Beruflich Dokumente
Kultur Dokumente
Tutorial Workbook
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Modeler, MicroStation PowerDraft, MicroStation Review, MicroStation Vault,
QuickVision, SmartLine and TeamMate are registered trademarks of Bentley
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Incorporated.
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Other brands and product names are the trademarks of their respective owners.
Copyrights
1998 Bentley Systems, Incorporated.
©1996 LCS/Telegraphics.
Portions of QuickVision are ©1993-1995 Criterion Software Ltd. and its licensors.
Unpublished – rights reserved under the copyright laws of the United States and
other countries.
2. MicroStation Fundamentals
Exercise: Backing up a design file_________________________ 2-1
Exercise: Fitting the active design _________________________ 2-3
Exercise: “Windowing” areas of the design _________________ 2-4
Exercise: Zooming and panning __________________________ 2-6
Exercise: Interrupting a drawing tool to use a view control ___ 2-8
4. Modifying a Design
Exercise: Modifying a design using multi-lines and a
custom line style____________________________________ 4-1
7. Working in 3D
Prerequisites ____________________________________________ 7-1
Getting started in 3D _____________________________________ 7-2
Using AccuDraw in 3D design_____________________________ 7-8
Fixing the AccuDraw drawing plane _______________________7-8
AccuDraw Shortcuts _____________________________________7-10
Setting the Active Depth and the Display Depth______________ 7-14
Setting the Active Depth _________________________________7-14
Setting the Display Depth ________________________________7-18
Viewing a 3D design _____________________________________ 7-20
Display Depth __________________________________________7-21
Introduction to 3D modeling tools _________________________ 7-25
Creating more complex models____________________________ 7-50
Exercise: A 3D Project: Creating An Office Building __________7-73
Creating the building’s structure ___________________________ 7-74
Render the work in progress ______________________________ 7-97
Adding a staircase to the design ___________________________ 7-98
Creating the window walls________________________________ 7-124
Assessing your project results _____________________________7-133
8. Element Tags
Exercise: Attaching, reviewing, and editing tags______________8-2
Exercise: Creating a new tag set ___________________________8-4
Exercise: Selecting Tagged Elements _______________________8-6
Exercise: Reporting on tag data ___________________________8-8
9. Labeling a Design
Exercise: Dimensioning the exterior of a building ___________ 9-2
Exercise: Placing typical dimensions _______________________ 9-9
Exercise: Dimensioning the interior of a building ____________ 9-12
Exercise: Adding notes __________________________________ 9-17
Exercise: Using cells for labeling purposes _________________ 9-23
15.Animation Basics
Introduction ____________________________________________ 15-1
Creating Actors__________________________________________ 15-3
Manipulating Actors _____________________________________ 15-7
Hierarchical Motion ______________________________________ 15-9
Scripting Actors _________________________________________ 15-12
Editing a script _________________________________________15-15
Keyframe Animation _____________________________________ 15-16
Scripting keyframes _____________________________________15-17
Defining a Parameter ____________________________________ 15-19
Saving and Recording a Script _____________________________ 15-22
Tutorial Prerequisites
This document assumes that you can do the following:
• Set up and start your computer system.
• Use the basic system commands to edit, copy, rename, and
delete files and directories.
• Use the basic features of Microsoft Windows (if applicable).
• Recognize fundamental MicroStation procedures and
terminology presented in “Getting Started” in Chapter 2 in the
Setup Guide.
• Use MicroStation’s On-line Help system to find additional
information on any term or procedure described.
✍ Before you work through this tutorial, you should register your
license. If you have not completed that process, you can still use
MicroStation, but upon starting your session you will have to click
the Bypass button in the License Information dialog box and wait
30 seconds.
MicroStation Basics
Before you begin the exercises, you should review the following
information to familiarize yourself with the options and terms
used within MicroStation. For more details on the basics of
MicroStation, see “Getting Started” in Chapter 2 in the Setup
Guide.
Screen Layout
The application window is arranged by default as follows:
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Menu bar
View window (1 of 8)
Status bar
Window Controls
MicroStation windows have a control menu that opens when you
press on the window menu button at the far left of the title bar.
The complete set of options is only available from a view
window. In other windows or dialog boxes there is a smaller set
of options.
All standard Windows items are listed in the control menu. Items
not available in MicroStation are grayed out and cannot be
chosen.
Window Navigation
Views, tool boxes, dialog boxes, and settings boxes are displayed
graphically in windows. Windows contain controls that can be
operated graphically, by clicking or dragging, and controls that
can be operated or take input from the keyboard.
Primary and
Standard tool bars,
View window, Tool
Settings window
You can also use the keyboard to move the input focus from one
window to another.
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Key Function
<Εsc> Moves input focus upward through the following window hierarchy:
• Primary tool bar
When the Key-in window has the input focus, the cursor in
the key-in area blinks.
A settings box is a dialog box that can be left open on the screen
while you work. Other dialog boxes must be closed before you
can go on to something else. The controls in both work the same
way, so the term “dialog box” can generally be assumed to
include settings boxes.
The current work directory is the directory that was the current
directory when you started MicroStation. Some users segregate
their projects by directory and start MicroStation in a particular
directory to work on that project. Choosing Current Work
Directory from the File menu displays the files in the directory in
which MicroStation was started in the dialog box.
Controls
Dialog boxes have the following types of controls:
• Buttons are areas that you click to start an operation. A button,
usually labeled “OK,” must be clicked to start the open or save
operation and dismiss (close) the dialog box.
• Check boxes are areas that you click to turn a setting on or off.
When on, a check box is filled with an “x.”
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you work), what you key in has no effect until you press <Tab>
or <Enter> or otherwise move the input focus out of the field.
• List boxes are rectangular areas in which files, directories, or
MicroStation Manager
dialog box
2. From the File menu, choose New by clicking that menu item.
To click an item in a menu or a button means to point at it
and click the Mouse button.
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Your First MicroStation Session
Create Design File
dialog box
3. Type the name for your new design file, mydesign, in the
Name field.
4. Click the OK button.
The Create Design File dialog box closes, and the MicroStation
Manager dialog box displays “mydesign.dgn” in the Name
field. The file is also selected (highlighted) in the Files list box.
MicroStation Manager
dialog box
5. Click OK.
6. The MicroStation Manager dialog box closes and the design
file “mydesign.dgn” opens.
have torn the Linear Elements tool box from the Main tool
box.
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4. In the Linear Elements tool box, point at the Place Line tool
(next to the Place SmartLine tool) and click (press and
release) the Data button.
The pointer locations where you pressed and released the Data
button are called data points. These data points, labeled 1 and 2
in the above illustration, specify the endpoints of the line.
The Place Line tool is still selected, as indicated in the status bar.
The tool is “locked.” You can place additional lines simply by
repeating steps 5 and 6 above. Experienced users like to lock
tools as a means of increasing efficiency. (You can select tools
without locking them by double-clicking them: pointing at them
and clicking the Data button twice in quick succession.)
Data button to enter each one. You may find this drawing method
easier than dragging.
If you were to enter another data point now, you would have two
connected lines. (They would be separate elements, but have a
common endpoint.)
The Place Line tool is like most element placement tools in that,
when you use it, you enter a series of two or more data points.
• For entering each data point, you can choose between dragging
and pressing the Data button, and these techniques can be used
in combination.
• You can Reset to start an element at a different location.
Now that you have learned these techniques, place some more
lines for practice, and then continue with the next exercise.
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Exercise: Placing line strings and circles
The Place SmartLine tool is one of the few tools with which you
cannot Reset to start over at a different location. This is because a
line string can have many segments, and Resetting is how you
indicate to MicroStation that the line string is complete.
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Small squares mark the locations of both edge points. A circle
passing through both points and the location of the pointer is
dynamically displayed.
Place some more circles. Try both dragging and pressing for
entering data points. Because the Edge Method setting requires
three data points, you cannot drag to enter them all.
3. Move the pointer to where you want to place the text in view
window 1.
The text in the Text Editor window displays dynamically as
you move the pointer. (The text may be too large to fit in view
window 1, but it will all be placed.)
4. Enter a data point (press and release the Data button) to place
the text.
The Help window opens through your browser, and the Table
of Contents is displayed. The Help window is divided into two
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frames. The left frame or Table of Contents frame displays the
list of available topics. The right frame or Document Body
frame displays the text associated with the currently selected
topic.
Tracking gives you help on each tool you select. For each new
tool you select, the help is automatically displayed in the Help
window.
➤ Turn on Tracking and get help on the next tool you will
use, Place Block.
1. From the Help menu, select Tracking.
Tracking is now enabled.
When tracking is on, the Help window displays information
about the tool you select.
2. In the Polygons tool box from the Main tool bar, select the
Place Block tool.
Help on Place Block is displayed in the Help window.
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The line is bracketed with handles (small squares) to indicate
that it is selected. If you selected the wrong element (or didn’t
select any element), just try again.
✍ Rather than selecting the Delete Element tool, you can press the
<Del> key to delete the element.
If you delete the wrong element, you can undo the mistake.
When you use the keyboard, the text you type goes into the
window that has the input focus. The title bar of the window
that has the input focus title is highlighted.
If a settings box has the input focus when you want to enter a
key-in in the Key-in window, you must first give the Key-in
window the input focus. To do this, press <Esc> or click in the
Key-in window.
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◆ With the input focus in the Key-in window, key in pla ci c c
(type the text and then press <Enter>).
The prompt in the status bar reads “Place Circle By Center >
✓ While the key-in area of the Key-in window has the input focus,
you can recall previous key-ins by pressing the <↑> key (up
arrow). Another way to recall a previous key-in is to select it in
the list box at the bottom of the window.
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➤ Display the entire design in view window 1
1. Select the Fit View view control by clicking it in the window’s
view control bar.
MicroStation Fundamentals
The entire design is “fitted” in view window 1.
Notice that the Fit View view control remains selected.
2. In the center of the design, locate the receptionist’s desk in
the lobby. You will use this location later in this tutorial.
✓ While using the view controls, if you “lose” the design and find
yourself looking at an empty view, use the Fit View view control
to locate your drawings.
The design includes a border and reference lines that extend far
beyond the floor plan. There is no need to see these in their
entirety in view window 1.
2
2. Position the pointer inside view window 1 just above and to
the left of the floor plan. Then press (and release) the Data
button to enter a data point there.
MicroStation Fundamentals
As you move the pointer, a rectangular box indicating the area
to be fit is dynamically displayed.
2
Windowing the floor plan
(steps 2 and 3)
3. Position the pointer just below and to the right of the floor
plan, and again enter a data point.
The box disappears, and the defined area fills the view (to the
extent possible, given the difference between the shape of the
area you defined and the shape of the view window).
2
2. Select the View Next view control, which is located
immediately to the right of View Previous in the view control
bar.
MicroStation Fundamentals
View window 2 returns to its state prior to use of View
Previous.
2. In the Linear Elements tool box, select the Place Line tool.
3. Enter a data point at the intersection of the two green lines
that cross the I-beam.
The prompt in the status bar is “Enter end point.”
2
MicroStation Fundamentals
Starting the line at the
intersection of the two
green lines.
3
the Tool Settings window, and the prompt in the status bar
again reads “Enter end point.”
3. Finish placing the line: Enter a data point at the intersection of
the two green lines over the I-beam in the lower right corner
of the floor plan.
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AccuDraw and Other Drafting Aids
7. Move your pointer toward the I.
The focus remains on the Y field.
8. Move your pointer toward the half hour line between I and II.
This location is 45° from the intersection of the clock hands.
This represents the crossover point for the input focus.
Depending on where your pointer is located, the focus will be
on X or Y.
Make sure that, after you accept the tentative point, you move
the pointer in the direction of the line you are placing.
3
1
4
3
in use because the value you key into AccuDraw determines
the radius value of the circle.
4. Enter 1.00 in the Distance field of the AccuDraw window and
press <Enter>.
Placing the compass circles using AccuDraw to input the radius value. Note that
the second data point is placed at different locations for the two circles.
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AccuDraw and Other Drafting Aids
➤ Use AccuDraw’s distance and angle mode to place the
compass needle
1. Select the Place Line tool.
2. Snap to the center of the compass and accept with a data
point.
3. Shift AccuDraw into its Polar coordinate mode.
4. Enter 1.50 in the Distance field of the AccuDraw window and
press <Enter>.
5. Enter 45 in the Angle field of the AccuDraw window and
enter a data point.
6. Reset.
W Do not enter data points in this exercise until you are instructed
to do so.
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AccuDraw and Other Drafting Aids
14. Return to the Text window and replace the W with an S.
15. Press the <Esc> key to return the focus to AccuDraw.
16. Move the pointer to the South.
17. Enter 1.5 for both the X and Y values.
18. Enter a data point to accept this location.
19. Reset.
Snap here
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AccuDraw and Other Drafting Aids
11. Move the pointer along AccuDraw’s X axis.
Notice that the Y value sets to 0.0000 as you move along the
index line.
12. Enter 0.25 in the X field of the AccuDraw window and press
<Enter>.
13. Accept with a data point.
14. Press the <R> key, and then the <Q> key.
15. Snap to endpoint of the East marker line.
20. Reset.
21. Fit the view window.
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7. Key in 18:11,9:0 and press <Enter>.
A section of the multi-line is deleted.
Modifying a Design
➤ Place a new partition (interior wall)
1. In the Window menu’s Open/Close sub-menu, turn on view
window 3.
View window 3 opens and displays the magnified left end of
the orange multi-line near the upper right corner of view
window 1. The View Attribute Fill is on in view window 1, but
not in view window 3.
2. From the Settings menu, choose Manage.
The Select Settings settings box opens.
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If Distance and Angle are already set, pressing <spacebar>
changes the options back to X and Y.
6. Position the multi-line toward the top of the screen.
Modifying a Design
AccuDraw Polar
Coordinates
Cleaning up the
multi-line joints.
4
✍ Leave this file open and continue to the next chapter.
Modifying a Design
To make the cells in a cell library available for use with a design
file, you associate the cell library with the design file by
“attaching” the library to the design file.
In this exercise, you will place cells in the design as though you
were placing a line or other element.
5
Placing the door cell
in steps 6 through 11.
12. Reset.
The door cell is placed at an offset of six inches (1⁄2 foot) to
the right.
5
8. Accept the tentative point to place the first end of the arc.
A thin, dotted arc dynamically displays from the multi-line.
4
Snapping and accepting
a tentative point in View 3 in
steps 4 and 5. 5
In the cell library attached to this design file, there are cells that
represent office furnishings. Now that you have completed this
lesson, for more practice placing cells, select other cells as the
Active Cell and place them in the office to furnish it.
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view window 1.
4. Click the Active button.
This designates the FURNITURE level the Active Level. The
Active Level is the level on which new elements are placed —
the level in this particular design on which it is logical to place
furniture cells. Because the Active Level, by definition, is on
(displayed) in all views, you can now see the elements on the
FURNITURE level displayed in view window 1. Furniture is
already laid out in the office to the left of the new partition.
5. From the Element menu, choose Cells to open the Cell Library
settings box.
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9. Click the OK button.
The saved view containing a border is now attached to the
pointer.
10. Enter a data point just above the exterior wall of the floor plan
to position the center of the reference file view.
The saved view in “bordera.dgn” is attached for reference to
the active design at a scale of 1:1. That is, something one
master unit long in the reference file appears one master unit
long in the active design file. At this scale, the border is too
small to contain the office design.
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You are responsible for drawing the piping.
“Pumproom.dgn” attached as a
reference file.
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4. In the Manipulate Fence Contents settings box, choose Stretch
from the Operation option menu.
5. Enter a data point on any grid point to define the origin for
the move.
6. Enter a data point on the third grid point to the right of the
first data point to define the distance and direction of the
move.
The piping stretches and connects to the pump on both sides,
updating the design. The pump is not affected because it is in
the reference file.
7. To better see the results, select the Place Fence tool to remove
the fence and then use the Update View view control to
update the view.
Connected piping.
The other designers on the team are now able to attach the
design file changes. See for yourself:
When the view updates, you can see that the pump and piping
are reconnected. All these design files can be attached as
reference files from any system in the network, be it a personal
computer, workstation, or VAX.
Prerequisites
In addition to the prerequisites listed in “Your First MicroStation
Session” on page 1-1, before you begin this chapter, you should
be able to do the following:
In all the exercises, you must be very careful to use the exact
settings, plane orientations, and distances provided so that you
can accurately complete the 3D models.
Getting started in 3D
In this exercise you will create a 3D design and place some
elements in standard 3D views. You will discover why these
elements look different in the various views.
Working in 3D
A new 3D file.
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Notice that four viewing windows are open, showing the cube
from various directions — Top, Isometric, Front, and Right. Each
view is displaying the same model, but from different viewing
locations.
To provide a starting position for the exercise, you will now place
an active point at the global origin of the design file.
✍ You can use the alternate key-in XY= via the Key-in window to
place an element at an exact place in the design cube.
For the first part of the exercise, you will place the word “Top” in
the Top view.
Working in 3D
Views showing the text. 7
are placed parallel to the view being used to place them. For
example, with the text that you just placed:
• In the Top view (where it was placed), the text looks normal.
• In the Front view, the text appears to be a “line.” In a Front
view you look along the xy plane, in the y-direction.
• Imagine a sheet of transparent paper, with text on it. If you
looked at this sheet of paper, along its plane from the bottom
edge, text would appear as lines.
• In the Right view, the three letters are one behind the other and
again appear as a “line.” You are again looking along the xy
plane, but this time in the x-direction.
• In the Isometric view, the text is skewed but is still legible. In
an Isometric view, none of the planes of the other Standard
views is parallel to the screen.
Working in 3D
Views showing the text.
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Because text is 2D, it appears as lines when viewed edge-on. The
four views are set up with different viewing directions, looking at
the same elements in the design. That is, simultaneously you can
see the three words from different directions. Words that are not
seen clearly from one direction are clearly visible when viewed
from another direction. In the Isometric view all three words are
both visible and legible.
This is just one feature of AccuDraw and 3D, that it can align its
drawing plane (compass) with the currently selected view. Now
you will learn about other features of AccuDraw that will assist
you in your 3D work.
6. Click Close.
The AccuDraw Settings box closes.
Working in 3D
orientation of the AccuDraw drawing plane can be set in the
AccuDraw Settings box, as you did in the previous exercise. A
more convenient method, however, is to use AccuDraw Shortcuts
to change the orientation. This can be done interactively, as the
following exercise demonstrates.
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1. Make the Active Color Violet (5).
2. Select the Place Text tool.
3. In the Text Editor, type “Front”.
4. In the Isometric View, snap to the active point, without
entering a data point.
Notice that the word Front is in the same plane as the word
Top, placed previously. This is because AccuDraw’s rotation is
set to Top.
5. Type <F> (the letter “F” on the keyboard).
Notice that the AccuDraw compass and the text now rotate to
a Front View orientation.
Similarly, you can place text rotated to the Right View orientation
using the “S” AccuDraw Shortcut. Try this for yourself, following
the same procedure as above, but typing <S> instead of <F>.
AccuDraw Shortcuts
As in the preceding exercise, many of the following procedures
refer to typing in a single character to change the orientation of
the AccuDraw drawing plane. Also, you can select these settings
from the AccuDraw Shortcuts menu. This menu is accessible from
the AccuDraw Settings box, by clicking Shortcut Key-ins.
In this case, each orthogonal view, when Fitted, displays the same
volume — the volume between the two active points. This is
useful when you start a 3D model. Simply place two active points
so that a Fit includes the entire volume in which you will work.
Then, as elements are placed, they appear in each orthogonal
view, saving you having to fit after each one.
Imaginary cube,
between two points.
Planar elements, like the text you placed earlier, are affected by
the view used to place them, or by the AccuDraw drawing plane
Working in 3D
setting.
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4. Type <V> to change AccuDraw’s rotation to match the active
view.
5. In the Top View, enter a second data point to complete the
rectangle.
6. Change the Active Color to blue.
7. In the Main tool bar’s Ellipses tool box, select the Place Circle
tool.
8. In the Tool Settings window, verify that Method is set to
Center.
9. In the Front View, enter two data points to define the circle.
AccuDraw’s compass rotates to match the active view.
10. Change the Active Color to 2 (green).
11. In the Main tool bar’s Polygons tool box, select the Place
Regular Polygon tool.
12. Check that Method is Inscribed and, in the Edges field, key
in 6.
13. In the Right View, enter two data points to define the
hexagon.
✍ Occasionally, you may need to fit the Isometric view to display all
of the elements. The Isometric view is inclined to the screen so
parts of the “imaginary” cube may not be in its view volume.
Working in 3D
7
Views showing the polygon placed in the Isometric view.
Tools in the 3D View Control tool box, let you specify which part
of the design file appears in each view. Also, you can specify at
what depth, in each view, data points are placed by default.
Working in 3D
in the Top View.
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Looking at the Front and Right views, notice that both elements
have been placed midway between the two active points. When
you Fitted the views, you specified that the Active Depth be
centered. That is, the active depth was set at the center of the
view’s depth, which is midway between the displayed points.
3. Move the pointer in any view and notice that the Active Depth
plane moves with the pointer. The graphics may not be
readily visible in the other views, but the Isometric View
displays them clearly.
4. In any view, snap to the upper active point.
5. Accept to set the Active Depth at that point.
6. Set the Active Color to Yellow(4).
7. In the Top view, use the Place Block tool to place a rectangle
and the Place Circle tool to draw a circle. (Use data points
only to draw the elements).
The elements
displayed in the Top
and Front views.
Working in 3D
Front and Right views, however, it is obvious that the yellow
elements, just drawn, are on a different plane.
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design then the Active Depth value is ignored, and the depth of
the snap point is used. This feature will be used in later exercises.
✍ If you know the required Active Depth, you can use the AZ= key
in via the Key-in window (available from the Utilities menu). For
example, to set a view’s Active Depth to 500, key in AZ=500 and
select the view. You cannot set the Active Depth “outside” the
view’s Display Depth — specifying a value “in front” of the front
clipping plane or “behind” the back clipping plane sets the Active
Depth to the front or back clipping plane, respectively, and
causes “Active Depth set to Display Depth” to display in the Status
bar.
The Top view updates with only the red and green elements
(those on the lower plane) visible. Because the yellow
5. Use the Zoom Out view control to zoom out the Front View
(once).
6. Repeat steps 2–4, this time setting the front clipping plane
above the yellow elements, and the back clipping plane
between the two groups (use the zoomed out Front View to
set the upper limit).
The Top view updates with only the yellow elements plus the
upper active point visible. In this case, the red and green
elements are behind the back clipping plane and are not
Working in 3D
displayed.
✍ When you know the range required for Display Depth, you can
use the alternate key-in DP= via the Key-in window. For example,
to set the Display Depth between 200 and 300, key in
DP=200,300 and select the view.
✍ While any view can be used to set the Active Depth or Display
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Depth, it is most convenient to use an orthogonal view.
✍ Dynamics associated with the Set Active Depth and Set Display
Depth view controls are affected by the view volume. Whether or
not these dynamics appear on screen, the tools still function
normally. If necessary, increase a view’s Display Depth or
Window Area to make the dynamics visible.
Viewing a 3D design
In this exercise, you will learn how to view a 3D design from any
location, looking in any direction. You will learn how the View
Rotation settings box, along with the Set Display Depth view
control, lets you view various items of your design in isolation.
Display Depth
By default, 3D views usually are set to display as wireframe
views. This lets you “see through” elements, which is useful
because you can see elements that are behind others.
➤ Set the Display Depth in the Top view to isolate the blue
tanks
1. In the 3D View Control tool box, select the Set Display Depth
view control.
2. Enter a data point in the Top View.
3. In the Front or Right view, enter a data point above the
model, to set the front clipping plane.
4. In the Front or Right view, enter a second data point just
below the upper floor, so the blue tanks are included.
This second data point sets the back clipping plane.
Working in 3D
The Top View updates with the new Display Depth. The blue
tanks are clearly visible. Elements located below the tanks no
longer confuse the view.
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Identify the view (1)
and then the Front and
Back clipping planes
(2 and 3).
4. In the Top View, enter a second data point above the blue
tanks to set the Front View’s back clipping plane.
The Front View updates with the new Display Depth. Again,
the blue tanks now are clearly visible.
3. In the Top View, use the Fit View view control to fit the view.
Working in 3D
Rotated views and display depth
As well as working with standard views, you can set the Display
Depth in rotated (non-standard) views. Views may be rotated
graphically with the Rotate View view control, or with precision
via the View Rotation settings box. Here, you will use the
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precision controls to rotate the view 45°.
4. In the Top view, set the front and back clipping planes to
include 2 of the blue tanks that are oriented at 45o.
On selecting the back clipping plane, view 3 updates to
display the defined volume.
✍ When using the Set Display Depth tool, sometimes the other views
do not display its dynamics because their view volume does not
encompass the volume of the view being manipulated. This can
be remedied by increasing the window area and/or the Display
Depth of the other views.
Working in 3D
tool, the Camera also changes the Display Depth.
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Unlike traditional surface modeling packages, MicroStation with
SmartSolids lets you start a design with basic “building block”
solids. From here you can unite, subtract, or intersect the solids,
then add the finishing touches such as fillets, chamfers and cuts.
Designs such as moldings can be created with the Shell Solid tool
which lets you hollow out a solid, to a defined wall thickness.
In this first exercise, you will learn how to start with simple solids
and, using various tools, create the bracket shown below. While
this would be very difficult to model using surface modeling
Rendered image of
model bracket to be
constructed in the
exercise.
For this model, you will first create the underlying solids, two
slabs and a cylinder, and then a shape from which the
strengthening rib will be constructed. The holes will be cut next
followed by the rounding on the edges.
Working in 3D
4. Type <P> to open AccuDraw’s Data Point Key-in box.
5. If necessary, set the Data Point option menu to Absolute (xy=)
6. In the input field, key in 0 <Enter>.
The active point is placed at the design file’s Global Origin,
xy=0,0,0.
7. Type <P> to open AccuDraw’s Data Point Key-in box.
8. In the input field, key in 65,65,65 <Enter>.
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The active point is placed at xy=65,65,65.
9. Use the Fit View view control to fit all views.
To begin, you will place two slabs and a cylinder, which will form
the basic solids from which the finished model will be
constructed.
Working in 3D
Where a number of identical slabs are to be placed, the foregoing
method is fine. Having defined the Length Width and Height, you
can place any number of these identical slabs. The same applies
where only one, or even two of the dimensions, changes. For
one-off slabs such as this, however, there is a more efficient
method in which you use AccuDraw.
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➤ Prepare to place the first slab again, using AccuDraw
1. Use the Delete Element tool to delete the existing slab.
2. From the Settings menu, choose AccuDraw.
The AccuDraw Settings box opens.
3. If necessary, in the Operation group, turn on Floating Origin,
Context Sensitivity and Smart Key-ins, while Auto Point
Placement should be turned off.
4. Close the Accudraw Settings box.
5. In the 3D Primitives tool box, select the Place Slab tool.
6. Turn off Length, Width, and Height.
7. Still in the Isometric View, move the pointer up and to the left
until AccuDraw’s previous distance lock indicator displays,
and enter a data point.
Because both length and width are the same, the previous
distance lock saves you keying in the value.
Notice also that, after placing this third data point, AccuDraw’s
compass automatically rotates ready to define the slab’s
height.
8. Move the pointer upward to define the direction of the slab’s
height.
9. Key in 14, and enter a data point.
The slab is completed.
Next you will place a second slab abutting the first, with their top
faces adjacent. This second slab is 60mm long, 3mm wide, and
28mm deep, and located symmetrically about the center line of
the first slab.
Working in 3D
To construct this slab you will use another of AccuDraw’s
features, the Origin key-in <O>. This is used to set AccuDraw’s
origin at the tentative snap point. As you will see, you will snap to
the center of the existing slab, and place the first point of the new
slab relative to this point.
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1. If necessary, reselect the Place Slab tool.
2. In the Isometric View, snap a tentative point to the midpoint
of the upper front edge of the slab, as shown — do not enter a
data point!
Working in 3D
To complete the basic “building blocks” of this model, you will
now place a shape that will form the template for the
strengthening rib. AccuDraw will be used, in the Isometric View,
to place the shape.
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1. In the Main tool box’s, Polygons tool box, select the Place
Shape tool.
2. In the Isometric View, snap to the center of the rear upper
edge of the first slab and accept with a data point.
AccuDraw’s compass appears at the snap point, still aligned
with the Top View (if not, type <T> to align it correctly).
3. Move the pointer toward the front of the slab, indexed to the
negative Y direction (opposite the green tick on the compass).
With the template for the rib in place, you will now convert it to a
solid, using the Thicken to Solid tool. Another tool, Extrude, could
also be used to create a solid from the shape. The advantage of
the Thicken to Solid tool, in this instance, is that it lets you thicken
both sides of the surface. The Extrude tool “thickens” in one
direction only, which would result in you having to reposition the
solid, to center it.
Working in 3D
➤ Create the rib
1. From the 3D Main tool box’s 3D Construct tool box select the
Thicken to Solid tool.
The 3D Construct tool box is located at top right of the 3D
Main tool box. The Thicken to Solid tool is located at the far
right of the 3D Construct tool box.
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2. In the tool settings, Turn on Add To Both Sides.
3. Turn on Thickness and, in its field, key in 1.5.
The rib is to be a total of 3 mm thick, so you will thicken it 1.5
mm each side.
4. In any view, identify the rib’s triangular shape.
The shape is highlighted. Simultaneously, dynamic arrows
display in all views to show the direction and extent of the
thickening.
First, using the Construct Union tool, you will consolidate the
individual solids.
Working in 3D
1. In the Main tool box, select the Element Selection tool.
2. Place a selection fence to envelope all elements of the model.
Handles appear on all elements, indicating that they are
selected.
Left: Use the Element Selection tool to select all elements to be united (1 and 2).
Right: Select the Construct Union tool to effect the union.
With the model in its “raw” state, you can now start to add the
finishing touches. First, you will chamfer the rear edges of the
main body, back to the cylindrical section. To determine the
dimensions of the chamfer, you can use the Measure Distance
tool. The distances should be 8mm and 34mm, as shown.
Working in 3D
To construct the second chamfer, the dimensions will be the
same, but reversed. Rather than reverse the Distance 1 and 2
values, you can simply turn on Flip Direction.
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1. If necessary, reselect the Chamfer Edges tool.
Values for Distance 1 and 2 are retained from the previous
operation.
2. Turn on Flip Direction.
3. Identify the rear right edge.
The edge highlights.
Two more chamfers are required on the lower left and right edges
at the front of the bracket. Dimensions for both these chamfers
are 8mm in the vertical direction and 20mm in the horizontal
direction.
Working in 3D
➤ Create the cutting profiles for the attachment holes
1. If necessary, in the Primary tool bar, click the Start AccuDraw
icon.
2. In the Main tool box’s, Ellipses tool box, select the Place
Circle tool.
3. In the Tool Settings, set Method to Center.
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4. Turn on Diameter and, in its field, key in 5.
5. Snap to the front upper left corner of the bracket and, without
entering a data point, type <O>.
This sets AccuDraw’s origin at the snap point.
6. Type <F> to set AccuDraw’s drawing plane orientation to
Front.
7. Move the pointer in AccuDraw’s positive X direction and, still
without entering a data point, key in 7.
8. Move the pointer downward and again key in 7.
This locks the pointer at the correct location for the hole’s
center.
The third circle (cutting profile) will be placed at the top of the
cylindrical lug.
With the cutting profiles in place, you can now cut the holes in
the solid.
Working in 3D
5. Identify the first circle at the front left of the bracket.
Graphics appear, showing the direction of the cut (in this case
forward and back because Both was selected).
6. Accept to create the cut.
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Left: Identify the solid
(1) and the cutting
profile (2). Graphics
display the direction of
the cut.
Right: Accept (3) to
create the cut.
When you create a cut, you can change the tool settings prior to
accepting the construction. You will see this feature when you
create the second and third holes.
For the hole in the cylindrical lug, you will set Cut Mode to
Define Depth, because it is a blind hole and does not pass
completely through the model.
That completes the raw model of the bracket. All that remains is
to add the finishing touches — rounding the sharp edges. Before
doing that, however, you will use another tool to make some last
minute adjustments to the model. In this case, these adjustments
should be made prior to rounding the edges. If the edges were
filleted prior to the modification, then all faces joined by the
rounding would be included.
During the following exercise, you will be able to use the various
views to assist in the modifications.
Working in 3D
1. In the 3D Modify tool box, select the Modify Solid tool.
2. Turn on distance and, in its field, key in 3.
3. Identify the solid.
4. As you move the pointer over the solid, notice that the various
faces highlight in a dashed line.
5. In the Top View, place the pointer over the top face of the rib,
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so that it highlights.
6. Accept.
The selected face highlights in a heavier weight line.
Simultaneously, an arrow appears in each view, showing the
direction and extent of the modification.
7. With the arrow pointing upward from the face (the Right View
shows this most clearly), accept the modification.
The rib is increased in depth by 3 mm.
As you can see, this tool lets you make changes such as this
without the need to go back and recreate parts of the model
manually. Similarly, you can adjust curved faces, such as that of
the cylindrical part of this model. Here, you will add 0.5 mm to
the radius of the outer face.
With the final adjustments made, you will now add the rounding
to the edges. This is done with the Fillet Edges tool. In completing
this task it may be necessary to magnify various parts of the
model to ensure that the correct edges are identified.
Working in 3D
1. In the 3D Modify tool box, select the Fillet Edges tool.
2. In the Radius field, key in 7.
3. Identify the first edge.
The solid highlights, with the selected edge further highlighted
in a heavier line weight.
4. In turn, identify each of the remaining 5 corners, as shown.
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Notice as you move the pointer over the solid, edges highlight
interactively. Entering a data point selects the dynamically
highlighted edge. Selected edges remain highlighted in a
heavier weight line.
When you fillet the next edge you will learn about the Select
Tangent Edges setting, and how it can be used.
Working in 3D
5. Without entering a data point, move the pointer over the
model. Notice that where an edge consists of a combination of
straights and curves, each section highlights individually.
6. Turn on Select Tangent Edges.
7. Notice now, as you move the pointer over the model, an edge
that includes a combination of straights and curves highlights
in its entirety.
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8. Select either top edge of the main body of the bracket. Notice
that the selected edge, plus the rear edge of the front plate
through to the top edge on the other side, highlights.
9. Accept to fillet the edge.
Because the front plate edges, plus the two vertical edges, were
filleted first, it took one step only to fillet the remaining edges. To
complete the model, fillet the edges of the rib, the edge where
the cylinder and rib join the main body, and the top edges of the
cylindrical section. The top edges of the cylinder will require a
0.75 mm radius.
Rendered images showing views from above (left) and below (right) the
model to be constructed in this exercise.
With this model, you will start with a 3D primitive solid, a cone.
You will then remove various sections with the Cut Solid tool.
After filleting some edges, you will then “hollow out” the model
from below, using the Shell Solid tool.
First you will construct the cone that forms the base of this model.
Because this model is based on a single solid, there is no need to
place active points to ensure that the same volume is displayed in
each view. After placing the cone, fitting each view will suffice.
Working in 3D
the cube.
This vertex is at xy=0,0,0 (the Global Origin) of the file.
9. Move the pointer upward in the Isometric view and enter a
second data point.
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10. Use the Fit View view control to fit each view.
✍ You can use any view to draw elements. We are using the
Isometric View because it usually gives a better idea of the overall
model. During the exercise, you will use this view and others,
where appropriate.
Using the circle as a cutting profile, you will now create the cut-
out.
Working in 3D
6. Identify the cone
The cone highlights.
7. Identify the circle
The circle highlights. An arrow displays, showing the direction
and extent of the cut.
8. Accept to create the cut.
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Placing the cut-out:
Left: Identify the solid
(1) and the profile (2).
Right: Accept to create
the cut.
Chamfering the
cut-out:
Left: Identify the lower
edge (1).
Right: Accept (2) to
complete the chamfer.
Cutting the square spigot hole is next. This will be done with a 6
mm square cutting profile, placed at the center of the solid.
Using the block that you just placed, you will place a square hole
through the center of the solid.
Working in 3D
2. Set Cut Direction to Both.
3. Set Cut Mode to Through.
4. Identify the solid.
The solid highlights.
5. Identify the square cutting profile.
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The block highlights. Arrows display, showing that the cut will
be in both directions.
6. Accept to complete the cut.
Before completing the basic solid, by cutting out the finger grips,
you will place 1.5 mm rounding on the top outer edge. Doing it
To complete the basic solid, you will now create the cut outs for
the tap’s finger grips.
You will now create a polar array of this circle to complete the
drawing of the cutting profiles.
Working in 3D
With the cutting profiles in place, you will now create the cutouts
in the solid.
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2. Set Cut Direction to Both.
3. Set Cut Mode to Through.
4. Check that Keep Profile is turned off.
5. In any view, identify the solid.
The solid highlights.
6. Identify any one of the circular cutting profiles.
The profile highlights.
7. Accept to create the cut.
With the basic solid of the tap handle completed, it is time to add
the finishing touches. First, you will hollow out the under side,
leaving a wall thickness of 1.5 mm. For this operation, you will
use the Shell Solid tool.
Next, you need to add 1.5 mm fillets to the edges around the
finger grips. In wireframe display, you may find that this model is
a little confusing and hard to determine outside edges from inside
edges. A solution is to change the display mode to a rendered
image or hidden line view.
Working in 3D
1. In the Isometric View window’s border, select the Change
View Display Mode view control.
2. Check that View is set to 2.
3. From the Display Mode option menu, choose Hidden Line.
The view updates in Hidden Line display mode. The view
window’s title changes to “Isometric View (cached)”.
Depending on your system, this may take a few seconds as
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the view is cached.
Converting 2D elements to 3D
As part of constructing an earlier model, you created a solid from
a 2D shape, using the Thicken to Solid tool. Other tools also are
available to create 3D solids from planar shapes. These
techniques will be demonstrated in the following exercise in
which you will construct the model shown below.
Working in 3D
To construct this model, you are first going to draw plan, front
and side elevations. These will be simple shapes, ignoring the
radii at the vertices, which you can add later as fillets. The shapes
will form the profiles that you will use to create the finished solid.
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To give you more practice at using AccuDraw in 3D, you will be
working entirely in the Isometric View.
Your first task is to draw the plan and elevation elements. You
will draw them in the Isometric View, using AccuDraw to provide
the correct orientation.
For reference, the illustration below shows the dimensions for the
plan and elevations.
First, you will draw the plan view of the model, which is a 50 mm
square with a 12 mm diameter hole in the center.
Working in 3D
4. Use Center snap to snap to the center of the square.
5. Accept to place the circle.
6. Reset to finish.
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Isometric view showing
the square and circle.
With the plan completed, you will now construct the side
elevation, using the Place Shape tool. AccuDraw will be used to
correctly orientate the shape.
Working in 3D
After placing the shape
forming the side
elevation.
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You could use a similar technique for drawing the front elevation
of the model. However, it is very similar to the side elevation, so
you will make use of the existing element by rotating a copy of it,
and then modify it. Again, AccuDraw will ensure that the axis of
rotation is in the correct orientation.
5. Reset to finish.
6. Identify the equivalent vertex on the left side.
With the outside border of the front elevation placed, you will
now place the two circles representing the horizontal holes in the
model.
Working in 3D
orientation.
7. Move the pointer downward and, with it indexed to
AccuDraw’s negative Y direction, key in 12 and enter a data
point.
8. In the Diameter field, key in 6.
9. Snap to the bottom center of the front elevation shape,
without entering a data point.
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10. Type <O> to set AccuDraw’s origin at the snap point.
11. Move the pointer upward and, with it indexed to AccuDraw’s
Y direction, key in 6 and enter a data point.
You will now group the circles to their associated shape. Later,
these will form the holes in the solid.
5. Reset to finish.
With the profiles extruded into solids, you can now create a
combined solid from them.
Working in 3D
The second extrusion highlights.
4. Accept.
A single solid is created at the common intersection of the two
extrusions.
Construct a single
solid from the 2
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extruded solids:
Left: Identify each of
the extrusions (1 and
2).
Right: Accept to create
the single solid.
With the side and front extrusions combined, you will now use
the circle in the plan profile to create the vertical hole in the solid.
Working in 3D
4. In turn, identify the remaining 5 vertical edges as shown
below (in any order).
5. Accept to fillet the selected edges.
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by the remaining 5 edges.
Right: Accept to fillet the
selected edges.
Working in 3D
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The focus of this exercise, a 2 story office building. Note the various architectural
features to be constructed using a variety of MicroStation tools.
6. Click OK.
The Design File Settings box closes and an Alert box opens
warning you about the effects of changing the working units.
7. Click OK to accept the changes to the working units.
Working in 3D
10. From the 3D Main tool box, float the 3D Primitives tool box.
The 3D Primitives tool box is located top left of the 3D Main
tool bar.
11. From the File menu, choose Save Settings.
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know whether the view is zoomed in or out enough, but the slab
still can be drawn and the view fitted at the completion of the
slab.
12. Move the pointer downward below the first point to set the
slab’s “height” dimension and enter a data point.
Notice that AccuDraw’s compass has rotated automatically to a
side orientation for placement of this last data point.
13. Use the Fit View view control to fit the view.
The view updates to display the entire slab. It is 8 feet long, 8
feet wide, and 2 feet high, with its top left front vertex at
xy=0,0,0.
Working in 3D
7. In the Column Spacing key in 30.
8. Identify the footing slab previously created.
The slab highlights.
9. Accept the array.
10. Use the Fit View view control to fit the view.
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The array of footers appears in the Isometric view.
With the column footings complete, in the next exercise you will
place a wall footing. This is designed to support the vertical walls
of the building’s exterior. Again, you will use the Place Slab tool.
10. Snap to the nearest corner of the next column to the left, and
accept.
The top of the slab is now defined. All that remains is to set its
depth.
11. Snap to a lower corner of the column (or any other column)
and accept.
The slab is completed.
Working in 3D
That completes the first wall footing, which is located along the
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left (West) edge of the building. Note how you used existing
column footings to define two of the three dimensions of the new
wall footing.
In the next exercise, you will create the wall footing for the rear
(North) edge of the building. Because the footing is not
symmetrical about the column footing, you cannot merely rotate
copy the wall footing just created. However, by using the Mirror
tool, it is possible to rotate and copy to the new location with the
correct offset.
Now, you will copy the wall footings along each edge of the
building. To complete this task you will first copy the existing
wall footings to fill in the gaps along the North and West edges.
You will then mirror copy these to create wall footings for the
opposite edges.
➤ Complete the wall footings for the North and West edges
1. Use the Fit View view control to fit the view.
2. In the Manipulate tool box select the Copy tool.
3. Identify the rear (North) wall footing just created.
The wall footing highlights.
4. Move the pointer to the right and, with it indexed to
AccuDraw’s X axis (the red axis), type 30 and enter a data
point.
The wall footing is copied.
Working in 3D
The footing highlights.
8. Move the pointer down to the right, keeping it indexed to the
negative Y direction, until the previous distance lock indicator
appears, then enter a data point.
The footing is copied.
9. Reset to finish.
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Copying the wall footings
for the West edge.
First, draw a construction line that you can use to define the pivot
point for the rotation.
Drawing the
construction line.
Copying (and
rotating) the existing
wall footings.
Working in 3D
For the moment, do not delete the construction line. You can
make use of it in the next part of the construction.
With the foundation footing in place, you will now create the
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actual foundation wall, which is a short wall that wraps around
the entire building, but is not solid. A separate floor slab will sit
on top of this foundation wall. To construct the foundation wall,
you will first create its plan profile and then extrude it.
First you will draw a 90 x 60 block, with its start point at the
center of the top face of the Southwest column footing (the first
footing drawn). Because this element is a 3D slab, you cannot use
Center snap to locate the center of the face. It would snap to the
center of the slab, both horizontally and vertically. You could use
AccuDraw to precisely locate the start point. Another option, that
you will use here, is to make use of the existing construction line,
after first modifying it.
Modifying the
construction line.
You can use this line, snapping to its center point, to define the
center of the footing’s top face.
Copying the inner edge parallel, will create the outer edge of the
wall.
Working in 3D
2. Turn on Distance and, in its field, key in 1.0.
3. Turn on Make Copy.
4. Identify the previously created yellow block with a data point.
5. Move the pointer to the outside of the highlighted block and
enter a data point.
A new block is created one foot larger than the selected block.
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6. Reset to finish.
You will use the two blocks to create the foundation wall. After
extruding the outer block, you will use the inner block to cut a
hole through the new solid.
6. In the 3D Main tool bar’s 3D Modify tool box, select the Cut
Solid tool.
7. If necessary, set Cut Direction to Both, and Cut Mode to
Through.
8. Identify the extruded solid.
9. Identify the inner block.
Arrows appear, displaying the direction of the cut (both ways).
10. Accept to create the cut.
With the foundation wall in place, next comes the first floor slab.
In this exercise, the Place Slab tool will be used to cap the
foundation wall just created.
Working in 3D
The first floor slab is complete.
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Next, the columns will be constructed.
10. Move the pointer upward, type 29:2 and enter a data point.
11. Use the Fit View view control to fit the view.
This first column can be used, with the Construct Array tool to fill
in the remaining columns. Settings for this tool are the same as
those used earlier.
Working in 3D
5. In the Row Spacing field, key in -30.
6. In the Column Spacing field, key in 30.
7. With focus in any AccuDraw field, type <T> to ensure that
AccuDraw is set to the Top orientation.
The Construct Array tool uses the drawing plane orientation
to establish its construction plane.
5. Move the pointer a little to the right, to rotate the cube a few
degrees, and enter a data point.
The view updates with the new rotated orientation.
6. Now, in the Rotate View tool settings, turn on Dynamic
Display.
7. Again, enter a data point in the center of the view.
8. Now, as you move the pointer, you can see the model
“rotate”.
9. When you are happy with the rotation, and can see all the
columns clearly, enter a data point to fix the view at that
orientation.
10. Use the Fit View view control to fit the rotated view.
Working in 3D
With the columns visibly separated in the view, the next task will
be made much easier.
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Only the columns should be visible in the view.
2. In the Main tool bar’s Polygons tool box, select the Place
Shape tool.
appears (data point), then West again until the mark appears
and enter a data point.
13. In the Tool Settings window, click on the Close Element
button to close the shape.
Working in 3D
Using the shape just placed, you will now extrude it to create the
slab.
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3. Turn on Distance and, in its field, key in :8 (to specify an 8
inch slab).
4. Identify the shape just placed in the previous procedure.
5. Move the pointer downward, so the extruded surface drops
below the shape, and enter a data point.
The second floor slab is created.
With the second floor complete, next you will create the roof
slab. This will be an 8 inch slab and be located at the top of the
columns.
Currently, the roof slab is at the same height as the top of the
columns. Before continuing, move it up so that its upper surface
is 2 inches above the columns.
Working in 3D
3. In the Polygons tool box, select the Place Block tool.
4. Snap to the top of the Northwest roof corner and type <O>,
without entering a data point.
Sets AccuDraw’s origin at the snap point.
5. Move the pointer upward and, with it indexed to AccuDraw’s
Y axis, type :10 and enter a data point.
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Sets the start point of the block 10 inches above. Currently,
the block is orientated vertically (in AccuDraw’s Side drawing
plane).
Working in 3D
Render the work in progress
Before continuing with its construction, a quick rendering of the
results is in order.
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3. From the Settings menu’s Rendering sub-menu, choose Global
Lighting.
The Global Lighting settings box opens.
4. If necessary, turn on Ambient and set its Intensity to 0.15.
5. If necessary, turn on Flashbulb and set its Intensity to 1.0.
6. Close the Global Lighting settings box.
7. From the File menu choose Save Settings.
8. From the Tools menu, Visualization Tools sub-menu, choose
Rendering tools.
The Rendering Tools tool box opens.
Working in 3D
➤ Construct the landing slab
1. In the 3D Primitives tool box, select the Place Slab tool.
2. Snap to the midpoint of the construction line just placed,
without entering a data point.
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3. Type <O> to set AccuDraw’s origin at this point.
4. Press the space bar to change AccuDraw’s coordinate mode to
rectangular (X, Y, Z).
5. Type <T> for top orientation.
6. Move the pointer downward to the left and, with it indexed to
AccuDraw’s negative X direction, type 13 (don’t enter a data
point).
7. Move the pointer upward to the left. Notice that it remains
locked at 13 feet in the negative X direction and that focus
now is in AccuDraw’s Y field.
8. Type :10 and enter a data point.
This sets the first point of the landing.
To create the top set of stairs again you will make use of the
construction line. First, however, it must be modified to suit.
8. Close View 4.
You will need the Isometric view only to construct the steps.
Working in 3D
2. Use the Window Area view control to zoom in on the
construction line and landing.
3. In the Points tool box, select the Construct Points Between
Data points tool.
4. Set Point Type to Element.
5. In the Points field, key in 11.
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6. Set the Active Line Weight to 10.
7. Snap to the upper end of the construction line, and accept
with a data point.
8. Snap to the lower end of the construction line, and accept
with a data point.
11 evenly spaced point elements are drawn on the
construction line.
9. Reset to finish.
10. Use the Delete Element tool to delete the construction line.
11. Set the Active Line Weight back to 0.
Using this block as a profile, you will extrude the first step. To
make the step taper to a point at its base, you will use a Y scale
factor of zero.
Working in 3D
4. Turn on Y Scale and, in its field, key in 0.
This will bring the bottom of the projection to a point along
the axis of the step.
5. Use the Window Area view control to zoom in on the step
profile.
6. From the Snap mode option menu, in the Status bar, choose
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Center.
7. Snap to the center of the step profile (the block) and accept
with a data point.
8. Move the pointer downward, beneath the step.
The block is extruded with the width diminishing to a point
(the lower edge).
9. With the pointer below the step, type 0:6 and enter a data
point.
The extruded step is constructed.
You can now copy this first step to the remaining 8 locations,
designated by the point elements (ignoring the first and last
points).
To construct the lower stairs, you will copy the upper stairs, and
then scale them to the required length of 4 feet.
Working in 3D
➤ Use the fence to copy the stairs
1. In the Manipulate tool box, select the Copy tool.
2. Turn on Use Fence.
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3. Snap to the midpoint of the top edge of the second floor
“notch” and accept with a data point. Take care to snap to the
top of the slab.
A copy of the fence outline is attached to the pointer.
4. Snap to the top of the landing at the front left corner (that is,
the Southwest corner), but do not enter a data point.
5. Type <O> to set AccuDraw’s origin at the snap point.
6. If necessary, type <T> to set AccuDraw’s compass to the Top
orientation.
Working in 3D
The steps (inside the fence) are scaled from 6 feet to 4 feet
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long.
10. Reset to finish.
11. Select the Place Fence tool to turn off the fence.
12. Use the Fit View and Window Area view controls to display
both stairways and the landing.
With the left set of lower stairs completed, you can mirror copy
them to create those on the right side. There is no need to open
another view, such as Top or Front, to do this. With AccuDraw set
to Top orientation, you can perform this operation in the
Isometric view.
Working in 3D
7
While the elements will be placed using the Isometric view, you
can monitor the placement in the orthogonal views (Top, Front,
and Right). During the course of the exercise, you may want to
As all the uprights are the same length, you can copy this to place
the remaining construction center lines. You will be using
AccuDraw to position the line relative to existing elements in the
design. Each of the following copy procedures can be performed
in a continuous stream, but are broken into separate items here,
for clarity.
Working in 3D
➤ Copy the upright to the back of the landing
1. With the copy tool still active, move the pointer upward to the
left and, with it indexed to AccuDraw’s X axis, press <Enter>,
without entering a data point.
This locks AccuDraw’s Y and Z fields to zero. Only the X
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value may be changed.
2. Snap to the rear right corner of the landing, without entering a
data point.
Notice that the line remains offset from the snap point.
3. Type <O> to set AccuDraw’s origin at the snap point. That is,
at the offset snap point.
To complete the uprights for the right side of the stairways, you
need to copy one upright to a point 5 inches back from the edge
of the second floor slab, and 2 feet 3 inches in (toward the stairs)
from the right side corner of the notch. This allows space for the
Working in 3D
2. In any view, identify the lower end of a previously placed
upright.
3. In the Isometric view, snap to the right upper corner of the
notch, without entering a data point.
4. Type <O> to set AccuDraw’s origin at the snap point.
AccuDraw’s compass still should be front orientation.
5. Move the pointer downward to the left and, with it indexed to
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AccuDraw’s negative X axis, type 2:3, without entering a data
point.
Working in 3D
7
10. Enter a data point away from other elements to deselect the
uprights.
With the upright reference lines in place, you can use these to
construct the handrail reference lines. Later, these will be
converted to tubular elements. Start with the center section of the
lower stairs.
5. Reset to finish.
3. Reset to finish.
Working in 3D
6. Enter a data point to deselect the elements.
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With the skeleton of the handrails constructed, you will now
begin converting them to tubular solids. Cylinders will be used to
create the lower handrail, while the top handrail will be
constructed by extruding a circular section along the path formed
by the reference line.
You will use the Isometric view to construct the handrails, but
monitor the other views as a check as you place the various
elements.
4. Use the view controls to magnify the left side of the center
handrails.
and the right side. Use the Pan View view control to display
the required section of the handrail.
Working in 3D
the uprights at each end.
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4. Set the Active Color to Red (3).
This will make it easier to see the lines that are connected, to
check for errors.
5. In the Groups tool box, select the Create Complex Chain tool.
6. Set Method to Automatic.
7. Identify the upright (reference line) at the left end of the
center handrail.
With the path lines defined, you will now draw a circle at the
beginning of each chained element, to be used as a profile.
Working in 3D
2. Check that Defined By is set to Profile.
3. In the Isometric view, identify the upright on the right.
The line highlights.
4. Identify the circle at the bottom of the selected upright.
The circle highlights.
Make sure that the circle highlights. If necessary, zoom in on
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it.
5. Accept with a data point.
The extrusion is displayed.
6. Accept again to complete the extrusion.
7. Repeat for the upright and circle on the left.
To create the handrail for the left side, a fence is put around the
handrail in the right, and a mirror copy made.
Working in 3D
11. Reset to finish.
12. Select the Place Fence tool to turn off the fence.
At this point you can turn on all of the levels and review your
design. A short rendering session is probably in order. Using the
Isometric view as a starting point, rotate the view and zoom in to
look at the details of the staircase and railings.
Working in 3D
7. Move the pointer upward to the right and, with it indexed to
AccuDraw’s X axis, type :6 and enter a data point.
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This defines the length of the slab.
8. Move the pointer to the right, type :2 and enter a data point.
This defines the width of the slab.
9. Type <F> to rotate AccuDraw’s compass to the Front
orientation.
10. Move the pointer upward, type 22 and enter a data point.
The vertical mullion (slab) is completed.
6. Reset to finish.
For the horizontal mullions, you will again use the Place Slab
tool.
Working in 3D
2. In the Isometric view, turn off all other levels.
3. Use the Fit View and Window Area view controls to magnify
the lower ends of the vertical mullions.
Working in 3D
2. In the 3D Modify tool box, select the Construct Union tool.
The mullions are united into a single element.
With the window frame completed, you can now use the Copy,
Rotate, and Mirror Copy tools to create the remaining frames.
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Level 5 contains the columns.
2. In the Isometric view, use the Rotate View view control to
slightly rotate the view, to make the columns easily
discernible.
Working in 3D
3. Identify the top center of the Northwest column.
Defines the start point of the copy.
4. Identify the top center of the adjacent column to the South in
the West wall.
The window is copied.
5. Deselect the window.
Working in 3D
This completes the basic construction of a simple office building.
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Assessing your project results
To illustrate just how far you can take this model, a detailed
version of this building project is included with MicroStation.
Open and compare it to your model. You should find that it
closely matches it but includes a variety of additional features just
mentioned (vestibule, curved wall, cubicle workstations).
box is on, the tag value displays. The part number and fixture
code values display, but the price and project do not display.
13. Position the pointer near the ceiling fan, and enter a data
point.
The fixture tag values are attached.
Element Tags
The new price value displays but the new part_num does not.
2. Below the Tag Sets list box, click the Add button.
The Tag Set Name dialog box opens.
3. In the Name field, key in Fire_line.
4. Click the OK button.
Tag Set Name dialog box The Tag Set Name closes and the tag set Fire_line appears in
the Sets list box in the Tag Sets dialog box.
5. Below the Tags list box, click on the Add button.
Element Tags
12. Click the OK button.
The Define Tag dialog box closes.
13. Back in the Tag Sets dialog box, below the Tags list box, click
the Add button.
The Define Tag dialog box opens.
14. Key in the following values:
In the Tag Name field, key in Type.
In the Prompt field, key in Enter type:. 8
15. From the Type option menu, choose Character.
16. In the Default Tag Value field, key in Copper.
17. Click the OK button.
Select By Tags
dialog box
The Criteria list box shows the newly defined search criterion,
and the default conjunctive clause, “And.”
8. Click the Or button.
The “And” changes to “Or.”
9. In the Tag list box, select fixture, fixture_code.
10. In the Operator list box, select “greater than or equal.”
11. In the Expression field, key in EWL.
12. Click the Insert button.
In the Criteria list box are two statements that are evaluated
with the “And” statement having precedence over the “Or”.
13. In the Select By dialog box, click the Execute button.
Element Tags
Outlets and fixtures that are on the outside of the building are
selected and displayed with handles.
14. Close the Select By settings box.
An alert box displays.
15. Click the OK button.
Element Tags
4. Click the Done button.
After a moment, the status bar prompt reads “Done
Generating Report.”
The report file “fixture.rpt” is written to MicroStation’s
“\Workspace\projects\examples\generic\out” directory. Use
a word processor or text editor to view this ASCII, comma
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delimited, report file.
About “floor.dgn”
The design in “floor.dgn” is a simple office floor plan. View
window 3 is a fitted view that shows the entire plan.
Working units in “floor.dgn” are feet (') and inches ("). Points on
the grid are located one inch apart. Reference points on the grid
are one foot apart. The design is oriented geographically so that
the top of the screen is north, the bottom south, the right east,
and the left west.
It may help to refer to the first page of this chapter, where the
labeled design is shown. Finally, all the dimensions and notes you
will be adding are already in the design, but on level 63, which is
turned off (that is, not displayed) in all views.
Labeling a Design
dimension endpoint. Be sure you snap to the multi-line that
represents the masonry walls.
The south masonry wall (21') is dimensioned.
4. Enter a data point on the southeast corner of the slab (preview
with a tentative point).
The south edge of the patio (21') is dimensioned.
5. Reset to place the dimensions.
The prompt in the status bar is “Define length of extension
9
line.”
✓ When working with designs containing a lot of text, you may find
it convenient to set the Smallest Text preference higher. That will
prevent MicroStation from taking the time to draw text that may
be too small to read.
Dimensioning south
edge of slab.
Labeling a Design
2. Enter a data point about 3 feet east of the existing north-south
dimensions.
The east edge of the slab (60’) is dimensioned.
Dimensioning along
southeast masonry wall.
Labeling a Design
masonry wall (preview with a tentative point).
3. Enter a data point to the southeast to define an extension line
length about 3 feet longer than the extension lines in the
previous dimensions.
4. Enter a data point on the northern corner of the diagonal
masonry wall (preview with a tentative point). 9
Dimensioning entire
southeast masonry wall.
Dimensioning masonry
wall thickness.
Labeling a Design
Next you will dimension the distance from the corner of a room
to the doorway, placing the dimension in the room near the
southwest corner of the building.
Dimensioning typical
interior distance.
Next you will dimension the interior wall, placing the dimension
in the next room to the north.
Dimension Settings
settings box
Labeling a Design
reception area (preview with a tentative point). The reception
area is the central area of the floor plan onto which the office
doors open.
8. Reset to place the dimension (4").
Dimensioning interior
partition thickness.
Next you will dimension from the interior face of the southeast
masonry wall to the partition that represents the room’s northwest
wall.
Labeling a Design
Dimensioning NW-SE
room size.
Dimensioning
east-west room size.
Labeling a Design
end of the building, proceeding from east to west
1. Reset until the Dimension Size with Arrows prompt in the
status bar is “Select start of dimension.”
2. Enter a data point on the intersection of the interior faces of
the north and east masonry walls (preview with a tentative
point).
3. Enter a data point about 3 feet south of the north masonry
wall to define the dimension line endpoint.
9
Dimensioning east-west
room sizes.
Labeling a Design
set the Active Angle to 0°.
4. Enter a data point to position the text below the dimension
text. Leave the Text Editor window open.
The room label notes will be violet and slightly larger and heavier
than the dimension text.
Suppose the “client” for this building project requires that the
rooms adjacent to the entry hallway and the room in the northeast
corner be numbered offices. To label the rooms, you can use
enter data fields as placeholders for future entry of office
numbers. Make the fields three characters long to allow space for
three digit office numbers.
Labeling numbered offices. ➤ Label the other offices on the east side of the building
1. In the Text Editor window, click the Reset button to clear the
text in the window.
2. Type Kim in the Text Editor.
3. Enter a data point to position the text in the rectangular office
immediately north of the odd-shaped office on the east side of
the building.
4. In the Text Editor window, click the Reset button to clear the
Labeling a Design
text in the window.
5. Type Ray.
6. Enter a data point to position the text in the next office to the
Labeling other offices north.
on east side of building.
9
The text node is displayed with a small cross and a text node
identification number. These are useful when placing empty text
nodes that will be filled with text later.
View Attributes
settings box
2. Display the number of the fitted view from the View Number
option menu.
3. Turn off Text Nodes.
4. Click the Apply button.
At this point, the client tells you the office numbering scheme.
The odd-shaped offices, from west to east, are #101 and #102.
The office in the northeast corner of the building is #105.
Labeling a Design
➤ Fill in the enter data fields
1. In the Main tool bar, click on the Text tool, and tear off The
Text tool box.
2. Select the Auto Fill In Enter Data Fields tool.
If you closed the Text Editor window after placing the last
text, the window reopens.
3. Select the fitted view.
9
Labeling a Design
Cell Library settings box
Now you will place the arrow east of the east masonry wall and
exterior dimensions so that the arrow points to the north.
Drawing Composition
settings box
View 4 clears and will now be used to hold the drawing sheet.
Note Window 4’s title now includes “Sheet View”.
4. From the Tools menu, choose Attach Border > Fitted.
The Attach Border File dialog box appears.
10
5. Press reset.
After a short time the hidden line rendered image will appear
at the location selected.
10
The drawing sheet attached earlier is a ‘B’ size sheet set to quarter
scale. Because the drawing sheet corresponds one to one with the
plotter output (i.e., one inch of the drawing sheet represents one
inch of plotter paper), annotation text sizes and other drawing
related features can be specified in real units. For instance,
eighth-inch-tall text is entered as 0.125” in the Text settings box.
The same goes for all of the other text entries.
10
11
12
11. Place the extension line so the dimension will appear left of
the object and enter a data point.
12. Snap to the centerpoint of the large center hole.
A dimension of 3.9 will appear.
13. Place additional dimensions as needed.
For the purpose of this example, only the 3.9-inch dimension
is required.
You will create a settings file and define two settings groups. As
part of the process of defining a Linear component of one of the
settings groups, you will create a custom line style.
You are now ready to begin creating settings groups, which will
be stored in your “mapping.stg” file.
11
➤ Create a group named Road
1. In the Edit menu’s Create sub-menu, choose Group.
7. Click the Save button to close the settings box and save the
settings.
The following table shows how the active settings change upon
selection of the Paved Edge component in the Select Settings
window:
Setting Changes to
Active Level 6
Active Color 4
Active Line Style 0
Active Line Weight 2
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Suppose also that the standard calls for the edges of unpaved
roads to be placed with the Place Stream Line String tool on level
6, in red (color 3), as lines with a repeating pattern of two short
(length 1) and three long dashes (length 3). To add this
component, you will first define a simple custom line style. Then
Next you will name, link, and define a stroke pattern component
for this line style.
11
Settings Groups and Custom Line Styles
6. From the Stroke Type option menu, choose Dash.
7. Select the third stroke.
8. From the Stroke Type option menu, choose Dash.
9. Repeat steps 7-8 for the fifth, seventh, and ninth strokes.
➤ Set the length of the gap and dash strokes and save the
new line style definition
1. In the stroke pattern display, select the first stroke.
2. In the Length field (adjacent to the Length option menu), key
in:.1 ( 1⁄ 10 of an inch) and press <Enter>. This is the length
the stroke should be when it is plotted.
3. Repeat steps 1-2 for the next two strokes and all the gaps.
4. Select the fifth stroke.
5. In the Length field, key in:.3 ( 3 ⁄ 10 of an inch).
6. Repeat steps 4-5 for the seventh stroke.
7. From the settings box’s File menu, choose Save.
8. Close the Line Style Editor settings box, sink it, or move it out
of the way.
Since the Unpaved Edge line style has been created, you can now
add the Unpaved Edge component to the Roads group.
This table shows how the active settings change upon selection of
the Unpaved Edge component in the Select Settings window:
Setting Changes to
Active Level 6
Active Color 3
Active Line Style Unpaved Edge
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Suppose the company standard for road annotation is to use blue,
unrotated text placed on level 2 in the WORKING font, and to set
the text to plot at 1 ⁄ 8 " high and wide.
4. Turn on Key-in and key in ICON (the key-in for Place Text) in
its field.
5. Turn on Level and key in 2 in its field.
6. Turn on Color and key in 1 in its field.
7. Turn on Font and click the Select button to the right of its
field.
The Select dialog box opens.
8. In the list box, select WORKING, and click the OK button.
The Select dialog box closes.
9. Turn on Angle and key in 0 (zero) in its field.
10. Turn on Use Paper Size and Height/Width.
11. From the Units option menu, choose " (inches).
The following table shows how the active settings change upon
selection of the Paved Annotation component in the Select
Settings window (assuming the drawing scale is set to 1/8 = 1’):
Setting Changes to
Active Level 2
Active Color 1
Active Font WORKING
Active Angle 0°
Active Text Height 1:0
Active Text Width 1:0
Next you will add a deciduous tree cell component and a linear
tree line component to the Tree group you created in the first
exercise.
11
11. Turn on Cell and click the adjacent Select button.
The Select Cell dialog box opens.
12. In the list box, select DECID, and click the OK button. (DECID
is in the library “sample2.cel.”)
This table shows how the active settings change upon selection of
the Deciduous component in the Select Settings window
(assuming the drawing scale is set to 1 ⁄8 " = 1' and the active
design file’s working units match those of the cell):
Setting Changes to
Active Level 1
Active Color 1
Active Line Style 0
Active Line Weight 0
Active Cell DECID (“sample2.cel”)
Active Angle 0°
Active Scale 96.0
✍ The color, line weight, and line style settings will only affect the
cell’s symbology if the cell was created as a point cell.
11. Click the Save button to close the settings box and save the
settings.
The following table shows how the active settings change upon
selection of the Treeline component in the Select Settings window
11
(assuming the drawing scale is set to 1 ⁄8 "=1’):
Setting Changes to
Introduction
Lighting can make the difference between an average image and
a truly photo-realistic image. You can use global lighting and
source lighting, individually or together, to illuminate your
models. Global lighting is controlled from the Global Lighting
settings box, while source lighting is provided by special light
source cells. These cells contain data fields, which specify the
various settings for the particular light source.
Global Lighting
12
settings box
In the image, there is a lack of detail with the flat surfaces, though
the rounded edges are plainly discernible. To improve the image,
use the Define Camera tool to slightly rotate the Isometric view.
This changes the surface angles relative to the view camera.
Define Camera
settings window
12
Rotated view shows
6. Check that Add Sky Light to all Solar and Distant Lights is
turned off.
Global Lighting
settings box with Solar
lighting settings
displayed
12
With Solar Shadows disabled,
all horizontal surfaces facing
Using the global lighting settings in this way lets you quickly
create a lighting scene for producing general images of your
model. When final images are required, look at the source
lighting options, either alone or in conjunction with global
lighting.
For example, on a clear day the sky is not uniformly lit, because
the light comes predominantly from the direction of the Sun, thus
Notice that the shadows are very dark, with nothing visible in
their region. In particular, the small green building, located in
front of the tall tower, is hidden completely by the shadows.
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With no sky lighting, the
small building in front of the
tower is hidden in the
shadows of the taller
In this situation, use “Add Sky Light to all Solar and Distant
Lights.”
Notice this time, that the small building is visible in the shadows
of the larger building. Additionally, it has cast a shadow against
the larger building. Because the lighting is coming from all
directions of the sky (but concentrated in the direction of the Sun)
objects in the shadows also are illuminated. “Secondary” shadows
are cast by the light coming from directions other than the Sun.
The rendered image has a natural look.
12
Notice that the shadows are less distinct because the lighting is
more evenly distributed across the “cloudy” sky.
Back Light
• intensity varies, depending on the
desired effect.
Photographer’s standard
lighting setup. Subject
Camera
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4. Click Apply.
This is an alternative method to the Define Camera tool for
turning on the camera in a view.
4
6
12
3. Select View 2, to set it as the camera view.
The camera view cone appears in each of the other views.
4. If necessary, from the Projection option menu, choose Three
Point.
Using the Camera View Cone to verify the location of the guide line.
12
Lighting for Rendered Images
5
✍ If the light source cell does not appear, turn on the view attribute
Constructions (for all views but the camera view). Light source
cells are construction class elements and are placed on level 1.
Next, create the back light, which has similar settings to that of
the key light, with the exception that Shadow is turned off.
Like the back light, the fill light source does not cast shadows. Its
Intensity setting will be changed to a lower value.
3. With the focus in the AccuDraw window, press <O> to set the
drawing plane origin at the tentative point location, and move
the pointer to the Front view.
4. With the pointer indexed on the y-axis, move it until it is at
the level of the top of the model and enter a data point.
12
2
With the light sources in place, render the camera view to see the
result. Before doing this, make sure that the Global Lighting
settings are correct. You can open the Global Lighting dialog box
directly from the Define Light settings window.
After creating the three light sources and rendering the camera view.
So far, only Point light sources have been used. You can use a
Spot light source to add impact to an image. In the following
exercise, the key light source is replaced with a Spot light source.
First, delete the original key light source.
or
Click Scan to highlight the first light source. If necessary, enter
resets until the correct light source highlights.
5. Accept with a data point.
An Alert box opens, asking if you are sure that you want to
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delete the light source.
6. Click OK.
The light source is deleted.
Next, you will create the Spot light source. Since Spot light
sources are directional, you will define both the position of the
light source and the target point.
10. Accept.
The Spot light source is placed.
11. Use the Render tool to render the camera view to see the
effect from the Spot light source. Notice that the area
illuminated by the Spot light source is well defined. Just like
spotlights in real life, these computer Spot light sources can
focus one’s attention on a particular part of the model.
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This exercise uses the sample design file “office2.dgn.” To this
model, you will add overhead office lighting, in the form of Area
light sources.
12
Scene with Flashbulb,
and Ambient lighting
Intensity is 1 (default).
Resolution is 256 (default).
Samples is 4 (default).
Attenuate is turned off (therefore Distance is ignored).
8. Identify one of the red rectangles in View 2.
The element highlights, and an arrow appears to indicate the
direction of the proposed Area light source.
9. If the arrow points upward instead of downward into the
room, turn on Reverse in the Define Light tool settings box.
This reverses the direction of the light source so that it shines
in the opposite direction to that indicated by the arrow. If the
arrow is pointing in the correct direction, make sure that
Reverse is turned off
With the two Area light sources created, check the difference that
has been made to the image. First, turn off Flashbulb lighting.
Now the image has a much more natural look. The shadows
produced by the Area light sources are soft and generally
indistinct, as if from typical fluorescent lighting.
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After adding Area
Area light sources, when created from Primary class elements, and
when their location is present in the view, appear in the rendered
image. They are visible whether or not the levels containing the
elements used to create them are turned on. You can see this in
another saved view, EX2. When rendered, it displays one of the
Area light sources in this model. Area light sources created from
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3. Use the Fit View view control to fit View 1.
4. From the Utilities menu, choose Saved Views.
The Saved Views settings box opens.
You will see that a desk lamp is included in this model. Source
lighting consists of a Point light source in the desk lamp.
Looking at the image notice that only the point light source
present in “desklite.dgn,” the active design file, is illuminating the
model. Because the Area light sources are present in the reference
file only, they do not take any part in illuminating the scene.
Desklite.dgn has
lighting for the
monitor and desk
lamp only. Area light
sources are present in
the reference file only.
To correct this, you could create Area light sources in the active
design file. Easier still, the Area light sources (created in the
earlier exercise) could be copied from the reference file into the
active design file.
➤ Copy the Area light sources into the active design file
1. In the Top view, use the Zoom In view control to zoom in on
the two rectangles containing the Area light sources.
You should be able to see the enter data fields of the Area
Light sources that you placed in the previous exercise. If not,
make sure that levels 1 and 2 of the reference file are turned
on and that the view attribute Constructions is turned on.
This time, the ray traced image again looks quite natural with soft
shadows from the overhead lighting and sharp shadows from the
bright desk lamp. The only remaining problem is the brightness
of the light from the desk lamp. It is too bright, and is washing
out detail in some of the carpet. On the desk, however, the
brightness is acceptable. Therefore, reducing the Intensity setting
of the light source will fix the carpet problem but make the
12
lighting on the desk unacceptable. To solve this problem, use the
Attenuate source light setting.
With the desk lamp attenuated, it is still bright at the desk level,
but much more subdued at floor level. Sharp shadows are still
apparent, but the carpet detail is not washed out.
Introduction
Material definitions add realism to computer-generated images of
3D models. When a model is rendered, instead of producing
simple colored surfaces, realistic textured surfaces are displayed.
Material definitions can be simply pattern maps, bump maps, or a
combination of the two. In addition, MicroStation supports
procedural textures, which provide a more sophisticated material
definition, particularly for solids.
Defining Materials
Material definitions are stored in material palettes (“.pal” files),
while material assignments are stored in material assignment
tables (.mat files). To make use of material definitions, each
design file needs its own material assignment table. A single
material assignment table refers to one or more palette files for its
materials.
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Creating and Applying Material Definitions
Rendered image of the
pool prior to applying
material definitions.
Obviously, the rendered view does not look much like the
original pool. In this exercise, you will create two materials to line
and edge the pool. These will be saved in a new palette file. You
will access the Define Materials settings box with the Apply
Material tool, MicroStation’s convenient tool for all material
operations.
Double-clicking in the
material preview box opens
the Define Materials
settings box.
13
Creating and Applying Material Definitions
6. Click OK.
The dialog box closes and focus returns to the Define
Materials settings box. The name of the selected file appears
in the Map Name field. The material is displayed in the
preview box.
7. From the mapping option menu (located above the Select
button), choose Master Units.
This sets the units for the Size and Offset fields.
8. In both the Size X and the Size Y fields, key in 0.45.
The material preview updates after each setting is keyed in.
This sets the size of the pattern for applying to the material.
Each tile will be 0.45 x 0.45 (master units).
9. Turn on Base Color and Specular Color.
By default, both colors are white. Base Color is the underlying
color (tint) of the pattern map image and Specular Color is the
color of the specular highlights. When these are turned off,
the Active Color is used for the preview box. In the model, the
color of the element (to which the material is applied) is used.
10. If necessary, in the pattern Weight field, key in 1.
With settings less than 1, more of the underlying color of the
material is seen. This setting allows you to “tint” the color of
materials, by reducing the effect (Weight) of the Pattern Map
image.
The Define
Materials settings
box after adding
the new material
definition.
Before continuing, try reducing the Weight value, and note the
effect it has on the material. You can experiment with the settings,
without affecting the saved material, as long as you don’t click the
Replace button.
Varying the Weight setting controls how much of the pattern map is seen.
Values illustrated are 0 (left), 0.3 (center) and 1.0 (right).
For the pool edging material, you can define a pattern map and a
bump map. Whereas the pool lining material is a smooth tile, the
edging material has ridges that are given a texture with a bump
map. A bump map is merely the same image as that for the
pattern map, or it can be a gray-scale version of the (colored)
pattern map. It produces a 3D texture effect when Phong shaded
or ray traced.
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The Select Pattern Map dialog box opens.
3. From MicroStation’s “system/materials/pattern” directory,
select the file “block01.jpg”.
To this material definition, you can now add the bump map, to
give the material a 3D texture.
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Varying the bump Height setting changes the appearance of the material.
Turning on Invert reverses the ridges and valleys in the texture.
Notice that the grooves are aligned at a 90° angle to the edge.
This can be changed so that they run parallel to the edge.
5. Accept.
The element is rendered, and the preview box updates to
display the newly identified element.
13
Creating and Applying Material Definitions
➤ Save the material palette
1. From the Define Materials settings box’s File menu, choose
Save Palette As.
The Save Palette As dialog box opens.
2. In the Files field, key in tutemats.
By default, “.pal” will be appended to the filename.
3. Click OK.
The dialog box closes. Focus returns to the Define Materials
settings box.
Applying Materials
You can assign materials to elements in the design by color and
level. Additionally, a definition can be attached as an attribute to
an element. When attached as an attribute, this overrides the color
and level criteria.
By default, the
material table is given
the name of the design
file. When saved, it is
appended with “.mat”.
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An asterisk appears next to the material’s name on the
Material option menu button. This denotes that the material
has been used.
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2. Turn on level 11 in the Isometric view.
A blue rectangle appears in the pool.
Looking at the material preview box, notice that the water is not
transparent. If so, you would see the Bentley logo through the
material. To correct this, without changing the existing material,
Now that the material has been added to the customized palette
file, under a new name, you can make modifications to its
definition. These changes do not affect the original Water - pool
material.
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5. Click More Settings.
Now, you can apply the material to the element in the design.
Looking at the image, the water is now transparent, and you can
see the refraction. Though the lines of the tiles are “bent” as they
disappear below the surface of the water, the image is not
photorealistic. Even though the surface of the water is disturbed,
the submerged tiles look perfect. In reality, these would appear
distorted due to refraction through the uneven surface of the
water.
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3. From the Material option menu, choose “Pool - water”.
4. Double-click the material in the preview box.
The Define Materials settings box opens, with the palette file
12. Use the Render tool to ray trace the Isometric view.
As a result of adding the bump map, the lines in the tile
pattern are distorted by the refraction through the water.
Try changing the Height setting for the bump map and inspecting
the results by rendering the view. Don’t forget to click the
Replace button after changing the setting.
With the pool competed, the next step is to create the grass
material for the pool surrounds. For this, use the standard grass
material that is delivered with MicroStation. The material
assignment table will therefore refer to two palette files.
8. In the Top view, identify the large green circle outside the
pool area.
The circle highlights.
9. Accept.
An asterisk appears next to the material name on the option
menu button.
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Materials such as “grass” can look slightly unnatural when
rendered, particularly where the material disappears into the
distance. To correct this problem, a rendering option is provided
— Multilevel Texture Interpolation. With this option chosen, the
Left: Multilevel Texture Interpolation OFF — Image appears “noisy”. Grass material
displays too much detail in the distance. Edging material is not well defined.
Right: Multilevel Texture Interpolation ON — As the grass material gets further from the
eyepoint, less and less detail is shown. Edging material is better defined.
Procedural Textures
In the previous exercises, two-dimensional images were used to
define the materials. During rendering, these images were applied
to the surfaces, similar to applying wallpaper to a wall. If the
pattern was too small, it was repeated or tiled on to the surface.
MicroStation has another form of material, that comes in both
two-dimensional and three-dimensional forms — procedural
textures. In fact, each procedural texture is an MDL application
that applies the material to the elements in the design. The
following exercise illustrates the use of a 3D procedural texture.
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procedural texture for this cube. To avoid changing the sample,
copy it into the material palette created and used in previous
exercises.
Adding the
procedural
texture to the
tutorial palette.
13
Creating and Applying Material Definitions
Notice that the veins in the marble material meet correctly at the
edges. The material has been applied as a three-dimensional
substance, not as a two-dimensional image applied to each face.
Another advantage of using 3D procedural textures is that a solid
made up of several elements can have the material applied as
though it is a single element. In the next exercise the material will
be applied to the figure, which is created from a number of
elements, grouped as a cell.
The veins of the marble vary through the figure, because it is not
the same pattern map applied to the arms, legs, torso, and head.
It is one material applied to the whole figure.
7. Accept.
8. Again, use the Render tool to render View 2.
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Creating and Applying Material Definitions
To change the appearance of standard materials, you can change
the values in the Map section of the Define Materials settings box.
When using procedural textures you can change additional
parameters as well as the Size values. These may vary for each
procedural texture. You can access them using the Edit button in
the Map section of the Define Materials settings box.
For this material, changes can be made to the Base and Vein
Color, of the marble. As well, the “level_of_detail” and
Introduction
Radiosity solving provides a view independent solution of the
diffuse reflections between materials. It does not produce an
image as such, but the rendering processes can then use the
radiosity solution. Ray tracing, for example, can add the (view
dependent) specular highlights, reflections, and refraction.
When the radiosity solution is used, reflected light is taken into account. For example, the
floor under the table is partially illuminated by the light reflected off the walls.
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Radiosity solving uses the Brightness setting of light source cells
to calculate the amount of light energy. Typically, when the
Working units
In order to render an image using a radiosity solution with the
appropriate brightness, the physical dimensions of the geometry
in the design must be expressed in real-world units. If the
working units of the design are meters, and the light source
brightness is in lumens, then the radiosity solution provides
illuminance in lux (lumens per square meter). If the working units
of the design are feet, illuminance is calculated in foot-candles
(lumens per square foot).
Using the Radiosity settings box, you can control the quality and
processing time of a radiosity solution. First define the basic
settings for materials, lighting and display.
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surfaces. This design is set up with the surfaces correctly aligned.
In this part of the exercise you will see how the settings for these
meshes affect image quality and processing time. The relationship
between the element size and the effect of adaptive subdivision is
illustrated.
14
Introduction to Radiosity Solving
6. Click Solve Radiosity.
7. Select View 2.
As the size of the element mesh triangles is reduced, the shadow boundaries
appear more accurately defined.
Notice that the shadow boundaries are much better defined, even
with the element mesh size set to 0.2. This is because the
Maximum Element Subdivisions setting allows for further
subdivision of the element mesh at shadow boundaries.
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Maximum Element
Subdivisions set to 2.
With this setting, you will see that the shadow boundary now is
smoothly defined. Increasing the value of the Maximum Element
Maximum Element
Subdivisions set to 5.
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Looking at the shadows, it is obvious that the reflected light is
from a patch on the wall to the right of the image. During
processing, you can display the location of these patches.
After displaying the image, following the first shot, notice the blue
triangle that appears on the right side wall. This is the patch that
is shooting light for the next shot.
Increasing the shots to three, you will see the effects of lighting
from the unshot patch that now is brightest. Because Keep
Database in Memory is on, the process will continue from the
previous shot, rather than starting with shot 1.
Notice this time that the shot is from a patch on the wall to the
left of the view. When the view is rendered, you can see from the
shadows that the light has come from this patch.
14
Introduction to Radiosity Solving
Letting the next shot process you will see that the brightest unshot
patch now is on the surface of the table.
It can be seen that the lower region of the lamp base is now
illuminated. This illumination is provided by light energy reflected
from the table top.
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Stopping Conditions
You do not have to wait until the final shot before seeing some
form of image. You can stop processing at any time by entering
Reset. This stops the radiosity calculations after the current shot,
and renders the selected view. When Keep Database in Memory
is on, you can resume the calculations from the last shot.
Additionally, you can specify that an Intermediate Display is
rendered at regular intervals.
When the process completes the fifth shot, View 2 will be smooth
shaded. Checking these intermediate displays (in this case, every
fifth shot) can help you decide if you want to stop the process
early (with a Reset).
Third intermediate
display, after the 15th
shot, showing Smooth
Shaded image.
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Letting processing continue until the stopping condition is met,
can be time consuming. The time it takes will depend on the
speed of your system. So that the radiosity solution does not have
5. Select View 2.
The view is rendered using the final display option, which is
Ray Trace. Notice that the ray tracing of the view is faster than
normal, because the ray tracing process uses the radiosity
solution that is present in memory.
With the radiosity solution still in memory, you can render other
views, using the radiosity solution. You do this by clicking Solve
Radiosity in the Radiosity settings box, or by using the Render tool
with Render Mode set to Radiosity. In either case the view is
rendered, using the Final Display render mode, which is set in the
Radiosity settings box’s Display settings tab.
✍ If the Render tool’s Render Mode is set to Ray Trace, the view is
ray traced without using the radiosity solution.
For the exercise, two other saved views are present in the active
design file.
If you repeat this exercise with Render Mode set to Ray Trace, not
only will the image look different (no diffuse reflections), it will
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take longer to ray trace.
➤ Display Luminance
1. In the Radiosity settings box, click the Display tab.
2. From the Final Display option menu, choose Luminance.
3. From the Analytic Display option menu, choose Color.
4. Click Solve Radiosity.
5. Select View 2.
View 2 updates with the “false color” display, showing the
amount of light reflected by surfaces.
6. Repeat steps 3 to 5, with Analytic Display set to Grey Scale.
➤ Display Illuminance
1. From the Final Display option menu, choose Illuminance.
2. From the Analytic Display option menu, choose Color.
3. Click Solve Radiosity.
4. Select View 2.
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Querying the radiosity solution
To query the radiosity solution, you can use the Query Radiosity
tool, in the Rendering Tools tool box, or click Query Radiosity in
the Radiosity settings box.
Similarly, you can query the radiosity solution with the Query
Radiosity tool in the Rendering Tools tool box.
Introduction
In this tutorial, you will learn how to animate objects in a design.
Using a model of a windmill, you will learn about the following:
You will animate the blades of the windmill to rotate and its
complete top assembly to pivot from side to side.
Model of a windmill
contained in the design
“windmill.dgn” used in
this tutorial.
Sample file
“windmill.dgn” ready for
first exercise.
Animation Basics
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Creating Actors
When you create an actor for animation, a special cell is created
that is recognized by the animation process. You can create an
actor from one or more elements in a design. Elements that are
grouped in a cell, are treated as a single element. Where a group
of separate elements is required to form a single actor, you can
group them using the Element Selection tool.
When you create an actor, you can specify the ways in which the
actor can move. These settings are applied for parametric motion,
or when you use the Manipulate Actor tool.
For this model, the first actor to define is the windmill’s blade
assembly. This part is made of a number of separate elements,
thus requiring them first to be grouped.
In the design, the blades are located such that the spindle is
aligned with the y-axis.
Animation Basics
8. In the Isometric view, with Center snap mode active, snap to
the center of the blades’ spindle.
A triad, attached to the pointer, indicates how the actor will be
allowed to move. The circle normal to the y-axis indicates
rotation about the y-axis.
9. Accept to define the actor’s origin. This defines the point
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about which the blades will be allowed to rotate.
The status bar indicates that the actor is created.
Z
Defining the origin of the Y X
actor “Blades.” The triad
attached to the pointer
indicates that the actor can
rotate about the y-axis.
Sample file
“windmill.dgn” ready
for creating the
second actor.
As with the blades of the windmill, the pump housing and wind
vane are constructed of several separate elements. Again, you
need to group them before creating the actor.
Animation Basics
Defining the origin of the
actor “Vane.” The triad
Z
attached to the pointer Y X
indicates that the actor can
rotate about the z-axis.
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Manipulating Actors
Once an actor has been created, you can manipulate it with the
Manipulate Actor tool. When using this tool, the only movements
that are allowed are those that were defined when the actor was
created.
Actor Vane was created with only the Rotate About Z option.
Animation Basics
8. Reset.
Hierarchical Motion
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In the previous exercise, you saw how you could individually
manipulate either of the actors. The problem is that the blades do
not remain connected to the vane assembly when it is rotated.
Another tool, Attach Actor, solves this problem. With this tool you
can attach one actor to another, such that the attached actor
remains connected to the “parent” when it (the parent) is
manipulated.
Having attached the blades to the vane assembly, the blades will
rotate with it and rotate correctly about their pivot point. As the
blades are swivelled with the vane assembly, the original y-axis
(about which the blades were set to rotate) swivels with them.
Actors prior to
manipulation.
Animation Basics
After manipulation,
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both actors have been
rotated 30°.
Scripting Actors
Before you can record an animation, you must script the actors to
define the required motion. This can be in the form of a formula
that describes the motion as a function of the frame number.
Alternatively, you can specify keyframes and the animation
process will interpolate the in-between frames. In the following
exercises you will script the blades of the windmill to spin, and
for the whole assembly to pivot from side to side.
5. Click OK.
The Script Actor dialog box closes, and the script entry is
added to the open script in the Animation Producer settings
box.
Animation Basics
Double-click the “Blades” actor
to open the Script Actor
dialog box.
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After setting the script for the actor,
clicking the OK button closes the dialog
box and inserts the script entry into the
Animation Producer settings box.
Using the Animation Preview tools lets you quickly check the
motion in any view, as the following exercise will demonstrate.
Animation Basics
The blades rotate in the current view (as displayed in the
Animation Producer settings box).
3. Enter a data point in any other view.
The blades now rotate in the newly selected view. The
Animation Producer settings box updates to display the new
view number.
Similarly, you can use other tools from the Animation Preview
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tool box, to rewind (play in reverse), go to a particular frame, go
to the first and go to the last frame.
Editing a script
If you make a mistake during scripting, you can edit the script
entry. Double-click the script entry in the Animation Producer
settings box to open the Edit Actor Script dialog box, to make
corrections.
If you preview the animation again, you will see that the blades
now spin for two revolutions in the 72 frames.
Keyframe Animation
With the blades scripted, you can now script the vane assembly
(which includes the rotating blades as an attached actor). For this
part of the animation, you will script the actor(s) using keyframes.
You will animate the assembly so that it oscillates 40°.
Next, you will create the midpoint keyframe. Before doing so,
move the assembly to its new position for the keyframe.
Animation Basics
After rotating the vane
assembly to its position
for the second
keyframe.
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➤ Create the second keyframe
1. In the Animation KeyFrames settings box, click Create.
2. Identify the vane assembly.
The vane assembly, including the blades, highlights.
3. Accept.
The Create KeyFrame dialog box opens.
4. In the Name field, key in middle.
5. In the Description field, key in middle point of animation.
6. Click OK.
The dialog box closes, and the keyframe appears in the
Animation KeyFrames settings box’s list.
Scripting keyframes
Having created the keyframes, you must now script them into the
animation.
4. Click OK.
The dialog box closes, and the script entry is added to the
open script in the Animation Producer settings box.
For the final keyframe, the animation returns to the start position.
This allows the animation to be played back in a continuous loop,
without a jump back to the start position.
Animation Basics
The Script KeyFrame dialog box opens.
2. In the Frame Number field, key in 71.
3. From the Velocity option menu choose Decelerate.
4. Click OK.
The dialog box closes, and the script entry is added to the
open script in the Animation Producer settings box.
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Animation Producer
settings box with all
script entries for the
parametric motion plus
the keyframes.
Now, when you preview the animation in the Isometric view, you
will see that the whole assembly oscillates from side to side, as
the blades rotate. Notice how the vane accelerates as it swings to
the middle point, and then “bounces” back, decelerating as it
returns to the starting point, while the blades rotate at a constant
speed.
Defining a Parameter
In the foregoing exercises, the blades were animated by
specifying an amount of rotation for each frame. To calculate a
single revolution, 360° was divided by the total number of frames
in the animation (72) to give 5°. To double the number of
revolutions, the angle was changed to 10°. While this method
6. Click OK.
The dialog box closes, and the parameter is inserted in the
Animation Parameters settings box’s list.
Animation Basics
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Having defined the parameter, you can now use it to script the
actor Blades.
Scripts are saved as text files. During the animation process, the
script file is read to retrieve the animation instructions. If you
view the script with a text editor, such as the Windows Notepad
editor, you will see that the script is divided into two sections —
one for general settings and the other for script entries. In the
latter section, the entry for the actor Blades is followed by the
keyframe entries.
Viewing the
animation script
with a text editor
(Windows
Notepad).
Animation Basics
3. From the Dest(ination) View option menu, choose 1.
4. Click Attach.
The saved view is displayed in View 1.
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2. If necessary, from the View option menu, choose 1.
3. If necessary, from the List Files of Type option menu, choose
JPEG (JFIF).
This sets the type of image files that will be created for the
sequence. Each frame will be a separate “.jpg” image.
4. Adjust other settings as desired.
These settings are similar to those for saving a rendered image
to disk.
5. In the File field, key in wmill000.
The number included in the file name will be incremented for
subsequent frames. The extension “.jpg” will be appended
automatically.
6. Click OK.
The dialog box closes, and the frames are rendered and saved
to disk. As each frame is completed, it is displayed in a
window.
Once the script is recorded, you can view the resulting animation
sequence exactly as you would a normal movie.
Introduction
MicroStation is delivered with a number of sample files in which
actors, parameters, and sometimes scripts, already have been
created. By examining these files, and working with them, you
can learn more about creating animations from your own designs.
Keyframe Velocity
When you define keyframes, the velocity setting affects the rate at
which the interpolation between frames is calculated. Choices are
Constant, Accelerate, Decelerate, Accelerate-Decelerate, and
Infinite. In the sample file, “dotrace.dgn,” the spheres have been
keyframed to move along parallel paths but with different velocity
settings. You will see that they start and finish at the same time
(frame number), but move with very different motions.
Previewing keyframes
You can view Keyframes using the Freeze button in the
Animation KeyFrames settings box. When you click Freeze, the
geometry in the file moves to the locations for the keyframe.
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W geometry
Care should be taken that a “home” keyframe is created, so that
can be returned to original locations. That is, you
should create a keyframe of the geometry prior to moving it into
position for other keyframes.
6. Click Freeze.
The view updates to show the teapot above the table.
Using this method, you can render the keyframes to check that
the geometry is correctly located prior to scripting and recording.
To create an animation from the keyframes, first you have to
script them.
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1. In the Animation KeyFrames settings box, select ONTABLE.
2. Click Script.
The Script KeyFrame dialog box opens. By default, Frame
Number is incremented to 10.
3. From the Velocity option menu, choose Accelerate.
4. Click OK.
The dialog box closes, and the script entry is added to the
open script in the Animation Producer settings box.
4. Click OK.
The dialog box closes, and the script entry is added to the
open script in the Animation Producer settings box.
This completes the scripting of the teapot falling to the table and
compressing. To complete the scripting you have to repeat the
above procedures in reverse, to make the teapot rebound.
Further example
A second sample file shows a more realistic application of
keyframe velocity and deformation techniques. This file,
“key2.dgn,” is installed in MicroStation’s
“…workspace\projects\examples\visualization\dgn” directory. It
is scripted, ready for previewing, or recording.
Simple gears
Using the sample design file, “gears.dgn,” you will script a
sequence that shows the two geared wheels driven by a third
wheel via a connecting link.
“Gears.dgn,” in which
the two geared wheels
are driven by the third
wheel via a
connecting link.
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that of GEAR2).
In effect, scripting for each of these actors is simply a matter of
multiplying the appropriate velocity by the frame number. GEAR1
is the one exception. This actor has the link (actor LINK) attached
to it. In order for the link to be correctly aligned at all times, it
If actor GEAR1 is
rotated, then LINK
rotates with it.
The dialog box closes, and the script entry is added to the
open script in the Animation Producer settings box.
6. In the Script Actor settings window, double-click LINK.
7. In the Z Rotation field, key in -v1*frame.
8. Click OK.
The dialog box closes and the script entry is added to the
open script in the Animation Producer settings box.
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6. In the X Rotation field, key in v3*frame.
7. Click OK.
The dialog box closes, and the script entry is added to the
open script in the Animation Producer settings box.
Animation Producer
settings box, after
scripting all actors.
You can preview and/or record the script and play it back to
observe the motion. To create a longer sequence, with a smoother
and slower motion, change the End Frame values of the actor
Planetary gears
The next sample file, “plangear.dgn,” illustrates the complicated
motion in a planetary gear set. This file is ready for recording,
with all parameters defined, as well as actors created and scripted.
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playback (with Loop turned on), the model will appear to rotate
continuously. The output shaft has three equally spaced planetary
gears driving it. When a third of a revolution has been completed,
the model will look identical to when it is in its starting position.
In this example, the input gear and each planetary gear has 12
teeth. The outer ring gear has 36 teeth. Each planetary gear,
therefore, must rotate three times, to make a complete circuit of
the outer ring gear. During this time, the input shaft must rotate
four times, made up of:
• One rotation to match the circuit that the planetary gears make
around the outer ring gear, plus;
Animation
Parameters for
sample file
Here, the last three parameters were developed from the first in
the list, vInput. In this first parameter:
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if changes ever have to be made. For example, to animate the
model for a full revolution requires only that the 3.0 divisor be
removed in the vInput parameter.
Notice in the scripting information for each of the actors that they
refer back to the parameters:
INPUT — vInput*frame
OUTPUT — vOutput*frame
PLANET — (vPlanet-vOutput)*frame
BEARNG — (vBearing-vOutput)*frame
Universal joint
This example is contained in the sample file, “ujoint.dgn,” which
is installed in MicroStation’s
“…\workspace\projects\examples\visualization\dgn” directory.
It animates an assembly in which two parallel shafts are
connected, through universal joints, by an angled connecting
shaft. While the velocity of the input and output shafts are the
same, the connecting shaft moves at a non-uniform velocity. This
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shaft. In this model the angle between the connecting rod and
shafts at both ends is 60°.
vInOut — angle of rotation per frame, of the first and third
shafts, which rotate at the same rate, 360.0/maxFrame.
angleInOut — actual angle of rotation of the first and third
shafts, at any given frame. Defined as vInOut * frame. That
is, the rotation per frame, multiplied by the frame number.
angleConnect — the angle of rotation of the connecting rod,
calculated from the equation:
atan (tan (angleInOut)/cos(jointAngle))
When this sequence is recorded and played back, you will notice
the non-uniform rotation of the connecting rod, compared to the
input and output shafts, which rotate at a uniform rate.
Defining paths
To best learn how these features operate, work through the
following exercise, using the sample file, “defpath.dgn.”
Sample design
“defpath.dgn.”
In this design the dashed line is the path around which you will
“throw” a boomerang. You will also script the boomerang,
parametrically, to spin as it moves around the path. For the
exercise, the boomerang actor is pre-defined, ready for use.
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4
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Click the OK button to enter the
script entry in the Animation
Producer settings box.
Using this method, you can quickly check for any interference.
✍ All actors are affected by the Freeze button, whether they are
visible in the view or not, and whether their level is displayed or
not.
Other tools in the Animation Preview settings box let you quickly
examine the animation sequence in any view. Similarly, you can
step through the sequence frame by frame.
Scripting cameras
You can script cameras to “film” the animation. Also, just like
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actors, you can script cameras to move along a path, while being
aimed at a target, which can be either stationary or moving.
➤ Create a camera
1. Open the Animation Cameras tool box.
You can do this by tearing it off the Animation Tools tool
frame (top right icon) or by selecting
Tools/Visualization Tools > Animation Cameras.
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5 Creating the animation
camera.
Having created the camera, next you script it. This procedure tells
the animation process from which frame to view the action from
this camera.
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Now the camera is focused on the beginning of the boomerang’s
path from frame 1. That is, throughout the sequence, the camera
is aimed at the beginning of the path. In order to have the camera
follow the boomerang, you have to script the boomerang to be a
target.
5. Click OK.
The dialog box closes, and the script entry is added to the
open script in the Animation Producer settings box.
For the final part of this exercise, define a path for the camera to
move along as it is “filming” the boomerang. The path already is
present in the design file, on level 61.
3. Identify the arc at its endpoint (slightly to the left and above
the camera).
4. Accept the path.
The Define Actor Path dialog box opens.
5. If necessary, in the Begin Frame field, key in 0.
6. If necessary, in the End Frame field, key in 90.
7. Click OK.
Again, you can preview the animation. This time you will see that
the camera moves around the model as it follows the boomerang
in flight.
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✍ To record the animation, first turn on level 3, which contains a
shape representing the ground.
Target cells
Where there is no actor to use as a target for the camera, you can
create and script target cells using the Create Target and Script
Target tools in the Animation Cameras tool box. Targets are
special cells on which the active animation camera focuses during
a sequence.
Further examples
Two fully scripted examples incorporating animation cameras and
targets are contained in the design files, “hirise.dgn” and
Target path
Animation Producer settings box, displaying
script entries for sample design “hirise.dgn.”
Inspecting the script for this sequence, notice that the camera is
active from frame 0. The target also is scripted for the entire
sequence (frames 0-299). The path for the target, however, is
scripted for frames 99-299 only. That is, for the first 100 frames,
the camera moves along its path, focused on the stationary target.
From frame 99 (the 100th frame), the target moves (upward)
along its defined path. Thus, by the time the camera reaches the
end of its path, it is focused on the upper part of the building.
Racing car
In the “racecar.dgn” example, the car follows a path along the
road. Keyframes are used to turn the front wheels and steering
wheel, while the wheels’ rotation is controlled parametrically. The
default script, “racecar.msa,” shows the scene from the driver’s
viewpoint.
“Shiftcam.msa”
incorporates views from
all three cameras.
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Looking at the script entries in “shiftcam.msa,” the first camera,
CARCAM, is active beginning with frame 0. The second, CROWD,
viewed from the spectator’s viewpoint at the first turn, becomes
active at frame 40. At the same frame number, a target, BODY, is
scripted. Attached to the body of the car, it ensures that the
camera follows the racing car. The third camera, SKYCAM,
becomes active at frame 81 and again follows the target attached
to the car. The Velocity setting for each camera is Infinite, causing
the sequence to cut directly from one camera to the next at the
specified frame number.
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This model is an advertising sign that oscillates through 90°. The
signboard is illuminated, from inside, by a single Area light source
that shines through the transparent front panel. To begin the
exercise, you add an image to the material definition for the front
panel.
You then animate this light, turning it on and off. Around the
edge of the sign is “fluorescent” lighting that is simulated, using
the edging material’s Ambient setting. You script this “lighting”
also to turn on and off, as well as to change color during the
animation. To complete the exercise, you script the image on the
front panel to be animated.
Before continuing, preview the sequence to see how the sign will
move.
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1. If necessary, open the Animation Producer settings box by
choosing Render > Animation from the Utilities menu.
The pre-defined script entries are displayed in the list box.
2. If necessary, from the View option menu, choose View 4.
3. Click the play button.
Animation Producer
settings box, displaying the
pre-defined script entries.
Notice that the sign remains stationary for a few frames, rotates
through 90°, then back to the starting position for the last few
frames. Looking at the script, you can see that this has been done
using two keyframes, START and ROT90.
First, script the light to turn on at the start. To do this you script
the intensity to change from 0 to 1 in the first 4 frames (frames 0
to 3).
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3. If necessary, in the Intensity field, key in 1.
4. Accept the settings with a data point.
The script entry is added to the open script in the Animation
Producer settings box.
5. Repeat steps 1-4, but with Frame Number set to 35 and
Intensity set to 0.
If you want to see the result at this stage you can record the
script. For a test recording like this, make the View Resolution a
small value (say 100 in the X Resolution field). The movie frames
will be small but rendering time for the frames is reduced. If you
record the script, make sure you set Shading to Ray Trace to get
the correct effects from the Area light source.
Scripting materials
If you checked your work so far you would have noticed that the
edging around the sign is very bright. This is due to the material
definition for the edging having an Ambient setting of 5, well
Next, script the Ambient setting for the edging material so that it
too starts in the “off” position and turns “on” over 5 frames.
As you did with the lighting for the sign, you now do the reverse
to script the edging material’s Ambient setting back to 1 for the
end of the sequence.
If you record the script at this stage, you will see the light for the
sign, plus the edging, go from dim to bright, the sign rotate
through 90° and back, and the lights dim again. As was
mentioned earlier, each setting for a light or a material has to be
scripted separately. Now, script the edging material to change
color.
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➤ Script color changes for the edging material
1. If necessary, again select the Animate Materials tool.
2. In the tool settings, In the Frame Number field, key in 0.
3. From the Interpolation option menu, choose Linear.
From the Velocity option menu, choose Constant.
In the Materials list select Sign-edging.
From the Setting option menu, choose Color.
When Color is chosen as the setting, a Color button appears.
This displays the current color of the material.
4. Click Color.
The Modify Color dialog box opens.
5. Use the controls in the dialog box to set the color to Blue (Red
0, Green 0, Blue 255 on the slider controls).
6. Click OK.
The Modify Color dialog box closes, and focus returns to the
tool settings box, where the Color button now is blue.
7. Accept the settings with a data point.
The script entry is added to the open script in the Animation
Producer settings box.
8. Repeat steps 2-7 but with Frame Number set to 17 and Color
set to Red (Red 255, Green 0, Blue 0).
9. Again, repeat steps 2-7 with Frame Number set to 35 and
Color set to Blue (Red 0, Green 0, Blue 255).
frames in the universal joint sequence, they will fit in exactly with
the open script.
That completes the scripting for this sequence. The script can
now be recorded. If you find that 36 frames does not provide
smooth enough motion, try scaling the script (choose Scale Script
from the Animation Producer settings box’s File menu). For
example, scale the script by a factor of 2.
Further example
Another example of this form of scripting is the sample design,
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“poolanim.dgn,” which is installed in MicroStation’s
“\Workspace\projects\examples\visualization\dgn” directory.
Open this design and check the script entries in the Animation
Producer settings box. You will see that there are three entries for
frame 0, two entries for frame 14, and three entries for frame 29.
All entries apply to a single material, Water - trans, in the material
palette file, “poolanim.pal,” as shown below.
Frame
Setting Value
Number
0 Pattern X Size 1.00
Pattern Y Size 1.00
Pattern Angle 0
14 Pattern X Size 1.05
Pattern Y Size 1.05
29 Pattern X Size 1.00
Pattern Y Size 1.00
Pattern Angle 360
From this you can see that the pattern map is rotated through
360° during the course of the animation. At the same time, it is
scaled up between frames 0and 14, and then returned to its
original size by frame 29. The effect of these changes is to give
the water in the pool a realistic rippling effect.
Introduction
Tree View and Timeline provide an alternative method for
reviewing and amending your animation scripts. Using Tree View,
you can quickly access all the components that may be animated.
Timeline lets you vary the beginning and end frames for the
various script entries, graphically. As changes are made, they are
reflected in the script entries of the Animation Producer settings
box. Similarly, any changes made via the Animation Producer
settings box are reflected in the Tree View and Timeline settings
boxes.
Notice that the Animation Producer settings box has three “Path”
script entries, one for each of the cars in the design. The path
You can vary the time taken for a car to complete a circuit by
changing the number of frames in which the path is traversed.
3. Click OK.
The script entry in the Animation Producer settings box
updates accordingly.
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Looking at the tree, note the branch attached to the Path entry is
“Frames 0-50,” which is the path script for that actor. You can edit
this entry from the Tree View.
➤ Edit the script entry, from the Tree View settings box
1. In the Tree View settings box, select the entry “Frames 0-50”
for the Actor “GCAR,” using the right mouse button.
A pop-up menu appears at the pointer location.
2. From the menu, choose Edit.
The Edit Actor Path dialog box opens.
3. In the End Frame field, key in 40.
4. Click OK.
The entry in the Tree View settings box updates, as does the
corresponding entry in the Animation Producer settings box.
You have seen how an existing script item can be edited from the
Animator Tree View settings box. Similarly, you can create a script
entry by selecting Add from the pop-up menu.
To the left of the Compress Tree icon, is the Tree Expand Options
icon. You use this to select the depth to which the tree will
expand.
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1. In the Animator Timeline settings box, click the Remove All
Entries button.
All entries in the Timeline settings box are deleted.
2. In the Tree View settings box, click the Compress Tree button.
You can now expand the tree and select the action script items for
transferal to Timeline.
Notice in the text column, at the left of the Timeline settings box,
is a description of each entry. This corresponds to the entry in the
Animation Producer settings box. For example, “GCAR Path” in
Timeline corresponds to “Path GCAR” in the Animation Producer
settings box. The right side of the settings box displays,
graphically, the entries. For example, “GCAR Path” is represented
by a red line running from frame number 0 to 40, corresponding
to the script entry. At each end of this line are handles, in the
form of small black squares. You use these to adjust the
beginning and end frame numbers for the script entry.
5. Using the same technique, change the finishing frames for the
cars, as follows:
Notice that the green car (GCAR) starts moving later than the
other cars. Both it and the red car (RCAR) take 25 frames to
complete the circuit, but GCAR starts and finishes 5 frames later.
You can move the entire path sequence in one operation, thus
changing both the beginning and end frame numbers. You do this
by clicking on the line between the begin and end frame handles
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in the Timeline settings box.
Similarly, you can copy an entry. For example, copy each script
entry to make the cars do two laps of the track.
Where the total frames exceeds that displayed in the settings box,
you first use the view controls in the settings box to display a
greater range.
Notice that the cars now complete two laps of the track.
Currently, the velocity of each car is constant. You can adjust
these settings also, from the Timeline settings box.
Colors are used to display the velocity setting for path entries.
You can display the key to these colors in the Timeline settings
box.
Previewing the sequence shows the green car starts slowly but
then catches the red car by the beginning of the second lap.
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As you have seen, in this brief introduction, you can use Tree
View and Timeline to quickly and simply modify animation
scripts.
A Button
check box 1-6
AccuDraw 12-14 in dialog box 1-6
Active Depth 7-14 Reset 1-12
Actor
attach one to another 15-9
create 15-3
C
manipulate 15-7 Cell 5-1
parametric motion 16-8 Active 9-24
path 16-19 designate Active 9-24
preview motion 15-14 place Active 9-24
script 15-12, 16-10 point 11-11
test range of motion 15-7 preview 5-2
animation cameras use as label 9-23
create 16-23 Cell Library 5-1
path 16-26 multiple 5-1
script 16-25 use of multiple 5-1
Animation Cameras tool box 16-23 Check Box 1-6
Apply Material tool 13-12 Circle 1-14
Arc Closed
by endpoint, center, and sweep angle 5-5 Tee Joint 4-6
Area light sources 12-23 Copy, area light source 12-30
copy 12-30 cos 16-17
create 12-25
visibility 12-27 Create
Actor 15-4
atan 16-17
Animation Camera 16-23
Attach design file 7-2
Reference File 6-2, 6-5 Custom Line Style
Attach Actor tool 15-9 define 11-5
Automatic Fill In Enter Data Fields 9-21 name 11-6
stroke pattern see Stroke Pattern
Cut
B All Component Lines 5-3
bump maps
add to material definition 13-19
apply to material 13-19
D
height 13-8 Data Point 1-11
select 13-7 Define
Actor Path 16-19, 16-26
Light 12-16
Window
Area 2-5
Select Settings 4-3
Z
Zoom
In 2-6
Out 2-6