

DougWilson
Members-
Posts
4 -
Joined
-
Last visited
Reputation
0 NeutralProfile Information
-
Location
Quanaba, Queensland
-
Interests
Retired software engineer in favour of horse property ownership in re-fitting
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Thanks for the reply Tommy... I did figured out what happened (and fixed it) which I will detail here in case anyone is interested in how I debugged the situation. My experience is that almost all "surprise behaviour" with Chief is due to unexpected (and often invisible) artefacts in the 3D model of your plan In this case, what appeared in my view what not actually a left over dormer, but rather a roof construct (which happened to be the shape of the dormer that I had deleted). Somehow in the fooling around I did with the auto dormer, I manage to change the height of the room(s) on the floor beneath the dormer I as trying to build. As a result of that, with auto-rebuild roofs turned on, Chief created a raised roof segment and roof planes that created the valley between the raise roof plain and the surrounding roof planes..... but in 3D, it looked just like a very shallow dormer. The way I found this was eventually hiding the roof planes in my 3D view, which exposed the framing of the ceiling over the rooms that had been made too high. The moral of the story (I guess) is: when debugging, hide things (roof planes in this case) that are blocking the view of underlying structure. In this case, exposing the underlying model that what raising the roof what the key to figuring out the issue Thanks
-
I was playing with dormers for the first time, and manage to create one... but it's not what I wanted... so I want to delete it and try again.... But for the life of me, I can't figure out how to delete it... mostly because I can't seem to select it. If I delete all roof planes, and then rebuild it comes back.... There are attic walls generated by the dormer, but I I delete them, and rebuild roofs they simply come back... So clearly I've not "deleted" the dormer... but I can't seem to find that object, and therefore can't delete it. Any helper pointers Thanks much for any advice
-
how to set height of a beam in a post to beam fence
DougWilson replied to DougWilson's topic in General Q & A
Thanks DBCooper.... shortly after posting the question I actually tried setting the "room height" ..... and it works... sort of The interesting thing is to try to decide what room hight specification might be in place for a "fence". It seems that the default ceiling hight for the current floor is the one in use. The bottom height of a "beam" for a porch, for example, is set to room hight of the room of the enclosed space that the railing for the porch create. This is all well and good for porches, decks, etc.... but not quite clear what room type would govern out door spaces (and in fact, in my view, it's an accidental feature that "post to beam" works at all for fences... But if you set your defaults for floor 1 to the hight you want your "beams" on the fence your newels come out the right height, and your beam (by default) sits on top of those newel. You can then adjust the railing spec for "Post" to vertically offset the beam as you like. So this works... but of course means that ALL fences on the property behave this way and any structures that you create are pretty short until you specify a room type.... probably not ideal So it was an interesting excursion into the behaviour of chief, but I think I agree with you... to really do it as I want, I'll need to create some custom panels. Thanks again for the reply -
Hi all, Im trying to model some rural fences for my property. The fences are several different materials for both posts and rails. In one specific case, I need to model a fence with - Steel Posts (aka Newels) - A Steel top rail down about 50mm from the top of the fence newels which is a rectangular steel tubing that is essentially 150mm by 50mm - 2 wire rails ( about 10 mm diameter), BUT these two rails are white (plastic coated steel), and the white is important for visualisation since these are horse fences and these specific rails are called "sight rails" In other cases, posts are wooden, top rails steel and sight rails are white So, I can build all of these features independently (or in some combinations) using the standard newels and rails constructions.... but I'm limited to 3 rails (top, middle and bottom) which is not really the problem..... but all of the the rails must be of the same material (sigh) So I thought to use a "beam" at the top of the fence. This works like a chap, BUT the height of above the terrain is (as far as I can tell arbitraryand I've not found a way to that height... so I can get all of the properties I want, but the fence is way too tall. I supposed I could make a custom panel but it seems that beam and rails (which are already separate materials) would be much easier. Any thoughts on how to set the height of the beam?