FIRE2 3D Drawing FF

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Dessin numérique 3D

Filippo Fanciotti

FIRE2
EPFL // ENAC // LAPIS
2018-2019
tips & tricks
before modeling

part 1
0
Organize your work

Make different drawings / models


MAKE DIFFERENT MODELS

Physical Model Axonometry Detail

Simplified 3D detailed 3D very detailed 3D


Axonometry Detail
PROCEDURE
simplified 3d (physical model)

1. clean simplified 2d
2. import / open the clean 2d in modeling software
3. extrude main elements from plan + elevation
4. add details

DO IT FIRST !
PROCEDURE
detail or axo

1. clean detailed 2d (survey)


2. import / open the clean 2d in a copy of the 3d simplified file
3. extrude main elements from plan + elevation
4. add details
5. make 2d
6. export 2d lines
7. clean / post-produce drawing for printing
1
Clean it up

a good 3D comes from a clean 2D


PREPARING FOR EXPORT > IMPORT

1. check + change unsupported elements ( es. regions > polylines )


2. convert/join lines in polylines ( lines have no meaning in 3D )
3. close + simplify all polylines (avoid bad extrusions )
4. Delete unnecessary layers ( structure preserving )
5. Move geometry close to the origin ( lighter operations )
6. Reduce file size ( delete things you don’t need )
7. Check the unit of measure ( cm > cm )
8. Save in a compatible CAD file format ( check it )
PREPARING FOR EXPORT > IMPORT

1. check + change unsupported elements ( es. regions > polylines )


2. convert/join lines in polylines ( lines have no meaning in 3D )
3. close + simplify all polylines (avoid bad extrusions )
4. Delete unnecessary layers ( structure preserving )
5. Move geometry close to the origin ( lighter operations )
6. Reduce file size ( delete things you don’t need )
7. Check the unit of measure ( cm > cm )
8. Save in a compatible CAD file format ( check it )
CAD DRAWINGS : LINES
COMBINE LINES > REGIONS, POLYGONS, POLYLINES
THINK IN SOLID (NOT A DRAWING ANYMORE)
your lines are full of
control points, so your
3D & make2d will be full
of edges
simplify your
polylines
for “cleaner”
extrusions
CLOSE + SIMPLIFY POLYLINES
2Export

good 2d > export > good 3d


IF WORKING WITH

+ +

save as .dwg/.dxf export .dwg/.dxf


import .dwg/.dxf import .dwg/.dxf
Before importing a file, it’s helpful to know what
CAD elements SketchUp doesn’t support and how to
prepare your CAD file for best results.
3Import

good 2d > export > good 3d


tips & tricks
while modeling

part 11
1
Build it up

step by step
2
Main tools

things you need to know


LIST OF COMMANDS USED

1. Import/Export 10. Group


2. Copy/Move/Rotate 11. MakeHole
3. ExtrudeCurve 12. CPlane (+ ClippingPlane)
4. Box 13. ProjectToCplane
5. BooleanDifference 14. MoveFace
6. Trim 15. MoveEdge
7. Scale1d 16. ChamferEdge
8. Cap 17. FilletEdge
9. MatchProperties 18. ExtractSurface
LIST OF COMMANDS USED

1. Import/Export 10. Group 18. CageEdit


2. Copy/Move/Rotate 11. MakeHole 19. ExtractSurface
3. ExtrudeCurve 12. CPlane (+ ClippingPlane) 20. DupBorder
4. Box 13. ProjectToCplane 21. DupEdge
5. BooleanDifference 14. MoveFace 22. DupFaceBorder
6. Trim 15. MoveEdge 23. InsertKnot
7. Scale1d 16. ChamferEdge 24. InsertKink
8. Cap 17. FilletEdge 25. PointsOn
9. MatchProperties 26. Sweep1
3
Draw in curves

Don’t start off building solids and primitives


4
Fix + pre-filletize curves

Before generating surfaces / solids

edit curves
Fillet, blend, or chamfer between curves and
surfaces
5
Make things bigger, then trim

it’s always easier to cut

boolean operations
trim & split
6
Details can wait

Modeling = sculpting
7
Use Nurbs

rather than Meshes


MESHES VS NURBS

A mesh is a complex of triangulated polygons


approximating the geometry
(the more dense the triangles, the closer to the actual
geometry).
A “surface” is the actual mathematical expression
of the geometry (NURBS and the like) and what
you’re seeing in the viewport is a translation of that
expression.

meshes operations
NURB MESH
8
Create curves from other objects

that’s why you need Nurbs

Create curves from other objects


Nice tutorial collections
plethora project
Jose Sanchez’s series of tutorials focus on a number of tools that are perhaps less “standard” in

architecture, including the Unity3d game engine, Autodesk’s Maya software for animations,

and C#, Python and Javascript. However, the site also includes the more usual Rhino and

Grasshopper tutorials, meaning there is something for almost everyone here.

digital toolbox

Focusing on Rhino and Grasshopper, Digital Toolbox, developed by Scott Leinweber and

Tam Tran, has hours of tutorials on topics ranging from the most basic uses to more involved

processes. Digital Toolbox has a somewhat small collection of videos, but the content is

nonetheless valuable.
tips & tricks
axonometries

part 111
1
Axonometric projection

brief excursus
THREE MAIN TYPES OF AXONOMETRIC PROJECTION

isometric dimetric trimetric

x=y=z x=y≠z x≠y≠z


GRAPHIC PROJECTIONS

axonometric oblique

isometric dimetric trimetric military cavalier top-down


2
Military Projection

Creating an “Axonometric” View in Rhino


The Isometric command
changes the current viewport
properties to a parallel pro-
jection isometric view.
CREATING AN AXONOMETRIC VIEW IN RHINO

There is no way to create a real-time 3D axonometric


view that’s geometrically correct in Rhino, as axono-
metric isn’t really a true 3D display mode, but rather
an artificial (pseudo-3D) construction ...

=(
CREATING AN AXONOMETRIC VIEW IN RHINO

... Anyway it is possible to create a geometrically accu-


rate axonometric plan view in the top viewport, which
can then be used with Make2D to create exportable
line geometry for 2D plans.

=)
> PROCEDURE <

1. In the Top viewport, Select the object to shear and rotate it to


the Axonometric angle desired, depending on the orientation of
your drawing (45°, or multiple such as 135°, 225°, 315°).
2. While the object is still selected, go to the Transform menu >
Shear.
3. To establish the baseline for shear, indicate two points - with
Ortho on, vertical to each other - in the Right viewport.
4. At the prompt for Shear Angle, type -45, and press Enter. The
model will shear over 45° to the right. In the Top viewport, you
should now see your model in “pseudo-axonometric”.
5. Use Make2D in the Top viewport to create your 2D line
geometry.
OR ... YOU CAN SIMPLY COPYPASTE THIS SCRIPT
// For Rhino running in English : //
! _Select _Pause _SetActiveViewport Top _Rotate 0 315 _SetActiveViewport
Right _Shear w0 w0,0,1 -45 _SetActiveViewport Top _Zoom _All _Extents
// Pour Rhino en Français : //
! _Select _Pause _SetActiveViewport Dessus _Rotate 0 315 _SetActiveView-
port Droite _Shear w0 w0,0,1 -45 _SetActiveViewport Dessus _Zoom _All
_Extents

*** WATCH OUT : I USED 315 ACCORDING TO


THE FACES I WANTED TO SHOW !

;)
copypaste the
script in the
command bar
30° 45° 0°
3
Make 2D

2d > 3d > make2d


always from the
top view !
>> WATCH OUT <<

Shear is a relatively simple transformation, it usually doesn’t need a lot of


memory or calculation time. However, if your model is VERY complex and
your machine is weak, it may take some time.
Make2D on the other hand is very processor intensive and uses a lot of
memory. If your model is complex, your machine is slow and/or you do not
have a lot of memory, it is not likely to succeed - it will take a very long time
or crash Rhino. Bad objects or many objects with concurrent edges will also
cause Make2D to take much longer to execute.

=0
1. make a copy of your model before Shearing
2. save your file before Make2d
How to Get Make2D
to Perform Better
tips & tricks
post-production

part 1v
1Export

for post- production


EXPORT YOUR DRAWING IN THE DESIRED SCALE (1:10)
the layers are the same
of Rhino, even the colors
(avoid yellow&white)
1. make everything editable (use illustrator
only for the very last touches).
2. export from Rhino always using the same
origin, structure and settings to preserve the
paste in place in post-production.
2
Post-production

Only for the last touches


draw a A2 (x10)
rectangle to include
your drawing to export
(ref point)
export selection
in 1:10 scale
opening the .ai file you
find out the importance
of drawing close to
origin :)
select A2 rectangle
check
“adapt to selected
graphic”
all lines set to black 0.12
Border Line 0.35
cracks and other details
thinner (and/or gray)
two colors (and their
shades) to materialize
f i li p p o. f a n c i ot t i @ e p f l . ch

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