Tutorial Live 3d
Tutorial Live 3d
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Table of Contents
Contents
Chapter 1:
Introduction.................................................. 13
Brief Description...................................................................13
System Requirements............................................................14
Installing Live Interior 3D.......................................................14
Registration..........................................................................14
Updating the Program............................................................15
Removing the Program..........................................................15
Web Resources.....................................................................16
Conventions Used in this Document.........................................17
Chapter 2:
Live Interior 3D Workspace........................... 19
Chapter 3:
Getting Started.............................................. 53
Chapter 4:
Working with Projects................................... 75
What is a Project?.................................................................75
Creating and Opening Projects................................................76
Project Setup........................................................................77
Saving Projects.....................................................................78
The Project Tree....................................................................79
The Environment Panel..........................................................81
Exporting the Floor Plan.........................................................82
Exporting 3D Views to Graphic Files.........................................83
Exporting 3D Views to QuickTime VR (QTVR)............................83
Exporting to the 3D File Format...............................................84
Printing................................................................................87
The Render Boost Plug-in.......................................................90
Creating Movies....................................................................92
Creating and Modifying Movie Tracks in 2D...............................98
Creating and Modifying Movie Tracks in 3D............................. 105
Chapter 5:
Working with Storeys.................................. 109
Introduction.......................................................................... 109
Managing Storeys in the Inspector........................................ 110
Inspector Controls............................................................... 110
Adding Storeys................................................................... 111
Removing Storeys............................................................... 111
Choosing the Active Storey................................................... 111
Choosing the Ground Floor................................................... 112
Changing the Slab Height..................................................... 112
Changing the Storey Height.................................................. 112
Storeys and the 2D View........................................................ 113
Chapter 6:
Working with Roofs..................................... 115
Table of Contents
Adding and Deleting Roofs..................................................... 117
The Roofing Assistant.......................................................... 117
Adding a Roof..................................................................... 118
Deleting a Roof................................................................... 119
Roof Properties...................................................................... 120
Modifying the Style of a Roof................................................. 122
Adding a Skylight to the Roof................................................ 126
Adding a Dormer Window...................................................... 127
Interior Walls in the Loft....................................................... 128
Chapter 7:
Working with Objects.................................. 129
Basics.................................................................................... 129
Adding and Removing Objects............................................... 129
Selecting Objects................................................................ 130
Using the Project Tree to Select Objects................................. 130
Moving Objects................................................................... 131
Modifying Objects................................................................ 131
Materials............................................................................ 131
Walls..................................................................................... 132
Wall Segments.................................................................... 132
Adding and Removing Walls.................................................. 133
Selecting Walls................................................................... 134
Moving Walls...................................................................... 134
Wall Parameters.................................................................. 134
Modifying Walls................................................................... 135
Ceilings and Floors................................................................ 137
Adding and Removing Ceilings and Floors............................... 137
Selecting Ceilings and Floors................................................. 138
Moving Ceilings and Floors................................................... 138
Resizing Ceilings and Floors.................................................. 138
Setting up the Level of the Floor or Ceiling............................. 139
Materials............................................................................ 139
Ceiling and Floor Representation on the Plan........................... 140
Text Label of the Floor......................................................... 140
Windows, Doors and Openings.............................................. 141
Adding and Removing Openings............................................ 141
Selecting Openings.............................................................. 141
Moving Openings................................................................. 141
Parameters of Openings....................................................... 141
Niches and Wall Panels.......................................................... 144
Adding and Removing Niches and Wall Panels......................... 144
Selecting Niches and Wall Panels........................................... 144
Moving Niches and Wall Panels.............................................. 144
Parameters of Niches and Wall Panels.................................... 145
Changing the Size and Shape............................................... 145
Materials............................................................................ 146
Object Representation in the 2D Layout.................................. 146
10
Chapter 8:
The Library of Objects................................. 169
The Library Panel................................................................... 169
Object Information in the Library.......................................... 172
Managing Objects in the Library............................................ 173
Chapter 9:
Working with Materials............................... 177
Chapter 10:
Lighting....................................................... 185
Light Sources......................................................................... 185
Managing Light Sources in the Inspector............................... 187
Chapter 1: Introduction
11
Chapter 11:
Using Cameras............................................ 189
Chapter 12:
Auxiliary Objects......................................... 193
Chapter 13:
Guidelines and the Layout Grid.................... 201
Guidelines.............................................................................. 201
Layout Grid............................................................................ 202
Chapter 14:
Solving Problems........................................ 203
Troubleshooting.................................................................... 203
Cannot Register the Program................................................ 203
Cannot Open the Program.................................................... 203
Cannot Select an Object....................................................... 203
Performance Issues............................................................. 204
Red Circles on the Floor Plan................................................. 206
Printing Problems................................................................ 207
Known Issues and Limitations............................................... 208
Technical Support.................................................................. 211
12
Chapter 1: Introduction
13
Chapter 1:
Introduction
Brief Description
Live Interior 3D is a program for designing the interior of a house or an
apartment. It helps you visualize your ideas and imagine your future home or
office. Using this program, you can find optimal design solutions and choose a
suitable location for your furniture. Before ordering various pieces of furniture,
you will be able to see how they fit in the interior.
The program lets you design different types of buildings: homes, apartments,
offices, living rooms, dining rooms, etc.
The program contains models of furniture and accessories that are copies
of the actual items produced by leading manufacturers (PIIROINEN,
Villeroy&Boch and others). Some models from the supplied library have no
real prototypes.
The program can be used by professional as well as amateur designers.
As a result, you get a computer model of your apartment. Your project
contains:
A printable floor plan of the apartment with walls, doors, windows,
furniture and other accessories.
3D model that lets you walk inside your apartments. You will see the room
as if you were inside it. You can take photographs (screenshots) of the
preview area.
14
System Requirements
CPU
Memory
2 GB or more (4 GB is recommended)
Video
Video Memory
OS
HDD
2 GB of available space
Display
1024x768
Peripherals
Other
Registration
If you purchased the download version of the program, youll find the license
code in the purchase confirmation email. If you have the program on a disc,
find the code inside the program pack on the disc envelope.
Chapter 1: Introduction
15
16
Web Resources
Live Interior 3D Home Page: Download, Updates, Buy and FAQ
http://www.belightsoft.com/liveinterior/
Useful articles connected with using Live Interior 3D
http://www.belightsoft.com/products/liveinterior/resources.php
The home page of BeLight Software: Products, Download, Support, Buy
http://www.belightsoft.com/
Chapter 1: Introduction
17
18
19
Chapter 2:
Live Interior 3D Workspace
The Main Window
1 The Library panel displays the library of 3D models or the Project Tree.
2 A handle to expand/collapse the Library panel.
3 The 2D toolbar with tools for adding walls, ceilings, floors and other
objects. For details, see The Toolbar section.
4 The 2D View area for displaying the floor plan.
5 The splitter bar between the 2D and 3D views. Move it with the mouse to
distribute space between the views.
6 The 3D mode selector.
7 The 3D View window.
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The Assistant
When you start Live Interior 3D for the first time, it opens the Assistant, a
collection of pre-designed projects. The Assistant allows you to choose what
project to open:
Project from the built-in collection
Custom template (users project saved as a template)
One of recently opened documents
Any project on your computer
Empty project
By default, the Assistant opens on start-up. To control this, use the Show
Assistant on start-up option in the Miscellaneous tab of the program
Preferences dialog.
To open the Assistant at any time, use the File > New From Assistant
menu command (Cmd-Shift-N).
Using Templates
Projects from the Assistant are intended for:
Learning the program. You can open and change a template to see how
the program works.
Creating new projects. You can modify a pre-designed project to meet
your needs, or create a custom template and then use it to make
several variations of the furniture arrangement, decoration and so on.
Pre-designed projects are grouped into categories. In the left part of the
Assistant window is a list of the template categories. The right box shows the
template previews from the selected category.
To open a template, select its thumbnail and click OK, or double-click the
thumbnail.
To open a project saved on your hard disk, click the Open button in the
Assistant. (Or use the File > Open menu when the Assistant is not open.)
The creation of custom templates is described in Chapter 4: Working with
Projects > Saving Projects.
Opening a project as a template differs from opening it through the File >
Open command. The template will not be overwritten: the program will
offer you to save the modified template under another name.
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The 2D View
The 2D view window is used for drawing floor plans.
To open the 2D view, choose the View > Toggle 2D/3D View menu
command or click the 2D View button in the toolbar (item 10 in the The
Toolbar section below).
In the 2D view, you can add objects from the library and draw walls, floors
and ceilings.
1
2
3
4
22
4 Rulers. To turn the rulers on/off, use the View > Hide/Show Rulers
(Cmd-R) menu command.
When you move an object with the mouse in the 2D View, the rulers can
display rulerlines. Rulerlines are thin lines that show the coordinates of left,
right, top and bottom object edges on the rulers. Rulerlines move along with
the object. To control rulerlines, use the View > Rulerlines menu.
5 The 2D view area.
6 The handle of the splitter bar that separates the Library panel and 2D
View. Move it to the right or to the left to make the Library panel bigger or
smaller.
7 Storey pop-up menu.
The upper section displays a list of storeys in the project. The lower section
lets you add and remove floors. You can also choose the current floor to be
the ground floor.
8 Zoom control.
9 The splitter bar between the 2D and 3D views.
23
The Toolbar
3.1
3.2
3.3
3.4
24
4.1
4.2
4 Tools for adding auxiliary objects.
4.1 The Measurement tool. Defines distances between the specified points.
4.2 Text Annotation. Adds text boxes for typing or pasting text.
5.1
5.2
6.1
6.2
6 Zoom.
6.1 Zoom In.
6.2 Zoom Out.
7 The Pan tool (scrolling hand) for scrolling the 2D view with the mouse.
25
10
11
12
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The 3D View
1
10 11 12
13
14
Walk mode selector
1 The Selection mode. In this mode, the mouse can be used for selecting
and moving objects. To walk around, click on the arrows of the 3D Walk
Control, or use the arrow keys.
2 The Look Around and Fly Around modes. Using the mouse, you can change
the view direction or fly around a fixed point.
3 The Walk mode. The mouse cursor turns into an arrow showing the walk
direction. To change the direction, move the cursor to sides or corners of the
3D view. To walk, press the left mouse button.
27
28
Note that the Walk Control is not displayed when the Walk mode is selected
in the View > 3D View > Tools menu.
The current view point can be fine tuned using the Cameras Controls in the
Cameras Properties tab of the Inspector.
Walk Control
1 2
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4 5
12
10
11
13
14
6 7
6 Move leftward.
7 Move backward.
8 Move rightward.
Camera Pitch
9 Tilt Up look upwards.
10 Restore the default tilt (double-click) look straight forward.
11 Tilt Down look downwards.
Camera Elevation
12 Move the camera up.
13 Restore the default level (double-click).
14 Move the camera down.
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Move forward
Down (S)
Move backward
Left
Right
Cmd-Up (Q)
Cmd-Down (Z)
Option-Up (E)
Option-Down (C)
Option-Left (A)
Option-Right (D)
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32
33
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1
2
3
4
5
6
1 Measurement units.
2 The Suppress Units check box lets you hide measurement units in the 2D
layout (you will see 40 00.0 instead of 40 00.0 ft, or 2.6 instead of 2.6 m).
3 Scale of the floor plan in the 2D view. 1:100 means that one meter will
be equal to one centimeter on the screen.
4 The default story height for new projects.
5 Type of 2D representation. Here you can choose either the line drawing
type, or automatically created objects top view.
6 The quality of auto-generated 2D representations.
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1
2
3
4
6
7
8
1
2
3
4
5
6
7
8
1 The Retina High Resolution check box enables native high resolution for
all the 3D renderings and auto-generated 2D representations (when activated)
on all Macintosh computers with Retina display. If you face the performance
decrease, deselect this check box.
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2 Full Scene Anti-Aliasing makes the picture look softer by smoothing edges
of objects.
To apply the parameter change, restart the program.
Anti-aliasing: off
Anti-aliasing: on
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Filter: Trilinear
Note that in some cases choosing different filter types produces similar
pictures. If only plain color materials were used in the scene, you may
not notice any difference when the texture filtration is on and off. It is not
recommended that you set this parameter to None because textures are used
in most 3D models.
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39
6 Shadow rendering technique. The program lets you choose the Stencil
Shadows or Shadow Maps mode. The Stencil Shadows mode is the default
mode.
The 3D pictures rendered by these modes are different.
Stencil Shadows
Shadow Maps
The difference:
1. The Stencil Shadows method is more accurate. The Shadow Maps give
less sharp shadows (compare 2 and 4 in the picture). Completely or
almost invisible shadows can be rendered by Shadow Maps when a very
thin object is located very close to a large surface (compare 1 and 3).
2. When you are walking around, rendering in the Shadow Maps mode is
faster if Shadow Maps Quality is set to the intermediate or lower values.
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3. The Shadow Maps mode must be supported by the graphic card. These
cards dont support Shadow Maps:
GeForce4 Ti
GeForce3
GeForce2 MX/4 MX
Radeon 9600/9700/9800/X600
Radeon 9000/9200
Radeon 8500
Radeon 7200/7500
Radeon 7000
GMA 950
7 Shadow Casting Lights defines how many light sources (including the
sun and the moon) are taken into account when the program is rendering
shadows. At smaller numbers, rendering is faster.
Note that if the quantity of considered light sources is too small, you can get
an unrealistic picture because you cannot see shadows that normally exist.
1
2
3
4
5
1
2
3
4
6
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In the picture:
1 Light source 1
2 Light source 2
3 Shadow from the Sun
4 Shadow from the light source 1
5 No shadow from the light source 2 with Shadow Casting Lights set to
Nearest 2
6 Shadow from the light source 2 with Shadow Casting Lights set to
Nearest 4
8 The Shadow Maps Quality can be used to increase the rendering speed. To
do this, set lower or intermediate values. At low quality, shadows look blurred.
42
Snap Sensitivity on 2D Plan defines how close you need to bring one object
to another before the objects snap together.
Automatically check for updates lets you specify how frequently the
program checks for updates.
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Licenses
Preferences (Cmd-,)
Uninstall
Quit (Cmd-Q)
Open (Cmd-O)
Close (Cmd-W)
Close All
Save (Cmd-S)
Save As
(Cmd-Shift-S)
Save As Template
Revert
Import 3D Object
Import a 3D object.
Export 2D Plan
Export 3D View
Export To
Project Setup
44
Print (Cmd-P)
Redo (Cmd-Shift-Z)
Cut (Cmd-X)
Copy (Cmd-C)
Paste (Cmd-V)
Duplicate (Cmd-D)
Delete (Backspace)
Lock Object
Building >
45
Measurement
Text Annotation
Horizontal Guide
Vertical Guide
User Camera
Movie Camera
Customize Toolbar...
Zoom In (Cmd-=)
Zoom >
46
Jump to Selection in 3D
(Cmd-Shift-V)
Disable/Enable 2D
Snapping
Show Rulerlines
Show 3D Viewpoint
Show Grid
Show Compass in 2D
2D Representations
> ...
47
Distribute >
Group (Cmd-G)
Ungroup (Cmd-Shift-G)
Zoom
Library >
Project Tree
Trimble 3D Warehouse
Inspector >
Toggle Library
Show Environment
Settings (Cmd-E)
48
Useful Online
resources...
Online Registration...
Send Feedback...
Upgrade to Pro
Edition...
Video Tutorials
49
Cmd-Shift-N
Cmd-O
Cmd-W
Cmd-S
Cmd-Shift-S
Cmd-Q
Cmd-P
Cmd-Shift-Z
Cmd-X
Cmd-C
Cmd-V
Cmd-D
Del
Cmd-A
Cmd-1
Cmd-2
Cmd-3
Cmd-4
Cmd-5
Cmd-6
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Arrows
Arrows-Shift
Cmd-G
Cmd-Shift-G
Cmd-Shift-V
Zoom In.
Cmd--
Zoom Out.
Cmd-
Cmd-M
Cmd-W
Cmd-Ctrl-F
Cmd-,
Cmd-R
Cmd-\
Cmd-I
Cmd-E
Cmd-Opt-S
Cmd-0
Space-Drag
Option-Mouse
Shift-click
51
Move forward.
Move backward.
Left Arrow
Right Arrow
Option-Down Arrow
(or C)
Option-Right Arrow
(or D)
Space-Drag
Space-Opt-Drag
Cmd-Opt-[mouse scroll]
Opt-[mouse scroll]
Cmd-Otp-Drag
* Drag means you move the mouse pressing down the right key.
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Chapter 3:
Getting Started
Setting Up the Program after
Installation
Register Live Interior 3D
Register the program if you have purchased a license code. Otherwise, the
program will work in the demo mode.
To do this, choose Live Interior 3D Standard > Licenses menu item to
open the registration dialog box. Input your name and your license code.
54
55
56
57
Drawing Walls
Usually, you start your project by adding outer walls and drawing interior
walls.
The wall height (actually the whole storey height) can be set in the Building
Properties tab of the Inspector window.
3. Click with the mouse in the layout where the wall should begin, then
move the mouse where the end should be located.
When you move the mouse, thus creating a wall, it snaps to the existing
objects and to the guides at angles of 0, 45, 90, ... degrees (by 45degree increments). Smart guides will be shown to align the wall with
other objects more accurately.
The information bar above the horizontal ruler shows the wall length as
you draw. If the ruler is not shown, press Cmd-R.
4. Double-click where the wall end should be located.
58
Drawing a Room
1. Open the 2D view window (View > Toggle 2D/3D View).
2. Select the Straight Wall tool in the toolbar.
3. Click with the mouse in the layout (1) to start drawing a wall. Move the
mouse pointer and click to specify a corner (2).
Every click will specify the end of the current wall segment and start
another one.
4. Add two more corners (3 and 5).
5. Click on the free end of the first segment (6) to set the end of the last
wall. The program will make the room outline closed and quit the wall
drawing mode.
6. If you need to resize the room, select one of its walls and drag it with
the mouse.
1 2
34
5 6
1 First click
2 Second click (making a corner)
3 Third click (another corner)
4 Current position of the mouse pointer
5 Fourth click (one more corner)
6 Final click
59
Before you start drawing walls, set the wall parameters in the Object
Properties tab of the Inspector window. You can also choose Master Walls
(wall templates) in Inspector.
60
1
2
1 Unlocked image.
2 Locked image.
5. Outline the walls (shown on the plan) and place openings, light sources
and furniture (if their positions are marked on the floor plan).
61
3. Click the desired location on the outer wall to start drawing an interior
wall.
4. Click on the opposite outer wall to place the end of the interior wall.
5. If necessary, adjust the location of the interior wall by dragging it with
the mouse.
The joint between the interior wall and the outer wall divides the outer wall
into two parts.
1 First click
2 Current position of the mouse pointer
3 Final click
62
1 First click
2 Second click
63
3 Third click
4 Current mouse pointer position
5 Final double-click
64
Adding Furniture
In this example, you will add a wardrobe from the built-in object library and
adjust its size and location.
Adding a Wardrobe
1. Open the Furnishing tab of the Library panel.
2. Type wardrobe in the search box and press the Return key.
3. Choose one of the displayed wardrobes and drag it into the project
layout (the 2D view should be open).
Another way to find a piece of furniture is to open the Library (Window >
Library > Furnishing), select the corresponding category in the drop-down
list and look through the thumbnails.
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5. Open the Wood category in the Materials Gallery, scroll down and click
to select 026 Sharp Oak. It will replace the previously used material of
the sofa.
5. Now we want to pick the material used for the wooden parts of the sofa.
With the Material Picker tool, click the sofa to pick one of its materials,
and repeat the clicks as necessary to go through its other materials, one
at a time.
Each time, the material picked will replace the selected material of the
armchair. Make sure that you picked Wood/026 Sharp Oak.
6. Click on the Material Picker tool again to deactivate it.
To apply a material to the walls, ceiling and floor, drag this material onto the
object in the 3D view.
67
Suppose you want to take pictures of the room from three points, change the
color of walls or furniture, and then compare the pictures to choose the best
color. In this case, you will put three custom cameras in the desired locations,
change the wall color, you just select a camera from the list, and save a
picture.
68
To add a camera:
1. Open the 2D layout.
2. Choose the Camera tool in the toolbar.
3. Click on the point on floor plan where a new camera should be located.
4. The camera object has handles (green dots) when selected. Drag one of
them to change the location and orientation of the camera.
The selected camera moves along your walk in the 3D view. So walking is
another way to point the camera in some direction.
Unnecessary cameras can be removed in the same way as ordinary objects in
the 2D view.
69
Electric light sources are under your control. You can add, move and delete
them from the layout. Also, you can use the Inspector window to set their
luminosity and color.
To add a lamp:
1. Open the Furnishing tab of the Library panel.
2. Select the Lamps section in the drop-down list.
3. And finally, drag a lamp into the 2D view.
Lamps must have the Glue By option selected in the Object Properties tab in
the Inspector. Set the lamps to stick to the ceiling (Top) or wall (Back). Lamps
that stand on the floor or on a table should have the Glue By option set to
Bottom. The Glue By option lets you move the lamp in 3D without detaching
it from the selected surface.
To change the luminosity and color of a lamp, select it and adjust its
parameters in the 3D Window Properties tab of the Inspector window. You can
also switch any lamp on or off.
To switch light sources on or off, click the bulb icon in the Lights list in the
Lights Properties tab of the Inspector window.
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To make it visible all the time, choose View > Display 3D Walk
Control > Always.
2. Choose the Export 3D View command from the File menu.
3. Select the file format. Some graphic formats allow setting export
parameters.
4. Choose where to save the picture, enter a file name and click the Save
button.
Note: All objects in Live Interior 3D have the Visibility option in the Project
Tree in the Library panel. If you dont want an object to be shown in the 3D
view or on the floor plan, make the object invisible. To do this, select the
object and click the eye icon in Project Tree.
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2. Place the cursor over the point where the movie track should begin.
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4. Move the cursor to a new position for adding the second camera.
5. Click on the floor plan to add a new camera. After adding the second
camera, dont move the mouse (see the next step).
6. Now, the movie track should turn right. To force the existing track
segment to stay straight, we will use the Opt key. When it is pressed,
the existing part of the movie track keeps the shape constant while you
are moving around the Movie Track tool. Press Opt before you move
the cursor.
Point with the mouse at a new camera location and click.
Dont release the Opt key, because we do not want the previous track
segment to change its shape.
7. Move the cursor to the location of the end point of the movie track.
Double-click to add the final camera. Then release the Opt key.
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Video Tutorials
In order to help you make your first steps in Live Interior 3D, the developer
offers video tutorials. These short videos describe how to do some particular
tasks. Watching the tutorials, you will also learn the program interface.
To bring up the window with the video tutorials, select Help > Video
Tutorials.
To view the video tutorials, Internet connection is required.
All tutorials are in English.
An alternative way to view the tutorials is to go to the developers web site:
http://www.belightsoft.com/products/liveinterior/screencasts.php
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Chapter 4:
Working with Projects
What is a Project?
A Live Interior 3D project is a computer file in a special format which is used
to save your work. This file stores the floor plan drawing, used 3D models,
materials, etc.
A Live Interior 3D project is based on the 2D layout of a building. The floor
plan shows walls, windows, doors and furniture (objects).
The project stores various project settings (they can be modified in the Project
Setup dialog).
The program can create a 3D representation of your project layout. The 3D
view is available at any moment of the design process.
You can modify the project by editing the layout in the 2D as well as in the 3D
representation.
An easy way to start with the program is to open one of the sample projects
by using the Assistant.
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Project Setup
To access the project settings, choose the File > Project Setup menu
command.
The settings are grouped in the following tabs:
Project Info You can type the authors name, copyright information
and project description to save together with the project.
Measurements Here you can choose measurement units for your
project.
The Suppress Units check box lets you hide measurement units in the
2D layout (you will see 40 00.0 instead of 40 00.0 ft, or 2.6 instead
of 2.6 m).
You can set the scale for your project (a predefined or custom one).
1:100 means that a one meter distance will be one centimeter on the
screen. Also, you can specify the scale as 1/4 in : 1 ft. The default
measurement values are taken from the New Project tab of the program
Preferences.
The upper left corner of the rulers shows the current measurement
units. For quick access to the Measurements section of the project
settings, click in the corner where the current measurement units are
displayed.
Preview You can choose an image that will be shown for the preview in
the Finder when your project file is selected.
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Saving Projects
To save your project, use the File > Save menu command or the Cmd-S
shortcut.
You have the option to save your project in the Mac OS native bundle format
(.li3d), or in the compressed format (.lizd). The bundle format includes a
Quick Look preview that makes it useful on the Mac OS platform. In the
compressed format, your project is a regular file (not a bundle). This format
should be used for emailing, sharing over the Internet, or backing up to a
non-Mac OS network drive.
All the materials used in the design are saved in the project file. This
guarantees that your project will look the same way on other machines with
Live Interior 3D installed.
If you plan to view the project on a computer where Live Interior 3D is not
installed, save the 2D and 3D views as graphic files.
For more information, see Chapter 4: Working with Projects > Printing.
Saving Templates
To save your project as a template, use the File > Save as Template menu
command. Templates are saved only in the compressed format (.lizd).
Once you have saved a custom template, the program doesnt retain the link
between the open project and this template. To update the template after
modification, select it in the Save As Template dialog to overwrite.
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1
2
4
5
6
9 The preview box displays the preview of the 7
object selected in the Project Tree. If a camera
or movie camera is selected, you can see here 8
the view produced by this camera.
9
Objects get a default name when you add them
to the project. For example, all wall segments
are named Wall. If you need to distinguish
objects of the same type, assign different
names to them. To change the name, doubleclick on it in the Project Tree.
The objects are grouped by type.
The Project Tree can display items on a selected floor or all items in the
project. When all floors are displayed in the Project Tree, floors and slabs are
at the top. Walls, windows, furniture, etc. are sub-items of the corresponding
floors.
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When you select an object in the 2D or 3D view, it gets selected in the Project
Tree, and vice versa.
If you need to select all objects of the same type, it is easier to do this in the
Project Tree.
In the Project Tree, the objects have two controls:
Visibility clicking the eye icon makes the selected object visible or
invisible in the 2D and 3D views.
Lock if the object is locked, it cannot be moved or modified.
A locked object cannot be selected by clicking on it in the 2D or 3D view.
These settings can be modified for several objects by a single click when those
objects are selected in the list (multiple selection is possible).
Some objects may contain their parts shown in the list as sub-objects. For
instance, a door object has a door frame and a door itself. Their parameters
may be changed separately. A wall object contains crowns and bases on both
sides.
To bring up the context menu, right-click on an object. Most commands are
the same as in the context menu in the 2D view. In addition to those, you will
find View In 3D. Use this command to find objects in the 3D view.
3
4
Geographic Location
Rotate the compass (6) with the mouse to
change the geographic orientation of the
floor plan. The compass icon on the floor
plan, if it is enabled by the check box (7),
will reflect the selected direction.
The Latitude parameter (5) defines how
high the sun is at any particular time of
day.
5
6
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3. Choose the File > Export 3D View menu item, or click the camera icon
in the 3D toolbar.
4. Choose QTVR format. Then select the size and quality.
5. Type a file name and click Save.
After a QTVR file is saved, the program offers to show a preview of it.
Trimble SketchUp
1. Choose what you want to export.
To export an object, select it in the project.
To export a floor, activate it in the Building Properties tab of the
Inspector.
To export the entire project, you dont have to select anything particular.
2. Choose File > Export To... in the menu.
3. Select Trimble SketchUp (*.skp) in the Save As Type drop-down list.
4. In the Export section, choose what you want to export (an object, a
floor, entire project).
5. Select the version of the SketchUp format.
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6. To simplify the object before exporting it, select the Merge coplanar
triangles check box. To keep all the details, keep the check box
deselected. This option does not affect the object in the Live Interior 3D
project.
7. Type a file name and click Save.
Collada
1. Choose what you want to export.
To export an object, select it in the project.
To export a floor, activate it in the Building Properties tab of the
Inspector.
To export the entire project, you dont have to select anything particular.
2. Choose File > Export To... in the menu.
3. Select Collada (*.dae) in the Save As Type drop-down list.
4. In the Export section, choose what you want to export (an object, a
floor, entire project).
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Render Boost
1. Choose what you want to export.
To export an object, select it in the project.
To export a floor, activate it in the Building Properties tab of the
Inspector.
To export the entire project, you dont have to select anything particular.
2. Choose File > Export To... in the menu.
3. Select Render Boost (*.lga) in the Save As Type drop-down list.
4. Select a radio button according to what you want to export: an object, a
floor or the entire project.
5. Type a file name and click Save.
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Printing
To print:
1. Choose File > Print (Cmd-P) to open the Print dialog.
2. Select a paper format. If several printers are installed in your system,
select the proper printer before choosing the paper size.
3. Choose the paper orientation. If most of your 3D views or floor plans
have horizontal orientation, activate the landscape mode.
4. Set up margins.
5. From the left panel, drag and drop 3D views or floor plans you wish to
print onto the sheets. You can add as many sheets as you need.
6. Click Next to proceed to the system Print dialog. Set up the printing
options.
7. Click Print to send your project to the printer, or click PDF > Save as
PDF to export it as a file.
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10
1
2
3
4
6
7
1 Select the printer you are going to use. The list of compatible paper
depends on the selected printer.
2 Select a paper format. You can either choose a standard paper size or type
in custom dimensions. All sheets have the same size.
3 The thumbnails of all available 3D views and floor plans. To print, you
need to drag them onto the sheets to the right. Each floor plan corresponds to
one of the floors in your project. Each 3D view corresponds to one of cameras.
If you need more 3D views, add more cameras.
4 These are the sheets where you compose the printing layout. You can
move the placed graphics around using the mouse. To resize a 3D view, select
it and drag one of corner handles. To resize a floor plan on the selected sheet,
change its Sheet scale. If needed, the program automatically increases the
sheet size so that its content is laid out over several pages. After printing, you
can glue the parts together.
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5 The zoom for the sheet preview. Additionally, you can right-click on the
preview area and choose one of zoom options.
6 Add new sheets.
7 Remove the selected sheet. You cannot delete the last sheet.
8 Select the page orientation here. All sheets have the same orientation.
9 Margins help you define the amount of blank space along the page sides.
Certain printers cannot print near the edges of the paper. You may need to
increase the margins to meet the capabilities of your printer. By setting up
margins, you can insure that no graphics appear in the unprintable area. All
sheets have the same margins.
10 Sheet scale controls let you set up the scale for floor plans on any sheet
individually.
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System Requirements
Live Interior 3D Pro or Standard Edition installed (App Store versions
supported)
Mac OS X 10.6.8 or later
Intel only, 2 GHz processor
500 MB of free hard drive space
3D class Video Card with 256 MB, minimum OpenGL 1.4 (1 GB of memory,
Unified Shader Model and OpenGL 2.0 support recommended)
Licensing
To obtain the all functionality of the plug-in, you need to purchase the license
code. To input it, select Render Boost > License in the main menu, then fill
in the Owner and License Code fields.
in the 3D tool bar. Note that your project must be saved before exporting. This
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is needed because the plug-in saves the settings for the scene in the same
folder where project is located.
To update the scene in the plug-in, select Render Boost > Render Scene...
again.
Opening or updating the 3D scene in the plug-in can take some time
depending on the complexity of the project.
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Creating Movies
You can create a movie as you walk through your 3D space. Live Interior uses
the MOV file format to save movies.
If you need to create a panorama of the 3D space, see Chapter 4, Working
with Projects > Exporting 3D Views to QTVR.
1
2
3
4
1 The beginning of the movie track (the first movie camera)
2 Movie track
3 Intermediate movie camera
4 The end of the movie track (the last movie camera)
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2 5
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2. Click on the floor plan where you want the movie track to begin (point 1
in the picture below).
3. Make more clicks to add more movie cameras to the current track (point
2 in the picture below).
4. Double click to place the last camera (point 3 in the picture below).
The location of movie cameras, the shape of track segments and the direction
of cameras can be changed after creating the track.
Important!
The number of movie cameras depends on how curvy a movie track should be.
A less curvy track requires less intermediate cameras. A straight track requires
only two cameras at its ends. Do not add unnecessary intermediate cameras.
Extra intermediate cameras are needed for a more accurate creation of a track
with a complex shape.
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You can see the view from any movie camera in the 3D view. To do this, select
it in the Camera Properties tab of the Inspector. If you start walking around,
the camera will change its location and direction correspondingly. This way you
can adjust key points of the movie track.
A camera icon in the top-right corner of the 3D view appears when a movie
camera is selected. This indicates that if you walk in 3D, its position will
change.
Creating a Movie
To create a movie from a movie track:
1. Select a movie track.
2. Click the Record Movie in the Cameras Properties tab of the
Inspector.
3. Type the name for the new movie file and choose a folder to save it in.
4. Set up the movie properties.
For better quality, choose higher resolution and frame rate. Note that
setting high resolution or high frame rate produces movie files of a large
size.
Select a video codec. The H.264 codec provides better compression
ratio (requires QuickTime 7 or higher to play back). Select it for
smaller file size at the same movie quality. Prefer the MPEG-4 codec for
compatibility with more types of video players.
The Quality slide bar lets you change the compression rate. The higher
quality you set, the lower compression rate is used.
5. Click Save.
After creating a movie, the program offers to play it.
Tip: Creating movies with a long track or with high resolution may take quite
long. Choose minimum resolution and/or frame rate to create a preview
movie. When you are sure that all the cameras are positioned well, create a
movie of the desired quality.
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Looping Movies
You can loop a movie track by placing the beginning and the end of the movie
track at the same point. To do this, select a track, bring up its context menu
and choose the Loop Movie item. Live Interior will automatically add a new
track segment to close the track. If you deactivate the loop option, the added
segment will disappear.
To play back such a movie, load it in QuickTime and select the View > Loop
option in its menu. Then click the Play button.
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2. Click with the mouse on the floor plan where you want the movie track
to begin (step 1 in the picture below).
3. Make more clicks to add more movie cameras to the current track (step
2 in the picture below).
4. Double click to place the last camera (step 3 in the picture below).
The location of movie cameras, the shape of track segments and the direction
of cameras can be changed after creating the track.
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2 4
1 Track segments
2 Camera control points
3 Selected camera
4 Camera direction point
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1
6
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Chapter 5:
Working with Storeys
Introduction
Live Interior 3D supports the creation of multi-storey buildings. A new project
contains only one floor. You can add new floors above or below it.
All projects must contain a ground floor. When it contains multiple floors, any
of them can be selected as the ground floor.
In the Project Tree, each floor is represented as a compound object that
includes other objects furniture, doors, windows, etc., located on this floor.
To control storeys, use the tools in the Building Properties tab of the Inspector.
Each storey includes a slab above it. This slab is invisible in the 3D view until
you add the ceiling to the current storey or add the floor to the storey above.
In the 3D space, the elevation of an object is calculated in relation to the
storey where the object is located. An object can be listed in the Project Tree
among objects of one storey, but the object can appear in another storey in
the 3D picture. This happens when the elevation of an object is greater than
the storey height.
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Inspector Controls
1 The elevation of the ground floor.
Increasing this parameter elevates the
whole building.
2 The thickness of the foundation. If your
building doesnt have the basement, the
Foundation parameter must be equal or
greater than Elevation.
1
2
3
4
6
7
8
9
7 Add a floor. By click on this button you
10
add a floor above the current one. If you
click and hold the mouse button, the pop-up
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menu will open. This menu gives a choice to add a floor above or below the
current one, or to choose the selected floor as the ground floor.
8 Delete the selected floor.
9 The slab thickness. Select a floor to change its slab thickness.
10 The storey height. Select a floor to change its height.
Adding Storeys
To add a storey above the current one, click the button (7).
To add a storey below the current one, click and hold the button (7) until the
pop-up menu is displayed. Choose Add Storey Below Current.
When you add a new storey, it becomes active automatically (its floor plan is
displayed in the 2D view). The outer walls, floor and ceiling of the previously
selected storey are being copied onto the new floor.
Removing Storeys
To remove the active storey, click the Delete Current Storey button (8) in
the Inspector.
All the objects located on the removed storey will be removed too.
If you remove the ground floor, another floor automatically becomes the
ground floor.
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Chapter 6:
Working with Roofs
Roofs in Live Interior 3D
A roof is a special object in Live Interior 3D. As well as walls, it is created
inside the program (but it cannot be imported). When the program creates the
roof it takes into account the original roof style (the template selected in the
Roof Assistant) and the outline of the outer walls.
Any roof has several sides. Gables are also considered as sides. So, (1), (4)
and (5) in the picture are roof sides. A roof side can have several segments.
The side (1) has two segments: (2) and (3).
Roofs are listed in the Project Tree. You can select a roof or its parts in the
Project Tree or in the 3D view.
A roof can be added to any storey that is entirely or partially under the open
sky. Usually, a roof takes up the whole upper storey.
A roof may change its shape dynamically when you add, delete or resize walls
or the floor. The height of the roof is not limited by the corresponding storey
height.
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1 Roofing templates.
2 Magnification slider.
3 Soffit type. You can also change it in the Object Properties tab of the
Inspector.
4 Preview of your project with the added roof. You can rotate the picture
with the mouse.
5 Roof orientation. You can turn the roof in 90 degree increments.
6 Zoom and live rotation controls for the preview.
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Adding a Roof
To add a roof together with a new storey:
1. Select the upper storey of your building (1) in the Building Properties
tab of the Inspector.
2. Click button (2) in the Inspector to open the Roofing Assistant.
The following steps are to be made in the Roofing Assistant described
above.
3. Click on a roofing thumbnail (1) to select the roofing type.
4. Set up the Roof Orientation (5).
5. Choose the type of the soffit (3).
6. Click the OK button.
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Deleting a Roof
To delete a roof:
1. In the Building Properties tab of the Inspector, select the storey where
the roof is located.
2. Choose Edit > Building > Remove AutoRoof from the Current
Storey.
To delete a roof together with the storey, in the Building Properties tab of the
Inspector:
1. Select the storey.
2. Click the Delete Current Storey button.
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Roof Properties
The tools located in the Object Properties tab of the Inspector let you change
the style of a roof. To change the materials of a roof, use tools in the Materials
tab of the Inspector.
1 The type of the soffit. You can choose either basic, simple, horizontal, or
box end soffit.
2 The elevation of the roof in relation to the floor level.
3 The maximum size of the fascia.
4 Switch to another roof side.
5 The list of segments of the selected roof side and parameters of each
segment.
6 Add a roof segment above the selected one.
7 Add a roof segment below the selected one.
8 Delete the selected roof segment.
9 The roof segment type. Slope creates a tilted segment. Gable makes the
segment vertical. Hole makes the selected segment disappear.
10 The angle of the selected roof segment. You can adjust the angle of
Slope segments only.
11 The height of the selected roof segment. Note that you cannot modify the
height of the uppermost or a sole segment.
12 The thickness of the selected roof segment.
13 The overhang distance of the selected roof segment.
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2
3
4
5
6
7
8
9
10
11
12
13
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4. Change the material of new slopes using the Material Picker located in
the Materials tab of the Inspector.
2. Select the other roof slope and change its angle (10) to 10.
3. If necessary, adjust the overhang distance (13) and thickness (12) of
the roof slope.
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4. Change the material of new slopes, using the Material Picker located
in the Materials tab of the Inspector.
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To add a dormer window, drag it from the Dormers category in the Building
Elements section of the object library and drop onto the roof. Once the dormer
is in the 3D View, move the dormer around to install it properly.
To remove a dormer, select it in the Project Tree and press the Delete key.
You can replace the default window with another window or opening of your
choice.
All parts of dormers (except for windows or openings) are the same segments
used to create roofs. To change the configuration of a dormer, you should use
tools from the Object Properties tab of the Inspector. Here you can set the
dormer width and change the angles of its segments.
It is possible to change the dormer type using the same technique as
described in the Modifying the Style of a Roof section.
You can save modified dormers to the object library.
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Chapter 7:
Working with Objects
Basics
In the 2D layouts and the 3D views you can operate with several major types
of objects:
Walls
Ceilings and Floors
Windows, Doors and Openings
Columns
Furniture
Staircases
Light Sources
Cameras
Special objects:
Dimension Lines
Text Annotation Boxes
Images
The object type is the most important property of an object. Objects have
different behavior depending on their type. For example, separate wall objects
can merge, thus making a greater wall, but the furniture items cannot do that.
Depending on the type of the selected object, the program enables or disables
some tools or settings (in the Inspector window), showing only the operations
allowed for this object.
Objects have two types of representation: one for the 2D layout, and another
one for the 3D view.
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Selecting Objects
To perform most of the operations on an object, you have to select it.
To select an object, click on it in the 2D or 3D view.
An object selected in the 2D layout remains selected when you switch to the
3D view, and vice versa.
Objects in 2D
All selected objects are marked with a light-blue frame, or outline.
The selected walls, floors, ceilings, text boxes and dimension lines have
handles (green dots). They are used for resizing the object. Camera
handles let you move the camera with or without turning it.
For walls, doors, and windows, you can select one of their two sides,
and it will be highlighted with the green color. Both sides of the object
can be selected at the same time. To select a specific side, click on it in
the 2D or 3D view.
Side selection helps to perform side-specific operations such as changing
materials and modifying mouldings.
Objects in 3D
In the 3D view, the selected object is highlighted by a white boundary
frame around it. You can often select an object in the 3D view by
clicking on it with the mouse.
An alternative (and sometimes the only) way to select an object is to use the
Project Tree (see below).
To prevent the occasional movement or modification of an object, you can
lock it in the Project Tree or in the context menu. A locked object cannot be
selected by clicking it with the mouse. You should unlock it first.
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Moving Objects
To move a selected object, use the arrow keys, or simply drag it with the
mouse.
Locked objects cannot be moved. An object can be locked or unlocked in the
Project Tree.
Modifying Objects
Most object properties are available in the Inspector window. The Inspector
window presents an object-dependent set of controls. It shows the tools and
settings that can be applied to the selected object.
In the Type and Representation dialog box, you can flip the object and change
its orientation and dimensions.
For more information, see the sections describing various types of objects in
Chapter 6.
Materials
When you add an object to the project, it comes with default materials. You
can apply new materials.
The library of materials is found in the Materials tab of the Inspector window.
Applying a new material is described in Chapter 8: Working with Materials >
Applying Materials.
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Walls
Walls are the basis of your project. Usually you begin creating a floor plan by
drawing external and then internal walls.
Walls can be of different types. Below are described the Storey Walls (general
type of walls). Most of information here is also applicable to Loft Walls.
To verify or change the wall type, go to the Object Properties tab of the
Inspector. Walls of different types cannot join.
Wall Segments
A wall segment is a piece of a wall that is limited by two end points. When
the segment is selected, the end points (ends) are marked by green dots handles (item 6 in the picture).
If you draw a wall segment that crosses another one, both segments will split
into two smaller segments.
If a segment joins another one in the middle, the latter will split into two
smaller segments.
The program can join two segments of a straight wall into one when you
remove the wall that crosses and splits it.
2
3
1
6
4
15 Wall segments.
3 and 4 These are parts of a single segment that has been divided into two
parts by joining the 5th segment.
6 Handles (green dots) of the 5th segment.
7 The highlighted side (green) of the 5th wall segment. This indicates that
this side will change if you modify wall properties in the Inspector (mouldings
or materials).
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The word wall is used in the program documentation both for a single wall
segment and for a wall consisting of multiple wall segments if the number of
segments does not matter.
When you are creating a room, wall segments
should join (like segments 2 and 3, or like 3, 4 and
5) to form a closed shape. The joint may break
when you resize, move or add wall segments.
Places where segments are joined incorrectly are
marked by red circles on the floor plan. You should
move a segment aside and then return it back to restore the connection. If
this doesnt help, delete the affected segments and add them again.
2. Make four clicks in the drawing area to specify the corners of the room.
The program will end the current wall segment and start a new one with
each click.
3. Place the end of the last wall where the first wall begins. The program
will make the room outline closed and quit the wall drawing mode.
When you draw, the program snaps the mouse pointer to help you align the
wall with other objects or to draw your line in the straight horizontal or vertical
direction in the 2D view.
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Selecting Walls
To select a single wall segment, click on it with the mouse.
To select several segments, click on each of them while holding down the
Shift key, or draw the selection frame over them.
All the wall segments used in the layout are listed in the Project Tree. You can
use this list to select all the walls together.
When you move the mouse pointer over the selected wall, the pointer changes
to:
bidirectional arrow indicates that you can move the wall;
cross (when over a handle) you can move the handle and change the
wall length and direction.
Moving Walls
If a wall segment has a free end (which does not make a corner with another
segment), you can drag it with the mouse to resize the wall or to change its
direction.
When you move a segment with two ends joining other segments, the
program will change the length of these segments to keep the walls joined.
So, the room will be reshaped. To rip a wall segment out, drag it holding the
Option key.
To move walls without changing their size and direction, you should select and
move all the joined segments together.
Wall Parameters
The Information bar displays the wall length, thickness and angle. The bar is
located above the horizontal ruler at the top of the window. To toggle (show/
hide) the ruler together with the Information bar, use the Show/Hide Rulers
command in the View menu.
Most of the wall parameters can be modified in the Inspector window.
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Modifying Walls
Wall Size
To change the length of a wall, select it and
drag its handle with the mouse. Alternatively,
you can use the Object Properties tab of the
Inspector window.
The thickness can be set directly in the Object
Properties tab, or you can select a predefined
wall type from the Master Walls box in the
Inspector window. The walls from the Master
Walls box come with preset thickness and
materials.
Wall Height
All the walls on a floor have the same height equal to the height of the storey.
To change it, use the Building Properties tab in the Inspector.
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You can make a wall look lower than the storey height. To do this, insert an
opening into the top part of the wall.
Materials
Use the Materials tab of the Inspector to apply or change a material. See
Chapter 9: Working with Materials > Applying Materials for more detail.
The end surfaces (butt-ends) of walls do not have independent materials, they
use the same material as one of the wall sides.
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1 The AutoCeiling that has the default level.
2 A custom ceiling with the Elevation lower than AutoCeiling.
3 A custom floor with the Elevation higher than the AutoFloor.
4 The AutoFloor that has the default level.
To change the floor and ceiling levels, select it in 2D and change the
Elevation value in the Object Properties tab of the Inspector.
Materials
Use the Materials tab of the Inspector to apply or change a material. See
Chapter 9: Working with Materials > Applying Materials for more detail.
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Selecting Openings
To select an opening, click on it.
All the openings used in the layout are listed in the Project Tree. You can
select them in the list.
Moving Openings
To move an opening, drag it with the mouse. Another way is to use the arrow
keys when the opening is selected.
When you move the opening close to a wall, it will be inserted into the wall
automatically. To rip the opening out, drag it out of the wall.
Parameters of Openings
The Information bar shows the opening height, width, thickness, elevation
and angle. The bar is located above the horizontal ruler. To show or hide the
Information bar and rulers, press Cmd-R.
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Dimensions of Openings
To change the dimensions of an opening, use the Object Properties tab of the
Inspector window. You can adjust the height, width, thickness, elevation and
frame thickness.
The Inner/Outer Parts Ratio slider sets the position of an opening in
relation to the wall (how deep it is in the doorway).
Materials
Use the Materials tab of the Inspector to apply or change a material. See
Chapter 9: Working with Materials > Applying Materials for more detail.
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Materials
To change the object material, use the material library located in the Materials
tab of the Inspector. See Applying Materials for more detail.
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Columns
Adding and Removing Columns
1. Open the Building Elements tab in the Library panel. Then select
Columns in the drop-down list.
2. Drag the column into your project layout.
The height of the added column will be equal to the storey height.
To remove a column, select it and press the Delete or Backspace key.
Parameters of Columns
The Information bar shows the column width,
depth and height. The bar is located above
the horizontal ruler. To show or hide the
Information bar and rulers, press Cmd-R.
Most of the column parameters can be modified
in the Inspector window. The Inspector window
lets you modify the dimensions of the selected
column, as well as the height of its capital and
base. You can also rotate columns.
The Project Tree lets you control the Visibility
and Lock options.
Column Size
Column dimensions are found in the Object
Properties tab of the Inspector window.
The height of the column base and capital can
be adjusted separately.
The default column height is equal to the height
of the walls.
Materials
Use the Materials tab of the Inspector to apply or change a material. See
Chapter 9: Working with Materials > Applying Materials for more detail.
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Furniture
Various pieces of furniture have similar behavior in the program, so the term
object will be used for all of them except when we need to describe the
difference between them.
Moving Furniture
To move an object, drag it with the mouse. You can move objects in both the
2D and 3D views.
Furniture Parameters
The Information bar shows objects width, height, depth, elevation and angle.
The bar is located above the horizontal ruler. To show or hide the Information
bar and rulers, press Cmd-R.
Most of the furniture parameters can be modified in the Inspector window.
The Project Tree lets you control the Visibility and Lock options.
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Modifying Furniture
Since the library does not have all possible
pieces of furniture, you may want to adjust the
existing objects for your needs.
All adjustable parameters can be found in the
Object Properties tab of the Inspector window.
Size
To resize the object, select it first, then unlock
the dimensions you want to modify, and enter
the new values.
To resize the object proportionally, select the
Maintain Aspect Ratio option.
Elevation
To change the elevation of an object, use the
Elevation tool in the Inspector window.
The 3D view lets you drag an object with the
mouse upward or downward, but this is less accurate.
The Elevation parameter can be locked/unlocked by clicking the lock icon.
Locking the elevation is useful when you need to move an object only
horizontally in the 3D view (for example, to distribute things over a table).
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Lamp Parameters
Lamps are found in a separate section of the Furnishing tab. In addition to the
parameters that furniture items have, lamps allow you to change color and
luminosity of light. These parameters can be modified in the Light Properties
tab of the Inspector window.
Materials
Use the Materials tab of the Inspector to apply or change a material. See
Chapter 9: Working with Materials > Applying Materials for more detail.
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Staircases
Stairs are a special object type in Live Interior 3D. Unlike other objects, they
create an opening in the slab above. To activate this property, an object
should have the Stairs type in the Type & Representation dialog.
Look at the picture below. There are two copies of the same staircase object.
The left one is Furniture which is a generic object type. The right one is Stairs.
When you import a 3D model of a staircase, it has the Furniture type by
default. Change the object type in the Type & Representation dialog manually.
The Stairs object consists of two components: the slab opening and the
staircase itself. You can see its structure in the Project Tree.
The parent item Stairs Opening is responsible for the whole object. When it is
selected, you can change the material of the opening. To change the material
of the staircase, select the Stairs item. To change the name of this item,
double click on it in the Project Tree.
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Selecting a Staircase
To select a staircase, click on it with the mouse.
All staircases in the project are listed in the
Project Tree. You can also select them in the
list.
Moving a Staircase
To move a staircase, drag it with the mouse.
Another way is to use the arrow keys when a
staircase is selected.
Parameters of Staircases
The Information bar shows the height, width,
thickness, elevation and angle of a staircase.
The bar is located above the horizontal ruler. To
toggle whether to show or hide the Information
bar and rulers, press Cmd-R.
Parameters of staircases can be modified by
using the Inspector window.
Width and Height control the size of a
staircase.
The Height parameter is the vertical dimension
of an object in the 2D view. It is not the same
as the object height in the 3D view.
The default height of a staircase in 3D is equal
to the storey height (the distance from 1 to 4 in
the picture).
The Elevation parameter defines the distance
(3) between the bottom of a staircase (2) and
the floor (4). Elevation can be used when a staircase begins on a platform
that is located above the floor level (see the picture below).
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4
By default, the top of a staircase meets the floor of the storey above (7). If a
staircase has a handrail, its top (5) is above the floor level. You should meet
the top stair with the floor manually by setting the Handrail Height value
(6).
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7
The Project Tree lets you control the Visibility and Lock options.
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Materials
Use the library of materials located in the Materials tab of the Inspector
window to apply materials to a staircase.
To change the material of a staircase opening, select this object in the 2D or
3D view. Or select a Stairs Opening item in the Project Tree.
To apply new materials to a staircase model, expand a Stairs Opening item in
the Project Tree and select its sub-item Stairs.
For details, see Chapter 9: Working with Materials > Applying Materials.
The number and location of the handles depends on the model shape. Spiral
staircases usually have more handles than straight stairs.
To prevent the opening shape from occasional change, lock it using the Edit
Geometry option in the Object Properties tab of the Inspector. In this case,
the handles are not displayed.
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Properties of Objects in 2D
The 2D Properties tab of the Inspector lets you specify the appearance of
objects in the 2D view.
To open the tab, choose Window > Inspector > 2D Properties.
The described tools work with walls, floors, ceilings and auxiliary objects (for
instance, text annotation or an imported image).
1 Objects contour line. When this option
is on, you can choose the color of the line.
Supported objects: walls, floors, ceilings,
images and text annotations.
2 Objects fill color. Supported objects:
walls, floors, ceilings and text annotations.
6
9 Use a simple outline of the object as the
representation. The image used by default
is in the vector format which provides the
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8
best quality when you print the floor plan.
You can choose another image in the Type &
Representation dialog.
9
10 Represent an object using the
10
overhead view of the object in 3D. This
representation is created automatically
11
upon the current top view of the object.
To change its quality, use the View > 2D
Representation > Auto-Generated menu.
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The tools in the Type and Representation dialog change only one copy of the
object: the one which was selected when you opened the dialog box. Other
copies that may be present in your project remain unchanged.
The program uses the same model for all the copies of each object in the
project. If you modify one of the copies, the program will have to create
one more model specially for the changed object. So, using the Type and
Representation dialog you can increase the total number of object models in
the project. This may result in a decrease in the programs performance.
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Object Properties
The Object type is the most important object property. It determines the
behavior of the object. You can set it to Furnishing, Window, Door and
Stairs. The difference is that windows and doors can be inserted into walls,
while furniture cannot. Any object that is not a door or a window, should be
specified as Furnishing.
Rotating an Object
Rotating an object in the Type and Representation dialog means the object will
change its default orientation.
Changing the orientation of an imported object is necessary when objects are
imported upside-down or when a door or window is inserted across a wall.
To rotate an object, use the Rotate 3D Representation sliders.
It is recommended that you allow the program to update an objects origin
after an object is rotated. To do this, select the Change Object Origin to
option, keeping its sub-options unchanged.
3D Flipping
3D flipping lets you make several objects out of a non-symmetric model.
For example, by applying front-to-back and left-to-right flipping, you can
create three new doors from a single door model. This is especially helpful
when the door model has a handle at one side but you need a handle at
another side.
To flip an object, click the corresponding 3D Flip button.
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For instance, the origin is used to rotate an object. When you rotate an object,
it rotates around its origin. So, changing the origin may change the object
behavior.
The default origin is usually set depending on the object type: for furniture
this is the center of the bottom; for wall pictures the center of the back
surface; for ceiling lamps the center of the top.
Object Size
Object dimensions determine the size of an object. The size can also be
modified in the Inspector.
2D Flipping
2D flipping mirrors a 2D representation. This is needed for adjusting the
orientation of an image for the 2D view to match with the 3D object. For
example, after left-to-right flipping of the door, you should flip its image on
the floor plan, too.
Note: The 2D and 3D flip operations work independently for better flexibility.
Make sure the 2D representation matches the 3D object.
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Importing Objects
The built-in object library may not contain all objects necessary for carrying
out your project. The program lets you import other objects stored on your
disk in the following formats:
3DS (created in the Autodesk 3ds Max software)
Trimble SketchUP
Ogre XML
Collada
To import an object from a file:
1. Select File > Import 3D Object in the menu.
2. Specify the format of the file you want to import and select the file.
3. Set up the import options (not available for Ogre XML).
Make all surfaces double-sided to avoid invisible surfaces
Split Object Instances split a compound object to turn its parts
into separate objects in Live Interior 3D.
See details in the Import Options section.
4. The Type and Representation dialog will open. Adjust the necessary
settings and click OK. You can change the settings later if necessary.
For more details, see the Type and Representation section.
Imported objects may have references to one or several textures. The
program will try to find them in the folder containing the selected file. If a
texture is not found, the program will ask you to locate it in the Finder. The
texture name will be shown at the top of the Open File window. You can also
opt to skip opening textures and simply use the materials from the built-in
library.
Import Options
Make all surfaces double-sided to avoid invisible
surfaces
This option fixes the problem with invisibility of one-sided surfaces.
When you look at a cube, you can see any of the six its sides. To visualize
them, 3D software creates faces by one per each side. A faces allow to apply a
plain color or texture to corresponding parts of an object making them visible.
If there is a need to show the cube from inside as well, each side of the cube
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Aligning Objects
Objects can be aligned by centers or edges.
Align Centers Horizontally:
The Align Centers command aligns the centers of the selected objects along
a straight line.
When you apply the Align Edges command, objects are aligned to the
outermost object.
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Distributing Objects
Arrange > Distribute Spacing makes the distance between the edges of the
selected objects equal.
Arrange > Distribute Centers makes the distance between the centers of
the selected objects equal.
When you distribute objects, only the middle ones will change their location.
The top and bottom objects (when distributed horizontally) and the left and
right (when distributed vertically) stay in the original location.
The Distribute operation allows you to speed up adding and positioning
multiple objects.
For example, you need to insert four windows in a wall and distribute them
with the same distance between each window. The quickest way is:
1. Insert all windows in the wall.
2. Place the left and right windows to the proper locations.
3. Choose Arrange > Distribute > Openings Spacing in the menu to
get other windows placed automatically.
Note that unlike furniture, openings have separate distribute commands in
the menu. This is necessary because openings should stay in the wall when
moved. For this, both their coordinates (in the 2D layout) may be changed if
the wall is not parallel to any of the rulers. Other objects, when distributed,
change only one coordinate.
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Merging Objects
One more command to combine objects is Arrange > Merge into Single
Object.
Merged objects become one regular object. Unlike grouping, merging is
irreversible. You cannot split merged objects unless you apply Edit > Undo
(Cmd-Z).
Merging is effective for objects that contain identical details. For example, a
3D model of a tree can be created by duplicating the same leaf many times.
This tree will be rendered faster if you merge its parts rather than group them.
Also prefer merging if the objects you wish to combine have the same material
applied.
If there is a chance you need to separate objects, or arrange them in different
way and combine again, use grouping.
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Chapter 8:
The Library of Objects
The program is provided with a library of objects (3D models of furniture,
doors, etc.). In your projects, you can use this built-in library or import more
objects. Imported items can be added into the library for further use. The
library is located in the Library panel.
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3
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6 The thumbnail of an object. To add an
object to the project, drag its thumbnail into the 2D or 3D view.
7 Search box. To find an object, type an object name into this field and
press the Return key.
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Chapter 9:
Working with Materials
Materials are used to apply some color to an object or to map a texture onto
its surface. This makes the object look like its real prototype. A material
determines the object color and also affects light dissipation and light
reflection.
Materials are controlled from the Materials tab of the Inspector window.
The materials supplied with the program cannot be modified.
Applying Materials
The material library is located in the Materials tab of the Inspector. It lets you:
Choose and apply a material to an object.
Preview materials already applied to an object.
Create new materials.
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Materials used for walls have an additional icon (3 and 4) that indicates
which part of the wall this material belongs to. An icon with a green highlight
indicates that this side is currently selected.
To apply the material of one part of an object to another, drag and drop it.
For example, to apply the brick material in the above illustration to both wall
sides, grab the material (3) and drop it onto the other (4).
Clicking on a material while holding Option selects all identical materials.
Alternatively, you can right-click on a material and choose Select in the List.
This way you can update materials universally in a few clicks. For instance,
replace all fabric parts of multiple furniture objects with a different material.
To locate an objects material inside the library, double-click on it or rightclick on this material and select Reveal in Library. Note that some objects
in the library have materials that arent present in the library. As a rule, these
objects are provided by furniture manufacturers and its logo is displayed in
the library preview.
When you drag and drop a material onto another in the Objects Materials list,
you update not only the material but also its transformation settings.
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1 Preview box.
2 Preview mode switch: sphere, cube and flat surface samples.
3 Matte / Glossy selector.
4 Library of materials.
5 Texture category selector.
6 Library of textures
To create a new material:
1. In the Materials tab of the Inspector, open the category that best suits
the material you wish to create.
2. Click the gear button and choose New Material in the pop-up menu.
3. Type the material name.
4. Choose either matte or glossy.
5. Select a material template. If you plan to use a texture, choose a white
or light-gray template.
6. To create a textured material, select the Has Texture check box,
choose the texture category.
Select a texture from the library. To choose a custom image, scroll down
the texture thumbnails, and click on Import Custom The maximum
allowed texture size is 512 x 512 pixels. When you import a larger
image, it will be scaled down retaining the original aspect ratio.
7. Click OK to save your material.
To add a custom texture, right-click on the texture library and choose Import
Custom Texture....
To remove a custom texture, right-click on it and choose Delete Current
Texture....
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Material Picker
The Material Picker tool is used to copy a material from one object to
another instead of searching for this material in the library. If two objects
allow you to apply the Texture Transform tool, the Material Picker copies
the transformation settings too.
Using the Material Picker is convenient when you need to match materials
for several furniture objects.
To copy a material:
1. Open the Materials tab of the Inspector window. Open the 3D view.
2. Select the destination object for which you want to change a material.
Its material(s) will be shown in the Objects Materials box.
3. Select the material(s) you want to change.
4. Click the Material Picker button to activate the tool.
5. With the Material Picker tool, click the source object to pick one of
its materials, and repeat the clicks if necessary to go through its other
materials, one at a time. Each time, the material picked will replace the
selected material of the armchair.
6. Click the Material Picker button again to deactivate the tool.
When you point with the tool to an object, its material is displayed in the
Inspector to the right from the Material Picker button.
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Chapter 10:
Lighting
Light Sources
To make 3D pictures more realistic, the program allows you to add and adjust
light sources. The program simulates light from the sun and moon as well
as light from electric lamps and fire. If enabled, reflections and shadows are
shown in the 3D view.
The rendering quality depends significantly on the settings in the 3D Settings
tab of the program Preferences.
To see reflections and shadows in the 3D view, you should turn them on. To do
this, use the View > 3D View > Rendering Quality menu command or the
3D toolbar.
To render light, turn Lights and Shadows on. This can be done using the
Render Quality buttons in the toolbar.
Without Lights and Shadows
Lights Only
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The Inspector window lets you control the properties of light sources. The light
sources are listed in the Light Properties tab. They can be switched on and off
by clicking the bulb icon.
Artificial Lighting
To add a lamp, drag it into your project from the Furnishing > Lamps section
of the Library.
Lamps and candles behave almost the same as ordinary pieces of furniture.
The Light Properties tab of the Inspector window has the light parameters
section. There you can adjust the luminosity and color of the light source and
turn it on/off.
If a lamp has several bulbs, you can usually control them separately. This
depends on the 3D model.
Note: If your project has a lot of light sources and other objects, the 3D scene
may be rendered quite slowly when you are walking in it. In this case it is
recommended that you turn on the lights and shadows only if its necessary.
For more information on performance, see the Troubleshooting section.
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Chapter 11:
Using Cameras
Cameras are special objects used to specify locations and perspectives in the
3D space for taking pictures. Cameras can be also used as the starting point
for walking around in 3D. Choosing such a predefined camera, you can quickly
jump to a specified location at any time.
By default, five cameras (views) are set up in the project. Their locations are
fixed (you cannot remove them), and they are not shown on the floor plan.
You can add more cameras to save your favorite points of view. Custom
cameras behave in almost the same way as ordinary objects, and they are
visible on the floor plan. You can change their direction, move and delete
them.
Lets suppose you want to take pictures of a room from three points, change
the color of walls or furniture, take another series of pictures, and then
compare them to choose the best color combination. In this case, you will put
three custom cameras in the desired positions, and after changing the wall
color, select a camera from the list and save a picture.
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4
5
The location and orientation of the added
camera corresponds to your current position 6
and point of view in the 3D view.
7
6 Add Camera from 3D Viewpoint
lets you add a new camera. The location
and orientation of the added camera
corresponds to your current position and
point of view in the 3D view.
7 Controls that allow you to adjust the
elevation and orientation of custom cameras
and movie track cameras. These tools can
also control the current point of view that
isnt linked to any camera.
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Record Movie start the process of creating a movie from the selected
movie track.
Choosing a Camera
All predefined and user cameras are available in the Cameras Properties tab of
the Inspector window (the User Cameras section). Custom cameras are also
listed in the Project Tree.
To jump to a saved position in the 3D view, select a camera in the Inspector.
If you select a custom camera and walk around in the 3D view, the camera will
change its location to reflect your current position. This way you can better
adjust the location and direction of the camera.
The preview in the Project Tree displays the view of the selected custom
camera.
To prevent the occasional movement of a camera, lock it in the Project Tree.
Alternatively, click on another object in the 3D view (a wall, for instance) to
deselect a custom camera and then start walking.
A camera icon in the top right corner of the 3D view indicates that a custom
camera has been selected and that its position can change.
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Chapter 12:
Auxiliary Objects
Auxiliary objects are objects that help you create a project. They appear on
the floor plan but arent visible in the 3D view. In this chapter these objects
are described: text annotations, images and measurement tools.
There are also guide lines and cameras in the program. These objects are
described in separate sections.
Auxiliary objects are grouped together in the Project Tree.
Text Annotation
The Text Annotation tool is used for adding text comments to the 2D
drawing.
To activate the tool, choose Insert > Text Annotation. Or use the toolbar
button.
To format text, use the tools in the 2D Properties tab of the Inspector window.
The font size doesnt change when you choose another scale in the Project
Setup dialog.
Text boxes can be moved and resized in the same way as other objects (by
moving the resize handles while the object is selected).
The text boxes used in the project are listed in the Project Tree. You can use
the Project Tree to lock the text boxes or make them invisible.
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To add text, select the Text Annotation tool, draw a box in the layout, and
then type text.
To edit text, double-click on it.
Note: There is another type of text box in Live Interior 3D: text labels. This
is a part of a floor object. For more detail, see Chapter 7: Working with
Objects > Ceilings and Floors.
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Measurement Tool
The Measurement tool lets you measure and show the distance between two
points in your layout.
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To change the font, size or color of text, use the 2D Properties tab of the
Inspector. The font size doesnt change when you choose another scale in the
Project Setup dialog.
The Information bar displays the total length of all selected measurements.
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Images
Images on the Floor Plan
An image can be added to your floor plan. This image may contain your logo,
the floor plan or other information.
Adding an image with a floor plan is useful because you can see where walls,
furniture and other are located. For this purpose, a floor plan created in other
program should be saved in a graphic format such as PDF, TIFF or JPEG.
To add an image, choose the Insert > Image menu command. Or drag and
drop an image from Finder to the 2D view.
The image properties are located in the Object Properties tab of the Inspector.
The image size in the Inspector is displayed in the measurement units selected
for the project.
The Project Tree lets you control the Visibility and Lock options.
Images in 3D
To display an image in the 3D view, you should apply it to an object as a
material (texture).
There are several ways:
Create a custom material, and then apply it to the object.
Drag an image from Finder and drop it onto an object. This is the simplest
way. The program will create a custom material automatically and place it
in a category with imported materials. The texture will more than likely be
tiled on the objects surface.
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3. Resize the panel using the Object Properties tab of the Inspector. Lets
say that we need to have the height 1.5 m. The width will be calculated
using the aspect ratio of the image:
1.5 * 1.62 = 2.43 m
4. Drag the image from Finder and drop onto the panel. Alternatively, you
can choose a material in the Materials tab of the Inspector.
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5. The image is tiled. Correct this using the Texture Transform tool in the
Materials tab of the Inspector. Make sure that the Preserve Texture
Aspect Ratio is on (the chain icon indicates this). Input up one of the
image dimensions, for instance the width.
The same way you can apply a texture to other objects. But remember that
the Texture Transform tool works only with walls, wall panels, ceilings,
floors.
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Chapter 13:
Guidelines and the Layout
Grid
Guidelines
Guidelines allow you to align objects on the floor plan and mark up the layout
before drawing and placing objects. The guidelines are not exported.
To add a guideline:
Place the mouse pointer over the ruler, press the mouse button (the left
one if you have a 2-button mouse) and drag the guide into the drawing.
Then release the mouse button.
Alternatively, you can choose the Horizontal Guide or Vertical Guide
item in the Insert menu.
To select a guideline, click on it with the mouse. The selected guideline
becomes highlighted.
If you place the mouse pointer over a guideline, the pointer changes into
a bidirectional arrow. Ctrl-clicking (right-clicking) a guideline will open its
context menu.
To move a guide, drag it with the mouse.
To remove a guideline, select it and press the Delete key, or use the context
menu.
Like other objects, the guides are listed in the Project Tree. There is the
Lock option in the Project Tree: by setting it, you will prevent the guide from
unwanted movement.
Live Interior 3D also has smart guides. Smart guides are temporary guides
that appear when you draw walls, floors, or ceilings, and when you move
objects. Smart guides are aimed to help you align objects.
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Layout Grid
In addition to layout guides and smart guides, you can use the layout grid
when arranging objects in the 2D layout.
The View > Show Grid menu shows and hides the grid.
Grid spacing is linked to the measurement units used for rulers and to the
layout scale. The program changes grid spacing automatically when you
change the scale of the 2D view.
One vertical and one horizontal line of the grid cross the zero point of the
rulers.
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Chapter 14:
Solving Problems
Troubleshooting
Cannot Register the Program
See recommendations in Chapter 1: Introduction > Registration.
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Performance Issues
To speed up 3D rendering:
1. Check the settings in the 3D Settings tab of the Preferences dialog.
Set the Full Scene Anti-aliasing parameter to a lower value or None.
Set the Reflections Quality parameter to a lower value.
If you have an option to choose between the Stencil Shadows or Shadow
Maps shadow rendering, select Shadow Maps with a lower value of the
Shadow Maps Quality. In the Stencil Shadows mode rendering works
slower but creates more realistic pictures. Switch to Stencil Shadows
in order to create screen shots or movies.
Set Shadow Casting Lights to Nearest 2 or Nearest 4. This way you
limit the number of light sources considered in the current 3D scene.
Make the 3D view window size as small as possible for comfortable
work. This is effective on computers with small amount of video
memory.
While you are working on the project, choose View > 3D View >
Rendering Quality > Without Lights and Shadows mode in the
main menu. Choosing Lights Only is less effective.
On a Mac with the Retina display, deselect the Retina High
Resolution check box.
2. Keep this in mind when you are editing your project.
In the Project Tree hide those objects that arent critical for your current
work, or those which are invisible from the current point of view. For
example, if you have a very detailed model of the car in the garage, or
a lot of trees outside, hide them while you are editing the interior of the
rooms.
Turn off the light sources located outside the room you are editing, and
those which arent critical for the current 3D scene. You can control the
light sources on the Lights Properties tab of the Inspector.
Objects shouldnt plunge into the floor, ceiling or walls. To be sure that
an object is placed properly, activate the Glue By (appropriate object
side) option, and move the object around to let it snap to the floor,
ceiling or other nearby surface. Be careful when you change the objects
elevation manually.
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Draw the walls carefully. Red circles on the floor plan indicate the places
where walls join not neatly. Fix all such issues.
Avoid opening more than one project at the same time. Such projects
opened in the background consume computer resources that could be
used for the project you are working on.
Dont use too many reflective materials. The program performance can
drop down if you apply reflective materials to a large number of small
objects.
Avoid creating many variations of the same object using the Type and
Representation dialog (3D properties) or in the SketchUp application.
The more different objects are present in the project, the longer
rendering takes. The program works faster with a number of copies of
the same object rather than with the same number of different objects
(of the same complexity). The program uses one pattern object for all
its copies in the project. An object even slightly modified can be treated
it as a completely different one.
The following settings can also help you optimize the program performance.
Parameter or Property
Where to Change
Set To
Affected
View
Program
Preferences -> the
3D Settings tab
No Lights and
Shadows
3D
Textures Filtering
Program
Preferences -> the
3D Settings tab
Bilinear
(setting None
can make the
quality of the
3D picture
unacceptable)
3D
Cast Shadows
(switch off shadows of
unimportant objects,
and when the shadow is
invisible because of the
object location)
Inspector window
-> the Object
Properties tab
Off
3D
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Animate Library 3D
Preview by Default
Program
Preferences -> the
Miscellaneous tab
Off
2D and
3D
when the
library is
shown
Rulerlines
View menu
Off
2D
Rulers
View menu
Off
2D
Every red circle on the floor plan indicates a place where wall segments are
joined incorrectly. A bad joint may cause problems with creating automatic
floors and ceilings, displaying the affected walls in the 3D view, etc.
To fix the problem, you should move a segment aside and then return it back
to its place. If this doesnt help, delete the affected segments and add them
again.
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Printing Problems
The printer does not print:
Check the cable connection between the printer and the computer.
Make sure the printer is turned on.
If several printers are installed in your system, make sure the correct
printer is selected in the program.
Check the paper source selected for the printer: some printers have
several input trays.
Make sure paper is properly loaded into the printer.
If your printed text or images have low quality (light stripes or gaps on the
printout, the printout fades out, you see wrong colors), check the ink or toner
level.
If the
To understand the cause of the problem, make a test printout from another
software. If the problem persists, the problem is connected with the hardware.
For more detailed guidance, refer your printer Users Manual.
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Technical Support
The developer of Live Interior 3D offers free technical support.
By E-mail:
[email protected]
Technical support form on BeLights website:
http://www.belightsoft.com/support/
Forum on BeLights website:
http://www.belightsoft.com/forum/
When reporting a problem, please make sure to specify:
The version of Live Interior 3D you are using.
The version of Mac OS X installed on your computer.
Your previous actions that could have lead to the problem.
If the problem persists, describe how to reproduce it.
When necessary, illustrate your report with screenshots (press CmdShift-3 to save a screenshot on your Desktop).