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Everything posted by Joe_Carrick
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Ahhhh......... Using them for Roofs is pretty cool. You can even do skylights and cutouts in the edge of a roof plane.
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Roofs? How do you use them for that? I think we need a video.
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I think it's a bit strange. We have the boolean operations tools for Polylines, Polyline Solids, & Solids but none of them work together even though the same icons are used. We also have Blocking Operations for CAD Blocks, Architectural Blocks, & Mulling Windows all of which are very similar and the icons are only different colors.
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Michael, So what you are saying is that for Polylines you use the Polyline Union Tool and for Polyline Solids you use mostly the Polyline Solid Intersection and Subtraction Tools. Is that correct?
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Do you use the Polyline Union, Intersection & Subtraction Tools? I've only used the Polyline Union Tool to create "Built-Up Molding Profiles" but it would be interesting to see what other users do.
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Do all CAD in the Elevation View.
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Those things are controlled by Annosets
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"Save Camera" while in the Elevation View.
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Todd, To update model changes in the elevations you need to "Save" the elevations while the Layout is open. If your changes are just CAD (Text, Lines, Arcs, etc) they will be automatically reflected in the Layout without "Saving". IOW, it's only actual changes to the model that need to have the elevations "Saved".
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You can have up to 3 Stretch Planes for each of the 3 axis. You will need to experiment to see how they work.
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I will disagree with Glenn this time. Once you have the Text Style that you want for Camera Callouts you simply assign that Text Style to the Cameras, Inactive Layer. That way every new Camera Callout (and any existing as well) will use that Text Style. Otherwise you would have to edit each Camera - which is a PITA
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Rolling On Floor Laughing My A** Off - Can't Get Up
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ROFLMAOCGU :rolleyes:
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Oops!!! When I added the Lintel it messed up. My suggestion would be to use a Molding Polyline to create the Lintel - maybe even convert that to a 3D Symbol and just place it on the mulled unit.
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Bryce, My guess is that the lower bank of windows has different size casings than the upper. I would suppress all casings & lintels before mulling and then just add a casing and lintel to the final mulled unit. I did exactly that and it works perfectly. Un-Mull, suppress all casings and lintels from each window, mull the 2 bottom and again suppress all casings then mull the top and bottom together and add the casings and lintel.
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You don't have to use the up/down keys. Just Click on the Current Floor and select the floor you want from the popup
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How Do I Show Shelves As Dashed Behind Cabinet Doors?
Joe_Carrick replied to 4hotshoez's topic in General Q & A
It's very interesting (and really annoying) that the number and type of shelves is not available in the Components, the Schedule, or the Ruby Attributes. How this got missed by CA is something I just don't understand. There are so many Ruby Attributes for Cabinets that I would never use - but these are simply absent. -
OK, so click on Copy, then edit the Name and anything else you need to get a new Text Style that you can use just for Camera Callouts. The list you have is just what CA provides OOB. You need to expand and customize - there are many cases you might find in the future where you want something different.
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In the Sizing Tab of the Symbol dbx you can set these. Basically, symbols are initially set to stretch uniformly. Symbols typically have their origin at {center,back,bottom) You can specify a "Stretch Plane" for any of the 3 axis so that the Symbol will only resize at that location. For Example: A Stretch Plane at x=0 will cause the symbol to get larger or smaller only at that location (anything right or left will not be affected other than being moved) A Stretch Plane at y=1 will prevent the symbol from being resized in the y direction because it's outside of the symbol boundary. A Stretch Plane at z=1 will cause the symbol to get larger or smaller only at that location (anything above or below will not be affected other than being moved) So the simple answer is that a Stretch Plane controls how the 3D Symbol can be Stretched/Resized.
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Todd, Did you get this to work for you?
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Todd, Here's a 5 Panel Shaker Stile Door Symbol that I created. It has stretch planes at x=0 and y=2 which should allow it to be used for most common sizes without effecting the size of the rails or stiles. Shaker Door - 5 Panel.calibz
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Ideally we would have a set of Defaults for each Floor (Level) and within that a set of Defaults for each Room Type (including user defined Room Types). This is something that I requested before in the Suggestions Forum. https://chieftalk.chiefarchitect.com/index.php?/topic/1278-defaults-per-floor-and-room-type/ But currently in X6 we don't have that. So if you want different Defaults for different Floors (Levels) then you need to set it up in your Default Plan by having as many Floors as you might need - already defined with the Default Heights that you want. I don't know how many times this needs to be said in order for it to be understood: A Floor isn't really a part of the Model if there's nothing on that Level. It's just a holding space for the vertical location. By having the Levels predefined with default heights - you get what you want.
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Sure, It's a simple matter of creating the geometry in a Blank Plan, displaying it in 3D and Converting to a "Door Symbol".
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How Do I Show Shelves As Dashed Behind Cabinet Doors?
Joe_Carrick replied to 4hotshoez's topic in General Q & A
This is one of the few things I would relegate to CAD. Generally however I just put the information in the Components dbx as a comment or Sub Category. It can then be shown in the Cabinet Schedule. IMO it's best to create this kind of detail once and add the Cabinet to your User Library. That way it's available for future use and you can save all the hassle the next time. -
In the Window Schedule, drag the windows up or down as needed - the numbers will change. Oh sorry, Kilgore already answered that.