cell border formatting options.
The current Line Attributes are applied to a border element as it is added. Select the attributes before clicking to
add a border element.
Parameter Description
Line Attributes Sets the border line style, weight, and color. Select the formatting, and then click the border
button to which the formatting applies.
Style Selects the line style and thickness for the border element
Using Worksheets | 619
Parameter Description
Color Selects the line color for the border element
Presets Click a preset to automatically set border formatting options
None Removes all border formatting
Outline Adds a border only to the outside edges (top, bottom, left, and right) of the cell selection
Inside Adds a border only to the inside (horizontal and vertical) edges of the cell selection
Preview Adds border elements and previews the border appearance
Top Adds a border to the top of the cell selection
Horizontal When more than one cell is selected, adds a horizontal border between cells
Bottom Adds a border to the bottom of the cell selection
Left Adds border to the left edge of the cell selection
Vertical When more than one cell is selected, adds a vertical border between cells
Right Adds a border to the right edge of the cell selection
6. Click the Patterns tab to specify fill options for the selected cell(s).
Parameter Description
Style Select None to remove current cell fill options or to specify no fill; select Solid or Pattern to
apply a solid fill color or pattern to the selected cell(s)
Color/Pattern Select the fill color, or for the pattern style, choose the style and pattern foreground and
background colors
7. Click OK to set the formatting for the selected cell(s). The worksheet formatting also applies to worksheets
placed on a drawing.
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Worksheet Rows
Worksheets can obtain data from the drawing based on specified criteria, and then list the data and allow calculations
to be performed on the data. Use a spreadsheet row to add text, formula, or numbers to the worksheet. Use a database
row to specify the criteria for obtaining drawing data, and to specify the contents of each column. See “Specifying the
Worksheet Row Type” on page 621 to select the type of worksheet row. For information on entering data in
spreadsheet cells and database rows, see “Entering Data” on page 622.
Spreadsheet cells
Database header row
Database sub-rows
Spreadsheet Cells
The cells in a spreadsheet row contain text, formulas, or numbers. Text helps to identify the purpose of a worksheet
and labels the columns in a worksheet. Numbers represent drawing data or the results of a formula. Insert formulas to
perform calculations based on drawing data; Vectorworks includes more than 30 built‐in operation functions (see
“Additional Worksheet Operations” on page 626).
Database Rows
Database rows display information about objects in a drawing. The database header row is identified by the diamond
shape next to the row number. In this row, set the criteria to determine which objects will be listed in the related
sub‐rows. For example, you might set a header row to list all symbols in the drawing. A sub‐row would then be
generated for each symbol in the drawing. (If no object meets the header row criteria, no sub‐rows are created.)
Worksheet Rows | 621
Many criteria combinations can be specified, including an object’s name, record information, line weight, fill pattern,
layer, or class. For example, create a list of all the rooms in a resort, or list only the green wing‐backed chairs from all
the two‐room suites that are scattered throughout the resort.
For each column in the database header row, specify what information about the objects to display. For example, if a
database row lists all of the rooms in a building, you might define column A to be the room name, column B to be the
room number, and column C to be the floor number.
2. Select Database.
The Criteria dialog box opens for the selection of criteria for the database header row.
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To specify additional criteria, click More Choices. The number of objects that meet the criteria displays. Click
OK. Database functionality is now enabled for the row; beneath the header row, sub‐rows are created for each
drawing object that meets the criteria specified.
Entering Data
Data in a worksheet is entered differently, depending on whether the data is entered into a spreadsheet cell or a
database cell.
Entering Formulas
Formulas are entered in a spreadsheet cell to analyze and perform operations on the data. A formula is entered in the
worksheet Formula bar. Formulas can be applied to a single cell, or across a range of cells by selecting the cells and
pasting the formula in the range. Formulas always begin with an equal sign (=) and consist of a combination of
functions, cell references, or operators.
Formulas combine values with operators, such as a multiplication sign, to produce a new value (see “Operators” on
page 632). Formulas must be entered in a specific manner. If the formula is not entered correctly, it produces an error
and does not execute. Two common mistakes in syntax include forgetting to use pairs of parentheses, and omitting
required commas when no argument is present.
Basic formula syntax is described in the following table.
Syntax Explanation
Parentheses ( ) Enclose a parameter list
Square brackets [ ] Enclose a record destination
Periods . Separate record identifier and field identifier
Colons : Separate path name levels
Single quotes ʹ Enclose a string constant
Dollar signs $ Absolute reference designator
Double periods .. Used to designate ranges
To keep Vectorworks from treating numbers entered as text in a cell as a number, enclose the number in single
quotation marks, as in ʹ40ʹ or format the cell as Text on the Number tab of the Format Cells dialog box.
To manually enter a formula:
1. Select the cell, and then click in the worksheet Formula bar.
2. Enter an equal sign (=) and then enter the formula.
A formula can consist of functions, operators, cell references, and values.
3. When the formula is complete, click the green check mark to validate the entry.
To cancel an entry, click the red X button.
4. The formula executes as soon as the cell entry has been validated (Auto‐recalc must be selected in the worksheet
preferences; see “Preferences” on page 613).
Formulas can also be entered using the Paste Function and Paste Criteria commands.
To enter a formula using the Paste Function and Paste Criteria commands:
1. Select the cell, and then click in the worksheet Formula bar.
2. Enter an equal sign (=).
3. Select Paste Function from the Worksheet menu.
The Select Function dialog box opens.
624 | Chapter 18: Worksheets
4. Select a function from the list, and then click Done. See “Worksheet Functions” on page 626 for more information
on the functions.
The formula is placed in the worksheet Formula bar and the cursor is placed between the parentheses, awaiting
criteria.
5. Select Paste Criteria from the Worksheet menu.
The Criteria dialog box opens.
Click to browse
6. Set each of the three fields to the desired search criteria. Click More Choices to add additional search fields. Click
Fewer Choices to remove added search fields.
7. Click OK.
8. When the formula is complete, click the green check mark to validate the entry.
To cancel the entry, click the red X button.
9. The formula executes as soon as the cell entry has been validated (Auto‐recalc must be selected in the worksheet
preferences; see “Preferences” on page 613).
If an object is selected when the Paste Criteria command is selected, the Paste Attributes dialog box opens.
Entering Data | 625
Rather than selecting from search fields, the criteria are based on the selected object. Select the object attributes to
include in the criteria search. To access the standard Criteria dialog box, click the Custom button.
Cell References
Cell references specify the location of one or more cells to use cell data or values in a formula. The cells can be
referenced within the current worksheet (internal references), or from another worksheet (external references) within
the same drawing.
External references must include the full path name to the other worksheet. The syntax for entering an external
reference into a formula is:
Syntax Example
worksheet name:cell address =MyWorksheet:A1
worksheet name:range of addresses =SUM(MyWorksheet:A1..A12)
If the name of the worksheet contains spaces, then the name must be enclosed with single quotes as in the following
example: =ʹThe Worksheetʹ:A1
An external reference is updated by selecting Recalculate from the Worksheet menu.
Relative and Absolute Cell References
There are two forms of cell reference data used with cell addresses in a worksheet: relative and absolute. An absolute
reference refers to a specific cell address, while a relative reference refers to a cell relative to the location of the cell
containing the reference.
An absolute reference makes use of the special dollar sign ($) character. The $ character locks that part of the cell
reference it precedes. There are three combinations when using the $ character in an absolute reference.
Combination Description
$A1 Locks the specified column reference but leaves the row reference relative; the same column is
always referred to, although the row can change
$A$1 Locks both the specified column and row references; regardless of where the formula is
copied, it always refers to the original cell
626 | Chapter 18: Worksheets
Combination Description
A$1 Locks the specified row reference but leaves the column reference relative; the same row is
always referred to, although the column can change
Search Criteria
Search criteria are used within a function to limit that function to drawing objects that meet the criteria. For example,
use search criteria to find doors of a specific size, walls of a certain color, or objects costing less than a certain amount.
To place criteria in a formula, select the Paste Criteria command from the Worksheet menu. If an object is currently
selected when choosing this command, the Paste Attributes dialog box opens. Select the object’s attributes to include in
the function, or click Custom to perform a database custom criteria selection.
If no objects are selected, the Criteria dialog box opens, to perform a database custom criteria selection.
Click to specify
additional criteria
Opens when no objects are selected
3. Click the green check mark to validate the entry.
Syntax Example
record name.field name =Furniture.Type
A period (.) must separate the two names or the formula will not be executed.
If the name of the record format or field name contains spaces, then the name must be enclosed with single
quotes such as in the following example: =Trees.‘Growth Rate’
3. Click the green check mark to validate the entry.
Operators
Vectorworks uses the following operators. If the operator can be created with a special key combination, it is shown.
Arithmetic
Performs basic mathematical operations. These combine numeric values and produce numeric results.
Additional Worksheet Operations | 633
Operator Description
+ Addition
‐ Subtraction
* Multiplication
/ Division
ˆ or ** Exponentiation
Comparison
Compares two values and produces the logical value TRUE or FALSE.
Operator Description
= Equal
<> or Not equal
< Less than
<= or Less than or equal to
> Greater than
>= or Greater than or equal to
Operator Description
( Left parenthesis
) Right parenthesis
, Comma
; Semicolon
: Colon
TRUE True
FALSE False
634 | Chapter 18: Worksheets
Worksheet Import/Export
Data from other software programs, such as Microsoft Excel and FileMaker Pro, can be imported into Vectorworks. In
addition, Vectorworks worksheets can be exported for use in other spreadsheet, word processing, or database
programs.
Worksheet Import
Data from a wide variety of worksheet formats can be imported into a file, including worksheet data from other
programs and worksheets from other Vectorworks files.
Worksheet Export
Vectorworks’ worksheet files can be exported and read by spreadsheet programs, such as Excel, as well as by some
word processing programs. Because many of these programs have different format requirements, Vectorworks
provides a selection of formats when exporting files as a worksheet. These include comma delimited, tab delimited,
merge, DIF, and SYLK. Using the tab delimited format, for example, creates a file that can be opened as a table in
Microsoft Word.
Vectorworks allows the export of all rows or only selected rows of a worksheet.
Worksheets placed on the drawing cannot be exported to DXF/DWG.
To export a worksheet from Vectorworks:
1. Select File > Export > Export Worksheet.
2. The Export Worksheet dialog box opens.
Select the format for the export, and whether to export all rows or only the selected rows. Click OK and specify
the name and location of the exported worksheet.
3. Click Save. The specified worksheet rows are exported to the desired location in the set format.
moved to any location on the drawing. However, it cannot be resized or edited as an object. It can be opened and
edited by opening its worksheet through the Resource Browser.
To include a worksheet as an object on a drawing:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Select the desired worksheet.
The worksheet must be a part of the current drawing. If the worksheet is part of another drawing, first import it
into the current drawing by selecting it from the Resource Browser and selecting Import from the Resources
menu (see “Importing Worksheets from Another Vectorworks file” on page 634).
3. Select Worksheet On Drawing from the Resources menu.
The worksheet is now included in the drawing as a graphic object. It can be moved like any other graphic object
and placed where desired. If the worksheet is currently open, the contents of the worksheet in the drawing are
replaced with an X.
Alternatively, double‐click the worksheet in the Resource Browser to place it in the drawing file, or select the
worksheet in the Resource Browser and drag it to the desired location in the drawing file. Both methods
automatically select Worksheet on Drawing and place the worksheet as a graphic object. When inserting a
worksheet using the drag and drop method, the top left corner of the worksheet is placed at the point where the
mouse is released over the drawing file.
To edit a worksheet included as a drawing object:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Select the desired worksheet.
3. Select Open from the Resources menu.
4. The worksheet is opened and available for editing. The contents of the worksheet in the drawing are replaced
with an X. Close the worksheet to display the worksheet contents in the drawing.
Using Scripts 19
Vectorworks provides several options for customizing the product environment to suit a wide range of individual
design needs. One of the most important options is VectorScript, a lightweight Pascal‐like programming language. Use
VectorScript to do anything from creating simple tools that assist with the most tedious drafting tasks to developing
sophisticated solutions that address the most demanding design needs.
While VectorScript provides a rich set of development tools for creating scripts from scratch, there are also several
Vectorworks commands which allow scripts to be created without direct knowledge of the VectorScript language. The
Custom Selection, Custom Tool/Attribute, and Custom Modification commands provide the ability to create useful
scripts directly. (The Custom Modification command requires the Design Series; see “Creating Custom Modification
Scripts” on page 23 in the Vectorworks Design Series User’s Guide.)
See the VectorScript Language Guide for an introduction to the VectorScript language. The VectorScript Language
Guide is available in the help system, and as a PDF in [Vectorworks]\VWHelp\Additional Documentation.
In addition, the VectorScript Function Reference is a comprehensive command reference available online. It is located
in VWHelp\VectorScript Reference\VSFunctionReference.html
Parameter Description
Select Selects the objects matching the specified criteria without affecting the existing
selection status of other objects
Select Only Deselects all objects prior to performing the selection operation
Deselect Deselects any objects matching the specified criteria without affecting the selection
status of other objects in the file
638 | Chapter 19: Using Scripts
Parameter Description
Execute Immediately Performs the specified selection operation immediately upon exiting the Custom
Selection dialog box; the operation criteria is not saved for future use
Create Script Saves the criteria and command options as a VectorScript that can be reused as
needed
2. Click Criteria to specify the selection criteria for the operation.
The Criteria dialog box opens.
Criteria type Criteria comparison option Criteria selection parameter
3. Choose the desired criteria options. The number of objects in the file that meet the criteria displays.
Specify additional options by clicking More Choices. To remove the most recently added option, click Fewer
Choices.
Specify whether to also include objects that are part of symbols, plug‐in objects, or viewports.
4. Click OK.
If the Execute Immediately option was chosen, the selection operation is now performed. If the Create Script
option was chosen, when prompted, name the VectorScript containing the selection operation commands. The
script then displays in a script palette, and can be double‐clicked to perform the selection operation.
2. Select which attributes should be saved in the script.
The saved attributes are used when the script is executed and can be modified or reset as desired.
Parameter Description
All Selects all attributes in the group for saving to the script
None Deselects all attributes in the group, clearing any selections that were already
made
Fill Attributes Saves fill foreground and background colors and styles
Pen Attributes Saves pen foreground and background colors and styles
Line Attributes Saves line weight (thickness) and style and the presence and size of markers
Text Attributes Saves text attributes including font, size, style, spacing, and justification
(alignment)
Other Attributes Saves other attributes such as classes, layers, symbols, tools, and SmartCursor
settings (snapping parameter settings, as well as which snapping tools are active
on the Constraints palette)
3. Click OK.
4. When prompted, name the VectorScript containing the saved settings.
The script displays in a script palette, and can be double‐clicked to execute.
Creating VectorScripts
Vectorworks allows the creation of scripts which are saved as resources. The scripts, known as VectorScripts, can be
used to store custom‐written scripts for performing tasks within the file. VectorScripts, like other scripts created using
Vectorworks’ automated script creation tools, are stored in script palettes contained within the file.
640 | Chapter 19: Using Scripts
To create a VectorScript:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. From the Resources menu, select New Resource to display the New Resource menu.
3. Select VectorScript.
If no script palette exists, enter a name for a new script palette when prompted, and click OK.
If multiple script palettes exist, but are not currently active, the Select Script Palette dialog box opens. Select the
palette to add the script to and click Add.
4. Enter a name for the new VectorScript and click OK.
5. The VectorScript Editor opens to begin a script editing session.
For information on creating scripts, see the VectorScript Language Guide, available in the help system, and the
VectorScript Function Reference, which is a comprehensive command reference located in:
VWHelp\VectorScript Reference\VSFunctionReference.html
6. Click OK to save the script in the active script palette.
Running VectorScripts
VectorScripts can be run in a variety of ways.
Managing VectorScripts
VectorScripts, like any other Vectorworks resource, can be edited, moved, copied, renamed, or deleted. VectorScripts
also have the added ability of being encrypted to prevent editing.
For information on the VectorScript Editor, see “The VectorScript Editor” on page 105 in the VectorScript Language
Guide. The VectorScript Language Guide is available in the help system, and as a PDF in
[Vectorworks]\VWHelp\Additional Documentation.
Editing VectorScripts
To edit a VectorScript:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Select the script, and then select Edit from the Resources menu.
The VectorScript Editor dialog box opens.
3. When a script editing session is complete, click OK to save changes, or click Cancel to discard script changes.
Alternatively, VectorScripts can be edited directly from the script palette by Option‐double‐clicking the script
name in the palette (Alt‐double‐click on Windows). The VectorScript Editor opens and the script can be edited.
642 | Chapter 19: Using Scripts
Renaming VectorScripts
To rename a VectorScript:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Select the script to be edited, and then select Rename from the Resources menu.
The Assign Name dialog box opens.
3. Enter the new script name.
4. Click OK.
Duplicating VectorScripts
To duplicate a VectorScript:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Select the script to be duplicated, and then select Duplicate from the Resources menu.
The Assign Name dialog box opens.
3. Enter the name for the duplicated script, and then click OK.
The duplicate script is created in the same palette as the original script.
Deleting VectorScripts
To delete a VectorScript:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Select the script to be deleted, and select Delete from the Resources menu.
3. When prompted, click OK to delete the script.
Importing VectorScripts
To import a script from another Vectorworks file:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Locate the file containing the script. Select the script to be imported, and then select Import from the Resources
menu. (Alternatively, drag the VectorScript resource into the desired Vectorworks file.)
The script is imported into the active script palette. If no palette is active, select the destination for the imported
script, when prompted.
Encrypting VectorScripts
A script can be encrypted and locked to prevent editing.
Managing Script Palettes | 643
To encrypt a VectorScript:
1. Select Tools > Scripts > Encrypt VectorScript.
The Choose VectorScript File dialog box opens.
2. Locate and select the script text file to encrypt.
3. Click Open.
The Save Encrypted VectorScript Code Document dialog box opens.
4. Enter a new name for the script, and then select the location for saving the file.
5. Click Save.
The script is saved in an encrypted format.
Animating Drawings
Two types of animations can be created in Vectorworks—Orbit Point and Move Along Path. The Orbit Point animator
rotates by a specified number of degrees around a 3D object or selected point in the drawing. The Move Along Path
animator moves through the 3D drawing, following a specified path.
In Perspective view, only the portion of the model within the perspective frame (see “Perspective” on page 436) is
visible in the animation.
To create an orbit point animation:
1. Set up the drawing view.
Select the desired views from the View menu—Standard Views, Projection, Rendering, and Perspective. In
addition, use the Zoom tool to set the drawing magnification level. Ensure that only the layers and classes that
should display in the animation are visible.
2. To specify an object or objects as the center of rotation, select the object or group of objects.
3. Select Model > Create Animation.
The Create Animation dialog box opens.
4. Set the Camera to Orbit Point.
5. Click Animation Options.
The Simple Orbit Options dialog box opens.
Parameter Description
Ground plane Specifies the center of the ground plane (0X, 0Y, 0Z) as the center of rotation for the animation
Working plane Specifies the center of the working plane (0I, 0J, 0K) as the center of rotation for the animation
Animating Drawings with QuickTime | 647
Parameter Description
Selection Specifies the center of the selected object(s) as the center of rotation for the animation
Rotation angle Specifies the amount of rotation (in degrees) for the animation; for example, to complete an
orbit around the selected center of animation, enter 360
6. Click OK to return to the Create Animation dialog box.
The QuickTime frames per second (fps) value is displayed. Vectorworks uses default compression settings for
QuickTime; these settings produce a good‐quality animation without an excessive file size. However, the
parameters can be modified by clicking on the QuickTime Options button.
QuickTime is a complex program which offers great flexibility in selecting settings. Consult the online
QuickTime Player help (available from the QuickTime Help menu) for more information about QuickTime
parameters and compression settings.
7. Specify the remaining parameter settings in the Create Animation dialog box.
Parameter Description
Duration (Sec) Sets the total length of time of the animation
Time Scale Specifies the animation rate; a value between 0.1 and 0.99 creates a slow motion effect, while a
value between 1.01 and 10.00 speeds up the animation. Leave the default value of 1.00 for a
normal time scale.
8. Click Preview to check the animation before saving it. Depending on the rendering setting, the preview may be
shown in wireframe.
To preview only a selected portion of the animation, press Command (Macintosh) or Ctrl (Windows) when
clicking Preview. The Preview Duration dialog box opens.
Specify the animation starting and ending time (in seconds) and click Preview.
To stop showing a preview, simultaneously press Command + Period (Macintosh) or Esc (Windows).
9. When satisfied with the preview, click Save Movie to save the animation.
The Save As dialog box opens.
10. Enter the name for the QuickTime Movie file and specify its location. Click Save. The progress of movie creation
is displayed.
To see the completed animation, see “Viewing QuickTime Animations” on page 653.
To create an animation moving along a specified path:
1. Set up the drawing view.
Select the desired views from the View menu—Standard Views, Rendering, and Perspective.
The drawing Projection must be set to Perspective.
2. Save a view for each point along the path to use for creating the animation.
Use the Walkthrough and/or Flyover tools to change views. To save a view, select View > Save View. In the Save
View dialog box that opens, enter the View Name, ensure that Save Factors is selected, and then click OK (see
“Creating Saved Views” on page 117).
3. Select Model > Create Animation.
The Create Animation dialog box opens.
4. Set the Camera to Move Along Path.
5. Click Animation Options.
Animating Drawings with QuickTime | 649
The Select Animation dialog box opens.
6. Click New.
The New Animation Name dialog box opens.
Enter a name for this animation and then click Create to return to the Select Animation dialog box.
7. Select the name of the new animation and click Edit.
The Edit Path Animation dialog box opens.
The Zoom In and Zoom Out buttons under the graph change the magnification level of the animation graph.
A new path animation uses the default length from the setting in the main QuickTime options dialog box. To
specify a different animation length, double‐click the arrow to the far right of the timeline.
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8. From the list of views on the left, drag the starting view name to the animation graph.
Vectorworks automatically places the first view at the graph’s origin—0 seconds, 0 drawing units/second.
9. Select the next view to use and drag it to the animation graph.
A bar with a bead is added to the graph. Drag the bar and bead to change the animation settings (time elapsed
between view changes and velocity of camera movement).
The distance between bars is the time in seconds that it takes to move from one view to the next.
Move the bead up and down to determine the slope of the line between bars. This slope indicates the velocity of
the movement between views (the number of drawing units/second that the camera moves). In general, the slope
should form a steady curve. An uneven curve will cause a choppy camera movement, speeding up and slowing
down in a jolting manner. The slope cannot dip below the X axis—this would create a negative velocity.
bar
bead
10. To set a specific camera target, double‐click on a bead.
The Set View Direction dialog box opens.
Animating Drawings with QuickTime | 651
Parameter Description
Look towards Specifies what direction the view should look toward
Current view Sets the view to the current bead’s saved view
Working plane origin Sets the view to the working plane origin
Center of currently Sets the view to the X, Y, Z center of the currently selected object(s) bounding box
selected object
Center of following Sets the view to look at the center of a named 3D object. Click Select a different named
named object object to open the Look At Named Object dialog box. Select the object to set the view
toward (named objects in walls or layer links cannot be selected).
Following point Sets the view to the specified X, Y, Z coordinates
11. Click OK to exit the Set View Direction dialog box.
12. Continue selecting views and dragging them onto the animation graph until the desired views have been
included within the time allotment. To view a wireframe version of the animation, click Preview.
To add a pause to the animation, drag the same view twice into the animation graph so that the views are next to
each other in sequence. The line between the views should be flat (no upward or downward slope). This creates a
velocity of zero and, therefore, a pause in the animation.
Setting the view to different specified X, Y, Z coordinates for each of these frames, makes the camera appear to
stop its forward motion and pan from one direction to another.
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To create a pause, place the same view twice in the animation graph.
Ensure that there is no slope between the repeated views.
13. Click Done to return to the Create Animation dialog box.
The QuickTime frames per second (fps) value is displayed. Vectorworks uses default Compression Settings for
QuickTime; these settings produce a good‐quality animation without an excessive file size. However, the
parameters can be modified by clicking on the QuickTime Options button.
QuickTime is a complex program which offers great flexibility in selecting settings. Consult the online
QuickTime Player help (available from the QuickTime Help menu) for more information about QuickTime
parameters and compression settings.
14. Specify the remaining parameter settings in the Create Animation dialog box.
Parameter Description
Duration (Sec) Sets the total length of time of the animation
Time Scale Specifies the animation rate; a value between 0.1 and 0.99 creates a slow motion effect, while
a value between 1.01 and 10.00 speeds up the animation. Leave the default value of 1.00 for a
normal time scale.
15. Click Preview to check the animation before saving it. Depending on the rendering setting, the preview may be
shown in wireframe. Specify the animation starting and ending time (in seconds) and click Preview.
To preview only a selected portion of the animation, press Command (Macintosh) or Ctrl (Windows) when
clicking Preview. The Preview Duration dialog box opens.
To stop showing a preview, simultaneously press Command + Period (Macintosh) or Esc (Windows).
16. When satisfied with the preview, click Save Movie to save the animation.
The Save As dialog box opens.
Presenting Drawings with Sheet Layer Viewports | 653
17. Enter the name for the QuickTime movie file and specify its location. Click Save. The movie creation progress
displays.
To see the completed animation, see “Viewing QuickTime Animations” on page 653.
To view existing movies:
1. Double‐click the file name or QuickTime Movie icon for the desired movie. Alternatively, open the QuickTime
application and select the file from the Open menu.
2. Click the Play button to play the movie.
Viewports can display entire as well as cropped views of a drawing, with specified layer and class visibility settings,
projection, render mode, and orientation parameters. If the drawing changes, the viewports can be easily updated to
reflect the changes.
In both Vectorworks Fundamentals and Vectorworks Design Series, you can create one or more viewports on a sheet
layer, and each viewport can show one or more design layers from this document. Additionally, Vectorworks Design
Series allows you to create one or more viewports on a design layer, and the design layers shown in the viewports can
be either from this document, or referenced from another document. For details about design layer viewports, see
“Presenting Drawings with Design Layer Viewports” on page 500 in the Vectorworks Design Series User’s Guide.
A sheet layer can contain many viewports. Sheet layers retain their own print settings, including print area, resolution,
and printer setup parameters. For more information on sheet layers, see “Managing Layers” on page 96.
Parameter Description
Name Specifies the viewport name
This name becomes the default drawing title when inserting a label with the
Drawing Label tool, in the sheet layer viewport’s annotation mode.
Sheet Layer Select the sheet layer where the viewport will be created, or select New Sheet Layer to
create a sheet layer. If there are no sheet layers present and a new one is not created now,
you will be prompted to create a sheet layer after clicking OK.
Layers Specifies which design layers will be visible in the viewport; see “Changing the Layer
Properties of Sheet Layer Viewports” on page 667
Project 2D Objects Select to display 2D objects in a viewport with a view other than Top/Plan
Classes Specifies which classes will be visible in the viewport; see “Changing the Class Properties
of Sheet Layer Viewports” on page 670
Scale Specifies the viewport scale relative to the page; select a scale or choose Custom and enter
the scale value in Custom Scale
Custom Scale When a custom scale is selected, enter the scale value
View Specifies the orientation of the design layers displayed in the viewport; select a cardinal
view or choose Custom and then click Set View to specify the view
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Parameter Description
Set View When a custom view is selected, click Set View to open the 3D Rotation dialog box for the
entry of custom view parameters (see “Rotating Precisely” on page 441 for more
information)
Rendering Specifies the render mode for the viewport; Renderworks is required for Renderworks
render modes. Open GL, Hidden Line, Dashed Hidden Line, Final Shaded Polygon,
Artistic Renderworks, Custom Radiosity, and Custom Renderworks enable the Render
Settings button for specifying rendering parameters (for the Design Series, the Sketch
render mode also enables the Render Settings button).
Render Settings Certain render modes require parameters to be set; click to specify (see “Line Render
Options” on page 465 for Hidden Line Render settings, “Rendering with Vectorworks” on
page 461 for OpenGL and shaded polygon settings, “Artistic Renderworks Options” on
page 746 for Artistic Renderworks settings, “Custom Renderworks Options” on page 735
for Custom Renderworks settings, and “Radiosity” on page 738 for information on
rendering with radiosity)
RW Background Select a Renderworks background from either the default resources or the current file’s
(Renderworks resources to use as a background for the viewport; see “Vectorworks Fundamentals
required) Default Resources” on page 167
Projection Select the projection type for the viewport (see “Projection” on page 435)
Perspective Type For Perspective projection, select the type of perspective, or choose Custom and specify the
perspective distance
Perspective Dist For custom perspectives, enter the perspective distance
3. Click OK.
4. If a sheet layer does not already exist in the file, the New Sheet Layer dialog box opens automatically to create
one. Click OK.
The viewport is created on the designated sheet layer, and the sheet layer becomes active.
3. If the cropped viewport is being created from a design layer, select the 2D object. If the cropped viewport is being
created from a sheet layer, select both the 2D object and the uncropped viewport.
4. Select View > Create Viewport.
5. An alert dialog box asks whether the object should be used as the viewport’s crop. Select Yes (or Yes Always to
always use a selected 2D object as a crop object when creating viewports).
6. The Create Viewport dialog box opens. Name the viewport and select the sheet layer to place it on. The
remaining viewport parameters are initially set to be the same as the design layer properties (for design layers)
or selected viewport (for sheet layers). Change the parameters as needed (see “Creating a Sheet Layer Viewport
from a Design Layer” on page 654).
7. Click OK.
The viewport, cropped by the selected 2D object, is created on the specified sheet layer.
To hide the crop object, edit the viewport’s crop (see “Cropping Sheet Layer Viewports” on page 665) and set the
object’s Pen Style to None. Alternatively, change the class of the crop object to invisible.
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Cropped viewport
Parameter Description
Object position locator Specifies the point on the viewport’s bounding box that is to be positioned by the X and
Y values; click on a different location to change the point
X / Y Specifies the absolute position of the viewport’s bounding box along the X axis and Y
axis, based on the point specified in the object position locator
Rotation Sets the viewport rotation; if the viewport was created from a rotated plan view
(Design Series required), this parameter can be used to reset the viewport to the world
coordinate system
Crop Indicates whether the selected viewport has been cropped (see “Cropping Sheet Layer
Viewports” on page 665)
Update Click to update the viewport to reflect any changes that have occurred since the
viewport was created or last updated (see “Status of a Sheet Layer Viewport” on
page 661)
Layers Specifies which design layers are visible in the viewport and allows changes to some of
the layer properties in the viewport; see “Changing the Layer Properties of Sheet Layer
Viewports” on page 667
Project 2D Objects Select to display 2D objects in a viewport with a view other than Top/Plan
Presenting Drawings with Sheet Layer Viewports | 659
Parameter Description
Classes Specifies which classes are visible in the viewport and allows changes to some of the
class properties in the viewport, including changes to the properties for crop and
annotation objects. Class visibilities can be overridden for a selected viewport; see
“Changing the Class Properties of Sheet Layer Viewports” on page 670.
Scale Specifies the viewport scale relative to the page; select a scale or choose Custom and
enter the scale value in Custom Scale
Custom Scale When a custom scale is selected, enter the scale value
View Specifies the orientation of the design layer shown in the viewport; select a cardinal
view or choose Custom and specify the view by clicking Set View
Set View When a custom view is selected, click Set View to open the 3D Rotation dialog box for
the entry of custom view parameters (see “Rotating Precisely” on page 441 for more
information)
Background/Foreground Specifies the render mode(s) for the viewport. Select a background mode and specify
Render the settings, if any. For a composite effect, also select an optional foreground mode and
specify any settings (Wireframe, Sketch, Hidden Line, or Dashed Hidden Line are the
only render modes available for foreground rendering).
Renderworks is required for certain render modes. OpenGL, Hidden Line, Dashed
Hidden Line, Final Shaded Polygon, Artistic Renderworks, Custom Radiosity, and
Custom Renderworks enable the render settings to be specified.
Render Settings Certain render modes require parameters to be set; click to specify (see “Line Render
Options” on page 465 for Hidden Line Render settings, “Rendering with Vectorworks”
on page 461 for OpenGL and shaded polygon settings, “Artistic Renderworks Options”
on page 746 for Artistic Renderworks settings, “Custom Renderworks Options” on
page 735 for Custom Renderworks settings, and “Radiosity” on page 738 for
information on rendering with radiosity)
RW Background Select a Renderworks background from either the default resources or the current file’s
(Renderworks required) resources to use as a background for the viewport; see “Vectorworks Fundamentals
Default Resources” on page 167
Projection Select the projection type for the viewport (see “Projection” on page 435)
Perspective Type For Perspective projection, select the type of perspective, or choose Custom and specify
the perspective distance
Perspective Dist For custom perspectives, enter the perspective distance
Lighting Options Click to change the ambient light parameters described in “Setting Lighting Options”
on page 450.
By default, a viewport’s ambient light is set according to the ambient light settings of
the first visible design layer in the viewport. If there are no visible layers, then the
ambient light is set to on, with a color of white and a brightness of 35% (similar to the
default ambient lighting for a design layer).
Advanced Properties Opens the Advanced Viewport Properties dialog box; see “Advanced Sheet Layer
Viewport Properties” on page 660
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Parameter Description
Line Weight Scale Enter a value larger than 1.0 to increase the viewport line weights, or a value below 1.0 (but
larger than 0) to decrease the line weights
Marker Scale Enter a value larger than 1.0 to increase the viewport marker size, or a value below 1.0 (but
larger than 0) to decrease the marker size
Dashed Line Scale Enter a value larger than 1.0 to increase the length and spacing of viewport dash segments,
or a value below 1.0 (but larger than 0) to decrease the length and spacing of dashed line
segments
Hatch Line Scale Enter a value larger than 1.0 to increase the spacing between viewport hatch lines, or a
value below 1.0 (but larger than 0) to decrease the spacing between hatch lines
Text Scale Enter a value larger than 1.0 to increase the text size in viewports, or a value below 1.0 (but
larger than 0) to decrease the text size; only associated viewport text is affected
Show Wall Displays or hides wall components in Top/Plan view, regardless of the document
Components preferences wall component display setting (see “Display Preferences” on page 57)
Render Gray Layers Design layers with a visibility set to “Gray” are rendered as transparent, similar to the
Transparent transparent effect achieved with the Stack Layers command in the Design Series (see
“Stacking Layers” on page 534 in the Vectorworks Design Series User’s Guide)
Presenting Drawings with Sheet Layer Viewports | 661
Parameter Description
Black and white only Changes all colors in the viewport to black or white; this is useful for displaying two
viewport copies on the same sheet layer, with one in color and the other in black and white.
However, if the document preferences display setting is black and white, viewports will
also display as black and white.
Adjust Flipped Text Re‐orients rotated and flipped text in the viewport so that it is always readable (regardless
of the Vectorworks flipped text preference; see “Display Preferences” on page 46)
Preview Displays the viewport with a preview of the advanced settings
Out of date When the objects in a viewport have changed since the viewport was created or last
updated, the viewport becomes out of date. An out‐of‐date viewport displays with a red
and white outline.
Empty A viewport displays as a red “X” when the associated design layer contains no objects or the
objects are hidden, or when the associated design layer is set to “invisible”
• Modify the settings for the viewport in the Object Info palette.
• Modify the viewport with various 2D and 3D tools and commands.
• Crop the viewport.
• Edit the design layer(s) that display in the viewport.
• Add annotations and dimensions to the viewport.
• Change the properties of the viewport’s layers and classes.
• Use the Move, Rotate, and Mirror commands and the Rotate and Mirror tools to move, rotate, or mirror a
viewport. The viewport can be split by the Split tool (in Split by Line mode), and clipped with the Clip tool.
• Use the Scale Objects command to scale a viewport. Any crop objects in the viewport are also scaled, as are
annotations and dimensions. Viewport text, however, is not scaled unless Scale Text is selected in the Scale
Objects dialog box.
• Use the Modify > Lock and Modify > Unlock commands to lock and unlock viewports.
• Use the Eyedropper tool to transfer attributes from one viewport to another; see “Transferring Attributes” on
page 266.
• Use 2D drawing tools on sheet layers to create borders, title blocks, and so on.
Presenting Drawings with Sheet Layer Viewports | 663
Parameter Description
Annotations Creates or edits viewport annotations and dimensions (see “Creating Annotations for
Sheet Layer Viewports” on page 666)
Crop Creates or edits a cropped viewport (see “Cropping Sheet Layer Viewports” on page 665)
Design Layer Navigates to the selected design layer to edit objects contained in the viewport
Display using Changes the file’s view parameters and layer and class visibilities to match those of the
Viewport Attributes viewport.
If the Navigate Back to Viewport option is also selected, the file’s layer and class
visibilities return to their original status when you return to the viewport; otherwise, the
file’s attributes remain the same as the viewport’s.
This option is only available when the Design Layer edit mode is selected.
Add Reference When a viewport has been cropped, this option displays the crop on the design layer so
Crop Object that edits can be made to the design layer while knowing the position of the crop object.
This option is only available when the Design Layer edit mode is selected.
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Parameter Description
Navigate Back to Temporarily adds a Return to Viewport button to the design layer that returns you to the
Viewport viewport when the edit to the design layer is complete (similar to an Edit Group
operation).
This option is only available when the Design Layer edit mode is selected.
To exit to the design layer instead of exiting to the viewport from design layer editing
mode, press Shift + Esc. Alternatively, right‐click (Windows) or Ctrl‐click (Macintosh) in
the drawing area, and select Exit Viewport from the context menu.
Display Viewport If the viewport is currently in a render mode other than Wireframe, select Display
Cache Viewport Cache to display a cache image of the rendered viewport during editing;
deselect to display a Wireframe view of the viewport.
This option is only available when the Annotations or Crop edit mode is selected.
Keep the Edit View on When you return to the viewport after an edit, this setting maintains any view changes
Exit (zoom and view location) made during edits to the viewport annotation or the crop
object. Deselect this option to return to the original viewport view settings after editing.
This option is only available when the Annotations or Crop edit mode is selected.
Double Click Sets the future behavior when a viewport is double‐clicked, eliminating the display of
this dialog box if desired. If the Edits the Design Layer option is selected, a double‐click
activates the design layer of the double‐clicked object. If the object does not belong to a
design layer, the Edit Viewport dialog box opens to select a design layer to edit.
If Displays this Dialog is not selected, you can still open the dialog box: select
Modify > Edit Viewport, or right‐click (Windows) or Ctrl‐click (Macintosh) the
viewport and select Edit from the context menu.
3. Click Design Layer and select the design layer to edit from the list. Select Display using Viewport Attributes to
view the design layer with the viewport attributes (orientation, projection, render mode, and layer and class
visibilities). A rendered viewport displays the original design layer with the viewport’s render mode; however,
the design layer’s render mode options for that mode are used. If the original design layer has different Z heights
and Display using Viewport Attributes is selected, the layer options are set to Active Only.
Alternatively, right‐click (Windows) or Ctrl‐click (Macintosh) on a viewport and select Edit Design Layer from
the context menu to activate the design layer of the right‐clicked object (if the right‐clicked object does not belong
to a design layer, the Edit Viewport dialog box opens).
Select Add Reference Crop Object to view the crop object on the design layer during editing. However, because
the crop object is added to the design layer, it could become visible in other viewports that reference that area of
the design layer.
Select Navigate Back to Viewport to easily return to the viewport when you are finished with the design layer
edits. A colored border around the drawing window indicates that you are in an editing mode. The Return to
Viewport button is visible in the top right corner of the drawing window.
To exit to the design layer instead of exiting to the viewport while in design layer editing mode, press Shift + Esc.
Alternatively, right‐click (Windows) or Ctrl‐click (Macintosh) in the drawing area, and select Exit Viewport from
the context menu.
4. Click OK to make the selected design layer the active layer.
Presenting Drawings with Sheet Layer Viewports | 665
5. Click Exit Viewport Crop to return to the sheet layer.
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6. The cropped viewport displays In the Object Info palette, the crop status change to Yes.
7. To change, replace, or delete the crop object, select the viewport and then select Modify > Edit Viewport to
re‐enter Edit Crop mode. Alternatively, right‐click (Windows) or Ctrl‐click (Macintosh) and select Edit from the
context menu.
Visibility changes made from the Classes tab of the Organization dialog box (Tools > Organization) do not affect
the visibility of the crop object. To change the class visibility of a crop object, click Classes from the viewport
Object Info palette, and make the changes in the Viewport Class Properties dialog box (see “Changing the Class
Properties of Sheet Layer Viewports” on page 670).
5. Click Exit Viewport Annotation to exit Edit Annotation mode and return to the sheet layer.
6. To change, replace, or delete the viewport annotations, select the viewport and then select Modify > Edit
Viewport to re‐enter Edit Annotation mode.
Visibility changes made from the Classes tab of the Organization dialog box (Tools > Organization) do not affect
the visibility of the crop object. To change the class visibility of a crop object, click Classes from the viewport
Object Info palette, and make the changes in the Viewport Class Properties dialog box (see “Changing the Class
Properties of Sheet Layer Viewports” on page 670).
Parameter Description
Layer list Lists the viewport layers and their visibility, edited status, layer color use status, and
stacking order. Click the triangle in the heading of an active column to toggle between
ascending and descending sort order based on that column parameter.
Visibility Click in a layer visibility column to change the class visibility for this viewport.
• Visible (displays objects in this layer)
• Invisible (hides objects in this layer)
• Gray (displays objects in this layer as dimmed)
• Check mark (indicates layers with overrides)
Use Layer Colors Click to apply the viewport layer colors set in the Edit Viewport Design Layers dialog
box (click Edit to set the colors, as described in the next step), overriding the design
layer colors. This setting is independent of the Use layer colors document preference.
# Displays the layer stacking order; drag a layer within the # column to change its
stacking order. This column displays only when the viewport is in Top/Plan view.
Retain Design Layer If the sheet layer viewport contains a design layer viewport for which layer overrides
Viewport Layer Overrides have been set, this option uses the design layer viewport overrides, ignoring any layer
overrides that may be set here for the sheet layer viewport
(Design Series required)
Presenting Drawings with Sheet Layer Viewports | 669
Parameter Description
Edit Opens the Edit Viewport Design Layers dialog box, to override the properties of the
selected layer
Revert Returns the viewport layer properties to their status upon opening the dialog box
Stacking Override Indicates whether the layer stacking order in the viewport is different from the design
layer stacking order. Click Revert Stacking Order to return to the original design
layer stacking order. These fields display only when the viewport is in Top/Plan view.
Preview Click to preview the layer property settings in the selected viewport
3. To override the layer properties (for viewport display), select one or more viewport layers and click Edit.
Alternatively, double‐click on a viewport layer to edit it.
The Edit Viewport Design Layers dialog box opens.
4. The same parameters apply when you create a design layer (see “Setting Design Layer Properties” on page 99);
for viewport layers, only the stacking order, transfer mode or opacity, and colors can be edited. These edits apply
to the current viewport only, though they can be transferred to other viewports with the Eyedropper tool.
The viewport layer colors can be controlled separately from the design layer colors, for flexible presentation
output. Click Colors to override the fill and pen colors for the selected viewport layer. To see the effects of the
color override, Use Layer Colors must be selected in the Viewport Layer Properties dialog box for the selected
viewport. This is similar to the way that Use Layer Colors must be selected in Document Properties to see the
layer color settings for a design layer, as described in “Setting the Design Layer Color” on page 105.
5. Click OK to return to the Viewport Layer Properties dialog box.
Click Preview to evaluate the results of the property changes.
6. Click OK to return to the sheet layer.
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To override viewport class properties:
1. Select the viewport.
2. From the Object Info palette, click Classes.
The Viewport Class Properties dialog box opens. Change class visibilities and/or make class attribute overrides
for the selected viewport.
Presenting Drawings with Sheet Layer Viewports | 671
Parameter Description
Class list Lists the viewport classes and their visibility and edited status; click in a class visibility
column to change the class visibility for this viewport. Click the triangle in an active
column to toggle between ascending and descending sort order based on that column
parameter.
• Visible (displays objects in this class)
• Invisible (hides objects in this class)
• Gray (displays objects in this class as dimmed)
• Check mark (indicates classes with overrides)
Retain Design Layer If the sheet layer viewport contains a design layer viewport for which class overrides
Viewport Class Overrides have been set, this option uses the design layer viewport overrides, ignoring any class
overrides that may be set here for the sheet layer viewport
(Design Series required)
Edit Opens the Edit Class(es) dialog box, to make overrides to the selected class that only
apply to the current viewport (see “Setting Class Properties” on page 110)
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Parameter Description
Import Opens the Import Attributes dialog box, to import the class attribute settings from the
file. The attributes can be imported for the classes selected in the Viewport Class
Properties dialog box, from corresponding classes, or from a specified class in the file.
Click OK to import the class attributes into the selected viewport. (The Eyedropper
tool can also transfer class override attributes between viewports.)
Revert Sets the selected class back to its original document attributes, undoing any class
overrides
Preview Click to preview the class visibility and attribute settings in the selected viewport
3. Click OK to apply the class visibility and attribute changes to the selected viewport.
Cutting Sections
Vectorworks’ cutting section tools define a section line through a 3D model, placing the cut section on a new layer and
leaving the original model intact.
The Cut 2D Section command creates a cross‐section, or 2D contour, on the cutting plane. The contour is created by
the intersection of the model with an infinite plane passing though the section line. Only the elements that actually
intersect the section line are shown.
The Cut 3D Section command creates a section with all the 3D geometry that remains on the indicated side of the
infinite plane passing through the section line. The elements that intersect the section line, as well as the 3D geometry
that exists beyond the line, are shown.
Place a 2D section, along with a bold line, on top of a 3D section, to show the cutting plane with the section
behind it.
Cutting 3D Sections
The Cut 3D Section command cuts a 3D section, or slice, through a 3D model while leaving the model intact. The slice
is placed on a new design layer.
To cut a 3D section from a 3D model:
1. Select the 3D model to section.
2. Select Model > Cut 3D Section.
The cursor changes to cross‐hairs.
3. Click to set the start of the section. Draw a line across the object to define the section, and then click to set the end
of the section.
When cutting a section while the drawing is in a Plan projection, the cutting plane (and the cut edge of the object)
is perpendicular to the ground plane.
When cutting a section while in a 3D projection, the cutting plane is perpendicular to the working plane.
4. Click on one side of the line to indicate the portion of the model to keep.
Vectorworks automatically creates a new design layer and places the cut 3D section on it. The original layer
remains intact. The new 3D section behaves like any other Vectorworks 3D object.
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Select the object(s) and select Model > Cut 3D The 3D section (rotated and rendered)
Section; set the section line and click on either is created on a new design layer; the
side of it to specify the section to keep original object(s) are left intact
Dimensions and text are 2D objects; therefore, they do not rotate with the cut 3D section.
Cutting 2D Sections
The Cut 2D Section command cuts a 2D section, or a slice, from a 3D model without affecting the model. The slice is
then placed on a new design layer. For example, to show the profile or a 2D cutaway section of an object in a
mechanical 3D drawing, use this command to create the cutaway section in 2D quickly and easily, without affecting
the original object.
To cut a 2D section from a 3D model:
1. Select the 3D model to section.
2. Select Model > Cut 2D Section.
The cursor changes to cross‐hairs.
3. Click to set the start of the section. Draw a line across the object to define the section, and then click to set the end
of the section.
When cutting a section while the drawing is in a Plan projection, the cutting plane (and the cut edge of the object)
is perpendicular to the ground plane.
When cutting a section while in a 3D projection, the cutting plane is perpendicular to the working plane.
4. Click on one side of the line to indicate the portion of the model to keep.
Vectorworks automatically creates a new design layer and places the cut 2D section on it. The original layer
remains intact.
Layer Linking
Creating Layer Links
Layers created in Vectorworks are independent of each other. Each design layer has its own scale, view, and render
status. In Vectorworks Fundamentals, however, a layer link can be created that combines the geometry of several
design layers, including workgroup‐referenced layers, onto a single design layer. The linked objects on this design
layer display in the same view and scale, and share the same render status. This can then be used to give an accurate
Layer Linking | 675
depiction of how objects in each layer work together. For example, the various floors of a building can be drawn on
separate layers and then linked together into a new layer to form an entire building.
In Vectorworks Fundamentals, consider using viewports instead of layer links, as they provide a better and
easier way to present drawings.
In the Vectorworks Design Series, layer links are being superseded by design layer viewports. For backward
compatibility, the Create Layer Link command can still be added to a Design Series workspace, and existing
layer links can still be viewed and edited. For information on design layer viewports, see “Presenting Drawings
with Design Layer Viewports” on page 500 in the Vectorworks Design Series User’s Guide.
The layer link is created on a new design layer that contains links to the existing design layers of the drawing. 3D
objects on selected layers are automatically linked; 2D objects can be projected onto the layer link. Once the layer link
is created, updates to the design layers are automatically reflected on the linked layer when a screen redraw occurs.
However, this updating occurs only in one direction; any new objects or details added to the linked layer will not
appear in any other layers. Linked objects cannot be edited on the linked layer; they must be edited on their source
layer.
To create a layer link:
1. Create a new layer, and then make it the active layer.
This layer shows objects on all linked layers and any changes made to them.
2. Select View > Create Layer Link.
The Create Layer Link dialog box opens; the layer being linked to (the currently active layer) is not listed.
Workgroup‐referenced layers display in italics.
3. Select the design layers to be linked from the list of existing layers. Sheet layers are not displayed.
4. Select Project 2D Objects to display any 2D objects in a view other than Top/Plan.
To project 2D objects after a layer link has been created, select and then unlock the layer link object. Select Project
2‐D Objects in the Object Info palette.
5. Click OK.
Linked layers are locked objects. To unlock a linked layer, select Modify > Unlock. Double‐click on an item in the layer
link to return to its source layer and edit it.
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5. Click Exit Layer Link Crop, or select Modify > Exit Layer Link to return to the drawing.
The cropped layer link is displayed. In the Object Info palette, the crop status has changed to Yes.
By increasing the scale of the layer with the layer link, and making other layers visible, a floor plan can be
displayed (original design layer) along with a detailed view of the floor plan (zoomed in, cropped layer link).
Layer Linking | 677
6. To change, replace, or delete the layer link crop, select the cropped layer link and then select Edit Crop from the
Object Info palette to re‐enter crop mode. Click Exit Layer Link Crop, or select Modify > Exit Layer Link to
return to the drawing.
The entire layer link is displayed if a viewport of a cropped layer link is created.
Active layer
Creating and Mapping Textures 21
Renderworks Commands and Tools
When Renderworks is installed, additional rendering commands, light source parameters, options, and two tools are
present in the workspace. The Rendering commands, tools and options are integrated throughout the program in the
following locations:
Item Description
Render Bitmap tool Renders a selected area with a specified rendering mode, creating a bitmap
object
RenderWorks Camera tool Creates a camera view based on specific parameters
Attribute Mapping tool Adds the ability to move, rotate, and resize a texture on a 3D object surface
Object Info palette Maps textures onto object surfaces using the options on the Render tab
Visualization palette Accesses lights and cameras for quick editing, selection, and management
Resource Browser Creates new textures and background resources, imports resources, and
edits textures and backgrounds; drag a texture to an object to apply it
Rendering modes Fast Renderworks, Fast Renderworks with Shadows, Fast Radiosity, Final
Quality Renderworks, Final Quality Radiosity, Custom Renderworks,
Custom Radiosity, and Artistic Renderworks
Batch Rendering Sets up batch rendering options and executes batch rendering
Additional light sources and Adds area lights, line lights, and custom lights, and adds accurate lighting
parameters parameters to point, directional and spot lights
Edit Class(es) dialog box Specifies texture information for classes
Edit Layers dialog box Specifies background resource to apply to a layer
Purge Unused Objects command Purges unused textures from a drawing file
Create Image Prop command Creates image props from image files
Convert to Area Light command Creates an area light
Convert to Line Light command Creates a linear light
Export EPix/Piranesi Creates an EPix (epx) file
Export High Dynamic Range Image Creates an OpenEXR file
(HDRI)
Export QT VR Object Creates a QuickTime Virtual Reality Object file
Export QT VR Panorama Creates a QuickTime Virtual Reality Panorama file
makes an independent contribution to the overall texture appearance. When creating or editing textures, the shader
components are combined or excluded to achieve the desired texture effect.
In addition to using textures, realistic models can be enhanced with the use of backgrounds, weather effects, and the
use of image files as props.
Four shaders contribute to a texture definition. Combining and adjusting these components causes a texture to appear
as an image, colored, bumpy, shiny, and/or transparent. The following table defines the shader types:
Shader Function
Color Defines surface color; this can be a plain, uniform color, or a complex pattern like wood or marble
Reflectivity Defines amount of light reflected by surface; it is dependent on surface texture properties and any
light sources
Transparency Defines surface transparency or opacity
Bump Defines surface irregularities which give the texture a bumpy appearance
Shaders are divided into three categories: image‐based shaders, wrapped shaders, and solid shaders.
Image-based Shaders
Image‐based shaders are created from an image file imported into Vectorworks. These shaders are then mapped to the
surface of an object.
Wrapped Shaders
Wrapped shaders are 2D patterns projected onto a 3D object surface. These shaders are noted with an asterisk after the
shader name.
Solid Shaders
Solid shaders are 3D patterns applied to a 3D object surface. When a shape is changed or portions of the object cut
away, the algorithm recalculates and portrays the object appropriately.
The following example shows the difference between a solid and a wrapped shader. In the solid shader, 3D spheres are
used to make the polka dots; the shape of the dots remain circular even though portions of the object have been cut
away. The wrapped polka shader uses 2D circles to make the polka dots; the shader reacts to the surface of the object,
and the dots appear distorted where the object has been cut away.
Creating Textures
Textures are created and displayed in the Resource Browser and are saved with the file (default resources are
automatically imported into the file at the point of use, and display in the Resource Browser); see “Vectorworks
Fundamentals Default Resources” on page 167 and “Using the Resource Browser” on page 169. Textures are created
by defining the shaders that make up the texture.
Apply textures to an object from the Resource Browser or from the Render tab of the Object Info palette. See “Applying
and Mapping Textures” on page 707 for more information.
A library of texture resources is also provided in [Vectorworks]\Libraries\Textures.
Parameter Description
Name Specifies the name of the texture resource
Shaders Wrapped shaders are marked with an asterisk (*); the Edit Mapping properties (see
“Applying and Mapping Object Textures” on page 709) affect these types of shaders.
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Parameter Description
Color Select a color shader from the list, or choose Object Attribute to apply the object’s fill color
attribute. Image‐based shaders require the selection of an image file (see “Creating
Image‐based Shaders” on page 683). After selecting the shader, click Edit to edit the
shader properties.
Reflectivity Select a reflectivity shader from the list (or select None to exclude this type of shader from
the texture). Image‐based shaders require the selection of an image file (see “Creating
Image‐based Shaders” on page 683). After selecting the shader, click Edit to edit the
shader properties.
Transparency Select a transparency shader from the list (or select None to exclude this type of shader
from the texture). Image‐based shaders require the selection of an image file (see
“Creating Image‐based Shaders” on page 683). Mask‐based transparency shaders create a
transparent mask from an image based on specified settings. After selecting the shader,
click Edit to edit the shader properties.
Bump Select a bump shader from the list (or select None to exclude this type of shader from the
texture). Image‐based shaders require the selection of an image file (see “Creating
Image‐based Shaders” on page 683). After selecting the shader, click Edit to edit the
shader properties.
Size Sets the real‐world size for each repetition of the texture
Set By Image For image‐based textures, opens the Set Image Size dialog box, to set the texture size
using the image (see “Setting the Texture Size by Image” on page 683)
Shadows
Cast Allows objects with this texture to cast shadows (for ray‐traced shadows)
Receive Allows objects with this texture to receive shadows (for ray‐traced shadows)
Preview Options The Preview window displays the effects of shader and size selections on a preview
object
Preview Controls Adjusts the preview position and magnification. Click Pan and drag the preview to the
desired location. Click Zoom In or Zoom Out and then click and drag to create a
marquee; this zooms in or out on a particular section of the preview. Click Fit to fit the
preview to the window (according to Obj Size).
Obj Type Select the type of preview object from the list; for procedural (non image‐based) shaders,
the Flat object type is automatically used to create a preview for OpenGL rendering to
approximate the look of the solid shader
Obj Size Specifies the preview object size
Shader Checkboxes Select to preview the associated shader; deselect to exclude the shader component from
the texture preview
Radiosity Options Opens the Radiosity Texture Options dialog box; specify if this texture should always
participate in radiosity calculations (receive only or receive and emit light) when
rendering with custom radiosity. (Allow Texture Override must also be selected in the
Radiosity Optimizations dialog box. See “Setting Custom Radiosity Options” on
page 740.) Object overrides supersede texture overrides.
Revert Returns the texture parameters to the original settings, undoing any changes
Creating Textures | 683
4. Click OK to create a texture with the name and properties specified in the Edit Texture dialog box. The texture
displays in the Resource Browser and is saved with the file (the texture preview in the Resource Browser uses the
Flat preview object at twice the texture size for ease of identification).
If modeling a glass object (simple and accurate glass reflectivity shader) with a 3D polygon or other sheet‐like 3D
object, duplicate and offset the 3D polygon by a small amount so that rays are traced through the glass with both
an entering and exiting surface.
When texturing a large ground plane and using directional lights, smoother shadows are generated for the
model if the ground plane texture does not cast shadows.
3. Specify the image length to use for sizing the texture by dragging the line segment into position, and then
dragging the ends of the line segment. If necessary, use the mouse scroll wheel to zoom into and out of the image,
or click and hold the mouse wheel button to pan.
When the line is indicating the desired real‐world length, specify the real‐world size for the line segment in
Feature Size.
4. Click OK to exit the Set Image Size dialog box and update the Size value.
Multiple image shaders can be combined to create a realistic texture. For example, import a brick image with mortar
joins, and then add an image bump to the brick. In addition, image‐based shaders can be combined with non
image‐based shader types for a variety of effects.
Most image‐based textures are automatically compressed when imported into Vectorworks. Imported JPEG files
retain the original JPEG data; all other image files are compressed using lossless PNG format.
The Artistic Renderworks Color Wash style cannot be used with image‐based textures.
2. Create a new texture as described in “Creating a New Texture” on page 681. From any of the four shader
component lists, select one of the image shader types.
3. If a resource with an image is already present in the file, the Choose Image dialog box opens.
Parameter Description
Import an Image File Imports a new image; click OK and proceed to Step 4.
Reuse an Image from Reuses a previously imported image; select the resource that contains the
Another Resource image. Click OK and proceed to Step 5.
4. Select the desired image file in the Open (Windows) or Import QuickTime Image Document (Macintosh) dialog
box. Click Open.
Creating Textures | 685
5. The next dialog box that opens depends on the type of shader. Refer to the section that applies to the shader.
Shader Section
Color “Importing Images for Color Shaders” on page 685
Reflectivity “Importing Images for Reflectivity Shaders” on page 688
Transparency “Importing Images for Transparency Shaders” on page 689
Bump “Importing Images for Bump Shaders” on page 693
Edit Texture
dialog box
Reuse image
Filtered Image
dialog box
Image appears in
Preview window
To import a filtered image color shader:
1. Select and import the image as described in “Selecting the Image for Import” on page 684.
The Filtered Image dialog box opens.
2. Specify the image‐based shader properties and click OK to import the image and preview the texture.
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Parameter Description
Image preview Edits to the image are displayed in the image preview
Change Image Selects a different image for import
Flip H/V Flips the image horizontally or vertically
Rotate Rotates the image 90° counter‐clockwise
Invert Produces a negative of the image
Tile Image Repeats the image in the horizontal, vertical, or horizontal and vertical directions; deselect
for no tiling
Filter Color Selects a color filter for the image; leave the default selection of Use Object Fill for no
change or click the color box to choose a filter color for the image
Softness Drag the slider to the right to increase image blurring when rendered in Final Quality or
Custom Renderworks (with anti‐aliasing on)
Edit Texture
dialog box
Reuse image
Image Color
dialog box
Image appears in
Preview window
To import a color image shader:
1. Select and import the image as described in “Selecting the Image for Import” on page 684.
The Image Color dialog box opens.
2. Specify the image‐based shader properties and click OK to import the image and preview the texture.
Parameter Description
Image preview Edits to the image are displayed in the image preview
Change Image Selects a different image for import
Tile Image Repeats the image in the horizontal, vertical, or horizontal and vertical directions; deselect
for no tiling
Softness Drag the slider to the right to increase image blurring when rendered in Final Quality or
Custom Renderworks (with anti‐aliasing on)
Flip H/V Flips the image horizontally or vertically
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Parameter Description
Rotate Rotates the image 90° counter‐clockwise
Invert Produces a negative of the image
Edit Texture
dialog box
Reuse image
Image Reflectivity
dialog box
Image appears in
Preview window
To import a reflectivity image‐based shader:
1. Select and import the image as described in “Selecting the Image for Import” on page 684.
The Image Reflectivity dialog box opens.
2. Specify the image‐based shader properties and click OK to import the image and preview the texture.
Creating Textures | 689
Parameter Description
Image preview Edits to the image are displayed in the image preview
Flip H/V Flips the image horizontally or vertically
Rotate Rotates the image 90° counter‐clockwise
Invert Produces a negative of the image
Softness Drag the slider to the right to increase image blurring when rendered in Final Quality or
Custom Renderworks (with anti‐aliasing on)
Ambient Drag the slider to the right to increase the effect of the ambient lighting on the texture
brightness
Diffuse Drag the slider to the right to increase the effect of directional light on the texture
Specular Drag the slider to the right to increase the effect of directional highlights on the texture
Mirror Drag the slider to the right to increase the number of reflections on the texture
Roughness Drag the slider to the right to increase the width of highlights on the texture
Change Image Selects a different image for import
Edit Texture
dialog box
Reuse image
Image Transparency
dialog box
Image appears in
Preview window
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To import an image transparency shader:
1. Select and import the image as described in “Selecting the Image for Import” on page 684.
The Image Transparency dialog box opens.
2. Specify the image‐based shader properties and click OK to import the image and preview the texture.
Parameter Description
Image preview Edits to the image are displayed in the image preview
Softness Drag the slider to the right to increase image blurring when rendered in Final Quality or
Custom Renderworks (with anti‐aliasing on)
Change Image Selects a different image for import
Flip H/V Flips the image horizontally or vertically
Rotate Rotates the image 90° counter‐clockwise
Invert Produces a negative of the image
Mask Transparency
The process of selecting a mask transparency shader is illustrated by the following flow chart.
Creating Textures | 691
Edit Texture
dialog box
Reuse image
Image appears in
Preview window
To create a mask transparency image‐based shader:
1. Once the image has been selected and imported, specify the mask properties in the Create Mask dialog box.
Parameter Description
Grayscale Pixels Creates a mask from the image’s pixel brightness values; brighter pixels are more opaque
Transparent Color Creates a mask with a selected transparent color and mask parameters
Alpha Channel Uses the alpha channel of a source image as the mask (image must contain valid alpha
channel information)
For Grayscale Pixel and Alpha Channel masks, click OK. Proceed to Step 3.
2. If Transparent Color was selected, the Create Transparent Color Mask dialog box opens. Select the mask
properties and click OK.
The source image must be more than eight‐bit color to create a transparent color mask.
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Parameter Description
Source Image Displays the imported image. Select the transparent color by clicking a color in the image;
the resulting mask is displayed in the Transparent Color Mask preview. If necessary, use the
mouse scroll wheel to zoom into and out of the image, or click and hold the mouse wheel
button to pan.
Transparent Color Displays the current transparent color. Instead of clicking on the source image to designate
the transparent color, the color can be selected by clicking the color box.
Transparent Color Displays a preview of the mask based on the current transparent color selection and
Mask settings
Color Matching Adjusts the transparency tolerance; drag the slider to the right to increase the tolerance
Tolerance level. This allows a wider range of pixels similar to the transparent color to be considered
transparent.
Mask Contrast Adjusts the mask edge contrast; increase the contrast sharpness by dragging the slider to
the right. Soften the contrast by dragging the slider to the left.
Images with a monochrome background are easiest to use when creating a mask transparency.
3. The Edit Mask Transparency dialog box opens.
Creating Textures | 693
Parameter Description
Softness Drag the slider to the right to increase image blurring when rendered in Final Quality or
Custom Renderworks (with anti‐aliasing on)
Transparent Color Selects the transparent color mask settings
Mask
Change Image Selects a different image for import
Flip H/V Flips the image horizontally or vertically
Rotate Rotates the image 90° counter‐clockwise
Invert Produces a negative of the image; useful for swapping the opaque and transparent areas of
a grayscale mask
4. Specify the mask transparency parameters and click OK. The imported mask transparency is previewed in the
Edit Texture dialog box.
Edit Texture
dialog box
Reuse image
Image appears in
Preview window
To import a bump image‐based shader:
1. Select and import the image as described in “Selecting the Image for Import” on page 684.
The Edit Image Bump dialog box opens.
2. Specify the image‐based shader properties and click OK to import the image and preview the texture.
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Parameter Description
Image preview Edits to the image are displayed in the image preview
Change Image Selects a different image for import
Softness Drag the slider to the right to increase image blurring when rendered in Final Quality or
Custom Renderworks (with anti‐aliasing on)
Amplitude Enter a value to adjust the apparent bump height; a higher value creates a bumpier
appearance (Range: 0 – 1)
Flip H/V Flips the image horizontally or vertically
Rotate Rotates the image 90° counter‐clockwise
Invert Produces a negative of the image; useful for reversing the high and low pixels for a bump
image
When using the monochromatic textures provided with Vectorworks, the Softness and Amplitude parameters
may require careful adjustment depending on the viewing distance from the model.
To avoid making unwanted permanent changes to a texture resource that is used by several objects, select
Duplicate (Texture Name) Resource and Edit and work on a copy of the texture resource instead of the original.
Changes made to a copy of the texture only apply to the current selection.
Parameter Description
Shaders Select a different or additional shader, or edit the shader parameters, as
described in “Creating Textures” on page 681
Size Sets the real‐world size for each repetition of the texture
Set By Image For image‐based shaders, click to set the real‐world size in relation to a
segment of the image (if several image‐based shaders are used, select the
shader in the Choose Image dialog box first). In the Set Image Size dialog box,
specify the texture length to use for sizing by dragging the ends of the line
segment. Then, specify the real‐world size for the line segment in Feature Size.
Click OK to exit the Set Image Size dialog box and update the Size value.
The size should reflect the file setup. For example, if the layer scale is 1/4” and
feet and inches are being used, the size should be in feet, not inches.
Shadows
Cast Allows objects with this texture to cast shadows (for rendering modes that
display shadows)
Receive Allows objects with this texture to receive shadows (for rendering modes that
display shadows)
Editing Textures and Shaders | 697
Parameter Description
Radiosity Options Opens the Radiosity Texture Options dialog box; specify if this texture should
always participate in radiosity calculations when rendering with custom
radiosity. If the texture should receive light but not emit it, select Receive
Light, or if the texture should both receive and emit light, select Receive Light
and then also Emit Light. A texture override must also be selected under
Allow Special Overrides in the Radiosity Optimizations dialog box. See
“Setting Custom Radiosity Options” on page 740. Object overrides supersede
texture overrides.
Preview Options
Render Mode Select a rendering mode for the preview window; this does not change the
drawing rendering mode
Update When Values Select to render the preview with the selected Render Mode as parameters
Change change; if deselected, the drawing is not updated until the dialog box is closed
Render Selected Object Select to render only the selected object as parameters change; deselect to
Only render objects within the preview window as parameters change
(Texture Name) is Used by Indicates the number of objects in the file with the current texture applied
Parameter Description
Shader Properties See “Shader Properties” on page 785 for a comprehensive list of shaders and
shader properties.
Preview Options
Render Mode Select a rendering mode for the preview window; this does not change the
drawing rendering mode
Update When Values Change Select to render the preview with the selected Render Mode as parameters
change; if deselected, the drawing is not updated until the dialog box is
closed
Render Selected Object Only Select to render only the selected object only as parameters change; deselect
to render objects within the preview window as parameters change
(Texture Name) is Used by Indicates the number of objects in the file with the current texture applied
2. Click Edit to edit the shader. The dialog box that opens depends on the shader. Descriptions of all the possible
parameters are presented in alphabetical order in “Shader Properties” on page 785.
3. Edit the texture properties as described in “Creating Textures” on page 681. The texture can also be renamed.
Creating Image Prop Objects | 699
The changes are displayed in the preview window.
4. Click OK to exit the Edit Texture dialog box.
Parameter Description
Import an Image File Imports a new image; click OK and proceed to Step 3.
Reuse an Image from Another Reuses a previously imported image; select the resource that contains
Resource the image. Click OK and proceed to Step 4.
3. Select the desired image file in the Open (Windows) or Import QuickTime Image Document (Macintosh) dialog
box. Click Open.
4. The Image Prop Options dialog box opens. Specify the parameters for the image prop.
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Parameter Description
Name Specify a name for the image prop (used for the texture and symbol name)
Dimensions Specifies the image prop’s height and width values
Lock Aspect Ratio Maintains the image’s aspect ratio when selected; editing one dimension
automatically changes the other
Mask Options
No Mask Specifies that no image masking is to be used for the imported image
Use Mask Specifies that image masking is to be used; click Create Mask to specify the
mask image and properties as described in “Mask Transparency” on page 690.
When rendering with Custom Renderworks, set the Recursion Level
appropriately (see “Custom Renderworks Options” on page 735). If the
recursion level is set too low, transparent objects, including overlapping image
props, may appear opaque. In general, set the recursion level to twice the
number of overlapping objects; if there are two overlapping image props, for
example, set the recursion level to four.
Crossed Planes Creates the illusion of object fullness by creating two image planes at a 90
degree angle to each other
Parameter Description
Constant Reflectivity Excludes the prop from the effects of light objects placed in the drawing; this is
useful for images that already contain shadowed areas
Create Plug‐In Object Creates a plug‐in object out of the prop; this allows the prop to be resized and
automatically rotated
Auto Rotate to Viewer Adjusts the plug‐in object so that it is always rendered facing the viewer
In a radiosity rendering, auto‐rotate is not possible because the model
geometry within a completed radiosity solution is fixed
Create Symbol Creates a symbol from the image prop; the image prop name is automatically
assigned as the symbol name. Generating the image prop as a symbol allows
the image prop to be easily re‐inserted in the drawing.
Select Auto Rotate to Viewer for crossed plane images, so that the crossed planes cannot be detected.
5. Click OK to create the image prop.
The image prop symbol parameters can be edited in the Object Info palette. In the Resource Browser, the image
prop is listed as a symbol/plug‐in object, if selected at creation. In addition, a texture is created for use by the
image prop. Both the texture and, if created, the symbol/plug‐in object, are assigned the name provided in the
Image Prop Options dialog box.
Renderworks backgrounds are resources that are created and displayed in the Resource Browser and are saved with
the file (default resources are automatically imported into the file at the point of use, and display in the Resource
Browser); see “Vectorworks Fundamentals Default Resources” on page 167.
Creating a Background
To create a background:
1. Select Window > Palettes > Resource Browser to open the Resource Browser.
2. From the Resources menu, select New Resource to display the New Resource menu.
3. Select Renderworks Background.
The Create Renderworks Background dialog box opens.
4. Enter the name of the new background and select the type of background to create. Click Options to set specific
background parameters.
Parameter Description
None Select this option when creating a weather effect without an additional background
Clouds Specifies a sky background with a background color and clouds
Scale Specifies the cloud scale (1 – 10); enter a larger value for larger cloud sizes
Background Color Select a background color for the sky
Cloud Color Select a cloud color
Detail Specifies the level of cloud resolution; drag the slider to the right to specify a
greater level of detail (requires longer rendering times)
Creating Layer Backgrounds | 703
Parameter Description
One Color Specifies a background with one color; click Options to select the color
Two Color Specifies a background with two colors which blend to form a gradient; click
Options to select the colors
Top Color Select the color for the start of the color gradient at the top of the page
Bottom Color Select the color for the end of the color gradient at the bottom of the page
Image Uses a specified image for the background (see “Creating Image Backgrounds” on
page 703)
Image Environment Uses a panoramic High Dynamic Range Image (HDRI) file for the background (see
(HDRI) “Creating HDRI Backgrounds” on page 704)
OpenGL render mode only displays One Color, Two Color, and Image backgrounds.
5. Click OK from the Create Renderworks Background dialog box to create the background resource.
The new background resource is listed in the Resource Browser. It is available in the Edit Design Layers dialog
box (see “Applying Renderworks Backgrounds” on page 723 for information).
A Renderworks background can be quickly edited by pressing Ctrl (Windows) or Option (Macintosh) and
double‐clicking on the resource in the Resource Browser.
Parameter Description
Width Sets the width of the image in page units (inches or millimeters); width edits also
automatically change the height, to maintain the image aspect ratio
Height Sets the height of the image in page units (inches or millimeters); height edits also
automatically change the width, to maintain the image aspect ratio
Change Image Selects a different image for import
Flip H/V Flips the image horizontally or vertically
Rotate Rotates the image 90° counter‐clockwise
Invert Produces a negative of the image
2. Click OK to use the image in the background.
HDRI backgrounds render best in Perspective projection. In Orthogonal projection, HDRI backgrounds are
suitable for lighting and reflections, but appear as a single background color because of the narrow field of view.
For maximum speed and quality, select Use Final Gather when rendering an HDRI background with Custom
Renderworks. One bounce of indirect lighting is generated with HDRI lighting.
Creating Layer Backgrounds | 705
To create an HDRI background:
1. Select the image file to use. Acceptable formats include .exr (Open EXR) and .hdr.
The Edit Image Environment (HDRI) Background dialog box opens.
Parameter Description
Preview Displays a preview of the selected image
Format The appropriate map type format for the image is automatically determined, and
normally does not need to be changed. To choose a different map type format for the
image, select it from the list (Vertical Cross for a cross image, Panorama for a Mercator
projection, and Angular for a spherical image).
Rotation Rotates the image about the Z axis, changing the light orientation and visible portion
of the image (range: ‐180 to 180 degrees)
Change Image Imports a different image to use as the HDRI background
Brightness (%) Specifies the brightness for environment lighting; enter a percentage or drag the slider
to change the brightness. A value over 100% can be entered.
Saturation (%) Specifies the color saturation for environment lighting; enter a percentage or drag the
slider to change the saturation. A value over 100% can be entered.
Quality Specifies the sampling value of the rendered image; higher‐quality sampling results in
better image resolution, but longer rendering times. Select From Render Mode to use
the Sampling Quality specified in the render options (Custom Renderworks Options
or Custom Radiosity Options, see “Custom Renderworks Options” on page 735 or
“Setting Custom Radiosity Options” on page 740).
2. Click OK to use the image as an environment background resource.
3. Select Renderworks Background.
The Create Renderworks Background dialog box opens.
4. Enter the name of the new background and select the type of weather to create. Click Options to set specific
parameters.
Parameter Description
Fog Creates a simulation of fog over the layer
Color Select the fog color
Distance Specifies the distance to maximum fog density; use a lower distance to increase the
effect of the fog
Max. Density Drag the slider to the right to increase the fog density
Ground Fog Creates a simulation of ground fog over the layer
Color Select the fog color
Height Specifies the height of the ground fog
Distance Specifies the distance to maximum fog density; use a lower distance to increase the
effect of the fog
Max. Density Drag the slider to the right to increase the fog density
Snow Creates the illusion of falling snow on the layer
Color Select the snow color
Amount Drag the slider to the right for larger and more numerous snowflakes
Max. Density Drag the slider to the right to decrease the distance between snowflakes
Near Scale Increases or decreases the size of closer snowflakes
Far Scale Increases or decreases the size of farther snowflakes
Lit Fog Creates volumetric lighting effects, such as a shaft or cone of scattered light in fog,
haze, or smoke. A light object must be inserted in the drawing, and Lit Fog must be
selected in the Object Info palette for the light source object
Color Select the fog (haze) color
Max. Density Specifies the fog density; enter a larger value to increase the density of the effect
Receive Shadows Allows the effect to be blocked by solid objects, creating shadows; for example, when
blocking a shaft of light by a table, so that light does not display under the table
Use Shadows must also be selected in the rendering options.
Type Select a method for creating the fog from a list of computational methods
Applying and Mapping Textures | 707
Parameter Description
Quality Select the quality of the lit fog effect; a higher quality effect requires more rendering
time
Density Variation Allows the volumetric lighting effect to vary in density, which creates a realistic
smoky or hazy effect, but takes longer to render
Variation Level Drag the slider to the right to increase the fog variation
Variation Contrast Drag the slider to the right to increase the fog contrast
5. Click OK from the Create Renderworks Background dialog box to create the weather effect resource.
The new resource is listed as a Renderworks Background in the Resource Browser. It is available in the Layers
dialog box (see “Applying Renderworks Backgrounds” on page 723 for more information).
Backgrounds and weather effects can be used together.
Textures and backgrounds that are not used in the drawing file should be purged to reduce file size. See
“Purging Unused Objects” on page 404.
Object
First repetition
of the texture
Texture space
The available mapping types vary based on the object type being mapped:
Left (exterior)
Right
Left (interior)
If the texture(s) is incorrectly applied to a wall, with the wall selected, click Reverse Sides on the Shape tab of the
Object Info palette. This flips the direction of the wall, switching the texture(s) to the opposite side(s).
Parameter Description
Part Some objects can have different textures applied to different parts. For extrudes, sweeps,
floors, and roof faces, apply textures to the top, bottom, and sides. For walls and round
walls, apply textures to the left, right, top, bottom, holes (3D wall holes), start cap and end
cap. For roof objects, apply textures to the top, bottom, sides, and dormer walls, and if the
Design Series is installed, fascia, attic, and soffit. The Part option is not available for objects
without distinct parts.
The texture applied to each part displays in parentheses next to the part. To apply a
texture to Overall or to a part, select it and then select a texture to apply from the texture
list.
Overall indicates that the same texture applies to all of the parts of the object. Parts which
have been assigned a texture different from Overall display above the divider, and parts
with the same texture as Overall display below the divider.
Overall no longer displays when all parts use distinct textures.
The additional parts do not display when setting class textures (see “Applying
Textures to Symbols, Walls, and Roofs” on page 717). A wall’s start cap, if set to
obtain its texture by class, uses the class texture assigned to the wall center.
Revert to Overall If a part was assigned a texture but it should inherit its texture from Overall instead, select
the part and click Revert to Overall. The part moves back below the divider, and (from
Overall) displays as its texture name.
Texture list Select the texture to apply from either the default resources or the current file’s resources
Texture menu Click the arrow next to the texture list to open the Texture menu. The texture resource or
shader used to create the resource can be edited from here as described in “Editing
Textures and Shaders of Selected Objects” on page 694. Before editing, the resource can be
copied to preserve the original resource parameters.
Map Type Select the map type; see “Mapping Types” on page 707
Scale Determines the texture size when projected onto the object. For example, entering a scale
factor of two doubles the size of the texture projection.
Either enter a scale value or use the slider to change the scale.
Offset H/V Sets the start location of the texture horizontally and vertically
Rotation Sets the angle of texture rotation. Either enter a rotation value from 0 to 360 degrees or use
the slider to change the rotation angle.
Repeat Horizontally Repeats the texture in a horizontal direction
Repeat Vertically Repeats the texture in a vertical direction
Applying and Mapping Object Textures | 711
Parameter Description
Flip Horizontally Flips the texture horizontally, along the vertical axis
Flip Vertically Flips the texture vertically, along the horizontal axis
Radius For sphere and cylinder maps, sets the texture radius; the default radius is the same as the
3D object radius. Increasing this value reduces the size of the texture on the object.
Auto‐Align Planar For the planar mapping type, applies a texture perpendicularly to each face of a polygonal
Mapping object, making texture mapping much simpler for the object. Only the texture’s rotation,
offset, and scale can be changed; mapping is handled automatically. This type of mapping
is useful for imported 3ds (Design Series required) or DXF/DWG content.
Follow Longest Edge Aligns the texture’s U axis with the long edge of a face, for simpler mapping when
Auto‐Align Planar Mapping is selected. When deselected, the texture aligns horizontally
in object space.
Use World Z For Sets the texture’s Z origin to be relative to the world Z origin, rather than to object space.
Origin This allows seamless texture application across multiple layers for all mapping types.
Multiple objects with this parameter enabled render seamlessly along the Z axis.
Align Selected Aligns the texture mapping of multiple selected objects, giving them the appearance of a
Mappings shared texture. Multiple objects with this parameter enabled use the mapping parameters
of the first selected object, and the texture appears seamless across all selected objects. The
shared mapping depends on the objects currently selected and can change with a different
selection of objects. This parameter is available for planar, cylindrical, and spherical
mapping only.
Update Updates the drawing display
Mapping Opens the Edit Mapping dialog box, with advanced mapping parameters; see “Applying
Textures with Advanced Mapping” on page 712
Override Radiosity Specifies that the selected object should be always participate in radiosity calculations
(receive only or receive and emit) when rendering with custom radiosity. (An Obj Info
override must also be selected under Allow Special Overrides in the Radiosity
Optimizations dialog box. See “Setting Custom Radiosity Options” on page 740.) Object
overrides supersede texture overrides.
Emit Light When override settings are enabled, the object will receive and emit light when rendering
with custom radiosity (Receive Light is always also selected)
Receive Light When override settings are enabled, the object will receive light when rendering with
custom radiosity
The texture can also be applied to objects from the Resource Browser. Click the texture and drag it to the desired
object, or select the desired object(s), and double‐click on the texture to apply. Alternatively, select the object(s),
right‐click (Windows) or Ctrl‐click (Macintosh) on the texture, and select Apply from the context menu.
However, when a texture is applied in this way, mapping options cannot be accessed directly. Click on the
Render tab of the Object Info palette to edit the texture mapping.
5. The texture is applied to the selected object(s).
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Parameter Description
Map Type Select how the texture is applied to the 3D object
Sphere Projects each vertex of the object to the surface of a sphere
Applying and Mapping Object Textures | 713
Parameter Description
Cylinder Projects each vertex of the object to the surface of a cylinder
Sphere and Cylinder maps have seams which are more apparent when using wrapped and image‐based shaders
Plane Projects each 3D vertex of an object onto a plane which determines the texture space
(u, v) for that vertex
Perimeter Available for extrudes, tapered extrudes, extrude along path objects, sweeps, and
CSG solids, this option wraps the texture around the perimeter of the objects
Roof Only available for roof objects, this option wraps the texture across the perimeter of
the roof object
Radius For sphere and cylinder maps, sets the texture radius; the default radius is the same
as the 3D object radius. Increasing this value reduces the size of the texture on the
object.
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Parameter Description
Flip Horiz. Flips the texture horizontally, along the vertical axis
Flip Vert. Flips the texture vertically, along the horizontal axis
Repeat Horiz. Repeats the texture in a horizontal direction
Repeat Vert. Repeats the texture in a vertical direction
Start Cap Applies the texture to the bottom or starting surface of extrudes and sweeps
End Cap Applies the texture to the top or ending surface of extrudes and sweeps
2D Modifiers Available for 3D objects using wrapped shaders. See “Textures and Shaders” on
page 679 for more information.
Scale Determines the texture size when projected onto the object. For example, entering a
scale factor of two doubles the size of the texture projection.
Either enter a scale value or use the slider to change the scale.
Horiz. Offset Sets start location of the texture horizontally
Vert. Offset Sets start location of the texture vertically
Applying and Mapping Object Textures | 715
Parameter Description
Rotation Sets the angle of texture rotation. When Around Center is selected, the texture
rotates about its center; when deselected, the texture rotates about its lower left
corner. Either enter a rotation value from 0 to 360 degrees or use the slider to change
the rotation angle.
Mapping Editors Adjusts the texture space on the preview image
Move Texture Moves the texture on the object surface; click Ctrl (Windows) or Command
(Macintosh) to move the texture space origin on the current viewing plane
Rotate Texture Rotates the texture axes about the texture center; click Ctrl (Windows) or Command
(Macintosh) to twist the texture axes on the current viewing plane
Rotate Texture Rotates the texture horizontally relative to the current view
Horizontally
Rotate Texture Vertically Rotates the texture vertically relative to the current view
Align Texture Aligns the texture to the object face that is clicked
Zoom In Magnifies the image; create a marquee to select the portion of the image to preview
Zoom Out Reduces the image magnification; create a marquee to select the portion of the image
to preview
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Parameter Description
Rotate Camera Like the Flyover tool, rotates the view about the image
Fit Preview Fits the object into the preview window; this is convenient if the preview object has
been moved far from the center of the preview window
View Select a view for the preview image, align the image with the X, Y, or Z axis, or select
Custom View and use the Rotate tool in the preview window to obtain the desired
view
Show Texture Axes Select to display the texture space axes in the preview; deselect to hide the axes
Preview Creates a rendered preview of the image using Fast Renderworks mode
Revert Cancels any changes that have been made since the dialog box was opened, and
returns the mapping parameters to their original status
Default Defaults to the mapping settings appropriate for this type of object
6. Click OK to save changes.
To edit texture mapping directly in the drawing window:
1. Select a textured, 3D object.
2. Click the Attribute Mapping tool from the Visualization tool set. Depending on the textured object and texture
type, up to three modes are available.
Original Repeat
Mode Description
Non‐Repeating Mode For repeating textures, displays a single repetition of the texture for easier texture
editing
Original Repeat Mode For repeating textures, restores the repeating pattern of the texture
Select Part Mode For textured objects with more than one textureable part, such as walls and roofs,
allows a different part of the object to be selected for texture editing
Applying Textures to Symbols, Walls, and Roofs | 717
3. For a wall or roof, which may have different textures applied to different parts of the wall or roof, the Select
Texture Part dialog box opens. Select the portion of the object to edit, and click OK.
4. An editing frame is placed over the first repetition of the texture.
Editing frame
Use the editing frame to set the texture position and to rotate or resize the texture. For easier direct mapping of a
repeating texture, click Non‐Repeating mode to see a single repetition of the texture. After editing the texture
mapping, click Original Repeat mode to return to the original pattern and see the effect.
Action Description
To edit the texture location Click inside the editing frame and drag the texture to the desired location on
the object surface
To resize the texture Click on a corner handle at the corner of the editing frame, and drag to set
the editing object to a new scale. To resize the texture evenly about its center,
press the Ctrl key (Windows) or Command key (Macintosh) while resizing.
Click to set.
To rotate the texture Click on a side handle of the editing frame (the rotate cursor displays) and
drag the handle to the new rotation angle. Click to set. Press the Ctrl key
(Windows) or Command key (Macintosh) while rotating to rotate about the
texture center.
5. To edit a different part of a roof or wall, click Select Part mode. In the Select Texture Part dialog box, select a
different portion of the roof or wall to edit.
Roof faces, extrudes, sweeps, and floors contain additional texturable parts, but the Edit Class(es) dialog box
does not make this distinction. Textures are applied by class like any other 3D object; see “Applying Object
Textures by Class” on page 718. Apply textures to the individual parts of these objects with the Object Info
palette and not by class; see “Applying Textures with Basic Mapping” on page 709.
Textures cannot be assigned to individual symbols directly through the Object Info palette. Textures must be applied
to the separate components of the symbol. This can be done using the Edit Symbol command or by assigning textures
to the classes that make up the symbol; complex objects can contain more than one class. Texture changes affect all
instances of that symbol.
2. From the Classes tab, select one of the symbol classes to edit.
3. Click Edit to open the Edit Class(es) dialog box.
4. From the Other tab, select the desired Texture from either the default resources or the current file’s resources (see
“Vectorworks Fundamentals Default Resources” on page 167). Select Use Textures At Creation to apply the
texture at creation.
5. Click OK to return to the Organization dialog box.
6. Repeat steps 2 – 5 until all classes have an assigned texture.
7. Click OK to exit the Organization dialog box. The new settings are applied.
Some symbols in the Design Series use style classes; see “Using Style Classes” on page 147 in the Vectorworks
Design Series User’s Guide for more information.
6. Select the desired Right, Center, and Left wall surface texture from either the default resources or the current
file’s resources (see “Vectorworks Fundamentals Default Resources” on page 167). Select Use Textures At
Creation to apply the texture at wall creation. See “Texture Projection and Orientation” on page 707 to
understand how textures are applied to wall faces.
7. Click OK to exit the Edit Class(es) dialog box.
The new walls class displays on the Classes tab of the Organization dialog box.
8. Click the blank area to the left of the Class Name to make the new class active.
9. Click OK to exit the Organization dialog box.
10. Create the wall(s); see “Creating Walls” on page 505.
The walls are created with the specified texture for that class. Existing wall(s) can be assigned the texture through
the Object Info palette. Select the part of the wall to texture from the Part list and then Class Texture from the
texture list on the Render tab.
To apply a texture to a roof object by class:
1. Select Tools > Organization to open the Organization dialog box.
2. Select the Details view option, and then select the Classes tab.
3. Create a new class for roof objects (see “Creating Classes” on page 109).
4. With the new class selected, click Edit to open the Edit Class(es) dialog box.
5. Click the Roofs tab.
6. Assign a Top Texture, and if being used, a Dormer Texture from either the default resources or the current file’s
resources (see “Vectorworks Fundamentals Default Resources” on page 167). Select Use Textures At Creation to
apply the texture at creation.
7. Click OK to exit the Edit Class(es) dialog box. The class displays on the Classes tab of the Organization dialog
box.
8. Click the blank area to the left of the Class Name to make the new class active.
9. Click OK to exit the Organization dialog box.
10. Create a roof with the AEC > Create Roof command (see “Creating Roof Objects” on page 542).
The roof is created with the specified texture for that class. Existing roofs can be assigned the texture through the
Object Info palette. Select the part of the roof to texture from the Part list and then Class Texture from the texture
list on the Render tab.
Applying Renderworks Backgrounds | 723
5. Select the Renderworks Background for the layer from either the default resources or the current file’s resources
(see “Vectorworks Fundamentals Default Resources” on page 167).
6. Click OK to exit the Edit Design Layers dialog box.
7. Click OK to exit the Organization dialog box.
When the drawing is rendered in a Renderworks mode, the background displays. OpenGL can display One
Color, Two Color, and Image backgrounds.
The Lit Fog weather effect requires a light source in the drawing with Lit Fog selected in the Object Info palette.
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Renderworks provides three light types: directional, point, and spot. With Renderworks, additional parameters are
provided for these light types, and additional light source types are included.
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Renderworks rendering modes must be used for the Renderworks lighting options.
For information on the Vectorworks lighting types and parameters, see “Adding Light” on page 450.
Parameter Description
On/Off Shows or hides the light produced by the light source
Color Specifies a color associated with the light source; click the color box to select the color.
This parameter is not available if a Color Temperature is specified.
Cast Shadows Creates shadows
Dimmer Dims the light source brightness (intensity); enter a percentage or drag the slider bar.
Only the brightness of the light source is affected; the color temperature is not changed.
Use Emitter An area or line light’s actual brightness and color temperature must be specified, so this
setting is not optional
Get Brightness From Specifies the luminous quantity of the area or line light as a manually entered value or
from a loaded distribution file
User Input Manually specifies the luminous quantity of an area light as an accurate number; the
units of a line light are always Lumens
Distribution File Sets intensity distribution data with a standard file specified in Area Light Specs or
Line Light Specs. The brightness value is obtained using the integral of the raw
emission data provided with the file.
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Parameter Description
Color Temperature Specifies the light color temperature in Kelvin. This refers to an ideal black body
emitter, glowing “red hot” or “white hot.” A lower temperature generates an orange
color; the hotter the temperature, the closer to white the color of the light is (see
“Correlated Color Temperature” on page 780 for typical light source color temperature
ranges).
Specifying this parameter is optional. If not specified, the default temperature is 0,
meaning that the final emission color for the light is entirely controlled by the selection
in Color.
When the temperature is specified, Color cannot be changed. The final emission color is
set by the Color Temperature.
Color temperature settings can be white‐balanced on a per‐layer basis; see “Setting
Lighting Options” on page 450.
Area or Line Light Sets specific area or line light options and loads a distribution file
Specs
3. Click Area Light Specs or Line Light Specs to set additional parameters or load a distribution file.
The Area Light Data or Line Light Data dialog box opens.
Parameter Description
Dist Falloff Select the distance falloff function (rate of intensity change while moving along the beam
away from the light source)
Quality Specifies the sampling quality of the light; select From Render Mode to use the setting
specified in Sampling Quality in the rendering options
Color Filtering (area Filters the color of the light emanating from the area light object by the fill color or texture
light only) of its original geometry
Render Geometry Renders the light object geometry; deselect to hide the original geometry when rendering
Advanced Renderworks Lighting | 729
Parameter Description
Use Distribution File Specifies whether to use the attached emission profile data file for the light intensity
information
Distribution File Displays the distribution file name when a valid distribution file has been selected, or
“None” if a valid distribution file has not been designated (click Load Distribution to
specify a file)
Load Distribution Loads light emission profile data from a standard file. The brightness value is obtained
using the integral of the raw emission data provided with the file. The file must be a text
file with industry standard intensity distribution data in CIE, IESNA, CIBSE, or
EULUMADAT format (.ies, .cib, .cie, and .ldt).
4. Click OK to return to the Light Preferences dialog box.
5. Click OK. The object or line is converted into a light. If more than one object was selected for conversion, the
converted objects are grouped. The different directions of the light being emitted by an area light are indicated
by arrows drawn on every surface.
Deselect Show Direction in the Object Info palette of a selected area light to hide the light direction indicators.
The light must be rendered with a Renderworks rendering mode. When an area light is on and rendered, it has
constant reflectivity and does not receive shadows; when it is off, it displays as a normal object.
To create a custom light:
1. Select the Light tool from the Visualization tool set, and then select Custom Light from the Tool bar.
2. Specify the custom light parameters by selecting Light Preferences from the Tool bar.
The Custom Light Data dialog box opens. Click Load Distribution and specify the location of the custom light
distribution file, and then specify any additional custom light parameters.
Parameter Description
Light Rotation Angle Specifies the rotation angle of the light source around an axis connecting the light location
to the light target; this angle defines the reference plane for the intensity distribution curve
Distribution File Displays the distribution file name when a valid distribution file has been selected, or
“None” if a valid distribution file has not been designated (click Load Distribution to
specify a file)
Load Distribution Loads light emission profile data from a standard file. The brightness value is obtained
using the integral of the raw emission data provided with the file. The file must be a text
file with industry standard intensity distribution data in CIE, IESNA, CIBSE, or
EULUMADAT format (.ies, .cib, .cie, and .ldt).
Dist Falloff Select the distance falloff function (rate of intensity change while moving along the beam
away from the light source)
Direction Specifies the light’s direction by either specifying the light angle or vector
Advanced Renderworks Lighting | 731
Parameter Description
Angle Sets the light’s angle by pan and tilt. The pan angle is based on an angle of 0 degrees at the
positive Y axis, and is positive in a counter‐clockwise direction; the tilt angle is equal to 0 at
the horizontal plane, positive when pointing below the plane, and negative when pointing
above the plane.
Vector Indicates the direction of the light by specifying the coordinates of its X, Y, and Z delta
vectors
3. Click OK.
The Light Preferences ‐ Custom Light dialog box opens. Specify additional custom light parameters. Emitter
parameters are specified by the distribution file, and cannot be changed.
Parameter Description
On/Off Shows or hides the light produced by the light source
Color Specifies a color associated with the light source; click the color box to select the color. This
parameter is not available if a Color Temperature is specified.
Cast Shadows Creates shadows
Dimmer Dims the light source brightness (intensity); enter a percentage or drag the slider bar. Only
the brightness of the light source is affected; the color temperature is not changed.
Use Emitter A custom light’s actual brightness and color temperature must be specified, so this setting is
not optional
Get Brightness From Specifies the luminous quantity of the area or line light as a manually entered value or from
a loaded distribution file
User Input Manually specifies the brightness in Lux or Lumens
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Parameter Description
Distribution File Sets intensity distribution data with a standard file specified in Custom Light Specs. The
brightness value is obtained using the integral of the raw emission data provided with the
file.
Color Temperature Specifies the light color temperature in Kelvin. This refers to an ideal black body emitter,
glowing “red hot” or “white hot.” A lower temperature generates an orange color; the hotter
the temperature, the closer to white the color of the light is (see “Correlated Color
Temperature” on page 780 for typical light source color temperature ranges).
Specifying this parameter is optional. If not specified, the default temperature is 0, meaning
that the final emission color for the light is entirely controlled by the selection in Color.
When the temperature is specified, Color cannot be changed. The final emission color is set
by the Color Temperature.
Color temperature settings can be white‐balanced on a per‐layer basis; see “Setting
Lighting Options” on page 450.
Custom Light Specs Specifies additional custom light options and loads a distribution file
4. Click OK to return to the drawing.
5. Click in the drawing to insert the custom light.
The custom light object is represented by a pair of perpendicular arrow‐head vectors and two perpendicular
circles. The black vector points to the target location; its axis line (the light axis) connects the light source location
to the target. The red vector starts at the light source location, pointing to a reference point on the “equator” of
the polar intensity distribution. Also known as the “zero angle line,” it represents the origin for measuring the
intensity on the light curve.
The two vectors form the black circle, and the red circle is perpendicular to it. The black circle represents the
original plane where the light curves are located. The red circle constrains the movement of the zero angle line.
After a custom light has been placed, the light parameters can be edited in the Object Info palette; see “Light Source
Properties” on page 457.
Preparing to Render
Once the drawing is complete or near completion, any textures have been applied, and the desired lighting has been
added, consider the following before rendering.
Adding 3D Polygons
Though not necessary, adding 3D polygons can provide receptors to catch and reflect light and shadows, increasing
the ability to represent real‐world lighting situations. For example, a large, horizontal 3D polygon can be placed below
a 3D drawing to represent the ground or a floor. Placing several 3D polygons at various angles and locations in a
drawing can provide reflective and transparent receptors for more natural‐looking results.
Render Modes
Save files in wireframe mode rather than in a rendered mode, so that files draw more quickly when opened.
Rendered viewports are saved in a rendered state when Save viewport cache is selected in the Display tab of
document preferences.
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Fast Renderworks with Shadows Renders with shadow‐mapped shadows, but no anti‐aliasing
or ray tracing; low detail level
Final Quality Renderworks Renders with reflections, refractions, ray‐traced shadows,
anti‐aliasing, transparency, and a high level of detail
Custom Renderworks Renders with parameters set by the user (see “Custom
Renderworks Options” on page 735)
Rendering the Entire Drawing | 735
Final Quality Radiosity Renders with final quality Renderworks parameters and
includes radiosity and final gather rendering, maximized for
quality
Complex drawings should be rendered with custom radiosity
instead, to reduce rendering time while preserving quality.
Custom Radiosity Renders with custom Renderworks settings and radiosity
parameters (see “Custom Renderworks Options” on page 735
and “Setting Custom Radiosity Options” on page 740)
Artistic Renderworks Renders with multiple sketch styles for a hand‐drawn look
Custom Renderworks includes final gather rendering, which offers superior indirect lighting calculations for a better,
more detailed, end result. Scenes which are too complex to render with radiosity can still take advantage of indirect
lighting effects by rendering them with Custom Renderworks and final gather rendering. The use of HDRI
backgrounds and final gather rendering can completely avoid the need for radiosity.
To set Custom Renderworks rendering options:
1. Select View > Rendering > Custom Renderworks Options.
The Custom Renderworks Options dialog box opens. Select a category from the list on the left to see the
associated parameters on the right.
Parameter Description
Texturing
Use Textures Applies the textures assigned to objects; deselect for faster rendering
Use Transparency Select to render transparent textures and shadows where applicable; deselect for
faster rendering without transparency
Geometry
Curve Detail Select Low, Medium, High, or Very High faceting and shadow resolution. Low
produces an image with less detail and a faster rendering speed. Very High
produces an accurate image but requires more time to render.
Lighting
Use Shadows Select to render shadows, and select the type of shadow to create
Ray Traced Shadows Select to create sharp‐edged shadows. Ray tracing determines if each pixel is in
shadow. Rendering times are longer due to this pixel‐by‐pixel sampling, but
sharply defined shadows are created. The Cast and Receive Shadows option in
the Edit Texture dialog box only works for ray traced shadows.
Rendering the Entire Drawing | 737
Parameter Description
Transparent Shadows When creating ray traced shadows, transparent shadows are an option; select to
show the texture and color of the shadowing object in the shadow
Shadow Mapped Shadows Select to create soft‐edged shadows. Shadow mapping determines whether a
pixel is in shadow by comparing the pixel position to a shadow map. Shadow
maps are saved and require buffer memory (for example, a point light requires six
shadow maps). Lower Map Detail levels produce softer shadows, render faster,
and require less memory. Higher Map Detail levels require more memory and
produce sharper shadow edges.
Sampling Quality Select the level of detail for area, line light, and environment (HDRI background)
geometry; higher detail provides better resolution, with texture detail and softer
shadows, but requires more time to render
Lighting Options Click Layer Lighting Options (from a design layer) or Viewport Lighting
Options (from a viewport) to quickly access the associated lighting options dialog
box. See “Setting Lighting Options” on page 450 for more information.
Final Gather
Use Final Gather Produces single‐bounce indirect lighting effects
Detail Size Controls the terminating resolution for light and shadow detail. Setting the size
lower captures more indirect lighting details, resulting in a higher‐quality image
that also takes longer to render.
Accuracy Affects the resolution of indirect lighting effects. Enter a value, or drag the slider
to the right to increase the quality and smoothness, but also the render time.
Calculate Rough Specular For reflectivity shaders, increases the number of traced specular rays, resulting in
Highlights a more accurate specular highlight. The Roughness setting for reflectivity shaders
(see “Importing Images for Reflectivity Shaders” on page 688) affects this
parameter.
Rendering
Use Anti‐Aliasing Select for smoother edges on objects and textures; deselect for faster rendering
with rougher edges
Use Ray Tracing Creates more realistic‐looking reflective objects; rendering speeds will be affected,
but improved quality will result.
Max Refractions Increase the refraction level for drawings with transparent objects, including
overlapping image props, so that they do not appear opaque. In general, set the
refraction level to that of the number of overlapping objects; if there are four
overlapping image props, for example, set the recursion level to four.
Max Reflections Enter the number of levels of reflection among objects; a higher value slows
rendering, but yields a more realistic image, especially for glass or mirrored
objects
Auto‐Adjust Exposure Automatically adjusts the rendered image exposure for overly illuminated scenes
(this is particularly useful for light types with intensity options specified)
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Parameter Description
Brightness Adjusts the exposure brightness, if the automatic adjustment does not produce
the desired result; enter a value or drag the slider to the right to increase the
brightness (above 100%) or to the left to decrease the brightness (below 100%)
When testing a rendering, set the detail to low and turn textures off. Lower rendering quality is offset by faster
rendering times.
2. Click OK to set the Custom Render options.
Radiosity
Although they are effective and relatively efficient, the ray‐tracing calculations used in Renderworks rendering modes
cannot produce the full range of lighting effects seen in the real world. The most realistic, yet intensive, rendering
effects require radiosity. By adding the indirect lighting and soft lighting effects of radiosity, a rendering can seem
highly realistic.
Radiosity is a rendering technique that models light energy transfer between drawing geometry and materials.
Radiosity treats each section of drawing geometry as both an absorber and emitter of light. Light energy starts from
the light sources present in the drawing; the surfaces that the light illuminates then re‐emit the light energy, with
changes to the light quality producing softer shadows, color “bleeding” between differently colored surfaces (because
a colored surface re‐emits colored light), and softer, diffused lighting. The light energy bounces around until it stops
producing an effect.
The radiosity rendering method generates large mesh structures to resolve lighting details in the image. The
parameters necessary to create a drawing with radiosity, combined, are called a “radiosity solution.” It is possible for
the radiosity solution to require too much detail or such high amounts of mesh data that the rendering cannot take
place over a reasonable time period. By balancing the need for sufficient detail in important parts of the image with the
exclusion of excess data that is not as necessary, a good radiosity solution can be produced. In addition, the use of final
gather rendering with radiosity can improve quality and shorten render times. Renderworks provides the tools
necessary to create the radiosity solution properly, for a high‐quality rendering in the shortest possible amount of
time.
Radiosity can be highly effective for “matte” drawings. It cannot produce indirect lighting effects for specular
reflections, or for light distorted by glass.
Radiosity is available with three Renderworks commands. For a quicker, lower‐quality radiosity solution, select
View > Rendering > Fast Radiosity. For a high‐quality, but slower, radiosity solution, select View > Rendering > Final
Quality Radiosity. Finally, for complex drawings, Custom Radiosity rendering allows the radiosity solution to be
controlled by setting up and testing the radiosity solution manually.
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Radiosity Workflow
It can take some time to come up with an effective radiosity solution for a drawing. In addition, the rendering process
itself can require significant amounts of time. Therefore, certain steps are recommended in order to achieve the best
radiosity rendering.
1. The drawing should be as close to completion as possible. Modifications to the drawing geometry, materials, or
lighting will cause the radiosity solution to be deleted, requiring the solution to be regenerated at the next render.
Radiosity solutions for design layers are not saved with the file. For viewports, individual radiosity solutions for
each render mode that supports radiosity are stored with the file, if the Save viewport cache option is selected on
the Display tab of document preferences.
2. For a preliminary view of the radiosity solution, select View > Rendering > Fast Radiosity. If the drawing is not
too complex, then select View > Rendering > Final Quality Radiosity. The automatic radiosity solution and final
gather rendering clean‐up provided may be exactly what is required for the final presentation of a drawing.
A rendering made with final quality radiosity may take a considerable amount of time. For a complex model,
optimizing the radiosity settings first and then rendering with custom radiosity is recommended.
3. For a custom radiosity solution, first specify the custom Renderworks parameters by selecting View >
Rendering > Custom Radiosity Options, and make custom settings for the categories in the Custom Radiosity
Options dialog box (see “Custom Renderworks Options” on page 735). Selecting Use Final Gather is
recommended, for clean‐up of triangular artifacts and light and shadow leaks, and for the indirect lighting of
objects which are excluded from the radiosity solution. Like radiosity, final gather rendering creates indirect
lighting effects, but from a single light bounce rather than the multiple light energy transfers of radiosity. A
combination of “coarse” radiosity and “fine” final gather rendering settings can produce efficient, high‐quality
rendering effects.
4. With a specific setting, objects and textures can override the radiosity parameters, so that they always participate
in a custom radiosity rendering (this allows radiosity settings to be set to exclude many other objects, without
eliminating these specific textures and/or objects, saving unnecessary calculation time). For maximum efficiency,
exclude all but the largest or most important objects from the radiosity rendering, and set the final gather
rendering to handle the indirect lighting effects of the remaining objects.
Textures and objects can specifically only receive light, or both receive and emit light. Specify these overrides
before attempting the radiosity rendering. For these types of textures, click Radiosity Options in the Edit Texture
dialog box, and then select Override Radiosity Settings. To allow certain objects to override the radiosity
settings, select Override Radiosity on the Render pane in the Object Info palette. An object can override its
texture settings; if a texture does not have an override, but the object does, the override applies.
5. To optimize the radiosity solution, select View > Rendering > Custom Radiosity Options, and then click the
Radiosity Options category in the Custom Radiosity Options dialog box. These parameters are described in
“Setting Custom Radiosity Options” on page 740.
• Click Optimizations to limit the radiosity bounds, if possible; for example, if only one area of a large model is
illuminated, the rest of the model can be excluded from the radiosity calculations.
• Select Allow Special Overrides to include specially marked textures and objects regardless of the radiosity
settings.
• Click Show Color‐Coded Preview in the Radiosity Options category of the Custom Radiosity Options dialog
box, to preview the drawing while setting the sliders to their optimal positions. Insignificant geometry
should be optimized out of the solution, until the preview displays that the final results will have the desired
detail sizes.
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6. Test the radiosity solution by setting a Time Limit and Energy percentage, and then press Start. During solution
generation, a rendered preview of only the indirect lighting is shown in the drawing window, and solution
statistics are displayed. Press the Esc key to further refine the solution, and then press Resume to continue it.
Once the preview displays an acceptable solution, press Accept.
7. Render the customized radiosity solution for final presentation by selecting View > Rendering > Custom
Radiosity.
To stop the generation of a radiosity rendering, press the Esc key, or Command‐period (Macintosh), Ctrl‐period
(Windows), and a dialog box opens, asking whether to continue, delete, or accept the current solution.
A radiosity solution is view‐independent. The view can be changed, or the Flyover, Pan, and Zoom tools used,
for example, and the current solution is used to re‐render the drawing. However, changes to the drawing
geometry, textures, fill colors, materials, or lighting cause the solution to be deleted.
Parameter Description
Obj Inclusion Controls the number of objects participating in the radiosity solution; objects below this
size receive light energy, but do not emit it. Drag the slider to the right to increase the
number of objects included. For maximum efficiency, set the size high enough to
include only the largest and most significant objects, and enable final gather rendering
to handle the smaller objects.
Init Detail Controls the size of the emitting surfaces and the starting size of the receiving surfaces;
drag the slider to the right to decrease the triangle (mesh) size
Accuracy Controls the tendency for the mesh to approach the terminating resolution for light and
shadow details; increasing this parameter affects the resolution of indirect shadows. In
addition, it affects the accuracy of the light transport from surface to surface. Drag the
slider to the right to increase the accuracy percentage.
Energy Sets the amount of indirect light energy for the radiosity solution; when this level is
attained, the solution is complete. Drag the slider to the right to further refine an
existing solution.
Time Limit Specifies a time limit in hours and minutes for terminating the radiosity solution. The
solution terminates when either the time limit is reached or the desired Energy limit has
been achieved (whichever comes first).
Optimizations Specifies further control over which surfaces participate in the radiosity solution
Ambient Options Specifies the ambient lighting setting; ambient lighting can have a significant effect on a
radiosity rendering
Show Color‐Coded Provides a visual indication of the detail sizes and optimizations applied to the current
Preview scene, to quickly be able to eliminate insignificant geometry from the solution. The
preview is color‐coded to denote object inclusion, bounding volume limit, and initial
detail values.
• Red: Obj Inclusion (shows objects receiving but not emitting light)
• Yellow: Init Detail
• Black: Objects that are not included in the radiosity solution and are neither emitting
nor receiving light, because they are outside the bounding volume (specified in
Optimizations), or have overrides applied to them
• Grayscale: Objects that are both receiving and emitting light energy are shown in a
grayscale relative to their size
4. To control the ambient light options, click Ambient Options.
The Ambient Options dialog box opens. Normally, ambient lighting should be turned off for a radiosity
rendering, to avoid overlighting.
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Parameter Description
Use Layer/Viewport Uses the ambient lighting setting specified in the Layer Lighting Options dialog box
Ambient Settings (View > Lighting > Set Layer Lighting Options) or in the Viewport Lighting Options
dialog box (click Lighting Options from the Object Info palette Shape tab of a selected
viewport)
Create Ambient from Converges the solution to the percentage specified in Energy and then applies the
Remaining Energy remaining light energy to all the objects as ambient light energy (can cause a scene to
become overly bright if a significant amount of light energy remains)
Don’t Use Ambient Light Turns off ambient lighting for the radiosity rendering, which is recommended when
emphasizing indirect lighting effects
5. To control which surfaces participate in the radiosity solution, click Optimizations. Before the solution is
generated, visibility information is gathered to exclude insignificant objects from the solution, either because
they are not visible, or they are not participating in the indirect lighting scheme. If textures and/or objects have
radiosity overrides, enable the overrides.
Rendering the Entire Drawing | 743
Parameter Description
Optimize for Static View Enables optimization options for rendering a static view with radiosity (deselect if
planning to change views or create a movie from the rendering)
Include Visible Only visible surfaces participate in receiving and emitting indirect light; use overrides
Surfaces Only to include specific non‐visible objects in the rendering
Limit Radiosity Bounds Limits the radiosity solution to a 3D bounding volume (for example, the rest of a
building may not need to participate in the rendering, when only one room is of
interest)
Derive from Static Automatically determines the radiosity bounds using visibility data of objects in the
View current view gathered for static view optimization; includes objects behind the viewer
Manually Specifies manual coordinates for the bounding volume. The bounding volume is
previewed with dotted lines; objects outside the bounding volume are shown in black.
Specify the minimum and maximum X, Y, and Z coordinates to determine the bounding
volume.
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Parameter Description
Allow Special Overrides Allows specific objects to participate in emitting or receiving indirect lighting during
radiosity processing
Special Overrides Sets the participation of objects with radiosity overrides set in the Object Info palette
and textures with overrides set in the Edit Texture dialog box
Obj Info and Texture Enables the override options in both the Edit Texture dialog box and the Render tab of
the Object Info palette to allow objects and textures with overrides to emit or receive
indirect lighting during radiosity processing, regardless of the custom radiosity
parameters
Texture Only Enables the Override Radiosity Settings option in the Edit Texture dialog box to allow
objects with that texture applied to emit or receive indirect lighting during radiosity
processing, regardless of the custom radiosity parameters
Obj Info Only Enables the Override Radiosity option on the Render tab of the Object Info palette to
allow specific objects to emit or receive indirect lighting during radiosity processing,
regardless of the custom radiosity parameters
Other Items Sets the emit/receive properties of objects and textures without overrides
Emitting surfaces are processed from brightest to darkest
May Emit and Allows objects and textures without overrides to possibly receive and re‐emit light
Receive energy, depending on the radiosity settings
May Only Receive Allows objects and textures without overrides to possibly receive light energy,
depending on the radiosity settings, but not re‐emit it
May Neither Emit Allows objects without overrides to neither emit nor receive light energy, excluding
Nor Receive them from participating in the radiosity solution. These objects and textures are
rendered only by direct lighting.
Update Preview Updates the color‐coded preview (Show Color‐Coded Preview must be selected in the
Radiosity Options category of the Custom Radiosity Options dialog box)
6. Click the Radiosity Solution category to generate the solution.
The radiosity settings are used for a rendering with radiosity when View > Rendering > Custom Radiosity is
selected. However, the radiosity solution can be generated from the Custom Radiosity Options dialog box first, if
desired, in order to refine a solution until it is acceptable. By using the color‐coded preview and the Solution Info
controls (Start/Resume, Accept, Delete, and the Esc key), the radiosity solution can be refined until the best
quality is achieved in the shortest amount of time.
Rendering the Entire Drawing | 745
Parameter Description
Solution Info Displays statistics gathered from the current solution, while a solution is being generated
and once it is complete
• Energy: displays the solution’s indirect light energy value; when this value reaches the
Energy setting, the current solution has been produced.
• Emitting: shows the number of triangles emitting light energy
• Receiving: shows the number of triangles receiving light energy
• Time Used: displays the elapsed solution time
• Time Remaining (Est.): displays an estimate of the remaining time until the Energy level
has been reached and the solution is complete
• Median Obj Size: displays the median size of objects in the model, and sets the halfway
position for the Obj. Inclusion, Init Detail, and Small Detail parameter sliders
Start/Resume Begins generating the radiosity solution, or proceeds with a paused solution if the Energy
percentage has not been achieved.
To pause the generation of a radiosity solution, press the Esc key, or Command‐period
(Macintosh), Ctrl‐period (Windows).
Accept When a solution exists, but the specified Energy value has not been reached, pressing
Accept changes the Energy slider to the current solution’s energy value
Delete Deletes a solution; press Start to restart the solution from the beginning
Once a solution has been completed, the radiosity parameters cannot be changed. Click Delete if changes are
desired, and then generate the solution again by pressing Start.
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3. Select the Style from the list, and then click Options to set specific style parameters. The preview image displays
the resulting effect.
Certain Artistic Renderworks styles use hidden line rendering. These styles may require longer rendering times
for drawings with many facets (polygons). A style that does not use hidden line rendering is recommended for
extremely complex drawings.
Many of the Artistic Renderworks styles allow the layer’s Renderworks background to show through, if one has
been defined and applied (see “Applying Renderworks Backgrounds” on page 723).
Rendering the Entire Drawing | 747
Line Color Specify the outline color by clicking the color box
Line Width Specifies the outline thickness
Color Wash Traces a border around the object edges, fades out color, yes no
and can provide a mottled appearance
Line Color Specify the outline color by clicking the color box
Line Width Specifies the outline thickness
Mottling Adds lighter/darker areas, for a mottled appearance
Wash Fades colors for a washed‐out appearance
Contour Uses directional lines to represent the image shapes no yes
Line Length Indicates the contour line length
Line Density Indicates the contour line density; higher density better
defines the image shapes, while lower density allows
more of the background to show through
Line Color If Use Object Colors is deselected, specify the contour line
color by clicking the color box
Use Object Colors Draws contour lines using the image colors for each area
of the image; deselect to use a single color
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Line Color Specify the outline color by clicking the color box
Line Width Specifies the outline thickness
Wobbliness Indicates the amount of deviation from the intended
outline
Curliness Increasing the slider adds waviness to the intended
outline
Tapering Varies the outline thickness by tapering
Hatch Shades the image with hatch lines, all with the same angle no yes
Line Color If Use Object Colors is deselected, specify the hatch line
color by clicking the color box
Line Width Indicates the hatch line thickness
Wobbliness Indicates the amount of deviation from a straight hatch
line
Line Length Specifies the hatch line length
Line Density Sets the number of hatch lines; higher density better
defines the image shapes, while lower density allows
more of the background to show through
Use Object Colors Draws hatch lines using the image colors for each area of
the image; deselect to use a single color
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Ink Color Specifies the solid color
Gap Width Indicates the outline thickness
Lines and Shadow Traces a border around the edges of objects and displays yes yes
shadows
Line Color Indicate the outline color by clicking the color box
Line Width Specifies the outline thickness
Shadow Color Indicate the color of any shadows by clicking the color box
Mosaic Displays the image as mosaic tiles no yes
Gap Color Specifies the color for the spaces between the tiles
Gap Width Sets the gap width between the tiles
Tile Size Indicates the size of the tiled sections
Tile Shape Sets the tiles’ irregular appearance
Gap Transparency Specifies the transparency of the gap between the tiles;
allows more or less of the background to show through
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Mark Size Specifies the brush stroke size
Mark Count Indicates the brush stroke number; more brush strokes
better define the image shapes, while lower density allows
more of the background to show through
Mark Blend Sets how well the brush strokes blend together
Overlapping Lines Simulates a hand‐drawn pencil or marker drawing with yes yes
multiple strokes of well‐defined line(s)
Line Color Indicate the line color by clicking the color box
Line Width Specifies the thickness of the line(s)
Line Count Sets the number of lines drawn to define the drawing
outline
Wobbliness Indicates the amount of deviation from the intended
outline
Curliness Increasing the slider adds waviness to the intended
outline
Rendering a Selected Area | 751
Line Color Indicate the line color by clicking the color box
Line Width Specifies the line thickness
Blurriness Increase the slider for a softer line
Coverage Specifies the amount of transparent areas (pencil skips) in
the line
Scale Specifies the size of transparent areas in the line
Stipple Represents the drawing with irregular dots or short no no
strokes of color
Dot Color If Use Object Colors is deselected, specify the color for the
stipple dots by clicking the color box
Dot Count Specifies the number of stipple dots to use
Use Object Colors Draws stippling using the image colors for each area of
the image; deselect to use a single color
4. Click OK to set the Artistic Renderworks options.
The image created by the Render Bitmap tool is compressed by either the JPEG or PNG compression method, to
reduce file size. The compression used depends on the Default compression selected on the Edit tab of Vectorworks
preferences (see “Edit Preferences” on page 45).
To render a specified area:
1. Select the Render Bitmap tool from the Visualization tool set.
2. Click the Render Bitmap Preferences Tool bar button.
The Render Bitmap Settings dialog box opens. Specify the rendering mode and any options.
Parameter Description
Render Mode Select the rendering mode for the image; if the mode has additional
settings, click Options to make any changes (changes are also made to
the design layer settings)
Resolution (DPI) Specify the resolution for the bitmap in dots per inch; lower resolution
values reduce file size
3. Click OK.
4. Click and drag to create a marquee box around the desired area.
The area is rendered and a bitmap image of the rendered area is placed on top of the original area.
5. Move the new image to the desired location.
After rendering, the rendered bitmap image can be cut from Vectorworks and pasted into any image editing
program for further manipulation.
Batch Rendering | 753
Batch Rendering
Batch rendering allows several images to be rendered while the computer is unattended. Each batch job retains its own
view, rendering mode, resolution, and export settings.
Parameter Description
Name Specifies the rendering job name for creating the batch
Render Mode Select the rendering mode from the list
Options For OpenGL and Custom Renderworks rendering modes, the default
file settings are in effect; to change the settings, click Options. These
changes apply to the current job only.
For more information on OpenGL settings, see “Rendering with
Vectorworks” on page 461. For Custom Renderworks settings, see
“Custom Renderworks Options” on page 735.
Set Export Image File Options Opens the Export Image File dialog box for specifying the rendered
image file settings, including export area and format
The Marquee export area option in the Export Image File dialog box is not available for batch rendering jobs.
3. Create additional batch rendering jobs as required.
Batch jobs can be renamed, edited, or deleted from the Start Batch Render dialog box.
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Parameter Description
Available Jobs Lists the current batch render jobs in order of job creation; the jobs are displayed with the
image file extension to be generated according to the job settings
Chosen Jobs Lists the currently selected render jobs in order of execution; the most recently added job is
placed at the end of the list
Choose All Moves all Available Jobs to the Chosen Jobs list
>> button Moves the selected job from the Available Jobs list to the end of the Chosen Jobs list
<< button Moves the selected job from the Chosen Jobs list to the end of the Available Jobs list
Duplicate Copies the selected available job and adds it to the end of the Available Jobs list; specify a
new name for the job in the Assign Name dialog box
Edit Opens the Edit Batch Render Job dialog box, for changing the parameters of the selected job
Delete Removes the selected job from the list of available render jobs (no undo)
Managing Lights and Cameras | 755
Parameter Description
Browse (Windows)/ Specifies the Parent Folder location, where all batch rendering resulting files will be located.
Choose (Macintosh) By default, this is the application folder. The result sub‐folder name is also displayed (this
sub‐folder is named according to the current date and time).
2. Click Start to begin the batch rendering.
The Batch Render Progress dialog box displays the status of the batch rendering. Press the Esc key to cancel the
current job and proceed with the remaining batch jobs. Press Cancel to cancel all batch rendering jobs.
3. As each job is rendered, the resulting file is placed in the Results Folder.
Design layer Visualization palette options Sheet layer Visualization palette options
Parameter Description
Lights tab The Lights tab accesses the parameters of sheet layer viewports or all lights in the file
Current Scene Displays only the lights which affect the current view (lights from the current layer
and in visible classes)
Selected Viewport(s) Displays only the lights which affect the currently selected sheet layer viewport(s); in
this mode, lights can be edited to override the lighting of the selected viewports only.
(Other Visualization palette light management commands are not available.) Select
Revert Override to return the viewport to its original lighting.
All Lists all the lights in the file
On Click to toggle the light on or off; a check mark indicates that the light is on
Shadow Click to toggle the ability of the lights to cast shadows on or off; a red “x” indicates
that shadows are off
Override State For lights in selected viewport(s), indicates whether the light has an override.
• Uses design layer definition : the light parameters are the same in both the
design layer and the viewport(s).
• Uses viewport override definition : the light parameters have been edited for
the selected viewport(s), creating a viewport lighting override.
Name Displays the name of the light (as shown on the Data tab of the Object Info palette)
Type Indicates the type of light:
Parameter Description
Light Parent Indicates whether the light is within a container object; if blank, the light is not part of
another object.
• Group : indicates that the light is contained within a group.
• Symbol : indicates that the light is contained within a symbol; each instance is
listed in the palette. Edits made directly from the Visualization palette, such as
turning lights on and off, affect all symbol instances. (Selecting Edit from the
Visualization palette menu, however, edits the symbol instance properties.)
• Plug‐in Object : indicates that the light is contained in a plug‐in object, such as
a lighting device (Spotlight required)
• Layer Link : indicates that the light is contained within a layer link
Class/Layer Displays the light’s class and layer
Menu commands The Visualization palette menu commands manage and select light objects
New Opens the Create Light dialog box, to create a directional, point, spot, or custom light
on the current design layer; see “Adding Light Sources” on page 453
Edit Opens the Properties dialog box, to edit the parameters of the currently selected
light(s); when more than one light is selected, only common properties can be edited
Revert Override Restores the original light parameters for the viewport(s), when the lights in selected
sheet layer viewport(s) have been edited
Duplicate Copies the currently selected light(s), placing the copy or copies on the same layer and
in the same class as the original(s). Lights in symbols or plug‐in objects cannot be
duplicated.
Delete Deletes the currently selected light(s). Lights in symbols or plug‐in objects cannot be
deleted.
Select On Document Selects the current light(s), and automatically centers the view on the light, or its
container (alternatively, double‐click on a light in the Visualization palette, if the light
is in the active class or layer.) The light properties can then be edited in the Object Info
palette or by clicking Edit from the Visualization palette menu. The selection and
editing of multiple lights at once is supported.
If the light is not in the active class or layer, use the Force Select command
instead.
The Vectorworks Display preference must be set to show lights.
Force Select If the light is in a different class or layer, activates the layer or class, and automatically
centers the view on the light, or its container group or symbol. The light properties
can then be edited in the Object Info palette or by clicking Edit from the Visualization
palette menu. Multiple lights cannot be selected by this method.
Cameras tab The Cameras tab accesses the parameters of the camera objects in the drawing
Name Displays the name of the camera (as shown on the Data tab of the Object Info palette)
Class/Layer Displays the camera’s class and layer
Menu commands The Visualization palette menu commands manage and select camera objects
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Parameter Description
New Activates the RenderWorks Camera tool; click to place a camera object
Edit Opens the Properties dialog box, to edit the parameters of the currently selected
camera(s)
Duplicate Copies the currently selected camera(s), placing the copy or copies on the same layer
and in the same class as the original(s)
Delete Delete(s) the currently selected camera(s)
Activate Selects the current camera, and automatically changes the view to that of the camera
(alternatively, double‐click on a camera in the Visualization palette)
Parameter Description
Export Area
All Visible Objects Exports an image that includes all visible objects (objects do not have to be
currently on screen to be considered visible)
Current View Exports an image that is exactly as it displays on the current screen
All Pages as Single Image Not applicable for HDRI export
Each Page as Separate Image Not applicable for HDRI export
Marquee Exports the portion of the image specified with a marquee box. Select this
option and then click Draw Marquee to temporarily close the dialog box. Click,
and then drag to specify the area for export; the marquee dimensions are
displayed on the Data bar. Click to set the export area and return to the Export
Image File dialog box. The Pixel Dimensions of the image are automatically set
to the marquee dimensions.
Dimensions
Lock Aspect Ratio Select to maintain the image aspect ratio when specifying dimensions
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Parameter Description
Resolution Specifies the printed image resolution in pixels per inch
Pixel Dimensions
Width/Height Specifies the exported image dimensions; if Lock Aspect Ratio is selected,
changes to one dimension will update the other to maintain the aspect ratio
Print Size
Width/Height Specifies the printed image dimensions in the selected Unit; if Lock Aspect
Ratio is selected, changes to one dimension will update the other to maintain
the aspect ratio
Units Select a unit to apply to the Print Size parameters
Preview Displays a rendered or wireframe preview according to the current settings
Render Updates the preview with a rendered view using the currently set rendering
option
Wireframe Updates the preview with a wireframe view
Memory Required/Estimated Not applicable for HDRI export
File Size
Update Not applicable for HDRI export
Format
File Type Not applicable for HDRI export (always OpenEXR format)
Compression Not applicable for HDRI export
3. Click Save.
The Export OpenEXR File dialog box opens. Enter the name and location for saving the HDRI format file. Click
Save to export the file. The file is created and saved in the location specified.
EPix Export
When Renderworks is installed, the EPix/Piranesi option is added to the list of export file choices. This command
creates an ePix (Extended Pixel) file for use in the Piranesi software program.
To export as file type EPix:
1. Select File > Export > Export EPix/Piranesi.
The Export EPix/Piranesi dialog box opens. Specify the dimensions and resolution for the exported image.
Exporting a Rendered Drawing | 761
Parameter Description
Export Area
All Visible Objects Exports an image that includes all visible objects (objects do not have to be
currently on screen to be considered visible)
Current View Exports an image that is exactly as it displays on the current screen
All Pages as Single Image Not applicable for EPix/Piranesi export
Each Page as Separate Image Not applicable for EPix/Piranesi export
Marquee Exports the portion of the image specified with a marquee box. Select this
option and then click Draw Marquee to temporarily close the dialog box.
Click, and then drag to specify the area for export; the marquee dimensions
are displayed on the Data bar. Click to set the export area and return to the
Export Image File dialog box.The Pixel Dimensions of the image are
automatically set to the marquee dimensions.
Dimensions
Lock Aspect Ratio Select to maintain the image aspect ratio when specifying dimensions
762 | Chapter 22: Rendering with Renderworks
Parameter Description
Resolution Specifies the printed image resolution in pixels per inch
Pixel Dimensions
Width/Height Specifies the exported image dimensions; if Lock Aspect Ratio is selected,
changes to one dimension will update the other to maintain the aspect ratio
Print Size
Width/Height Specifies the printed image dimensions in the selected Unit; if Lock Aspect
Ratio is selected, changes to one dimension will update the other to
maintain the aspect ratio
Units Select a unit to apply to the Print Size parameters
Preview Displays a rendered or wireframe preview according to the current settings
Render Updates the preview with a rendered view using the currently set rendering
option
Wireframe Updates the preview with a wireframe view
Memory Required/Estimated Not applicable for EPix/Piranesi export
File Size
Update Not applicable for EPix/Piranesi export
Format
File Type Not applicable for EPix/Piranesi export; the file type is automatically set
to .epx
Compression Not applicable for EPix/Piranesi export
2. Click Save.
The Export Epix File dialog box opens. Enter the name and location for saving the .epx file. Click Save to export
the file. The .epx file is created and saved in the location specified.
Parameter Description
Frames Specify how many frames to create in the file; more frames take longer, but increase the
quality of the exported file. Total Frames displays how many frames will be created based
on the horizontal and vertical frames specified.
Horizontal Specifies the number of horizontal frames to create
Vertical Specifies the number of vertical frames to create
Spin Specify the angular sweep desired, relative to the front view of the object
Left Indicates the left pan angle (0 to 180 degrees)
Right Indicates the right pan angle (0 to 180 degrees)
Above Indicates the angle above the horizon (0 to 90 degrees)
Below Indicates the angle below the horizon (0 to 90 degrees)
Fix Lights Specifies whether lights are fixed to the model or camera as the camera rotates
To Model Fixes the lights to the model; the camera appears to rotate around the model and the lights
remain stationary
To Camera Fixes the lights around the camera; the model appears to rotate
5. Specify the .mov file name and location, and click Save to generate the QuickTime movie. For information on
playing the QuickTime movie, see “Viewing QuickTime Animations” on page 653.
764 | Chapter 22: Rendering with Renderworks
3. In the Tilt Above/Below Horizon field, specify the movie view tilt angle from the current view (a value of zero
places the view at the horizon); then click OK.
4. Specify the .mov file name and location, and click Save to generate the QuickTime movie. For information on
playing the QuickTime movie, see “Viewing QuickTime Animations” on page 653.
Using the Workspace Editor A
The standard workspace is installed with Vectorworks Fundamentals in [Vectorworks]\Workspaces. If Renderworks
is installed, all of the user interface elements are added to the standard workspace. Each Design Series product is
installed with a unique, industry‐specific workspace. Any changes made to the default workspaces are saved in the
User Data and Preferences folder, to maintain the integrity of both the default and custom workspaces (see “User
Folders Preferences” on page 54).
After a custom workspace has been created, user‐specified changes to palette position and settings are remembered
across Vectorworks sessions, but do not create a new version of the workspace. To revert the palette position and
settings back to the settings established when the custom workspace was created (in the User Data and Preferences
folder), click Reset Saved Settings from the Session tab of Vectorworks preferences (see “Session Preferences” on
page 48).
To create a custom Vectorworks workspace, you can edit the current workspace, edit a copy of the current workspace,
or create a new workspace. Create multiple workspaces for different drawing needs, or customize a single workspace
to your personal preferences.
Workspace customization options include:
• Add menus, tool palettes, tool sets, tools, and commands
• Remove unused menus, tool palettes, tool sets, tools, and commands
• Rearrange the order and the position of menus, tool sets, tools, and commands
• Add, modify, delete and print the keyboard shortcuts for tools and commands
• Configure the context menus
• Establish palette positions and settings to be used in the workspace
Vectorworks also provides the ability to create customized plug‐in tools, commands, and objects. See “Using
VectorScript Plug‐ins” on page 83 in the VectorScript Language Guide. The VectorScript Language Guide is available
in the help system, and as a PDF file in [Vectorworks]\VWHelp\Additional Documentation.
2. Select the workspace to edit.
Option Description
Edit the current workspace Changes the currently active workspace
Edit a copy of the current workspace Creates an exact duplicate of the current workspace; this is the
recommended option
766 | Appendix A: Using the Workspace Editor
Option Description
Create a new workspace Creates a new workspace where all tools and commands must be arranged
(from scratch)
3. Enter a workspace name if this is either a new workspace or a copy of the current workspace.
4. Click OK.
The Workspace Editor dialog box opens.
Click‐drag the top or bottom edge (Windows) or the lower right‐hand corner (Macintosh) of the Workspace
Editor dialog box to resize it. This is useful for displaying long lists of tools and commands while customizing
workspaces.
5. Modify the menus, context menus, tools, keyboard shortcuts, and palette positions and settings as described in
the following sections:
• “Modifying Menus and Commands” on page 767
• “Modifying Context Menus” on page 769
• “Modifying Tool Palettes and Tool Sets” on page 770
• “Modifying Constraint and Mode Shortcuts” on page 773
• “Modifying Palette Positions and Settings” on page 773
Some shortcuts are reserved by Vectorworks or by the Windows or Macintosh operating system. The Workspace
Editor does not prevent such shortcuts from being assigned to a palette or a tool. If this occurs, the Windows or
Macintosh shortcut typically overrides the Vectorworks‐assigned shortcut.
If a duplicate item is added to a menu, a palette, or a tool set, the item displays in both locations. Highlight the
undesired occurrence of the tool or command and press the Delete key to remove it.
Creating or Editing a Workspace | 767
6. If desired, click Export Workspace to Text File to export a text file list of all menu items, tools, and keyboard
shortcuts contained in the current workspace; when prompted, specify the file name and the location for the file
and click OK. The text file also lists keys reserved by Vectorworks or the operating system, shortcuts that cannot
be user modified, and shortcuts that can be modified from within the Workspace Editor.
Option Description
Add a new menu or submenu Click‐drag the New Menu command from the Commands list to the desired
position in the Menus list; type the new menu name in place of New Menu
Add a command to a menu Click the plus sign (Windows) or triangle (Macintosh) to expand the list of
commands; click‐drag the command from the Commands list to the desired
position in the Menus list
Add a separator Click‐drag the Separator command (Windows) or separator line (Macintosh)
from the Commands list to the desired position in the Menus list; a separator line
displays
Move an item Click‐drag the item in the Menus list to the desired position
768 | Appendix A: Using the Workspace Editor
Option Description
Delete an item Select the item from the Menus list and press the Delete key, or drag the item
outside of the Menus list display area (Windows); deleting an item will delete its
stacked items unless they are moved from beneath that item first
Change a menu name Select the menu from the Menus list and type the desired name; commands
cannot be renamed
The Document Windows, Font, Tool Palettes, and Workspaces menu items are populated at run time. Therefore,
they can only be placed as the last item in a list of sub‐menu items.
2. If desired, assign the combination of keys to use as a shortcut to access a menu command.
Macintosh
1. Select the command
2. Select a shortcut key combination
3. Press the desired key
Windows
1. Select the command
2. a shortcut key combination
3. Click the screen and press the desired key
Creating or Editing a Workspace | 769
If a keyboard shortcut is already in use, the option to reassign the shortcut to the current menu command is
presented. If the shortcut is reassigned, the original command no longer has a shortcut.
3. If necessary, modify or delete a keyboard shortcut.
Option Description
Modify a keyboard shortcut Select the shortcut from the Menus list; select a new shortcut key combination
and/or enter a different key for the shortcut (if that key is reserved by
Vectorworks or is already in use, a message displays)
Delete a keyboard shortcut Select the shortcut key from the Menus list and press Delete or Backspace
4. Click OK to close the Workspace Editor dialog box.
Option Description
Add a new tool palette Click‐drag the New Tool Palette command from the Create list to the Palettes list;
click the item’s text label and type the new palette’s name in place of New Tool
Palette
Add a new tool set Click‐drag the New Tool Set command from the Create list to the Palettes list;
click the item’s text label and type the new tool set’s name in place of New Tool Set
Change a tool set icon To change the default icon for the tool set, select the tool set, click Set Tool Set
Icon, and use the dialog that opens to select a 22 x 22 PNG image file to use
Add a tool or a tool category Click the plus sign (Windows) or triangle (Macintosh) to expand the list of tools;
to a tool set click‐drag the tool (or the entire group of tools) from the Tools list to the desired
position in the Palettes list
Move an item Click‐drag the item in the Palettes list to the desired position
Delete an item Select the item in the Palettes list and press the Delete key, or (on Windows) drag
the item outside of the Palettes list display area.
If you delete an item that has other items stacked beneath it, all of the stacked
items are deleted along with the main item; to prevent this, move the stacked
items to another location first.
Change the name of a tool Select the item from the Palettes list, click the item’s text label, and type the desired
palette or a tool set name; tools cannot be renamed
3. If desired, assign or change the combination of keys to use as a shortcut to access a tool.
772 | Appendix A: Using the Workspace Editor
Macintosh
1. Select the tool
2. Select a shortcut key combination
3. Press the desired key
Windows
1. Select the tool
2. Select a shortcut key combination
3. Click the screen and press the
desired key
Option Description
Modify a keyboard shortcut Select the shortcut from the Palettes list; select a new shortcut key combination
and/or enter a different key for the shortcut (if that key is reserved by Vectorworks
or is already in use, a message displays)
Delete a keyboard shortcut Select the shortcut key from the Palettes list and press Delete or Backspace
5. Click OK to close the Workspace Editor dialog box.
3. Click OK to close the Workspace Editor dialog box.
2. For tool palettes, set the tool and tool set display and sort style, and the tool set placement option; see “Tool
Palette Features” on page 22.
3. For the Object Info palette, click the Shape, Data, or Render tab to set the active pane upon opening, and
manually position the separator in the Data pane, as desired.
4. For the Resource Browser, set the resource display style and group visibilities; see “Viewing Resources” on
page 170 and “Hiding and Showing Resources” on page 172.
5. For the Navigation palette (Design Series required), click the desired tab to set the active pane upon opening.
6. Once palettes are positioned and settings have been established, select Window > Palettes > Save Palette
Positions to save the changes.
7. For each customized workspace, repeat the procedures in the Workspace Editor dialog box (customize menus,
context menus, tools, keyboard shortcuts), and within the drawing file (establish palette positions and settings).
Survey Bearings
The acute angle between the Meridian and a line measured from North to South, toward East and West gives a reading
of less than 90º.
90°
Coordinates Coordinates
N°’ " W add to N°’ " E subtract
90° to get from 90° to get
positive angle positive angle
Coordinates Coordinates
S°’ " W add to -90° S°’ " E subtract from
to get negative -90° to get negative
angle angle
-90°
Architectural Scale
The following table provides the architectural scale conversion.
1" = 1' Fraction of inch 12 x 1/1 = 12 Inches/ foot multiplied by 1 : 12 Number to be typed into
equaling 1 foot inverted fraction Paper Scale
1/2ʺ = 1ʹ 12 x 2/1 = 24 1 : 24
1/4ʺ = 1ʹ 12 x 4/1 = 48 1 : 48
3/4ʺ= 1ʹ 12 x 4/3 = 16 1 : 16
780 | Appendix B: Standards and Resources
1" = 1' Fraction of inch 12 x 1/1 = 12 Inches/ foot multiplied by 1 : 12 Number to be typed into
equaling 1 foot inverted fraction Paper Scale
1/8ʺ = 1ʹ 12 x 8/1 = 96 1 : 96
3/8ʺ = 1ʹ 12 x 8/3 = 32 1 : 32
5/8ʺ = 1ʹ 12 x 8/5 = 19.2 1 : 19.2
7/8ʺ = 1ʹ 12 x 8/7 =13.714... 1 : 13.7142857
1/16ʺ = 1ʹ 12 x 16/1 = 192 1 : 192
3/16ʺ = 1ʹ 12 x 16/3 = 64 1 : 64
5/16ʺ = 1ʹ 12 x 16/5 = 38.4 1 : 38.4
7/16ʺ = 1ʹ 12 x 16/7 = 27.428... 1 : 27.4285714
9/16ʺ = 1ʹ 12 x 16/9 = 21.333... 1 : 21.3333333
11/16ʺ = 1ʹ 12 x 16/11 = 17.454... 1 : 17.4545454
13/16ʺ = 1ʹ 12 x 16/13 = 14.769... 1 : 14.7692307
15/16ʺ = 1ʹ 12 x 16/15 = 12.8 1 : 12.8
1/32ʺ = 1ʹ 12 x 32/1 = 384 1 : 384
3/32ʺ = 1ʹ 12 x 32/3 = 128 1 : 128
5/32ʺ = 1ʹ 12 x 32/5 = 76.8 1 : 76.8
7/32ʺ = 1ʹ 12 x 32/7 = 54.857 1 :54.8571428
1/64ʺ = 1ʹ 12 x 64/1 = 768 1 : 768
3/64ʺ = 1ʹ 12 x 64/3 = 256 1 : 256
Shader Types
Color Shaders
Shader Description
Object Attribute Applies the object’s fill color attribute
Filtered Image Selects an imported image to be tinted with color and applied as a texture
Image Color Selects an imported image to apply as a color texture
Blue Marble Provides a blue marble appearance with the specified size and level of detail
Chrome Color Creates simple chrome‐like reflections, with the selected color and color ratio
Clouds Provides a cloudy appearance, with the specified cloud and background color, as well
as size and level of detail
Cubes Creates a 3D lattice of cubes with alternating colors
Granite Provides a granite‐like pattern with mineral grains of various sizes and Granite Types:
• Sierra: small grain size variation with universal mineral distribution
• Bianco: higher grain size variation with universal mineral distribution
• Diamond: combination of large, coarse grains and lesser amounts of fine‐grained
minerals
• Azalea: fine‐grained granite with lesser amounts of large‐grained minerals
• Auburn: very large grains with lesser amounts of uniformly distributed small grains
Marble Creates a veined marble appearance of the specified color, size, and level of detail
Paving Creates the appearance of paved slabs with mortar joints (for a rough tile or stone
paving texture)
Plain Color Specifies a plain, uniform color
Simple Wood Creates a simple wood pattern with concentric rings of light and dark wood
Solid Polka Creates a 3D lattice of spheres to form a polka‐dot pattern
Turbulent Mixes black with a specified color to create a random pattern
Checker Color Provides a checker‐board pattern of alternately colored squares
Diagonal Creates a diagonal stripe pattern of specific colors and sizes
Grid Color Creates a grid pattern of the specified colors
Horizontal Stripe Creates a horizontal stripe pattern of specific colors and sizes
Polka Specifies a grid of circles to form a polka‐dot pattern
782 | Appendix C: Renderworks Shader Definitions
Shader Description
Vertical Stripe Creates a vertical stripe pattern of specific colors and sizes
Birch, Cherry, Maple, Provides a realistic wood appearance with pre‐set parameters specific to the wood type
Oak, Pine, and Wood
Birch Floor, Cherry Floor, Creates wooden flooring with a variety of patterns and parameters specific to the wood
Maple Floor, Oak Floor, type and Replication Type:
Pine Floor, Wood Floor
• Floorboards: simple floorboards
• Parquet: floorboards arranged in a geometric pattern (parquetry)
• Herringbone: floorboards arranged in a herringbone pattern
• Ladder: floorboards arranged in a ladder pattern
Brick Creates a simple brick pattern, with bricks of a specified, uniform color
Brick Bonds Creates bricks with a specified bonding pattern and appearance according to Bond
Types:
• Stretcher: standard alternating pattern
• Common: bricks in every fifth row are stacked crosswise against the other
• Flemish: alternating rows of normal and crosswise bricks
• English: bricks in every second row are stacked crosswise against the other
• Stack: bricks are stacked directly on top of each other
• Rowlock: alternating rows of normal and crosswise bricks, with the larger side of
crosswise bricks visible
Roof Tiles Creates a tiled pattern of specific shapes, sizes, and colors, simulating roof tiles as seen
from the ground
Textured Brick Creates a realistic textured brick pattern with very specific parameters
Draft Angle Evaluation Evaluates surfaces for mold design by coloring problem areas
Geometric Curvature Applies colors to denote curvature coefficients
Surface Evaluation Shows surface curvature by placing the object in a striped cylinder
Reflectivity Shaders
Shader Description
Image Reflectivity Specifies an imported image to be used as the reflectivity shader (white is
more reflective; black is less reflective)
Chrome Reflectivity Creates a chrome‐like effect for shiny or highly polished surfaces
Constant Creates reflectance with a constant color, unaffected by lights in the
drawing
Glass, Accurate Simulates glass surface finishes with reflection and transmission
properties
Glass, Simple Approximates glass surface finishes with reflection and refraction
properties
Matte Provides a dull matte appearance for surfaces like fabric and brick
Shader Types | 783
Shader Description
Metal, Accurate Simulates metallic surface finishes with secondary mirrored views
(includes refraction and absorption)
Metal, _________ Sets accurate metal reflectivity parameters automatically to simulate the
(Aluminum through Tungsten) specific type of metal selected
Metal, Simple Simulates a shiny, metallic appearance with reflectance coefficients;
suitable for metals like steel and brass
Mirror Creates a mirror‐like reflectance with secondary mirrored views
Multilayer Paint Uses a base color, metallic layer and lacquer layer with specific properties
for each, to simulate multi‐layer paint surfaces
Phong Approximates shiny or highly polished materials like ceramic or glass
Plastic Simulates glossy materials such as plastic or varnished surfaces
Translucency Simulates a non‐reflective translucent surface lighted from behind
Translucent Plastic Creates glossy reflectance with translucency, for shiny or highly polished
translucent materials
Anisotropic, Brushed Approximates a surface with parallel ridges, such as brushed metal
Anisotropic, Turned Creates a surface with small concentric ridges
Anisotropic, Woven Simulates woven material with a sheen, such as satin
Transparency Shaders
Shader Description
Image Transparency Selects an imported image to apply, like a colored film, as a transparency
texture
Mask Transparency Selects a masked imported image to apply as a transparency texture
(white is opaque; black is transparent)
Color Filter Specifies a color to be applied as a transparency
Eroded Creates the illusion of an eroded or worn surface
Plain Transparency Provides plain, uniform transparency of a specified amount
Checker Transparency Creates a checker‐board pattern with squares of alternating transparency
values
Grid Transparency Creates a grid with opaque lines and transparent holes
Square Provides a square region of transparency
784 | Appendix C: Renderworks Shader Definitions
Bump Shaders
Shader Description
From Color Obtains the bump shader properties, such as height and location, based
on the color shader information
Image Bump Specifies an imported image to be used as the source of the bump map
displacement
Birch, Cherry, Maple, Oak, Pine, Wood, Provides a realistic wood surface, with pre‐set parameters specific to the
Simple Wood 1 wood type
Cast Creates an irregular, metal‐like rough surface, with specified
displacements and indentations
Clouds 1 Creates a cloud‐patterned surface
Cubes 1 Creates a 3D lattice of cubes with alternating heights
Granite 1 Provides a granite‐like surface with mineral grains of various sizes
Leather, Solid Simulates the surface texture of leather
Marble 1 Creates a veined marble surface
Paving 1 Creates a paved surface, with rough tile or stone surfaces and mortar
joints
Rough, Solid Provides a rough, undulating metal‐like surface with specified surface
perturbations
Solid Polka 1 Creates a 3D lattice of spheres with alternating heights
Turbulent 1 Provides a random surface pattern
Birch Floor, Cherry Floor, Maple Floor, Creates a wooden flooring surface texture with a variety of patterns and
Oak Floor, Pine Floor, Wood Floor 1 parameters specific to the wood type and Replication Type
Brick 1 Creates a simple brick pattern surface, with uniform bricks
Brick Bonds 1 Creates a brick pattern surface according to the specific Bond Type
Checker Color 1 Provides a checker‐board pattern of alternate height squares
Diagonal 1 Creates a diagonal stripe pattern of specific surface heights
Dimple Specifies a grid of spheres which protrude above the surface, creating a
regular dimpled appearance
Grid Color 1 Creates a grid surface pattern of the specified heights
Horizontal Stripe 1 Creates a horizontal stripe surface pattern of specific heights
Knurl Creates a knurled indentation pattern
Leather, Wrapped Simulates the surface texture of leather
Polka 1 Specifies a grid of circles to form a polka‐dot surface pattern
1
Roof Tiles Creates a tiled pattern of specific shapes, sizes, and heights, simulating
roof tiles
Rough, Wrapped Creates a rough, uneven cast‐like metal finish, with specific roughness
Shader Properties | 785
Shader Description
1
Textured Brick Creates a realistic brick surface pattern with very specific parameters
Tread Plate Provides a regular tread‐plate pattern with indentations that protrude
above the surface
Vertical Stripe 1 Creates a vertical stripe pattern of specific heights
1
These bump shaders have a color shader equivalent.
Shader Properties
The shader properties available during editing are presented in alphabetical order.
• The usual direct lighting and ambient light does not capture the lighting subtlety, contrasts, or color tones
satisfactorily.
• One bounce of light is not enough, in a Custom Vectorworks rendering with final gather rendering enabled.
• There is a large contrast between the darkest and brightest parts of the model, or there are large color contrasts
among the lit areas in the model.
• You are rendering interiors, where the light energy would eventually be dispersed to many surfaces.
• You are rendering exteriors, and you want to see “washes” of light from overhangs, patios, sidewalks, etc.
Q: When should I not use radiosity render modes?
A: You should not use radiosity render modes when:
• You can quickly produce satisfactory lighting by combining existing Vectorworks light objects, or easily “fake”
the indirect lighting with fill lights.
• You can use area lights or a dome of directional lights to provide satisfactory soft lighting effects.
• There is not significant contrast between the brightest and darkest areas of the model, or there is not much color
contrast between the lit surfaces in the model.
• Almost all of the light energy that falls on the modelʹs surfaces will be lost into space and not hit neighboring
surfaces when re‐emitted.
• A satisfactory rendering can be achieved with Custom Renderworks including final gather rendering options.
• The geometry is so complex that an effective radiosity solution would take too long.
Q: How do radiosity and ambient light relate?
A: Ambient light is a catch‐all phrase for the remaining light that is bouncing around in the model. Radiosity can be
thought of as a way to correctly calculate and “localize” the ambient light. As more energy is accounted for in the
radiosity solution, the (un‐localized) ambient energy decreases until all the light energy has been localized. Radiosity
can be used as a “fast” way to produce a more accurate ambient term, and apply some of the brightest light to specific
regions of the model. Note that any ambient lighting set by the Set Layer Lighting Options command should be
turned off for a radiosity rendering (set the ambient lighting control options by clicking Ambient Options from the
Radiosity Options category of the Custom Radiosity Options dialog box).
Q: Why is radiosity memory- and processor-intensive?
A: Radiosity uses a lot of memory because all of the modelʹs geometry must be duplicated and converted into triangles
of a certain size, and assigned energy values. The more detailed geometry in a model, the more memory the radiosity
processing will use and the more time will be required to re‐emit light energy from each triangle to its neighbors. Also,
the higher the render modeʹs detail settings, the more triangles are produced, resulting in larger memory requirements
and more time to re‐emit the light energy onto each triangle’s neighbors. Doubling the number of surfaces in a model
actually quadruples the time required for radiosity processing.
Q: What is the difference between radiosity and final gather rendering?
A: Both rendering processes create indirect lighting effects. However, final gather rendering is not affected by the
model geometry, in that it does not duplicate the geometry and convert it into triangles with assigned energy values.
Final gather rendering uses one bounce of light to create indirect lighting effects, while the light energy in a radiosity
rendering is emitted and re‐emitted until the solution is complete. Radiosity avoids some problems relating to noisy or
speckled foregrounds in renderings, while final gather rendering avoids the triangulation artifacts seen in some
radiosity images. Final gather rendering takes advantage of multi‐threaded processors, while radiosity does not. For
very complex models, final gather rendering enabled in Custom Vectorworks may provide a satisfactory rendering
which would take too long to realistically achieve with radiosity alone.
The benefits of both types of indirect lighting effects can be achieved by combining them. For the most important
(bright) objects in the model, use radiosity, and exclude the remaining objects from the solution. Final gather rendering
can finish the indirect lighting effects.
Frequently Asked Questions about Radiosity | 795
4. If any surfaces are not visible that do produce significant indirect lighting (like flat roof surfaces that arenʹt
visible in the current view), they can be forced to participate despite not being visible by setting either an Edit
Texture or Object Info palette radiosity override to emit and receive.
5. Enable final gather rendering effects to handle the details excluded from the radiosity solution (select Use Final
Gather in the Custom Radiosity Options dialog box).
6. In the Custom Radiosity Options dialog box, deselect the Create Ambient from Remaining Energy checkbox.
This makes it possible to stop the radiosity processor sooner without having additional ambient lighting that
makes the model overly bright or overly saturated with color.
Index
Numerics Angular Dimension tool 482
2D Data bar 213 Animations
adding text to 653
2D Locus tool 260
compression settings for 647, 652
2D Plan command 435 creating along a path 647
2D Polygon tool 253 creating using an orbit point 645
2D Reshape tool 291 editing 649
2D Selection tool 35 pausing 651
2D Symbol Insertion tool 187 previewing 647, 652
saving 647, 652
3D Data bar 323
viewing 653
3D Locus tool 337
Annotations
3D perspective, simulating 306 adding drawing borders 489
3D Polygon tool 327 adding to viewports 666
3D Power Pack 343 creating revision clouds 497
3D Reshape tool 389, 521, 548 Anti‐aliasing
3D Selection tool 38 Custom Renderworks option 737
OpenGL option 465
3D Symbol Insertion tool 191
Vectorworks preference 48
Arc by Segment Length command 319
A Arc into Segments command 320
Activate Class command 40, 114
Arc Smoothing command 412
Activate Layer command 40, 106
Arc tool 237
Activate Object Info Palette command 288
Architectural scale, conversion chart 779
Active Layer Scale command 60, 101
Arcs
Add Solids command 393 concentric constraints for 163
Add Surface command 316 conventions for 779
Alert dialog boxes, turning on and off 49 convert to angular dimension 265
Align Layer Views command 677 creating by chord length 319
creating with Arc tool 237
Align Plane tool 597
creating with Quarter Arc tool 241
Align to Grid command 420 dimensioning 479
Align/Distribute 3D command 392 dividing into segments 320
Align/Distribute command (2D) 300 tangent constraints for 164
Always Display Active Document 170 Area lights 726
Ambient lighting Arithmetic expressions, in edit fields 27
for layers 450 Arrays of objects 406, 530
for sheet layer viewports 659 Arrow key shortcuts 28, 46
Analysis tool 367 Artistic Renderworks command 735
Angle of rotation, custom 424 Artistic Renderworks Options command 746
Angles Associative and non‐associative hatches 268
constraining 156
Associative dimensioning 471
dimensioning 482
measuring 488 Attach Record command 206
setting measurement units for 63 Attribute Mapping tool 283, 716
snapping 140 Attributes
798 | Index
M N
Magnification Narrow Perspective command 436
See Zooming
Nested groups 429
Make Guide command 65
Network protection xii
Mapping textures
New command 4
with advanced mapping 712
with Attribute Mapping tool 716 New features
with basic mapping 709 in Renderworks xx
in Vectorworks xiii
Margins, of text blocks 219
Next View (on View bar) 18, 450
Marker types
applying 265 No Smoothing command 412
by class 112 None class 108
defaults 72 Normal of NURBS surface, showing 345
editing 73 Normal Perspective command 436
Mask transparency shader 690 Normal Scale command 62
Measuring Nudging
angles 482 shortcut for 46
distances 487 symbols in walls 533
objects 467
NURBS Arc tool 336
objects in 3D with NURBS curves 334
NURBS Circle tool 334
Menu bar 16
NURBS Curve tool 333
Meshes
converting objects to 396 NURBS objects
smoothing when rendering 58 analyzing 367
combining two objects 417
Message bar 17
composing multiple objects 418
Minimizing and maximizing palettes 20 connecting to a boundary object 415
Mirror tool 424 creating contours 378
Missing fonts, mapping 48, 216 creating curves 333
Mouse creating drape surfaces 356
activating flyover with mouse wheel 438 creating fillet surfaces between 357
creating helixes or spirals 377
Index | 807
creating interpolated surfaces 347 chamfering (Chamfer Edge tool) 346, 379
creating planar caps 362 chamfering (Chamfer tool) 313
creating protrusions and cutouts in 385 changing stacking order 403
creating shells from surfaces 384 clipping (Clip Surface command) 318
creating surfaces by revolving profiles 362 clipping (Clip tool) 302
creating surfaces from curves 355 clipping (Intersect Surface command) 316
creating tapered extrudes from 340 clipping (Subtract Solids command) 394
decomposing 418 combining (Combine into Surface command) 317
editing fillets/chamfers/shells 346 combining (Compose command) 418
editing surface properties of 364 combining (Connect/Combine tool) 413
extending 375 converting 426
extracting curves from solid edges 365 converting from previous versions 7
extracting surfaces from solid faces 365 converting to generic 388
projecting and adding surfaces 374 creating protrusions and cutouts in solids 385
projecting and splitting surfaces 372 creating shells from solids 346, 382
projecting and trimming surfaces 373 custom selection with a script 637
rebuilding 370 cutting/copying/pasting 115, 402
reversing curve direction 346 decomposing 418
showing curve direction 345 deleting 404
showing surface normals 345 deselecting 32
splitting by line 311 distributing in 2D 300
splitting by point 310 distributing in 3D 392
stitching and trimming surfaces 385 duplicating 405
NURBS surfaces duplicating (Move by Points tool) 399
reshaping 390 entering and exiting objects 429
sectioning 395 extracting surfaces from solid faces 365
U and V direction 364 extruding 337
filleting (Fillet Edge tool) 346, 380
filleting (Fillet tool) 312
O grouping 428
Object attributes, default 72 intersection (Intersect Solids command) 394
Object Info palette joining (Join command) 306
activating 288 joining (Wall Join tool) 519, 525
assigning textures (Render tab) 288, 695 locking 419
copying and pasting data 288 mapping textures to 707
editing properties (Shape tab) 288 marking center of 481
editing record information (Data tab) 291 measuring 467, 477
object position locator 242, 658 measuring distances between 487
Objects, editing mirroring 424
adding (Add Solids command) 393 moving (Move 3D command) 398
aligning in 2D 300 moving (Move by Points tool) 399
aligning in 3D 392 moving (Move command) 397
aligning to grid 420 nudging 46
aligning to the working plane 597 offsetting duplicates of 297
applying attributes to 261 preventing resizing of 157, 158, 159
applying textures to 709 preventing rotation of 160
applying transparency 264 reshaping (2D Reshape tool) 291, 295
centering in 2D 301 reshaping (3D Reshape tool) 389
centering in 3D 392 reshaping (Freehand tool) 247
resizing 303
808 | Index
resolution (document preference) 60 Rails
resolution (Edit Sheet Layers dialog) 107 lofting surfaces with 349
resolution (Print dialog option) 89 revolving profiles along 362
scaling 88 Rasterizing print output 90
showing page boundaries 87 Ray tracing (Custom Renderworks option) 737
worksheets 613
Rebuild NURBS command 370
Profile, editing 430
Recalculate command 612
Project tool 371
Record formats
Projection commands 435 attaching 200
Properties command 41 attaching to symbols 206
Properties, engineering 318 changing all field values for a symbol 208
Props, using images as 699 changing one field for a symbol 207
Protractor tool 488 creating 199
detaching from symbols 207
Protrusion/Cutout tool 385
editing 202
Purge Unused Objects command 404 editing for objects 291
linking text within a symbol to 205
Q purging unused 405
Quarter Arc tool 241 retrieving data for worksheets 632
using in a worksheet 606
Quartz imaging (Macintosh) 47, 48
viewing details of 291
Quick Look (Macintosh)
Rectangle tool 241
file preview 5
file thumbnail 6 Rectangles
creating 241
QuickTime animations 645
extruding 326
QuickTime files 762, 764 marking center of 481
QuickTime VR Object command 560 Rectangular selection mode
QuickTime VR Panorama command 560 2D Selection tool 37
Quit command 14 3D Selection tool 38
Redo command 397
R Reference grid
Radial Dimension tool 478 definition of 64
settings for 137
Radians, setting as document angle units 63
Reference Marker tool 503
Radiosity
description of 738 Reference point (2D locus) 260
frequently asked questions 793 Referencing
pausing a solution 745 See Workgroup references
setting custom options 740 Reflectivity shaders
starting a solution 738 definition of 680
stopping a solution 740 importing images for 688
workflow 739 properties of 789
Radius types of 782
constraining 157 Refreshing the drawing view 28
dimensioning 480 Regular Polygon tool 259
editing in 2D objects 292 Remove Wall Breaks tool 525
editing in 3D objects 389
Renaming
of fillets 313
Index | 811
VectorScript 642 for export 60
working plane position 599 for printing (document preference) 60
Render Bitmap tool 46, 751 for printing (Edit Sheet Layers dialog) 107
Render Modes (on View bar) 462, 733 for printing (Print dialog box) 89
of 2D object display 46
Rendering with Vectorworks
of 3D object display 51
canceling a render process 462
of bitmaps 60
line render options 465
of printed patterns 90
OpenGL options 464
of rotated text 59
smoothing mesh objects 58
Resource Browser
Renderworks
context menu 41, 174, 179
advanced lighting 725
description of 169
applying and mapping textures 288, 707
favorites 175, 180
applying Renderworks backgrounds 723
hiding and showing resource types 172
artistic options 746
menu commands 179
batch rendering 753
opening 170
canceling a batch render 755
viewing thumbnail images 171
canceling a render process 733
creating image props 699 Resource Browser command 170
creating layer backgrounds 701 Resources
creating textures and shaders 681 browsing documents for 174
custom options 735 creating 173
editing textures and shaders 694 creating and using gradients 275
exporting rendered drawings 758 creating and using hatches 269
preparing to render 733 creating and using image fills 279
purging unused backgrounds 405 creating libraries of 180
radiosity 738 creating record formats 199
rendering a selected area 751 creating symbol folders 196
rendering modes 733 creating symbols 183
setting a camera view 444 creating worksheets from 607
smoothing mesh objects 58 custom 168
summary of commands and tools 679 default 167
Renderworks Camera tool 444 editing symbols 194
finding 177
Reports, creating 606
finding from drawing 178
Resetting identifying duplicate 168
saved settings 50 importing from another file 175, 176
Vectorworks preferences 56 importing symbols 197
Reshaping inserting symbols 186
2D objects (2D Reshape tool) 291 linking to favorite files 175, 180
2D objects (Freehand tool) 247 list of object libraries 777
extrudes and solid primitives 389 moving symbols 196
NURBS surfaces 390 organizing the display of 169
preference for number of handles 45 preference for displaying default content 49
roof objects 548 purging unused 404
walls 521 using workgroup referencing for 123, 129
Resizing VectorScript palettes 643
objects 303, 389 VectorScripts 639
objects interactively 36 Revert to Saved command 9
Resolution Revision Cloud tool 497
812 | Index
U serial number for xi, 50
updating xii, 50
Unconstrained Linear Dimension tool 472
Vectorworks Preferences command 45
Undo command 397
Vertical constraints
Undo, preferences for 49
Constrain Horiz‐Vertical tool 160
Ungroup command 429, 677 Constrain Vertical Distance tool 158
Units Vertices
customizing for a drawing 63 adding to a polygon or polyline 293
for line thicknesses 85 adding to a roof 550
in dimensions 478 adding to a wall 523
in imported DXF/DWG files 584 changing to control points 293
setting options for a drawing 62 moving on 2D objects 296
using for measurements 487 moving on a NURBS surface 390
Units command 62 reducing in NURBS 370
Unlock command 66, 419, 675 removing 294
Unrotate 3D Objects command 424 selecting 390
Unshaded Polygon command 463 shearing with 305
Update Plug‐in Objects command 7 View bar 17
setting active class with 114
Updating Vectorworks xii, 50
setting active layer with 106
Viewports, sheet layer
V adding annotations and dimensions to 666
Vector locks 151 advanced properties of 660
VectorCaching preference 47 ambient lighting options for 659
VectorScript annotating objects with filled polygons 256
creating custom selection scripts 637 caching rendering and radiosity images 57, 733, 739
creating custom tool/attribute scripts 638 creating from a design layer 654
creating scripts from scratch 639 creating with a crop object 656
deleting scripts 642 cropping existing 665
description of 637 editing an associated design layer 663
duplicating scripts 642 moving and editing 662
editing scripts 641 overriding class properties 670
encrypting scripts 643 overriding layer properties 667
exporting 560 properties of 658
importing script palettes 197, 644 showing other objects while editing 47
importing scripts 558, 642 status display 661
moving scripts to new palettes 643 transferring attributes between 266
opening scripts 643 updating 672
renaming scripts 642 Views
running scripts 640 aligning for all design layers 677
stopping scripts on warnings 49 changing with Fit to Objects command 448
VectorScript Plug‐in Editor command 182 changing with Rotate 3D View command 441
changing with Rotate View tool 440
Vectorworks
changing with Set 3D View command 443
converting previous version files 9
changing with Translate View tool 439
exiting 14
changing with Walkthrough tool 438
exporting previous version files 567
deleting saved 117
installing xi
description of 2
resetting saved settings 50
editing saved 118, 119
Index | 817
opening saved 119 inserting symbols in (Duplicate Array command) 530
panning 27 inserting symbols in (Duplicate Symbol in Wall
preference for centering automatically 48 tool) 529
refreshing with Pan tool 28 joining 306, 525
saving 117 joining to pillars 519
setting with Renderworks Camera tool 444 moving symbols in (2D Selection tool) 532
switching to next and previous 450 moving symbols in (Move by Points tool) 534, 536
using Saved Views menu 120 moving symbols in (Move command) 533
using Saved Views palette 119 moving symbols in (nudging) 533
using standard 433 preferences for 507
Visibility removing 3D peaks from 524
of classes, setting 120 removing breaks from 525
of design layers, setting 120 reshaping 521
Visualization palette command 755 round 512
straight 506
Volumetric Properties command 389
trimming 301
Weather effects 705
W Wheel‐mouse
Walkthrough tool 438 panning with 28
Wall Join tool 525 scrolling with 31, 46
Wall styles, purging unused 405 zooming with 29, 46
Wall tool 506 Wide Perspective command 436
Walls Windows, dormer 551
adding 3D peaks to 523, 550 Wireframe 436, 733
applying textures by class 720 Wireframe command 462
applying textures with basic mapping 710 Workgroup folders (Vectorworks preference) 56
attributes by class 508
Workgroup references
automatically joining 46, 513
correcting broken links 129
changing elevation of 522
creating and editing (layer import) 125
changing length of 522
deleting 131
changing round wall radius 524
description of 123
changing texture orientation on 708
opening referenced files 132
creating 505
priorities of multiple files 128
creating components for 514
setting referencing options 124
creating from a polygon 517
updating from master files 128
creating polygons from 519
using resources from master files 129
creating polylines from 519
creating roofs from 542 Working plane
default resources for hatches 168 aligning objects to 597
default resources for textures 168 appearance of 594
deleting components from 517 changing color of 69
direction of 513 deleting position 599
editing components in 516 description of 593
editing properties of 521 mirroring objects across 426
editing symbols in 535 moving 600
editing symbols to create 3D holes 536 renaming position 599
hiding components at lower scales 57 rotating 602
inserting 2D symbols into 36, 38, 187 saving position 598
inserting symbols in (dragging and dropping) 532 setting position of 594
818 | Index