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Modelit User Guide: Ies Virtual Environment 2012

This document is a user guide for ModelIT, an IES virtual modeling environment. It provides instructions on how to use ModelIT's various tools and functions to build 3D building models, including how to create and edit rooms, layers, grids, construction lines, doors, windows, and import/export files. It also describes how to use the model viewer to set camera views and display settings. The guide contains over 90 pages of detailed information on all of ModelIT's modeling and editing capabilities.

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leung
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
44 views

Modelit User Guide: Ies Virtual Environment 2012

This document is a user guide for ModelIT, an IES virtual modeling environment. It provides instructions on how to use ModelIT's various tools and functions to build 3D building models, including how to create and edit rooms, layers, grids, construction lines, doors, windows, and import/export files. It also describes how to use the model viewer to set camera views and display settings. The guide contains over 90 pages of detailed information on all of ModelIT's modeling and editing capabilities.

Uploaded by

leung
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 90

ModelIT User Guide

IES Virtual Environment 2012

Page 1 of 90
Contents

ModelIT User Guide ................................................................................................. 1


IES Virtual Environment 2012 ................................................................................. 1
1. Introduction ................................................................................................... 6
1.1. What is ModelIT? ......................................................................................... 6
1.2. Using This Guide ......................................................................................... 6
2. Fundamentals ................................................................................................ 7
2.1. Projects........................................................................................................ 7
2.2. The ModelIT Workspace.............................................................................. 7
2.2.1. Pull-down Menu Bar ............................................................................. 8
2.2.2. Model Toolbar ...................................................................................... 8
2.2.3. Edit Toolbar .......................................................................................... 8
2.3. Model Browser ............................................................................................. 8
2.3.1. Viewport ............................................................................................... 9
2.3.2. View Toolbar ...................................................................................... 10
2.4. Object Bar.................................................................................................. 10
2.5. Status Bar .................................................................................................. 11
2.6. Levels of Decomposition............................................................................ 12
2.7. Toolbars..................................................................................................... 13
2.7.1. Model Toolbar .................................................................................... 13
2.7.2. Edit Toolbar ........................................................................................ 14
2.7.3. Generic View Toolbar ......................................................................... 15
2.8. Object Bar.................................................................................................. 15
3. Model Browser Functions........................................................................... 16
3.1. Room Groups ............................................................................................ 16
3.1.1. Edit Room Groups .............................................................................. 17
3.1.2. Add Selected Rooms to Room Groups............................................... 18
3.1.3. Group Scheme Drop-down List .......................................................... 18
3.2. Space List .................................................................................................. 18
3.2.1. Properties ........................................................................................... 20
3.2.2. Sort ..................................................................................................... 20
3.2.2.1. Alphabetically .............................................................................. 20
3.2.2.2. By Room Group........................................................................... 20
3.2.2.3. By Layer ...................................................................................... 21
3.2.2.4. Advanced .................................................................................... 21
3.2.3. Select ................................................................................................. 21
3.2.4. Delete ................................................................................................. 22
4. Model Functions .......................................................................................... 23
4.1. Colour ........................................................................................................ 23
4.2. Layers ........................................................................................................ 23
4.3. Grid Settings .............................................................................................. 25
4.4. Grid Origin ................................................................................................. 25
4.5. Locks ......................................................................................................... 25
4.5.1. Grid..................................................................................................... 26
4.5.2. Axis..................................................................................................... 26
4.5.3. Endpoint ............................................................................................. 26
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4.5.4. Midpoint .............................................................................................. 27
4.5.5. Nearest Point ...................................................................................... 27
4.5.6. Perpendicular ..................................................................................... 27
4.5.7. Parallel ............................................................................................... 27
4.5.8. Drawing Guides .................................................................................. 27
4.5.9. Angular Lock ...................................................................................... 27
4.5.10. Drag Face Lock............................................................................... 27
4.5.11. Face Snapping ................................................................................ 27
4.6. Draw Arc .................................................................................................... 27
4.7. Draw Extruded Shape................................................................................ 28
4.8. Draw Prism ................................................................................................ 29
4.9. Draw Pyramid ............................................................................................ 30
4.10.Draw Sphere.............................................................................................. 31
4.11.Draw Hemisphere ...................................................................................... 32
4.12.Draw Cylinder ............................................................................................ 33
4.13.Draw Partition ............................................................................................ 34
4.14.Construction Lines ..................................................................................... 34
4.15.Remove All Construction Lines .................................................................. 35
4.16.Add Door ................................................................................................... 35
4.17.Add Window .............................................................................................. 37
4.18.Add Hole .................................................................................................... 37
4.19.Import gbXML File ..................................................................................... 38
4.20.Import GEM File ........................................................................................ 38
4.21.Construct DXF ........................................................................................... 38
4.22.Create Slice ............................................................................................... 38
5. Model Viewer ............................................................................................... 40
5.1. Icons .......................................................................................................... 40
5.2. Mousecam controls ................................................................................... 41
5.3. Display Settings ......................................................................................... 43
5.4. Set Camera Path ....................................................................................... 44
6. APlocate ....................................................................................................... 47
7. Edit Functions ............................................................................................. 48
7.1. Key-in Field................................................................................................ 48
7.2. Undo .......................................................................................................... 50
7.3. Redo .......................................................................................................... 50
7.4. Select Object ............................................................................................. 51
7.5. Measure Length ......................................................................................... 51
7.6. Measure Angle .......................................................................................... 51
7.7. Query Co-ordinates ................................................................................... 52
7.8. Copy .......................................................................................................... 52
7.9. Move .......................................................................................................... 52
7.10.Scale.......................................................................................................... 53
7.11.Rotate ........................................................................................................ 53
7.12.Mirror ......................................................................................................... 54
7.13.Drag Face .................................................................................................. 54
7.14.Connect Spaces ........................................................................................ 55
7.15.Edit Attributes ............................................................................................ 55
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7.16.Edit Glazing ............................................................................................... 56
7.17.Edit Opening size and shape ..................................................................... 57
7.18.Edit Element Heights ................................................................................. 58
7.19.Create Roof ............................................................................................... 59
7.20.Assign textures .......................................................................................... 59
7.21.Refresh Display ......................................................................................... 60
7.22.Delete ........................................................................................................ 60
7.23.Divide Space ............................................................................................. 61
7.24.Separate Composite Space ....................................................................... 64
7.25.Edit Vertices .............................................................................................. 65
8. View Functions ............................................................................................ 66
8.1. Fit View ...................................................................................................... 66
8.2. Zoom Window............................................................................................ 67
8.3. Zoom In ..................................................................................................... 68
8.4. Zoom Out................................................................................................... 68
8.5. Pan ............................................................................................................ 68
8.6. Zoom Previous .......................................................................................... 68
8.7. Zoom Next ................................................................................................. 68
8.8. View Selection ........................................................................................... 69
8.9. Set Axonometric Rotation .......................................................................... 69
8.10.Rotate View ............................................................................................... 70
8.11.Mode Selection .......................................................................................... 70
8.12.Storey Level Selection ............................................................................... 71
8.13.Move Up One Level ................................................................................... 71
8.14.Move Down One Level .............................................................................. 71
8.15.Object List.................................................................................................. 72
8.16.North Indicator ........................................................................................... 73
8.17.Co-ordinate Location ................................................................................. 73
9. ModelIT Menu Functions ............................................................................ 74
9.1. Attach DXF File ......................................................................................... 74
9.2. Detach DXF File ........................................................................................ 75
9.3. Active DXF Layers ..................................................................................... 75
9.4. Move DXF File ........................................................................................... 75
9.5. Attach Obstructions File............................................................................. 75
9.6. Detach Obstructions File ........................................................................... 75
9.7. Import GEM File ........................................................................................ 76
9.8. Export GEM File ........................................................................................ 77
9.9. Import gbXML File ..................................................................................... 77
9.10.Export STL File .......................................................................................... 82
9.11.Export DXF File ......................................................................................... 82
9.12.Attach/Detach Bitmap File... ...................................................................... 83
9.13.Merge Model Data ..................................................................................... 83
10. Settings Menu / Model................................................................................. 85
10.1.Adjacency Separation Distance ................................................................. 85
10.2.Vertical-Horizontal element transition angle .............................................. 85
10.3.Rebuild ...................................................................................................... 85
10.4.Geometry - Check Options ........................................................................ 86
Page 4 of 90
10.5.Visibility...................................................................................................... 89
10.6.Room Types/Obstructions ......................................................................... 90

Page 5 of 90
1. Introduction
1.1. What is ModelIT?
ModelIT is the model building component of the <Virtual Environment>.
ModelIT allows the user to create the 3D models required by other components
within the <Virtual Environment>. ModelIT is designed to enable appropriate
levels of complexity to be incorporated within a model across the entire design
spectrum.

At the sketch design or feasibility stage, basic models may be generated from
scratch using a variety of simple modelling tools, in order to conduct
preliminary performance appraisals or comparative studies.

Similarly, at the other end of the design process, fully worked DXF files may be
attached to ModelIT and using the tools provided, three-dimensional building
spaces may be generated rapidly by tracing over the DXF outlines. Moreover,
in the case of the optional Construct/DXF module, a complete model including
doors and windows may be generated from a DXF file entirely automatically.

1.2. Using This Guide


This guide introduces the terminology used to describe ModelIT and includes a
description of all the ModelIT features i.e. toolbars, pull-down menu items and
pop-up windows.

Page 6 of 90
2. Fundamentals
2.1. Projects
When the <Virtual Environment> is started up a blank project is initialised and
the “ModelIT” workspace is activated. For more details of
creating/opening/saving projects please refer to general help topics Section
3,”File” menu for more information.

The Model space window default background colour is white, with the grid in
black. This can be altered to the user’s choice. Please refer to general help
topics, Section 5.7.2 System colours for more information.

2.2. The ModelIT Workspace


The sub-window you are now looking at is the ModelIT workspace, with the
Model Browser on the left.

Applications Key-In Field Toolbar

ModelIT Workspace Space

Room Information
Model Browser

The workspace is divided as follows:

Page 7 of 90
2.2.1. Pull-down Menu Bar

This provides an alternative method of accessing the functions available on the


various toolbars.

2.2.2. Model Toolbar

This contains functions mainly associated with creating models.

2.2.3. Edit Toolbar

This contains functions mainly associated with editing models.

2.3. Model Browser

Page 8 of 90
2.3.1. Viewport

Hovering with the mouse pointer over rooms or surfaces will highlight the one
in focus. The highlight colour can be changed or this function can be turned off
in the Tools>Preference dialog.(Please refer to section 5.7.1 general help
topics for more information)

The viewport window can also be used to show two or four viewports:

Page 9 of 90
2.3.2. View Toolbar

This contains functions mainly associated with viewing models.

2.4. Object Bar

This contains information associated with the current object(s):

Zone number (in order of the space list)


Room name
Room ID
Volume (total volume for a multiple selection)
Floor area (total area for a multiple selection)
External wall area
External opening area
Colour
Layer

When more than one zone is selected the sum of the quantities is shown (e.g. room
groups).

The “Object Bar” and toolbars can be switched on/off and the viewport options
selected from the “View” pull-down menufor more information see general help
topics user guide-section 4-View options)

Page 10 of 90
2.5. Status Bar

This displays the coordinates in the active model space.


Page 11 of 90
2.6. Levels of Decomposition
In order to simplify modelling processes, ModelIT uses a hierarchical approach
referred to as "levels of decomposition", whereby a model is considered to
comprise a series of spaces, and a space comprises a series of surfaces,
resulting in three levels of decomposition:

Model
Space
Surface

At each level there are various options available to the user, there is detailed
information on modifying the model later in this guide.

When you start ModelIT or open a new project, the initial level of
decomposition is always Model. The "Mode Selection" field shows which level
is active (see section 6.11 for more details). At this level of decomposition you
can create or modify room data.

In order to move down a level of decomposition from Model, you must first
select a single space. You will notice that the "Move Down One Level"
button on the View toolbar is now activated. When this is activated the display
will change to fit the selected space into the view window, and the "Mode
Selection" field changes from "Model" to "Surface”. You will notice that the
"Mode selection" drop-down list in the View toolbar is now active, allowing you
to switch modes. At the Space level of decomposition, there are two modes,
"Surface" and "Edit".

"Surface" mode is used to review or modify surface data. "Edit" mode is used
to divide single spaces into multiple composite spaces, to separate composite
spaces into individual spaces, and to edit the vertex positions of spaces (see
section 6.11 for more details).

In "Surface" mode you can now move down another level of decomposition to
the Surface level by using the "Move Down One Level" button again. The
"Mode Selection" field changes from "Surface” to "Opening". At this level there
are two modes, "Opening" and "Adjacency".

"Opening" mode is used for creating or modifying windows and doors.


"Adjacency" mode is used to review or modify adjacency data, where an
adjacency is an area of a surface which is either adjacent to the exterior or
another space.

To move up a level of decomposition use the "Move Up One Level" tool


button.

Page 12 of 90
Note if you have more than one viewport open, and the level of decomposition
in one of the viewports is below Model level, you will not be able to select any
other space in any of the other viewport until the level of decomposition is
restored to Model in all viewports.

2.7. Toolbars
The toolbars save you time by enabling you to select some of the most
frequently used commands, without having to select them from the pull-down
menus at the top of the ModelIT window. Each toolbar is described below from
left to right.

2.7.1. Model Toolbar

Colour/Colour table

Layer/Layer properties
Grid Settings

Grid origin

Locks

Draw Arc

Draw Extruded Shape

Draw Prism

Draw Pyramid

Draw Sphere

Draw Hemisphere

Draw Cylinder

Draw Partition

Construction Lines

Remove All Construction Lines

Add Door

Add Window

Add Hole Between Adjacent Zones

Page 13 of 90
Import gbXML File

Import GEM File

Construct DXF

Create Slice

Model Viewer

APlocate

2.7.2. Edit Toolbar

To activate the edit toolbar first select a volume. Refer to section 7 for more
information on the edit commands.

Key-in Field
Undo
Redo
Select Object
Measure length
Measure angle
Query Coordinates
Copy Selection Set (Click and hold left mouse button to utilise)
Move Selection Set (Click and hold left mouse button to utilise)
Scale Selection Set
Rotate Selection Set
Mirror Selection Set (Click and hold left mouse button to utilise)
Drag Face (works best in axonometric view – when you hover over a face to
drag it will highlight in yellow)
Resize Opening

This option activates in edit mode when at a surface level only. When at
surface level, select the opening to edit. Then select the vertices of the
opening to edit by dragging a window. Click and hold the right mouse button
and drag it in the direction to utilise.

Page 14 of 90
Connect Spaces
Edit Attributes
Edit Glazing
Edit Element Heights
Create Roof
Assign Texture
Refresh Display
Delete

2.7.3. Generic View Toolbar

For more information on this toolbar please refer to General help topics user guide
section 2.3.4.

2.8. Object Bar


At the Model level the object bar displays details of the first object that was
selected:

The "Room Name", "Colour" and "Layer" can all be edited by double clicking
on the field. The other fields are read-only.

At the Surface level the object bar displays details of the selected surface:

At the Opening level the object bar displays details of the selected opening:

At the Adjacency level the object bar displays adjacency details of the selected
surface:

Page 15 of 90
3. Model Browser Functions
This section looks at functions associated with the Model Browser. There are 2
sections:

Room groups
Space list

3.1. Room Groups


The room groups mechanism allows the user to specify a grouping scheme
and then room groups within this grouping scheme. For example, a grouping
scheme called ‘Floors’ would then have room groups called ‘Ground Floor’,
‘First Floor’, etc. The room groups consist of zones from the space list. A zone
can be placed within more than 1 room group and more than 1 grouping
scheme. The room group’s controls are contained within the following display
at the top of the space list/model browser.

Page 16 of 90
3.1.1. Edit Room Groups

This icon allows the user to bring up the Edit Room Groups window. The user can
then create their grouping schemes and the room groups within these.

Page 17 of 90
3.1.2. Add Selected Rooms to Room Groups

Selecting this icon brings up the Assign Room Group window. The user can then
select the desired Room Group that the previously selected rooms will be added to.
The user must be in the desired grouping scheme in order to bring up the required
room groups in the list.

3.1.3. Group Scheme Drop-down List

This displays the Group Schemes currently available. Selecting a group scheme will
switch the space list to display the room groups within this scheme.

3.2. Space List


The space list is where all the rooms or room groups are displayed dependent
on which grouping scheme the user has currently selected. The space list can
be used to select a room or room group for the user’s purpose.

Here the space list is displaying all rooms with surface details displayed for 1:

Page 18 of 90
Here the space list is displaying all room groups within the ‘Floors’ grouping
scheme:

By right clicking on a room, selection of rooms or room group the following


options will appear:

Page 19 of 90
3.2.1. Properties
This allows the user to rename a zone and also allows them to alter the room
type to either:

 Room
 Adjacent Building
 Topographical Shade
 Local Shade

3.2.2. Sort

There are 5 options within the sort list:

Alphabetically
By Room Group
By All Room Groups
By Layer
Advanced

3.2.2.1. Alphabetically
Sorts rooms based on their alphabetical order.

3.2.2.2. By Room Group


The rooms will be sorted by the grouping scheme which is first in the grouping schemes
order; then by the second grouping scheme within each occurrence of the first grouping
scheme; etc. The following tree breakdown display explains this:

Grouping Scheme 1
-Group 0
-Grouping Scheme 2

Page 20 of 90
-Group 0
-Grouping Scheme 3
-Group 0
-Group 1
-Grouping Scheme 2
-Group 0
-Grouping Scheme 3
-Group 0
-Group 2
-Grouping Scheme 2
-Group 0
-Grouping Scheme 3
-Group 0
3.2.2.3. By Layer
Sorts rooms based on the layer number they are positioned on.

3.2.2.4. Advanced

Allows the user to select one or more fields by which to sort rooms. The rooms will be
sorted by the first field; then by the second field within each occurrence of the first field; etc.
The order can be ascending or descending. Included in the sort field options are all
grouping schemes along with:

Room name
Colour
Layer
Heating Zone
Cooling Zone

3.2.3. Select
Allows the user to select room groups across grouping schemes. There are 2
options:

All rooms in all chosen groups

Page 21 of 90
Only rooms common to the chosen groups

3.2.4. Delete
Allows user to delete room/rooms or rooms within a room group.

Page 22 of 90
4. Model Functions
This section looks at functions associated with the Model toolbar.

4.1. Colour

ModelIT uses colours for highlighting, indicating inactive layers, displaying DXF
elements and distinguishing one layer from another. ModelIT uses a Colour
Table to store up to sixty-four user defined colours, which will be stored with a
project.

The Colour box displays the active object colour and colour number. Any new
object placed will be assigned this object colour. If you click on the button to
the right the following window is opened:

To modify a colour move the mouse so that the cursor is over the required
colour and double-click or click on the "Change Colour" button. The common
Windows colour dialogue box opens allowing you to define a colour. Define a
colour and then click "OK" to keep it. On return to the colour table dialogue
box, click "OK" to retain the modified Colour Table.

Note that you can choose to display objects in the model either by their object
colour or by their layer colour, by selecting "Colour" from the View pull-down
menu. The default is to display objects by their layer colour.

4.2. Layers

Page 23 of 90
(“Settings”  “Layer” or the layer properties button on the model toolbar )

This option allows parts of the model to be made inactive. When parts of the
model are made inactive (switched OFF) they will not be included in the
thermal simulations. Switching parts of the model OFF will reduce simulation
time and will also enable efficient checking and trouble-shooting of models.
For thermal zones (three-dimensional) spaces in the model on layers that are
turned OFF the icons for these zones will be grey in the Model Browser tree.
The geometry for these zones will be grey and no longer selectable within the
model view. These spaces will not be present in the Model Viewer, however,
any color and texture used to indicate the type of construction on an interior
surface—i.e., one that is adjacent to a space that is on an inactive layer—will
remain unchanged.

Solar gain will not be present either on or within any space that is on an
inactive layer. Solar gain will not be present on ceilings, floors, walls,
fenestration, etc. that form an adjacency to a space that is on an inactive
layer. As long as the geometry for the spaces that remain active has not
changed, SunCast calculations for Apache do not need to be re-run.
The physical properties of constructions for walls, floors, ceilings, etc., shared
by active and inactive zones will be unchanged.

For more information on the part of the model that has been rendered inactive
refer to ApacheSim Calculation Methods section 3.5 Boundary Conditions.

Page 24 of 90
4.3. Grid Settings

(“Settings”  “Grid”)

Pops-up the following window:

The grid is used as an aid in model creation (provided the appropriate Lock is
active). The Grid Settings dialogue box may be left open throughout the
drawing process or may be closed and re-opened at any time. The user can
set the drawing grid spacing in the X and Y directions, determined by the
values entered in the X and Y Spacing fields.

Note that if the spacing is too small for the view in the ModelIT window (i.e. if
the grid mesh is too fine), the grid will not be displayed. You may display/hide
the grid by clicking in the Display box. The Grid and Axis locks will function
even if the grid is not displayed.

4.4. Grid Origin

(“Edit”  “Set Grid Origin”)

This option allows you to position an intersection of the X and Y drawing grid
lines at a location determined by a mouse click. This placement will be
determined by the Locks settings (see 4.5). The default location is at the model
origin (the model origin is not modified by this option).

4.5. Locks

(“Settings”  “Locks”)

Pops-up the following window:

Page 25 of 90
Locks are used to force points placed during drawing operations to fall
precisely at positions determined by the lock. The Locks dialogue box may be
left open throughout the drawing process or may be closed and re-opened at
any time.

4.5.1. Grid
Checking this box causes the origin of a line or other element to be fixed at the
nearest grid line intersection (See Endpoint below) to a point on the view determined
by a mouse click.

4.5.2. Axis
Checking this box enables a line to be drawn orthogonally with regard to the grid.
The position of the mouse pointer with regard to the origin of the line determines
which grid line the drawn line follows.

4.5.3. Endpoint
Selecting this option enables you to snap on the nearest end point of an existing line.
If the Grid is locked on, the new line/element will snap to the nearest grid unless the
Endpoint is nearer.

Page 26 of 90
4.5.4. Midpoint
Selecting this option enables you to snap on the nearest middle point of an existing
line. If the Grid is locked on, the new line/element will snap to the nearest grid unless
the Midpoint is nearer.

4.5.5. Nearest Point


Selecting this option enables you to snap to a point anywhere along a surface.

4.5.6. Perpendicular
When using draw extruded shape, the line being drawn will display light blue if it is
90 degrees to the previously drawn line.

4.5.7. Parallel
Selecting this option enables you to draw a surface parallel to that of another zone.
Using the draw extruded shape, move the cursor near the surface which you want to
draw parallel to and press shift. Then when you go to draw your surface you will see
the line is displayed yellow indicating it is parallel.

4.5.8. Drawing Guides


Selecting this option enables you to draw a line to a snap point in line with another
surface either on the X or Y axis. Drawing guides are not designed to be used in
conjunction with grid snap.

4.5.9. Angular Lock


Selecting this option enables you to draw a line with draw extruded shape with an
angular setting. The user finds their desired angle and can then type in the length
of the surface and press <enter>. The surface has then been drawn and the user
can move on to the next point.

4.5.10. Drag Face Lock


This lock option allows you to control the distance that you adjust a volume size by
when you are using the Drag face tool.

4.5.11. Face Snapping


This lock option allows you to drag the face of a room that you are editing to match
up with another existing room face without having to type in any dimension
information

4.6. Draw Arc

(“Draw”  “Arc”)

If you want to incorporate an arc within the perimeter of an extruded shape or


pyramid base, use this option. This button becomes active after you have

Page 27 of 90
placed the first point of an extruded shape or pyramid perimeter. It allows you
to define a curve that originates from the last vertex you have placed. The “Arc
Settings” dialogue box opens -

The "Sweep" setting is used to define the sweep angle (in degrees) of the arc,
a positive value for a clockwise sweep and negative for an anti-clockwise
sweep. The "Segments" setting is used to define the number of straight-line
segments used to create the arc. The accuracy of the arc may be improved by
increasing the number of segments. However, the greater the number of
segments, the longer the processing times will be. When you move the cursor
back into the model window, you will see a small circle attached to the cursor.
This circle is used to define the centre of the arc. When the arc is placed, you
may place another arc, or press the right mouse button to continue drawing the
extruded shape or ‘unwind’ the arc segment by segment by repeatedly
pressing the right mouse button.

4.7. Draw Extruded Shape

(“Draw”  “Extruded Shape”)

Pops-up the following window:

Page 28 of 90
Selecting this command allows you to create an extruded shape as a series of
straight-line segments. Select each point of the shape in turn, in either
clockwise or anti-clockwise order. To close the shape, click on the “Close
Shape” button which is active while you are drawing the shape. If you make a
mistake and need to undo a point, click on the right mouse button. The current
lock settings will apply and key-in values can also be used. The extruded
shape will be created with the defined Plane (m) and Depth (m) values as
currently set in the Shape Settings dialogue box. An extruded shape can be
created along any axis.

Note that you cannot cross a segment with another segment and you cannot
place a perimeter point on an existing perimeter point unless it is the first point
in which case this will close the shape.

The relevant key-ins for the extruded shape are:

x=<x, y>
dx=<dx, dy>
p=<length, angle>.

4.8. Draw Prism

(“Draw”  “Prism”)

Pops-up the following window:

Selecting this command allows you to create a prism shape. Select the point
where one corner of the prism is to be located, then select the point that is at

Page 29 of 90
the opposite corner of the prism. A new prism will then be created with the
defined Plane (m) and Depth (m) values as currently set in the Shape Settings
dialogue box. A prism can be created along any axis.

The relevant key-ins for the prism are:

x=<x, y>
dx=<dx, dy>
p=<length, angle>.

4.9. Draw Pyramid

(“Draw”  “Pyramid”)

Pyramids are created in a very similar way to extruded shapes except that after
completing the perimeter, you will enter a point to define the apex of the
pyramid.

Pops-up the following window:

Selecting this command allows you to create a pyramid shape. To create


pyramids, you must first define the shape of the base of the pyramid and then
position the top of the pyramid. To define the pyramid base, select each point
on the perimeter of the base in turn, in either clockwise or anti-clockwise order.
To close the shape, click on the "Close Shape" button on the Shape Settings
dialogue box which is active while you are drawing the shape. Next, select the
position of the top of the pyramid. A new pyramid will be created with the base
at the defined Plane (m) value as currently set, and the top point at the Plane +

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Depth (m) values as currently set. A pyramid can be created along any axis.

The relevant key-ins for the pyramid are:

x=<x, y>
dx=<dx, dy>
p=<length, angle>.

4.10. Draw Sphere

(“Draw”  “Sphere”)

Pops-up the following window:

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Selecting this command allows you to create a spherical shape. To create a
sphere, first select the centre of the sphere and then select a point which
defines the radius of the sphere. A new sphere will be created with its centre at
the defined Plane (m) level that is currently set in the Shape Settings dialogue
box which is active while you are drawing the shape. The number of chord
segments which make up the sphere is defined in the Shape Settings dialogue
box. A sphere can be created along any axis.

The relevant key-ins for the sphere are:

x=<x, y>
dx=<dx, dy>
p=<length, angle>.

4.11. Draw Hemisphere

(“Draw”  “Hemisphere”)

Hemispheres are created in exactly the same way as spheres.

Pops-up the following window:

Selecting this command allows you to create a hemispherical shape. To create


a hemisphere, first select the centre of the hemisphere and then select a point
which defines the radius of the hemisphere. A new hemisphere will be created
with its base at the defined Plane (m) level that is currently set in the Shape
Settings dialogue box which is active while you are drawing the shape. The

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number of chord segments which make up the hemisphere is defined in the
Shape Settings dialogue box. A hemisphere can be created along any axis.

The relevant key-ins for the hemisphere are:

x=<x, y>
dx=<dx, dy>
p=<length, angle>.

4.12. Draw Cylinder

(“Draw”  “Cylinder”)

Cylinders are created in a similar way to spheres and hemispheres.

Pops-up the following window:

Selecting this command allows you to create a cylindrical shape. To create a


cylinder, first select the centre of the cylinder and then select a point that
defines the radius of the cylinder. A new object will be created with the defined
Plane (m) and Height/Depth (m) at the values currently set in the Shape
Settings dialogue box which is active while you are drawing the shape. The
number of chord segments which make up the cylinder is defined in the Shape
Settings dialogue box. A cylinder can be created along any axis.

The relevant key-ins for the cylinder are:

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x=<x, y>
dx=<dx, dy>
p=<length, angle>.

4.13. Draw Partition

(“Draw”  “Construction Line”)


Draw partitions of any shape into existing zones to generate sub zones or
separate zones. The Partitioning dialog gives various options for
representation of the new space in the model.

4.14. Construction Lines

(“Draw”  “Construction Line”)

Selecting this command allows you to draw a construction line which can be
used to trace along and/or snap to a point. Construction lines follow the same
process of drawing as extruded shape except the user does not have to return
the start point as this is not a space.

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4.15. Remove All Construction Lines

(“Edit”  “Remove All Construction Lines”)

This command only becomes active when a construction line has been drawn.

4.16. Add Door

(“Edit”  “Add Opening”  “Door”)

Doors can be placed at any level of decomposition.

At model level when Add Door is selected the Add Opening dialog pops up:

This has pre-built openings that can be used to place any type of opening on
any surface by entering Base Height, Width and Height then selecting the
location on the surface where the opening is desired.

These openings are based on components within the CompLib component


Modeller. Any new or existing component given the category Opening can be
used as an opening in ModelIT.

When the level of decomposition is at the Surface level there are 3 modes
available, “Rectangular”, “Polygonal” or “100%”.

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The default setting is to place rectangular doors. Place a door by entering a
data point for one corner of the door and then drag a box to the diagonally
opposite corner of the door. However, you can also place polygonal shaped
doors by clicking on the small arrow button next to the “Add Door” button and
selecting the “Polygonal” option. Complete the door by pressing the ‘C’ key on
your keyboard. This command remains active allowing you to add multiple
doors onto the same surface. For 100%, select the 100% opening option and
click on the surface.

Note at the Surface level of decomposition, you are always looking from the
inside of a space outwards.

Select the space at Model level and move down to the Space level. Select
the surface to which you want to add a door and move down to the Surface
level.

Key-In: In "Rectangular" mode: dx=<dx, dy> to select first and/or second


corner (relative to the bottom left corner of the surface). In “Polygonal” mode:
dx=<dx, dy> after first co-ordinate has been selected manually.

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4.17. Add Window

(“Edit”  “Add Opening”  “Window”)

This option operates identically to the "Add Door" option (see section 4.15).

Windows can be placed at any level of decomposition.

At model level when Add Window is selected the Add Opening dialog pops up
(see section 4.15).

When the level of decomposition is at the Surface level there are 3 modes
available, “Rectangular”, “Polygonal” or “100%” (see section 4.15).

The default setting is to place rectangular windows. Place a window by


entering a data point for one corner of the window and then drag a box to the
diagonally opposite corner of the window. However, you can also place
polygonal shaped windows by clicking on the small arrow button next to the
"Add Window" tool button and selecting the "Polygonal" option. Complete the
window by pressing the ‘C’ key on your keyboard.

Key-In: As for "Add Door" see section 4.15.

4.18. Add Hole

(“Edit”  “Add Opening”  “Hole”)

This option operates identically to the "Add Door" option (see section 4.15).

Holes can be placed at any level of decomposition.

At model level when Add Hole is selected the Add Opening dialog pops up
(see section 4.15).

When the level of decomposition is at the Surface level there are 3 modes
available, “Rectangular”, “Polygonal” or “100%” (see section 4.15).

This has the effect of retaining two separate spaces, but there is a hole
(sometimes referred to as a superfices) in the connecting partition.

Key-In: As for "Add Door" see section 4.15.

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4.19. Import gbXML File

(“File”  “Import gbXML File”)

See Section 7.8 for details.

4.20. Import GEM File

(“File”  “Import GEM File”)

See Section 7.6 for details.

4.21. Construct DXF

See the Construct DXF User Guide for details.

4.22. Create Slice

This option allows a user to create a 2D dxf file by a slice through a selection of
rooms. The following window indicates the display.

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A cutting plane is selected and ‘Create Slice’ selected. The user will then be
prompted to save the dxf file.

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5. Model Viewer

Clicking one either of these two icons opens the following window:

5.1. Icons

The Pan, Orbit and Zoom functions are controlled by the mouse buttons.

The following icons are available:

Print

Copy image to clipboard

Save: Saves as a .bmp file.

Create avi: The user can orbit, zoom and pan in when making their
own movie of the model.

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Camera Path (See P44 for more information)

X-Ray Effect

Wireframe display

Hidden Line Removal display

Shaded display

Open Display Settings Dialog

Textured display

Display ground plane.

Mousecam – Standard camera controls.

Flycam – Fly-through camera.

Walkcam – Walk-through camera.

Recover – Reverts views to default.

Goto Room

Toggle between dialog window and docked window

5.2. Mousecam controls

Control Action Function


Left mouse Click Orbit
button and drag
Right mouse Click Pan
button and drag
Middle mouse Click Pan
button (wheel) and drag
Middle mouse Scroll Zoom
wheel

An alternative to scrolling with a middle mouse wheel is to hold the Ctrl button
on your keyboard and click and drag the left mouse button to zoom in or out.

Flycam (and Walkcam) controls:


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Key Function
W Move forward
S Move backwards
A Strafe / sidestep left
D Strafe / sidestep right
E Raise eye level
C Lower eye level

Click and drag the left mouse button to look around in Walk-through and Fly-
through modes to control direction of motion (Walk-through movement will be
restricted to be parallel to the ground plane).

To speed up scroll the middle mouse wheel forward, scrolling backwards will
slow down. Alternatively, press Ctrl and left click drag forwards and backwards
to control speed.

Recover will revert all views back to the original defaults when ModelViewer
was opened.

The Goto Room feature takes the user directly into the room selected in the
Model browser. Simply select the room and click on the Goto Room button and
the view position will be changed to inside the room.

Display Controls Overlay:


In any view the controls can be displayed in the bottom right corner of the
Model Viewer by pressing F2.

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5.3. Display Settings

A sketch like style of displaying the model is now available. View settings can
be adjusted with the Display Settings dialog. Extension shows architectural
extension of lines, end points shows dotted end points and jitter shows sketchy
rendering style.

Model viewer shows textures assigned to surfaces in ModelIT. Settings can be


changed for improved rendering in the User Preferences dialog. Bump
mapping – depth , specular mapping – shininess

By default, controls are displayed each time the Model Viewer is opened. This
feature can be switched off in the Model Viewer Settings dialog (Tools >
Preferences > Model Viewer Settings tab. For more information please refer to
General help topics user guide section 5.7.3.).

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5.4. Set Camera Path

This allows the user to record a camera path while moving around the building
or even go inside by adding view positions and directions using the Camera
Path dialog. These locations can be edited at any time and the camera path
will be visualized in model viewer if the option Show path is active. An
animation can be created based on the created camera path. (This option can
be switched off for final recordings.)

Creating an AVI with the camera path tool

First open up the model viewer, select the Fly through first person camera and
click on the camera path tool. Next manoeuvre the camera to the position you
would like the AVI to start at.

Now click the right hand Add> arrow to add your first camera position.

Next move your view to the next point where you would like your AVI to stop or
change direction and click the Add> button again. Follow this same process to
make your full camera path.

Once you have created your path you click the Build button to create the AVI.

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You can then click play to view your AVI, use the Back and Forward to go
through the AVI frame by frame or use the fader bar to manually scroll through.

If you are happy with the AVI on the first take then you can click the record
button to make your AVI file. Once the software has recorded the camera path
the user will be given the option of where to save the AVI. Once a suitable
location has been selected the Make the video button can be clicked.

Other Options such as the Show path and frames per second can be alter.
The camera path can also be saved to be opened and used again at a later
date.

When the save option is used a new modelviewer folder is created within the
project folder.

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Once you have created your path you have a few options that allow you to edit
your camera path.

The Prev and Next buttons can be used to jump to the main camera positions
and using the remove option can erase any hold positions.

If you want to <Add a camera into a sequence use the <Add button or if you
want to Add> an additional camera hold position onto the end of a sequence
then used the Add> button. If you do add or remove any additional cameras
remember to perform another build of the AVI.

You can also manually edit the camera hold positions, time transitions between
points, view orientation and direction. Again use the Prev and Next buttons to
cycle through to the position you wish to edit and then click edit.

When you do this you will see the all these options mentioned will no longer be
greyed out allowing them to be edited.

These variables can be altered and the steps described on the previous pages
followed to create the new AVI and as before the new edited path can be
saved for future use.

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6. APlocate

This button activates the APlocate application which allows the user to edit
data related to the site location of the model.

For more information please refer to the APlocate User Guide.

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7. Edit Functions
This section looks at functions associated with the Edit toolbar.

7.1. Key-in Field


This allows you to enter commands or positional information using key-ins
instead of the mouse. You must press the Enter key after typing a key-in.

List commands menu: "Esc"

A menu of commands is shown, selecting from this list will perform the
appropriate function. “Cancel” will close the list.

Depth of view : “dv=h1,h2”

set depth of view limits,


h1 = minimum height, h2 = maximum height.

Colour : “col=n”

set colour of selected zone(s) to n.

Layer : “lay=n”

set layer of selected zone(s) to n.

Rebuild adjacencies : “rebuild”

rebuild model adjacencies after model settings changes.

Set absolute position : “x=x,y”

set absolute co-ordinate to (x,y) in co-ordinate input


set initial position to (x,y) in move or copy.

Set relative position : “dx=dx,dy”

set relative position (dx,dy) from current position


set displacement to (dx,dy) in move or copy
in Window/Door/Hole mode set first co-ordinate relative to bottom left corner,

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then width, height (rectangular mode)

(this option can now be used for moving and copying zones without the "x="
option being defined.).

Set polar position : “p=len,ang”

set relative position in polar co-ordinates.

Set angle : “a=ang”

rotate selected object(s) by ang (degrees).

Visibility : “vis=on” / ”vis=off”

“vis=on” - switch visibility of all zones ON


“vis=off” - switch visibility of selected zones OFF.

Intersection : “intersection=on” / “intersection=off”

“intersection=off” - disable intersection testing


(this can be very useful, but dangerous)
“intersection=on” - enable intersection testing (default state).

set "inner volume" : "inn=on" / "inn=off"

“inn=on” - switch inner volume of selected zones ON


“inn=off” - switch inner volume of selected zones OFF.

Rename : "rename"

rename a string in all the selected zones from pop-up dialog.


If # is used in the replace field, then the selected zones will have incrementing
numbers in their names.
<< or >> in the Find field will prefix or append the names of the selected zones
with whatever text is in the Replace field.

Find : "find=ZN000001"

find the zone "ZN000001".

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Tidy: "tidy"

scans the selected room, fills in all the gaps between disconnected edges, and
then merges polygons in the same plane, with shared edges.
Note: this is called automatically for each room in turn when it is imported via
the gbXML import process. Occasionally, a repeat application of this key-in can
yield fruit on extremely fractured geometries.

Tidyunbound: "tidyunbound"

looks at a selected room, detects any surfaces with disconnected edges, and
removes the ‘unbound’ surfaces because any disconnected surfaces cannot
be part of a volumetrically bound shell.
Useful to tidy up some of the more fractured ‘rooms’ that can come from
external geometry files.

Tidymirror: "tidymirror"

looks at the selected room, and detects surfaces which lie in the same plane,
but face in opposite directions (are mirrors of each other). It clips them in
relation to other polygons, and then deletes any remaining pairs of mirrored
faces facing in opposing directions.
These forms of surfaces are usually present in gbXML where there are
offshoot floating surfaces outside a room volume, and are effectively a mirror
image of each other.

Tidysurfs: "tidysurfs"

calls “tidyunbound” and then “tidymirror”.

7.2. Undo

("Edit"  "Undo")

Use this command to reverse the last action.

7.3. Redo

("Edit"  "Redo")

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Use this command to reverse an "Undo" action.

7.4. Select Object

("View"  "Select Object")

Various controls require object selection before they can be used, e.g. copying
or rotating spaces. ModelIT supports both multiple and single object selection.
To select a single object, click on the "Select Object" button in the Edit toolbar,
move the mouse so that the cursor is over the object to be selected and then
click the left mouse button (without dragging the cursor).

Another method of space selection is to use the Model Browser. By default the
Model Browser is to the left of the ModelIT workspace, although it can be
moved or hidden (see the Virtual Environment Framework document for more
details). Single zones can be selected by clicking on the zone to highlight it.
There are two methods of multiple selections. The first method involves holding
down the <CTRL> key on your keyboard while repeatedly selecting single
objects in the model view or in the Model Browser. The second method is
similar to single object selection except that after pressing the mouse button to
select an object, you keep the mouse button pressed and drag the cursor
across the objects to be selected.

You will also notice that various buttons on the Edit toolbar, which were
formerly inactive, become active. This is because the controls associated with
these tool buttons require space selection before they can be used.

In order to de-select objects, choose the “Select Object” button. Move the
mouse so the cursor is in the active model window and click the right mouse
button.

7.5. Measure Length

(“Edit”  “Measure” “Length”)

This command allows you to measure the distance between two points. The
distance in metres will be shown in the "Key-in" field in the edit toolbar.

7.6. Measure Angle

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(“Edit”  “Measure” “Angle”)

This command allows you to measure the angle between two points. The angle
will be shown in the "Key-in" field in the edit toolbar.

7.7. Query Co-ordinates

(“Edit” ”Query”)

This button is only active at the Model level; it highlights the point nearest to
the cursor and displays the x, y, z co-ordinates in the "Co-ordinate" field in the
view toolbar. In this mode the dynamic display of the cursor location is
switched off.

7.8. Copy

(“Edit” ”Selection Set”  “Copy”)

Use this command to copy the selected objects in any 2D view. Once the
object(s) are selected, click and hold the left mouse button and drag the
object(s) to the new position in the active view. The copy will then be
completed, provided there are no intersection errors. Absolute and relative
coordinates may be keyed in to copy spaces.

Note if you want to use a vertex as the handle point for copying a group, you
must press the mouse button when the cursor is close to the vertex (zoom in if
necessary). Otherwise the handle point will be the actual model space point
selected, even if there is no object at that point.

Key-In: dx=<dx, dy>

7.9. Move

(“Edit” ”Selection Set”  “Move”)

Use this command to move the selected objects in any 2D view. Once the
object(s) are selected, click and hold the left mouse button to drag the object(s)
to the new position in the active view. The move will then be completed,
provided there are no intersection errors.

Key-In: dx=<dx, dy>


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7.10. Scale

(“Edit” ”Selection Set”  “Scale”)

Use this command to scale the selected objects in any 2D view. The "Scale
Object" dialogue box will appear, in which you can enter the scale factors for
the x, y and z axes.

The "Lock Axes" check box is used to lock all three axes to the same scale
factor. Next, click on one of the handle points of the selected objects to carry
out the scaling operation.

The scaling limits are set at 0.0001 to 9999.9; any values entered out with this
range will give the following warning:

7.11. Rotate

(“Edit” ”Selection Set”  “Rotate”)

Use this command to rotate the selected objects in any 2D view. The "Rotate
Object" dialogue box will appear. Enter the angular increments by which you
wish to rotate the selected objects.

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Now as you move the cursor around the defined axis point, you will see the
objects rotating by increments dictated by the "Angular Increment" setting in
the "Rotate Object" dialogue box. Click the left mouse button when you have
the required rotation, and the rotation will be completed.

7.12. Mirror

(“Edit” ”Selection Set”  “Mirror”)

Use this command to create a mirror copy of the selected objects in any 2D
view. The "Mirror Object" dialogue box will appear, in which you select the
mirror axis – "Horizontal axis" or "Vertical axis".

Move the cursor so that it is close to a space vertex that you want to use as the
handle point and then press the left mouse button. Keeping the button
pressed, drag the mirror copy of selected spaces to the required location, and
then release the mouse button. The mirror copy will then be completed.

7.13. Drag Face

(“Edit” ”Selection Set”  “Drag Face”)

Drag a selected face a desired amount. Use the lock menu to adjust default
settings.

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7.14. Connect Spaces

(“Edit”)

If you wish to model a space with a complex shape (e.g. a room with a dome
shaped rooflight), and you wish to treat this space as one zone, you must first
draw the two shapes separately, and then connect them using the "Connect
Spaces" option. This will create a single composite space.

Select one of the spaces and then select the "Connect Spaces" option, the
following dialogue box will appear:

Select the space you wish to connect to by selecting it in the view or the Model
Browser. The name of this second space will appear in the "Add Spaces"
section of the dialogue box.

Before you connect the spaces you can decide if you wish the partitions
between them to be removed or retained after connection, by selecting the
required option from the drop down list in the Connect Spaces dialogue box.
To connect the two spaces (i.e. to create a single composite space) click the
"Add" button.

7.15. Edit Attributes

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Use this command to edit the "Colour" and/or "Layer" of the selected space.
Pops-up the following window:

7.16. Edit Glazing

(“Edit” ”Selection Set”  “Glazing”)

Use this option to place, replace or remove glazing in selected rooms. Pops-up
the following window:

There are four options:

"Add by Percentage Area"


"Add by Percentage Area /Heights"
"Add by Height/Width/Spacing"
"Remove"

Each tab has a different set of items to set:

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You can set the minimum and maximum azimuth in the first two columns and
the minimum and maximum tilt in the third and fourth columns. For this tab the
only other value to set is the "% Area".

At MODEL level - select a set of zones - key in "g=50" (or "G=50") - this will
create 50% glazing on external surfaces.

"Min. Azimuth", "Max Azimuth", "Min Tilt" and "Max Tilt" defined as above. The
other values to set in this tab are the lower sill (Y-Offset) of the window, Height
and "% Area".

The next tab allows a more complex arrangement to be defined:

"Min. Azimuth", "Max Azimuth", "Min Tilt" and "Max Tilt" defined as above. The
distance from the edge of the wall is defined, "X-Offset", and from the bottom
of the wall, "Y-Offset". The size of each window is defined by "Height" and
"Width". The distance between each window is defined by "X-Spacing" and "Y-
Spacing". The default is for the number of rows and columns to be
automatically created by the numbers that fit, "-", but if required these may be
constrained to a specific number.

"Min. Azimuth", "Max Azimuth", "Min Tilt" and "Max Tilt" defined as above.

Click on "Apply" to apply the settings to the selected room(s).

Note: when entering azimuth or tilt angles, if you enter a minimum value that is
greater than a maximum value or vice versa, the value that you last entered
will reset itself.

7.17. Edit Opening size and shape

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When in Surface level (see Model Decomposition), this function becomes
active.
This feature allows to resized and reshape existing openings. Just left select a
vertice and use the right mouse button to drag it to a new location. An arrow
will show the vertex shift.

7.18. Edit Element Heights

(“Edit” ”Selection Set”  “Element Heights”)

Use this command to modify ceiling, floor and opening heights for the selected
objects. Pops-up the following window:

From the top list, select the element type you wish to modify - “Floors/Ceilings”,
“Windows”, “Doors”. The list box displays a list of selected element heights
throughout the set of selected spaces. Notice that as you select each height in
the list, the edges of all elements at this height are highlighted and a bounding
frame is displayed around the highlighted edges. Select the height you wish to
modify from the “Heights” list, enter the new height in the “Change To” box,
and click on the “Change” button.

If “Dependent” Mode is used in the case of ceilings and floors (the mode
selection is disabled when modifying window or door heights), the spaces

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above will shift up or down accordingly (i.e. the total height of the building will
change). If “Independent” Mode is used, the location of the adjacent spaces
above will remain static, and so the adjacent spaces above will shrink or grow
in height (i.e. the total height of the building will remain static).

It is usually easier to see the various element heights if you select an


Axonometric view in the active model window before using the "Set Element
Heights".

7.19. Create Roof

Pops-up the following window:

Creates a pitched roof over the selected space(s) with the defined
characteristics i.e. "Slope" and "Overlap", provided other conditions are met
e.g. non-interpenetration.

7.20. Assign textures

Assign textures to external and internal surface for an improved visual


representation of the model with the Assign Texture function.
Select a texture from the list and click the Replace button to assign the new
texture.

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Applied changes can immediately be seen in Model Viewer.

7.21. Refresh Display

In order to cut down on the time spent refreshing the display, particularly as
models get larger and more complex; ModelIT has a minimal approach to
refreshing the display. This button provides the user with this function.

7.22. Delete

("Edit"  "Delete")

Use this command to delete the selected objects. If you delete an object by
mistake, use the "Undo" option to retrieve the object(s).

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7.23. Divide Space

This is the first tab option in the "Edit Space" window.

First select the zone you would like to divide and go down to the space level
using the level arrows as shown previously.

Next select edit from the drop down menu

The edit space dialogue box (image below) will appear along with the cutting
plane in the modelling window

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You can select the orientation of the
plane

Click to action the position change

You can either manually type in the co-ordinates of the


cutting plane or you can click on the tool at the top of the box
(get locator co-ordinates from space vertex tool) then click
and drag (holding the left mouse button) the three corner
points of the cutting plane in the model space to position it as
shown in the diagram on the next page

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Click the generate cutting plane
button and a yellow indicator will
appear giving you a preview of the
cut.

Finally you select whether or not


you would like to retain the
partitions and click the divide space
button.

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7.24. Separate Composite Space

This is the second tab option in the "Edit Space" window.

This gives the user the option of creating separate spaces from the composite
space. So if the user has used the Divide Space tool they must use the
Separate Composite space tool to make the Rooms complete separate
entities. The other scenario where this tab would be utilised is when the user
has connect two (or more) spaces and wish them to be separated again.

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7.25. Edit Vertices

This is the third tab option in the "Edit Space" window.

The user selects vertices, which are highlighted in the view. Multiple selections
can be made by using the <CTRL> key. When the "Move Vertices" button is
pressed the defined shift in x, y and z is applied.
When the user is in a 2D view the button becomes active, which allows the
user to drag the selected vertices in the graphics window.

If after making the defined modifications to the space, a surface is warped,


then the following pop-up warning is issued and the user can either resume
editing the vertices or restore the original space.

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8. View Functions
This section looks at functions associated with the View toolbar.

8.1. Fit View

(“View” “Zoom” “Fit”)

Use this command to fit the whole model into the active view.

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8.2. Zoom Window

(“View” “Zoom” “Window”)

Use this command to define a window area to view a particular part of the
model. Click in a point in the view to define a corner of your desired window,
and keeping the mouse button depressed, move the cursor to the opposite
corner, then release the mouse button.

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8.3. Zoom In

(“View” “Zoom” “In”)

Performs an incremental zoom into the view.

8.4. Zoom Out

(“View” “Zoom” “Out”)

Performs an incremental zoom out from the view.

8.5. Pan

(“View” “Zoom” “Pan”) or use middle mouse button

Selecting this option activates allows you to pan round the model view. Click in
the view, and keeping the mouse button pressed, pan the window to the
desired location, and then release the mouse button. The view will be updated
with the contents of the panned window.
Direct access to the pan function gives the middle mouse button (scroll wheel),
keep it pressed while moving the mouse to pan the window to the desired
location, and then release the button.

8.6. Zoom Previous

("View" "Zoom" "Zoom Previous") or use Mouse Scroll Wheel

Change the view window to the last view before the current view.

8.7. Zoom Next

("View" "Zoom" "Zoom Next")

Change the view window to the next view in the sequence, assuming the
"Zoom previous" has been invoked.
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8.8. View Selection

("View"  "Rotation")

Allows the user to view the model from different aspects:

Plan ("View"  "Rotation"  "Plan View [X-Y]")


Back ("View"  "Rotation"  "Back View [X-Z]")
Front (“View“  “Rotation”  “Front View [X-Z]”)
Right (“View“  “Rotation”  “Right View [Y-Z]”)
Left (“View“  “Rotation”  “Left View [Y-Z]”)
Axon. (“View“  “Rotation”  “Axonometric View”)

For example, axonometric view:

Front view:

8.9. Set Axonometric Rotation

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(“View”  “Rotation”  “Set Axonometric Rotation”

This command allows you to define the altitude and azimuth for the
axonometric view. This can be done dynamically in the model space using the
mouse. When you have the desired rotation click once on the right mouse
button to set.

8.10. Rotate View

(“View”  “Rotation”  “Rotate View”)

Pops-up the following window:

From the drop down list in this box you may choose to rotate any 2D view by
either "Rotate using two points" within the view (the view will be rotated to the
angle between the two points), or by "Rotating by angle" (and entering a
rotation angle in the box provided below). You may return the view to its pre-
rotated state by choosing the "Unrotate View" option from the drop down list.

8.11. Mode Selection

This is linked to the level of decomposition (see section 2.5).

Initially the mode is MODEL - . When a space is selected and the

user moves down to the SPACE level the mode changes to .


In this mode various functions will become active and others inactive. An
option at this level is to invoke the option, which pops-up the "Edit
Space" window. The alternative is to go down another level to the

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SURFACE level. At this level there is the option to invoke the
option.

8.12. Storey Level Selection

The whole model can be viewed or each floor (storey) can be selected
individually.

8.13. Move Up One Level

Moves from a lower to a higher level of decomposition. See section "2.5 Levels
of decomposition" for more details.

8.14. Move Down One Level

Moves from a higher to a lower level of decomposition. See section "2.5 Levels
of decomposition" for more details.

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8.15. Object List

When the edit option is invoked the following window is popped-


up:

This activates the three edit options:

"Divide Space"
"Separate Composite Space"
"Edit Vertices"

These three edit options are described in more detail in sections 7.23, 7.24
and 7.25.
If this window closes whilst you are still in the edit mode you can click on the
icon on the generic tool bar and open it again.

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8.16. North Indicator

This shows the orientation of the model to North, the default being that North is
in the direction of the positive Y-axis.

To edit this value, go to the "Settings" pull-down menu and select the "Site
Rotation" option, which pops-up the following window:

A positive angle rotates North anti-clockwise from the +ve Y-axis.

North orientation will be indicated in Model Viewer through an arrow pointing


north.

8.17. Co-ordinate Location

In "Query Co-ordinate" mode the location of the selected point is displayed in


the coordinate status tool bar at the bottom of the screen, otherwise the cursor
location is displayed when it moves across the view window.

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9. ModelIT Menu Functions
9.1. Attach DXF File
Use this command to attach a DXF format drawing file to the project. You may
only attach one DXF file to the project at any time.

The "Attach DXF File" dialogue box is as follows:

The "Scale Factor" is used to specify the DXF file units. You can either opt for
one of the set units (metres, inches, etc.) or define your own factor. ModelIT
will translate all working units to SI units, which is the adopted IES design
software convention.

The "Plane" value refers to the height in the ModelIT Z-plane at which the DXF
file is attached. The attachment plane has particular significance when using
the optional Construct/DXF module because spaces will be automatically
extruded from this plane.
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When you attach a DXF file, ModelIT will convert all arcs and curves into series
of straight lines or vectors which you will see in the ModelIT view. The arc-
chord distance is the maximum distance between the resulting vectors and the
actual line, define this value in the "Maximum Arc-Chord Distance" field. A very
small arc-chord distance will result in a very accurate representation of the arc
or curve but will result in a longer processing time and conversely a large arc-
chord distance will produce a less accurate model but much faster processing
times.

Select the DXF file and click on "Open" to attach the DXF file. You will then see
the DXF file in the ModelIT window.

9.2. Detach DXF File


Use this option to detach a DXF file from the project.

9.3. Active DXF Layers


This option activates the "DXF Layers" dialogue box, which displays the levels
(or layers) with which the DXF file was constructed when it was drawn. Clicking
the On or Off buttons shows or hides levels of the DXF drawing which may
contain information you do not wish to view while building a model, or which
you do not wish ModelIT to interrogate during the optional Construct/DXF
process, such as furniture, dimensions etc.

Click on "Close" to accept the changes.

9.4. Move DXF File


This allows the user to manipulate the position of the DXF file once it is
attached in the VE model space.

9.5. Attach Obstructions File


Opens a MIT file which is to be used as an obstructions file.

9.6. Detach Obstructions File


Use this option to detach an obstructions file from the project.

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9.7. Import GEM File
Imports a geometry file in the GEM (geometry) file format into ModelIT. The
following window is displayed.

Click Import to bring up the following window. Browse for the desired GEM file
and click Open.

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The GEM file will be imported for preview as in the following window.
Templates can then be applied for:

Room attributes
Constructions
Macroflo opening types
Thermal conditions
Electric lighting
Radiance surface properties

Click OK to confirm the geometry import.

9.8. Export GEM File


This option exports the geometry created by ModelIT, to the GEM file format.

9.9. Import gbXML File


This function is found in the file drop down menu. It allows for the import of
geometry in the gbXML file format into ModelIT. The following window is
displayed.

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Before clicking Import there are a few surfaces and check options to select
from.

You can then select import to bring up the following window. Browse for the
desired gbXML file and click Open.

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The gbXML file will be imported for preview as in the following window.
Templates can then be applied for:

Room attributes
Constructions
Macroflo opening types
Thermal conditions
Electric lighting
Radiance surface properties

Click OK to confirm the geometry import.

If the source of the gbXML file is Autodesk Revit, then a Heating and Cooling
Loads dialog will open:

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This window allows the imported model to be viewed with the modelviewer
controls. Template data can be set to rooms or the building as desired.

Building Tab – Data that can be applied to the entire model.

Building Type can be used to apply thermal template data including Heating
and Cooling Set Points, Internal Gains and Air Exchanges.

Building Constructions apply constructions from the Constructions Database to


surfaces and openings in the building.

Building Service can be used to select a Service for the building.

Place and Location allows the building geographical position to be set.

Rooms Tab – Data can be set for individual rooms.

Level – Can be used to display the rooms that have their z-base on each floor
individually.

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Select button

This causes the model viewer control to show all rooms in normal colours
except the selected room(s), which will be shown in red “highlight” colours.

Isolate Button

This causes the model viewer control to hide all rooms except the selected
room(s).

Room Type, Room Construction and Room Service can be used to apply data
to the selected room(s).

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9.10. Export STL File
This option saves the selected zone(s) in the "STL" (stereolithography) format.
This is an ACSII file where surfaces are broken down into triangular polygons.

The following window is popped-up -

The user has options to include Components and/or Openings in the exported
file.

9.11. Export DXF File


This option exports the geometry created by ModelIT, to a 3D dxf file format.
The surface representation can be switched between:

Polyline
Polyface mesh

Openings (windows, doors, etc.) can be included or not.

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9.12. Attach/Detach Bitmap File...

This function allows the user to attach bitmap images into the VE model space
to create models from an alternative template source.

9.13. Merge Model Data


This will update the current model (the "New" model) with Room Attribute and
Template data by matching zones to an existing model (the "Old" model).
The following window is popped-up -

Initially this shows the list of zones in the "New" model - the assigned
templates are shown when zones are selected, and can be modified by clicking
the "Apply changes to Zone" button. This dialog can be used to check and
update the model without going into the full "Model Merge".

The next step is to select a "Merge Zones By" option, if you haven't made a
selection and click the "Browse" button first you will get the following pop-up -

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When you use the "Browse" button to select the "Old" model, you will get the
following pop-up warning -

When you have selected the "Old" model it replaces any templates you have in
your "New" model and replaces the assignments to zones it has "matched"
between the two models. The dialog is updated to show this -

Zones that have failed to find a match will show "<no match>" and these can
be updated by selecting a zone from the "Old" model and using the "Copy to
New Model" button.

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10. Settings Menu / Model...

10.1. Adjacency Separation Distance


When a model is created by placing zones side by side (or on top) the
relationship between adjacent (or overlapping) surfaces is detected. The
''Adjacency Separation distance'' is the threshold at which the detection occurs,
i.e. if the surfaces are closer than this distance they are flagged as adjacent
otherwise not. This value can be changed in the ''Model Settings'' pop-up
window (''Settings''->''Model'' menu). After this value has been changed the
''rebuild'' command should be invoked.

10.2. Vertical-Horizontal element transition angle


This is the angle at which a sloping wall becomes a roof/ceiling. In normal
zones walls are vertical and roofs/ceilings are horizontal, however if we create
complex zones which surfaces at non-vertical and/or non-horizontal surfaces
we have to decide whether these are treated as walls or roof/ceiling. This
angle is the slope at which this transition occurs.

10.3. Rebuild
The "Rebuild" button performs exactly as the "rebuild" key-in option does. This
goes through the model and recreates the adjacencies and constructions
based on the above two values. This command has to be called after either of
the above values has changed.

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10.4. Geometry - Check Options

The check options allow the user to run a quick quality check on the geometry
they have created. The most common options to use when creating geometry
are the intersection and surfaces checks.

If the model geometry has no issues then a report like above will be generated.
If there are issues with the geometry the report generated will look like the one
below.

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The main issues that have to be addressed are Intersections, Non-planar
surface and external holes with the latter two issues being of upper most
importance. If your model has issue with non-planner surfaces or external
holes then you must address these to avoid simulation errors.

To quickly locate a room that you have found issues with follow the steps
below:

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1: Set the grouping option to rooms in the model browser on the left of the
screen.

2: From the model check report there are two unique identifiers. The room
number and the room ID. When you cycle through the rooms in the model
browser (they are number 0; 1; 2 etc) the object bar at the bottom

Scanning Model for Non-Planar surfaces

2: [L00S0000] L00: store Surface 1 - non-planar

Scanning Model for Non-Planar surfaces complete

The same process is followed for finding external holes on surfaces. (like
rooms, surfaces of a room are numbered 0; 1; 2 etc)

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Scanning Model for External Holes

Body 0: surface 3: Number of Holes = 1

Scanning Model for External Holes complete

10.5. Visibility

This option allows the user to turn the visibility of rooms off by six different
options.

 All rooms
 Selected rooms
 Room
 Adjacent Building
 Topographical Shade
 Local Shade

These visibility controls give the user more options and are similar to the room
group ticks in the model browser and the stories options which also allow the
user to turn the visibility of rooms on and off.

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10.6. Room Types/Obstructions
The way that you set up your models with regards to solar shading devices
and obstructions has changed in VE 6. You now have the option when you are
creating a room to choose what type of room it is going to be from the
following:

Room (1)
Adjacent Building (2)
Topographical Shading (3)
Local Shade (4)

If you forget to set this up when you are creating your model you can change
the properties of a room(s) in the model browser at a later point. Please refer
to section 3.2 for more information on how to do this.

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