AutoCAD EXERCISE
3D ART GALLERY
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Begin the AutoCAD program.
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Open exercise no. 2, and save it as
"[your initials]6.dwg."
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When you begin this new drawing, you will
be in Paper Space, because that is the space you were in when you last
saved Exercise No. 1 just prior to plotting. Since Exercise No. 1 forms
the foundation for this exercise, you will still be in Paper Space when
you begin this exercise.
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Erase the single viewport already
created in the Exercise No. 1 - type e<RET>
and select the rectangle which looks like a border around the drawing (in
Paper Space). When you erase the viewport, do not be alarmed - it will
appear that the drawing itself has been erased, but it has not. It will
be visible again after you create new viewports in the next step.
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Create four viewports: First set the
current layer to A-SHEET. From the pull-down menu, select "View,"
then "Floating Viewports," then "4 Viewports." In response
to the Command prompt <First Point> type 0,0<RET>. In response
to the Command prompt "Second Point" type 10.5,8<RET>. You will
now see 4 equally sized viewports filling the screen with the image of
the model of the room with double doors showing in each viewport.
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Switch to Model Space by double-clicking on
the word Paper at the bottom of the AutoCAD window.
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If it is not already the active viewport,
activate the lower right viewport by placing the cursor arrow in it and
clicking with the pick button (left button) of the mouse. This will make
it the "current" viewport and will be active and until changed again. Note
that the crosshairs are now appearing in this viewport. It will be the
viewport you will now be drawing in.
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Just to make sure that the drawing is properly
displayed at 1/8"=1'-0" scale within the lower right viewport, zoom to
extents and reset the plot scale factor by typing the following: Z<RET>E<RET><RET>1/96XP<RET>
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Note that the number "1/96" is the plot
scale factor for 1/8"=1'-0" scale, and is derived by dividing 1/8"
by 1'-0" (=1/96). The "XP" refers to Paper Space scaling, so be
sure to include the "XP" after the scale factor number. Each viewport
may have a different plot scale factor, and thus may appear relatively
smaller or larger than other objects on the same drawing sheet. This method
has a great deal of use in being able to plot several scales of a plan
or details of a plan on the same sheet of paper.
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Note that this may be done at any time to
any viewport, while in Model Space.
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To be able to return to this view again in
the future, if for some reason the magnification of the viewport gets changed
while you are working in the drawing, you should save a "view" of the image
with the correct zoom scale factor in this viewport. To do that, Select
from the Pull-down menu "View" then "Named Views..." This
will bring up the "View Control" dialogue box. Select "New"
box, then type the name for this view: PLAN. Then select the "Save
View" box. Then select "OK." The parameters and scale of this
particular way of looking at this model have thus been saved under the
name of "Plan." When you save your drawing file, this permanent and retrievable
"view" will be saved with it. If you want to restore this view at any time
in the future in any viewport, simply select from the Pull-down menu "View"
then "Named Views..." and then select the "Plan" view to highlight
it within the dialogue box, then select the "Restore" box, and then
select "OK." You will be making "views" of the other viewpoints
that will be setup for this exercise, and you should make it a habit to
do this for all of your drawings where you want to have more than one way
of looking at the model. Creating and using views is one of the easiest
ways to save time with AutoCAD.
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So far you have been drawing a two-dimensional
plan only. You will now give a three-dimensional form to the plan by changing
the "thickness" of the walls and the doors. "Thickness" (in AutoCAD
terminology) is the height of an object along the Z-axis. Normally,
unless you set it to some other dimension, you will draw all objects with
a thickness of 0.
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To change the thickness of the walls, select
from the Pull-down menu "Modify" then "Properties...." This
will prompt you to "Select objects: " Then pick all of the walls,
including the jambs of the doors, and end object selection by clicking
the right button on the mouse or typing <RET>. The "Change Properties"
dialogue box will appear on the screen. This Dialogue Box will allow you
to change the color, layer, linetype and thickness of the objects you have
selected. You only want to change the thickness of these lines, so double-click
in the box to the right of the word "Thickness:" and then type in 10'.
Then pick the "OK" button. This will change the walls to being 10
feet high. Do the same for the doors, except make them 7 feet high.
Leave the arcs which represent the swing of the doors at 0" thickness.
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Activate the upper right viewport
by placing the cursor arrow in it and clicking with the pick button of
the mouse. This will make it the "current" viewport and will be active
and until changed again. Note that the crosshairs are now appearing in
this viewport. It will be the viewport you will now be drawing in. The
lower right viewport will remain showing the plan as it was, correctly
scaled to 1/8"=1'-0". Type Z<RET>E<RET> to get the
drawing to show up within this viewport if it is not visible.
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In order for you to see the change that has
been made to the model by giving the walls and doors a thickness, and now
be able to view the drawing in three dimensions in this viewport, you will
need to change your "viewpoint."
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Although they are somewhat similar, do
not get the terms "View," "Viewport," and "Viewpoint"
confused.
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"View" means
a memorized zoomed image of the model, which has been given a name by you
and which can be restored quickly to the screen.
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"Viewport" refers to the
area on the drawing sheet (Paper Space) where you will be drawing the model
or displaying all or a portion of the model. Note that no matter which
viewport you are drawing in, all other viewports' displays will be automatically
updated as you draw or make changes to show the same three-dimensional
changes to the model. In other words, there is only one model, but many
ways of looking at it through various viewports.
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"Viewpoint" refers to the
direction you are looking at the model from in a specific viewport.
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To now change the "Viewpoint" in the
upper right viewport, type the following:
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VPOINT<RET>1,-1,1<RET>
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This immediately changed your "viewpoint"
to an isometric viewpoint, looking from the lower right corner of
the drawing and above the ground (a typical isometric viewpoint). This
viewport will not be zoomed to a plot scale, but will simply be plotted
at its current magnification. This is acceptable for pictorial views. However,
if you want to display the isometric to a specific scale, you may do so
by following the same method you did with the plan in step 7 above. Note
that the lower right viewport will continue to show the model in plan view,
looking from directly above after this step.
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Make a "View" of the isometric image using
the method described above in step 8 above. Call this view "ISO-4-OCLOCK."
This is an arbitrary but understandable name that means that it is an isometric
view as seen from the 4:00 o=clock position. You can give saved views any
name you want, but you cannot use spaces or slashes within the name.
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Switch the current viewport to the upper
left viewport by clicking within it. Note that the crosshairs now
appear within this viewport. To change the Viewpoint to an isometric looking
from the lower left corner of the model and from above it, type the following:
VPOINT<RET>-1,-1,1<RET>
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Make a "View" of this isometric image using
the method described above in item 8. Call this view "ISO-7-OCLOCK."
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Next, switch the current viewport to the lower
left viewport by clicking within it. Note that the crosshairs now
appear within this viewport. To change the Viewpoint to an isometric view
looking from the upper left corner of the model and from above it, type
the following:
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VPOINT<RET>-1,1,1<RET>
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Make a "View" of this isometric image using
the method described above in item 8. Call this view "ISO-10-OCLOCK."
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Now that each viewport has been assigned a
specific view for plotting the drawing later, we can get serious about
drawing the rest of this model, complete with all of the other items that
will make up the Art Gallery. We can temporarily "put away our paper" by
changing the "Tilemode" variable back to 1. This will disallow viewing
or working in Paper Space, and will permit an easier process of drawing
in Model Space. You will find drawing in 3d much easier when drawing exclusively
in Model Space. To set the Tilemode variable back to 1, double-click on
the word "Tile" on the bottom of the screen. This will turn on the variable
Tilemode and disable paper space. Note that the word "PAPER" on the bottom
of the screen automatically becomes changed to "MODEL" and the icon on
the lower-left corner of the drawing now is the Model Space UCS icon.
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Select the 4-O=clock isometric position to
draw the model in. To do this, select from the Pull-down menu "View"
then "Named Views..." then pick the "ISO-4-OCLOCK" view.
Then select "Restore" and then "OK."
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To make it easier to freeze and thaw separate
walls in various viewports later so that the interior of the art gallery
can be seen behind the wall in front, you must change each wall's layer
to be on a separate layer. To do this, create the following four new layers,
and color them all yellow:
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A-WALL-NORTH
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A-WALL-SOUTH
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A-WALL-EAST
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A-WALL-WEST
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To change the lines representing the north
wall to the A-WALL-NORTH layer, select from the Pull-down menu, "Modify"
then "Properties..." Then pick the lines representing the north
wall which you want to change to another layer. Then hit <RET> to confirm
your pick. Then select the "Layer..." button from the "Change
Properties" Dialogue Box. Select the A-WALL-NORTH layer from the list
in the "Select Layer" Dialogue Box. Then select the "OK"
button. These lines have now been changed to the A-WALL-NORTH layer. Do
the same thing to the walls on the east side of the room -- change them
to the A-WALL-EAST layer. Change the lines on the south side of the room
to the A-WALL-SOUTH layer, and change the walls on the west side of the
room to the A-WALL-WEST layer.
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You will notice that the wall portion above
the doors (the so-called "header") is not yet drawn. To complete the room
enclosure, you will need to draw this header. Zoom in on the doors. Set
the current layer to A-WALL-HEAD by picking on the current layer
name in the Toolbar and scrolling up or down to find the layer "A-WALL-HEAD"
and picking on that. Draw two lines OSNAPping to the endpoints of the door
jambs. Then change both the "elevation" (height of bottom of the objects
above the ground plane) and the "thickness" height of object from its own
bottom to its own top). To change the elevation after drawing the lines,
Select the "Move" command. Pick the two lines to change, then <RET>
to confirm the object pick. Then type 0,0,7'<RET><RET>. Then
change the thickness of these two lines by selecting the "Edit" pull-down,
then "Properties" then type P to select the previously selected lines.
Double click in the box after the word "Thickness" and type in 3'
<RET><RET>. You will be able to see the change before your very eyes.
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Zoom Previous to return to the previous overall
isometric view. Type Z <RET> P <RET>.
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Make a "User Coordinate System" parallel
with the north wall so you can draw paintings on it. So far we have
only drawn in plan, using the standard coordinate system which comes set
by default when you begin your editing session, called the "World Coordinate
System." In this standard coordinate system, the origin of the XYZ axis
(0,0,0) is at the lower left corner of the drawing, the positive X direction
is toward the plan east, the positive Y direction is toward the plan north,
and the positive Z direction is coming out of the plan toward the viewer.
In order to draw anything in elevation using AutoCAD, such as the
paintings on the walls of the art gallery, you will need to have a coordinate
system created which is parallel to each wall. The coordinate system on
which the paintings on the north wall will be drawn, for instance, will
have has its origin at the lower left corner of the wall, its positive
X axis to the right (east) along the base of the wall, its positive Y axis
toward the ceiling, and has its positive Z axis out toward the center of
the room perpendicular to the face of the wall.
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So that we can see the location of the UCS
origin and be able to tell which UCS is active, we will need to turn on
the UCSICON and have it jump to the current UCS=s origin. If the UCS Icon
is not currently turned on so you can see it, select from the Pull-down
menu, "View," then "Display" then "UCS Icon," then
check the word "On". You should now be able to see the icon on the
lower left corner of the screen, if you did not before. To position the
icon at the "origin" of the UCS, select from the Pull-down menu, "View,"
then "Display" then "UCS Icon," then check the word "Origin."
This will make the icon for the UCS in this viewport appear at its "origin"
and has the advantage of being graphically easier to visualize. The "origin"
is the point 0,0,0 in each coordinate system. Each UCS has its own origin,
or 0,0,0 point. When the variable Tilemode is turned off (set to 0),
and you switch to Model Space to reveal the multiple viewports, you will
see that each viewport's display of the UCSICON is independent and will
need to be turned on and set to its origin individually for each viewport.
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Create a "User Coordinate System" (also
called "UCS") parallel to the north wall, Type UCS <RET>
then type 3<RET>.
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Origin Point: OSNAP to the lower left
corner of the interior face of the north wall. (Hold the <Shift> key
down and simultaneously click the right button on the mouse to bring up
the OSNAP menu, then select "ENDpoint." With the aperture, pick
the lower left endpoint of the north wall line.)
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Point on positive portion of the X-axis:
OSNAP to the lower right corner of the interior face of the north wall.
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Point on positive-Y portion of the UCS
XY plane: OSNAP to the upper
left corner of the interior face of the north wall.
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To save this UCS so that it can be restored
later (always a good idea to do), type DDUCS<RET>. This will
bring up the "UCS Control" Dialogue Box. Click on the word "*NO NAME*"
in the dialogue box at the top. Then double-click on the word "*NO NAME*"
in the box to the right of the "Rename To:" button. This will highlight
it. When it has been highlighted, type in the name you want to give it.
I suggest the name NORTHWALL. Then select the "Rename
to" button, then select the "OK" button. This User Coordinate
System, now called "Northwall," will be saved with the drawing. Just like
layers and viewports, there can be only one UCS active at any time. If,
in the future, a different UCS is active and you want to draw on the north
wall of this art gallery again, you will be able to make the NORTHWALL
UCS current (active) by typing DDUCS <RET> and then selecting
the word NORTHWALL from the list of created UCS's, then selecting
the "Current" box, then "OK."
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Make a "User Coordinate System" parallel with
the east wall: Change your viewpoint to the ISO-10-OCLOCK view.
and follow the same steps described for the north wall above. Name this
UCS "EASTWALL."
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Looking from the same viewpoint, make a "User
Coordinate System" parallel with the south wall. Name this UCS "SOUTHWALL."
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Change back to the World Coordinate System
(plan coordinate system). The easiest way is as follows: type UCS<RET><RET>.
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Make the ISO-4-OCLOCK view current again.
To do this, select from the Pull-down menu "View" then "Named
Views..." then pick the "ISO-4-OCLOCK" view. Then select "Restore"
and then "OK."
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Return to the World Coordinate System: Type
UCS<RET><RET>.
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Cap the tops of the walls. To do this, first
create a new layer called A-WALL-TOP and make it the current layer.
Type BPOLY <RET>. Select the "Pick Points" button from
the "Boundary Creation" Dialogue Box. Pick a point anywhere between
the wall lines. Then hit a <RET> to finish the command. You will see
the edges of the base of the wall highlighted, and when you hit <RET>
a "polyline" will be drawn around the inner surfaces of the walls. A polyline
is a series of lines which are connected together and become one single
object. They have special abilities, such as the ability of turning them
into solids which cannot be seen through and will hide lines behind them
when the "HIDE" command is invoked. To convert the polyline to a solid,
select from the Pull-down menu, "Draw" then "Solids," then
"Extrude," then type L<RET><RET> (this will pick the "Last"
object drawn). Type .001 <RET> <RET> in response to the "Height
of extrusion" prompt. Move this solid to the top of the wall
by using the MOVE command. Type M<RET> L<RET><RET>.
Then type 0,0,10'<RET><RET>.
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Cap the top of the header over the door.
This is easily done by first drawing a rectangle at the top of the header,
and then converting it into a solid similar to the step above. You
can make it easier to draw this rectangle by first changing the current
elevation to 10' (Type ELEV<RET>10'<RET><RET>) Remember
to set the current elevation back to 0 after you are finished with this
step.
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Put a floor in. To do this, first create a
new layer called A-FLOR colored red, and make it current.
Select the "Rectangle" command from the Draw pull-down menu. OSNAP one
corner of the rectangle to the lower left corner of the room, and OSNAP
the other corner of the rectangle to the upper right corner of the room.
Select from the Pull-down menu, "Draw" then "Solids" the
"Extrude," then type L <RET> <RET>. Type .001
<RET> <RET> in response to the "Height of extrusion" prompt.
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Make the Northwall UCS Current. To do this,
type DDUCS <RET> and then select the word NORTHWALL from
the list of created UCS's, then select the "Current" box, then "OK."
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Make the A-WALL-NORTH layer current.
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Draw paintings on the north wall: The paintings
you will draw are all rectangles of a size you will determine, and are
all 2" thick. They are solid on their surfaces and will be various colors.
They will be drawn on a separate layer corresponding to the layer of the
wall on which they are drawn.
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Set the current thickness to 2" so that all
paintings drawn will be 2" thick (that is in the Z direction or out away
from the wall). To do this, select the "Format" pull-down menu,
then "Thickness." Then type 2<RET>.
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2" then becomes the "current" thickness. Remember
to set the current thickness back to 0 (zero) after drawing the
paintings on the three walls, otherwise, everything from this point on,
until you change it again, will be drawn with a thickness of 2", which
is normally not desirable.
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To draw the paintings on the north wall, select
from the "Draw" pull-down menu, then "Rectangle." Pick a
point for the lower left corner of the rectangle on the north wall surface,
then pick a point for the upper right corner. Do this for several paintings
of varying sizes. Try to compose this wall as nicely as possible, just
as if you were actually hanging real paintings.
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If you want to move a painting that you have
already drawn, try to use the "Grips" mode for moving -- it is really fast!
Click on the rectangle at the "Command:" prompt. This will show the grips
at each corner of the rectangle. Then make one of them hot by clicking
on it and turning it red. Then hit the spacebar on the keyboard to toggle
the grip edit function to "Move". Simply move it and click on the point
you want to move it to. Easy as pie.
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Now to see what this drawing will look like
with "hidden lines" removed, type HIDE<RET>. After a second or
two, the isometric drawing will be changed to show only actual surfaces
which would be visible by a person assuming that the objects are solid.
Note that the paintings are not complete, in that they are the 2" thick
outlines (like frames) only and do not have solid surfaces. To see what
this room will look like with colored shading added, type shade<RET>.
To get the unshaded image back, type regen<RET>.
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In order for the paintings to have solid surfaces,
a 3DFACE must be added to each painting. First make all lines visible
again by typing regen<RET>. Then, from the pull-down menu, select
"Draw," then "Surfaces," then "3D Face."
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A 3DFACE is a normally invisible entity
which is a two-dimensional plane. It may can only have three or four sides,
and cannot have a thickness. Only the edges of a 3DFACE will be visible.
On complex surfaces, several 3DFACEs may be joined together with their
common edges made either visible or invisible at the draftsman's choice.
A 3DFACE appears as a solid opaque surface when the HIDE command is invoked,
and will hide entities behind it. When the SHADE command is used, it will
appear solid and in the color of the current layer or the color assigned
to it.
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Snap the corners of the 3DFACE to the four
endpoints (corners) of the painting, one painting at a time. Make sure
that you OSNAP to the endpoints, and make sure that the point OSNAPped
to is the outer face of the painting. It is easy to miss, so you may want
to zoom into an area to OSNAP. Do this for all of the paintings on the
north wall. To test that you have picked the right endpoints to snap the
3DFACEs to, invoke the SHADE command again.
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To make the drawing look more interesting,
change the color of each of the paintings. To change the color of the paintings,
select from the Pull-down menu "Modify," then "Properties..."
Pick the painting to change with a crossing window to select both the edge
of the painting and the 3DFACE of its surface. Click the right button of
the mouse to confirm object selection. There should have been 2 objects
selected (for one painting). The "Change Properties" Dialogue Box will
appear. Pick the "Color..." button from the Dialogue Box, and then
select a color from the palette which will pop up.
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Alternatively, first pick the objects with
the pick box (grips will appear). Then pick the color drop down list to
the right of the Layer drop down list, and pick a color.
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Draw paintings on the east wall: Switch the
view to the ISO-10-OCLOCK viewpoint. Change the current user coordinate
system to the EASTWALL UCS. Change the current layer to the A-WALL-EAST
layer. To do this, select the layer box on the Toolbar and scroll up or
down to find the A-WALL-EAST layer. Pick it. Then draw several paintings,
put 3DFACEs on them and assign different colors to them. Carefully consider
composition and color distribution just as a curator would. You may want
to hang some circular paintings also (sparingly). Note that circles come
complete with their own tops, so you will not need to place 3DFACEs on
them. It would be difficult to put a 3DFACE on a circle anyway, if you
had to, so it is a good thing that they do not need any. Circular paintings
are called "tondos" and were favored by some Renaissance artists such as
Raphael and Michaelangelo.
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Do the same as above for the south wall, drawing
on A-WALL-SOUTH layer and on the SOUTHWALL UCS.
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Setup plan, elevations and isometric views:
Once the paintings have been drawn, the entire room can be plotted showing
the plan in the lower right viewport, the elevation of the south wall in
the upper right viewport, the elevation of the east wall in the upper left
viewport, and an isometric view in the lower left viewport. Follow the
steps below:
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Turn Tilemode off by double-clicking on the
word "TILE" at the bottom of the screen. This will bring back the
Paper Space viewports. Switch to Model Space, if you are not in Model Space
(Double-click on the word "PAPER" at the bottom of the screen so that it
turns into the word "MODEL." Make the upper left viewport active by clicking
in it. Make the EASTWALL UCS current by typing DDUCS<RET> selecting
the EASTWALL UCS and making it current. Then type PLAN<RET>.
A "plan" of any UCS is defined as a view in the -Z direction perpendicular
to its XY plane. Therefore, the plan of the EASTWALL UCS is what we would
normally call an "elevation" of the east wall.
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Thaw all layers. Type -LA <RET>
T
<RET> * <RET> <RET>. [Note that you will need to precede
the letters "LA" with a dash ( - )]
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You will need to freeze the layers A-WALL-WEST,
A-WALL-HEAD, A-WALL-TOP, and A-DOOR in this current viewport only in order
to eliminate the west walls, doors, header above the doors, cap on wall,
etc. from interfering with a clear view of the east wall elevation. To
do this, bring up the Layer and Linetype Properties dialogue box, and click
on the icon which looks like a sun with a overlapping square to turn it
into a snowflake with a overlapping square for the layers A-WALL-WEST,
A-WALL-HEAD, A-WALL-TOP, and A-DOOR. This will freeze that individual layer
in the current viewport only, while leaving it thawed in the other viewports.
Then select "OK."
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Zoom this viewport to the correct scale. Type
Z
<RET> E <RET> <RET> 1/96XP <RET>, to make the
east elevation appear at 1/8" = 1'-0" scale in this viewport. You may "pan"
the drawing to center the elevation drawing directly above the plan. Panning
will not change the zoom scale.
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Make the upper right viewport active. Make
the NORTHWALL UCS current. Then type PLAN <RET>. This will produce
an elevation of the North wall. You will then need to freeze the A-WALL-SOUTH,
A-WALL-TOP, and the A-DOOR layers in this viewport to eliminate the paintings
on the south wall, the cap on the walls, and the doors from showing up
in this elevation. Follow the procedure described in step 41 above.
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Zoom this viewport to the correct scale. Type
Z
<RET> E <RET> <RET> 1/96XP <RET>, to make the
east elevation appear at 1/8" = 1'-0" scale in this viewport. You may "pan"
the drawing to center the elevation drawing directly above the plan. Panning
will not change the zoom scale.
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Click on the lower left viewport. Restore
the ISO-7-OCLOCK viewpoint in this viewport. Do not freeze any entities
in this viewport. Zoom this viewport to Extents.
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Click on the lower right viewport. Type UCS
<RET> <RET> for an easy way to make the World Coordinate System the
current UCS. Type PLAN <RET> <RET>. This will make the viewport
show a plan.
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Freeze the A-WALL-HEAD and the A-WALL-TOP
layers in this viewport. If you do not remember how to do this, review
step 39 above.
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Zoom this viewport to the correct scale. Type
Z
<RET> E <RET> <RET> 1/96XP <RET>, to make the
east elevation appear at 1/8" = 1'-0" scale in this viewport. You may "pan"
the drawing to center the elevation drawing directly above the plan. Panning
will not change the scale.
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Align the Plan and North Elevations so that
one will appear directly below the other in typical orthographic projection
fashion. This is not as straightforward as it should be because the plan
and elevation are shown in separate, independent viewports. Use the following
method for aligning the plan in the lower right viewport with the north
wall elevation in the upper right viewport:
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In Paper Space, draw a construction line from
a building element that appears in both viewports (e.g., the ENDpoint of
one of the walls) on the floor plan, straight up through the top viewport
above it. Now MOVE the whole top viewport so that the same point will be
on this line. To do this, turn ORTHO on, issue the MOVE command, select
the top viewport to move (pick a point on the viewport border), OSNAP the
"base point" to the same point of the elevation view in the top viewport
as the point in plan from which you drew the line. Then OSNAP PERpendicular
to the construction line you just drew for the "second point of displacement."
The top viewport and its contents will now be moved over so that points
all line up from one view to the other. Erase the construction line. Stretch
the sides of the top viewport to adjust it so it is lined up with the bottom
viewport. The easiest way of stretching viewports is to pick them at the
Command:
prompt to put grips on their corners, make one of the grips on the viewport
you want to move "Hot" by picking it, and then "stretching" it to snap
into a grip on the corner of the other viewport.
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Align the east elevation in the upper left
viewport with the north elevation in the upper right viewport using the
same method as you did to align the plan and north elevation.
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Draw a human figure for scale: Make the lower
left viewport current. Make the NORTHWALL UCS current. Make the layer A-DOOR
current. The A-DOOR layer is frozen in the other viewports, and therefore
the human figure will only show up in the isometric view, which does make
sense, I am sure you will agree. Draw the outline of a 6'-0" high standing
human figure by using a "Polyline." A polyline is a special type of line
in which several segments are connected together and become one entity.
Polyline can be drawn by selecting "Draw" from the pull-down menu,
then "Polyline". You can close the last segment of the polyline
back to the first, by typing C <RET>. When you have finished
drawing the outline of the human figure, make it into a solid. To do this,
select from the Pull-down menu "Draw" then "Solids" then
"Extrude" then pick the human figure to extrude. Type 8 <RET><RET>
in response to the prompt "Height of Extrusion." This will convert
the hollow polyline into a fine, fully figured, and solid human companion.
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Make the World Coordinate System current.
The fastest way of doing this is to type UCS <RET><RET>. Use
the "Move" command to move the figure out into the room and away
from the wall. Move it to a location so that the figure will be visible
when hidden lines are removed. Rotate the figure 30 degrees around its
base. Select the "Rotate" command from the "Modify" pull-down
menu then select a "base point" near the center of the figure at its feet.
Then for the rotation angle type 30<RET>. This will make the
figure look more natural.
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Switch to Paper Space.
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Zoom to the extents of the Paper Space border
by typing Z<RET>E<RET>. Next type DDEDIT<RET>
to bring up the text editing dialogue box. Pick the title line of text
with the pickbox. Place the cursor at the date and change the date to the
date you will be turning this drawing in for grading. Also, use the keyboard
cursor control keys (the arrow keys) to move the cursor within the dialogue
box to the last number and change this number to Exercise No. 3.
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Prepare the drawing for plotting: Since you
will want to remove hidden lines in the isometric view when you plot, select
"View" from the pull-down menu, then "Floating Viewports,",
then "Hideplot," then type ON<RET> then select the viewport in
which you want to hide the lines during plotting by picking its viewport
border. It will not hurt to pick all the viewports for hiding lines.
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Save the drawing: Select "File" from
the pull-down menu, then "Save." Since you opened the drawing and
gave it the name of FEH6, it will be automatically saved to that name without
any further input from you. Of course, you should have been saving this
drawing about every ten minutes, so I really do not have to tell you again
how to do this. However, you should always save the drawing just prior
to plotting.
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Plot this drawing. Plot the drawing in Paper
Space at a scale of 1=1. See the main handbook text for instructions on
how to set this up. Select from the pull-down menu "File" then "Print."
Select the Windows System plotter, and set the plotter parameters
and pen assignments. Since you are plotting in Paper Space and you have
already selected viewports in which to hide lines, there is no need to
check the box marked "Hide Lines" in the Plot Configuration dialogue box.
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When plotting is finished, if you are satisfied
that everything is OK, close (exit) AutoCAD, by clicking on the X in the
upper right corner of its window.
END OF EXERCISE NO. 5