Modelit: Overview Tutorial: Step-By-Step Instructions That Show You How To Use Modelit
Modelit: Overview Tutorial: Step-By-Step Instructions That Show You How To Use Modelit
Modelit: Overview Tutorial: Step-By-Step Instructions That Show You How To Use Modelit
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Contents
1. Introduction ....................................................................................................................... 3
1.1. What is ModelIT? ....................................................................................................... 3
1.2. What You Need to Know to Get Started ..................................................................... 3
1.3. This Tutorial ............................................................................................................... 3
2. Creating a Simple Model ................................................................................................... 4
2.1. The Viewport .............................................................................................................. 4
2.2. Create Prism .............................................................................................................. 5
2.3. Create Extruded Shape .............................................................................................. 7
2.4. Create Pyramid Create Pyramid ................................................................................. 9
2.5. Create Cylinder ........................................................................................................ 10
2.6. Adding Glazing to a Model ....................................................................................... 11
2.7. Adding a Hole to a Surface ...................................................................................... 20
2.8. Applying "Simple Model" to Application .................................................................... 22
3. Creating More Complex Shapes ...................................................................................... 23
3.1. Prism With Explicit Dimensions ................................................................................ 23
3.2. Extrusion With Explicit Dimensions .......................................................................... 26
3.3. Extrusion With Curves .............................................................................................. 30
3.4. Editing Vertices ........................................................................................................ 34
3.4.1. Alternative Method ............................................................................................. 37
3.5. Cutting Object .......................................................................................................... 39
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1. Introduction
1.1. What is ModelIT?
ModelIT is the model building component of the <Virtual Environment>. It allows the
user to create the 3D models required by the other components of the <Virtual
Environment>.
The <VE> is a project oriented system. The "project" contains all the information
relevant for whatever application is the eventual goal(s), this is also known as the
Integrated Data Model (IDM). ModelIT is an essential component in this process,
allowing the user to create the 3D geometry model that is at the heart of this data.
These models consist of arbitrarily shaped spaces with windows and doors
connecting both internally and externally. Holes (also referred to as superfices) may
also be incorporated into surfaces. Spaces may be created graphically and/or by
manual input. DXF files can also be imported and used as underlays for zone
creation.
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The red cross-hair in the centre of the viewport is the model origin (0, 0), also note
the "View Selection" is set to "Plan".
Click on the
current grid.
Click on the
status.
Since we are happy with these settings we will proceed to the next step.
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We click the left mouse button near to the model origin, remembering that in the
locks settings the grid option is active. This selects the point (0,0) as the first corner
of the prism. As we move the cursor a rubber-band rectangle will follow the cursor
with its origin fixed at the (0,0) vertex. When the cursor is positioned at the
diagonally opposite corner position we can click the left mouse again to create the
prism. If you move the cursor around you will see that it does not matter which
corner of the prism we create first. If we make a mistake in selecting the first corner
of our prism we can cancel this by clicking the right mouse button. Having created
this prism the command remains active until we select some other option.
Here is our first diversion:
Cancel the "Shape Settings" window. Go to the view toolbar and click on the "View
Selection" options and select the "Axon" option. The image in the viewport changes
to this view of the prism.
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You will notice that in the "Axon" view a lot of the toolbar options are no longer active
e.g. the shape options (Extrude, etc.) and editing options (copy, move, etc.). These
options are only available in a 2D view e.g. "Plan", "Front", etc.
If you look at the "Model Browser" (by default at the left of the ModelIT workspace)
you will see that the prism we have created has been added to the "Model".
When we go back into the "Plan" view, you will notice that the view has automatically
been re-scaled to fit the prism:
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We digitize the shape using the left mouse to click on the required grid points (the
right mouse can be used to delete the last vertex). When we have digitized the last
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point (as shown above) we can either use the "Close Shape" button to complete the
extrusion, or clicking on the first vertex has the same effect.
Time for another diversion:
We have created two objects a prism and an extruded shape. If we click on the
"Model Viewer" button
This gives a "shaded display" view of the objects we have created, since the default
view is not very interesting we can change this by dragging the left mouse button from
left to right to rotate the view (press and hold the left mouse button while moving).
Experiment with using the different navigation options
model.
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We digitize the base of the pyramid as for an extruded shape, and when we close the
shape we then locate the point of the pyramid. Note the pyramid above has its base at 3.0
metres which is the height of the prism.
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Note also we have changed the grid to 0.5 metres for both x and y. We select the centre
of the circle by clicking the left mouse button. When we move the cursor the circle rubberbands getting larger and smaller as we move away or towards the centre. To keep control
of the size of the circle it is perhaps easiest to move either horizontally or vertically along
the axes from this centre position. When we have the desired circle we click the left
mouse button again to create the cylinder. Note that the cylinder base is at 4.0 metres
which is the height of the extruded shape.
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When a single object is selected a lot of options become possible (copy, move, etc.). In
particular we are interested in the
up the following window:
For this simple model we are going to use the "Add by Percentage Area" option, we
change the "% Area" field to 100, and activate this choice by clicking the "Apply" button.
We now close this window and activate the "Model Viewer" button.
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Select the required surface (either by selecting from the viewport or from the "Model
Browser"), go down another level using the
from the Surface level to the Opening level.
Again the viewport changes to show the selected surface in a normalized view.
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In the viewport click on the grid point which is the bottom left corner of the required
window and then the top right corner (the rectangular window will rubber-band from the
first vertex).
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Go down to the Opening level. Activate the "Add Window" option. Now instead of drawing
the required window click into the "Key-in Field". Type in the string "dx=1.0,1.2" followed
by enter, this will take this co-ordinate as the first corner of the window. Type in another
string "dx=2,1.6" followed by enter, this co-ordinate will be used as the second corner.
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Note that we are looking at the surface from the inside (see next image).
We go back up a level and select another surface:
Notice that this surface is partially adjacent to the prism (the surface has been split into
two adjacencies external and internal connected to the prism), when we go down to the
Opening level we can see this.
We use the "Key-in Field" to create a window first corner "dx=0.05,0.05" and second
corner "dx=0.9,0.9".
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Notice that both windows are highlighted in red i.e. both are selected.
We repeat the copy operation by returning to the bottom left corner and dragging two
more windows (this time moving two grid widths horizontally).
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We repeat this operation twice more (this time vertically) to copy the window across the
whole surface. The top row of windows will be external and the bottom three rows internal
glazing.
We could have created the internal glazing on the adjacent surface of the prism in a similar
way, i.e. it makes no difference which of two adjacent surfaces we use (although it is usually
easier to create on the smaller surface).
We go up to the Model level and select the prism. Go into the
"Edit Glazing" option.
Select the third tab - "Add by Height/Width/Spacing". Edit the "X-Offset" and "Y-Offset"
values to 0.05, the "X-Spacing" and "Y-Spacing" values to 0.1 and the "Height" and
"Width" values to 0.9. Accept these values by clicking the "Apply" button.
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If we go down to the Surface level we can see that the external surfaces of the object
have been covered by glazing.
We go back to the Model level and select the pyramid object. We activate the "Edit
Glazing" option and apply 80% glazing to the sloping surfaces of the pyramid. To do
this we have to edit the "Min. Tilt" value to 40 (the sloping surfaces have a tilt of 45
degrees).
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An alternative method is to change the grid to some value that fit both the x and y
dimensions. The model origin is easy to identify by the red cross-hair. The other corner of
the prism can be located by looking at the value in the "Co-ordinate location" field, which
changes as we move the cursor across the viewport.
From the list of vertices select those with an x value of 5.0 (click on a vertex to select it and
use the <ctrl> button to add others), as selected vertices are highlighted in the viewport.
Input a vertex shift value of -0.2 in the X field.
We activate this change by pressing the "Move Vertices" button. The co-ordinate values in
the list are updated. We repeat the operation by selecting vertices with a y co-ordinate value
of 6.0, and input a vertex shift value of 0.4 in the Y field (changing the X value back to 0.0).
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The technique just described is probably too complex for this example (the first method is
much more appropriate), however the technique can be applied in other situations and it is
useful to introduce it here in a simple example.
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We now type in the string "x=8,2" (we could also have digitized to this grid position).
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We now input the string "p=2,45", this defines a line of length 2 metres at an angle of 45
degrees (polar co-ordinates). The standard conventions are used for the input of angles [0
degrees is East and positive angles rotate anti-clockwise].
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Input as above defines the following arc. Click the right mouse button to cancel this option
and return to conventional digitizing.
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If we click the left mouse button again we get another set of arc segments from the same
centre position.
We exit from the arc option and manually digitize the next vertex. We re-activate the "Draw
Arc" option and change the "Sweep" to +90. With the selected arc centre we get the
following arc.
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To summarize the arcs we have created to create this extrusion look at the following image.
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We want to edit the top surface of the larger cylinder to fit the upper cylinder, note that
although this changes the geometry of the object, topologically it is the same.
We select the lower cylinder and go down to the Surface level and select the "Edit" option,
we go into the "Edit Vertices" tab:
Set the viewport to a "Plan" view, select the first vertex on the top surface of the object:
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Note that this process may be performed along any axis, with the only restriction that the
final edited object must consist of planar surfaces i.e. surfaces cannot be warped.
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Select this object and go down to the Surface level and into "Edit" mode. Set the "Cutting
Plane" to a horizontal cut at Z=10.0.
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This splits the divided object into two separate objects, the top of the cone can be selected
and deleted to give the required object.
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