how to draw 3d blocks in autocad
Preparing an AutoCAD cartoon for 3D
Introduction
Information technology is extremely of import to prepare an AutoCAD drawing taking into consideration two master problems
- The cartoon should be organised and drawn so equally not to compromise the production cartoon. This means that it should be drawn in a way that benefits both the AutoCAD outputs and the 3D outputs. Correct layering, closed polylines created from a framework and simplified object positioning are examples of this process
- The cartoon should be organised to facilitate like shooting fish in a barrel import / export with MAX/VIZ. Keeping a handle on what elements will need to exist created every bit single objects in 3D and which volition need to be created every bit one object is very important. As well, making the layer arrangement easily understandable and 'object focussed' is important
This tutorial explains the chief issues to consider when drawing in AutoCAD and preparing a drawing for use in 3D work
Download Sample Data
In order to follow this tutorial, you may want to use the supplied files. Please read the sample data instructions before downloading.
kf301_files.zip (583kb)
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Layers and Drawing Methods
Organisation of all elements that are to be used in 3D using layers is vital as well as a practiced knowledge of clean, accurate drawing methods for 3D work. Remember that what looks acceptable in 2nd may not work every bit yous want in 3D and may expect terrible. A good example of bad drawing is the not-apply of arcs in the polyline command where a curved road department is represented by a series of line segments. When turned into a kerb line in 3D it will await like the image beneath:
The correct drawing method (which is easier) produces a good looking and accurate effect in 3D
Clean and Simplify Drawing
Before using an AutoCAD drawing for importing into MAX/VIZ only those elements that are going to exist used for 3D piece of work demand keeping in the drawing. Extraneous lines and text should be removed and a 'buffer' cartoon used instead of a primary production drawing. The following checklist should also be implemented before starting to employ AutoCAD data:
- Purge the drawing of all items and nested items
- Audit the drawing
- Set UCS to World if another has been used
- Bind Xrefs
- Detach Images
- Utilize Cartoon Cleanup tools if using Autodesk Map to simplify linear features and remove duplicates etc
- Finally, display simply those elements that are going to be used and Copy and Paste into a New Drawing. Utilise Edit > Copy then Edit > Paste to Original Coordinates
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Layers
The main method of creating objects in MAX/VIZ outlined in these tutorials is to create objects from layers. This is a straight forrard procedure that allows you lot to remember 'objects' right from the beginning
Open kf301_01.dwg in AutoCAD. This drawing contains an example layer organization used for easy import to MAX/VIZ
NOTE: Creating divide objects from one layer in MAX/VIZ is handled on the import options dialogs in MAX/VIZ
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Drawing Methods
Good clean cartoon techniques are essential to produce good looking scenes and benefit the drawing as a whole. Together with a comprehensive layer system based on 'objects' and the use of airtight boundaries using a framework layer, and the purlieus control, the use of appropriate AutoCAD tools make transition into 3D much easier. This tutorial explores some of the basic useful commands to create clean, unproblematic, accurate lines in AutoCAD
NOTE: The cosmos of closed boundary polygons and comprehensive layer system is useful for other outputs from AutoCAD and third party applications. Consign to CorelDraw or Mcolour for plan graphics, hatching areas in AutoCAD and listing of area quantities are good examples of extended functionality using these methods
TIP: Always describe lines using the Polyline command. Using the Line command produces fragmented and less managable drawings
- Open kf301_02.dwg . This drawing contains some layers for a creating surfaces and a kerb for a elementary landscape scheme (shown completed below)
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Edifice
Find that a layer called 'Framework' has been created and there are building framework lines already fatigued. These have been created using the Start control. The mural drawing is constructed by referencing the known positions of points and lines of the building - every bit information technology would be constructed on-site
- Make Building layer current
- Depict > Boundary > Pick Points - pick a point in the middle of the building framework lines. This creates a closed boundary for the building on the correct layer
NOTE: If the Boundary control does not work check the following points:
- Elements such as blocks are frozen and not turned off (AutoCAD still includes off layers when searching for a purlieus)
- The boundary extents can exist viewed on the screen (only graphics on the present screen display are included in the boundary search)
- All existing polylines and framework lines are 2d at zero height (ie not 3D polylines)
- At that place are no gaps in any of the polylines
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Car Park
- Make Framework layer current
- Describe a framework polyline from the bottom right corner of the building vertically up using Ortho On (F8 toggles Ortho on>off)
- Offset this line 30 metres to the right
- Turn OSnap On (Object Snap) and alter the Snap Settings to Endpoint. Depict a horizontal polyline from the top right corner of the building horizontally using Ortho On so that it crosses the previously drawn polyline
- Draw a ciclcle snapped to where these lines meet with a radius of 5 metres (this value can exist typed on the command line when creating the circle)
- Start cartoon a framework polyline snapped from the top correct corner of the edifice with the second vertex of the polyline snapped (intersection snap) to where the circle crosses the line. So blazon A at the control line (this is a polyline sub-command - look at the command line - which allows you to describe an arc as function of a polyline). Snap the side by side vertex to where the circle crosses the vertical framework line. Then type L at the command line (this takes y'all back to drawing a normal line within the polyline). Using Ortho On drag the polyline down and complete the polyline equally shown below. This process accurately offsets the car park border and gives a rounded corner of radius five metres
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First Path and Route
- Delete the circle
- Extend the bottom horizontal edifice framework line to meet the new car park edge framework line and Offset the new automobile park edge line left 5 metres to the left. This creates a framework line for the route
- Offset the extended framework line downwards ii metres and the original right hand vertical framework edifice line to the right 2 metres. This creates framework lines for the first path
- Trim the lines and Delete unecessary lines then the framework looks like the image below. Using Ortho On depict a framework polyline that closes the road at the lower end
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Grassed Surface area and Planting Beds
- Using Grips with Ortho On drag the left building framework line down and the line created to close the road across left then they cross
- Using Ortho On draw a polyline line starting from the corner of the path downward and using the Arc sub polyline command and then Line sub polyline control describe the large planting bed
Notation: Arc sub commands must merely be used after starting to depict a polyline in Line manner. Otherwise the arc 'balloons' due to it not having whatsoever direction
- In the left corner of the grassed surface area framework create a circle snapped to the edge corner of the path framework to describe the small-scale planting bed
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2nd Path
- Describe a polyline using the Arc sub command and Line sub command to describe the centre line of the second path
- Offset this line 0.75 metres to the left and 0.75 metres to the right
- Delete the centre polyline to give an initial framework for the second path
- To splay the entrance points to the path Trim both ends of the path:
- Finally (to complete the framework) Fillet the corners or the path entrances. Before filleting, Join the framework polylines using Pedit and so use the Fillet control to create a fillet of radius 2 metres at each corner. So use Snaps to snap a polyline to shut the path ends
- Trim the circle for the small planting bed then the lines practice not interfere with the creation of boundaries
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Create Surface Boundaries
Making each layer current in turn apply the Boundary control to quickly create boundaries for each element
Turn the Framework layer off
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Create Kerb Line
- Get-go the Car Park boundary by 0.fifteen metres
- Select the kickoff polyline and place on the Kerb layer by selecting the Kerb Layer in the Layer Dropdown List and then pressing Esc twice. This layer will exist turned off before importing into MAX/VIZ as edges are created from the purlieus lines using the Loft compound object
This pocket-sized tutorial shows how elementary the geometry should be when importing to MAX/VIZ. The drawing should contain no edge information apart from the closed boundaries that delineate all surfaces seamlessly (the subject of this tutorial). Secondly, objects such as trees, benches, lamp posts etc should be represented past simple circle and rectangular blocks on the right layers. These simple 2D blocks are replaced in MAX/VIZ with 3D objects, just are positioned in AutoCAD. Thirdly, 3D landform information in the course of contours, 3D polylines (strings) or a triangulated mesh is needed in order to transform the 2d plan into a 3D scene
NOTE: This sequence of tutorial files has been saved as four drawings: kf301_02a/b/c/d.dwg for reference
Checklist of Commands
Get very familiar with the following commands which were all used to quickly and accurately create this simple landscape plan. More complicated plans simply echo these commands over and over once again
Move
Rotate
Copy and Multiple Re-create
First
Trim
Extend
Boundary
Fillet > Chamfer
Pedit
Manipulation of Vertex Handles
Snap Mode On>Off and Snap Settings
Ortho
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Simplify Blocks
Complicated 2nd blocks should not be imported into MAX/VIZ if they are only used as markers for 3D Objects or as objects for replacing with 3D objects. Replacing blocks with much simpler blocks before importing into MAX/VIZ is straightforward in AutoCAD using the Reference Edit dialog
- Open kf301_03.dwg. This cartoon contains four detailed graphic blocks for copse which need simplifying by replacing them with circles
- Select one of the blocks (they are all the same cake reference) and double left click. This opens the Reference Edit dialog
Note: The Reference Edit dialog is a feature of AutoCAD 2004 plus. Replacing blocks in previous versions of AutoCAD entails 'redefining blocks'
- Press Ok to isolate the block and open it upward for editing. A small toolbar appears and only the cake is available for editing. All other blocks of the same name disappear and all other elements in the cartoon turn grey
- Zoom to the cake and draw a circle in the aforementioned position and at the aforementioned size every bit the tree block
- Draw a circle around the tree block on layer 0, and so delete the tree block lines
- Press the Save back changes to reference push to replace all references of the block with a uncomplicated circle
TIP: Another choice for replacing blocks can be constitute on the Express Menu/Blocks. Use Replace cake with some other block to speedily replace a block in the drawing with another
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Import Options
Before importing data from AutoCAD into MAX/VIZ two issues must be addressed
- If the drawing has been created far from 0,0 on the X and Y axes, the drawing data needs to exist moved closer to 0,0. This improves how MAX/VIZ handles the information in the later stages and makes sure the modelling is accurate and whatever animation smooth
- The relationship between the layers and how they are configured to create objects on import needs to be understood. Then simple routines using one of 2 separate import dialogs can be used to update the MAX/VIZ scene at any fourth dimension
This section explains how to carve up drawing data for MAX/VIZ from the production blueprint drawings and how to configure the Import dialog for piece of cake update of the scene from AutoCAD
NOTE: If drawing units are in millimeters, then likewise re-scale the drawing at this stage (information technology is not advisable to keep in millimeters for a landscape scale project)
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Move to Aught
If AutoCAD geometry is created far from null, and so accuracy issues may occur when modelling this data in MAX/VIZ. This is due to the fact that AutoCAD is accurate to 64 decimal places, whereas MAX/VIZ is only (merely?) accurate to 32 decimal places. The problem usually manifests itself when animating cameras along paths when 'photographic camera shake' will occur. Large bounding boxes around objects are also a trouble if the AutoCAD data is far from zero because the bounding boxes start at 0,0
AutoCAD drawings created far from null are usually the result of using Ordnance Survey basemap data to kickoff the drawing procedure. Well-nigh basemap tiles are hundreds of thousands of metres away from zero on the X and Y airplane. Needless to say, landscape drawings are frequently created far from nada
- Either motility the basemaps to zero before creating the drawing and in the knowledge that other data need not be added in a 'mapped' environment or use a separate cartoon for 3D work with a known basepoint for moving geometry to zero thus:
- Open and manage a new separate drawing for importing into MAX/VIZ
- Import the post-obit three elements needed for visualisation work into this new drawing: Closed boundary lines delineating all surfaces / Simple blocks for objects / Landform data in the form of Contours, 3D polylines (strings) or Triangulated Mesh or Grid
TIP: Employ Autodesk Map 3D to adhere the projection blueprint drawing to the MAX/VIZ drawing and use simple layer property queries to add elements to the MAX/VIZ drawing at whatsoever time. This is a very effective method of filtering just the information needed for 3D work whilst keeping separate from the production drawings. It allows the original design cartoon to be changed without having to worry about layers on>off and layers that are not relevant to 3D piece of work (drawing for 3D work should exist very straight frontwards and almost simplistic). Complicated blocks for trees, seats, lamp posts etc can even exist replaced with unproblematic blocks as part of the process. Irresolute 2D plans using GIS functionality and visualising these scenarios in 3D is another advantage of using Autodesk Map 3D with MAX/VIZ
- Open kf301_04.dwg . This cartoon is an example of a drawing containing these three elements. However, if you look at the coordinates of the data on the Satus Bar you will discover that it is far from zero
Round these coordinates upward to 320000,456000
- Zoom out and tape on a peice of paper the rounded upward coordinates preferably to the bottom left of the site. The rounded up coordinates would exist 320000, 456000 in this case. This happens to be in the centre of the scheme, but this is Ok
- Turn on and unfreeze all layers
- Select all the elements in the drawing and use the Move control to move the information to zilch thus:
- When prompted for the base of operations point or displacement type 320000,456000 on the control line so Return
- When prompted for the 2nd signal of displacement blazon 0,0 on the control line and then Return. This moves the data from a known recorded point to 0,0
TIP: Some other method involves drawing a rectangle around the site (on a layer that can be frozen) and using the bottom left corner of the rectangle as the move base betoken
The drawing is now set up for import into MAX/VIZ without any issues connected to beingness sited far from cypher. Repeat this routine to move whatever new data from the original 2D design drawing
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Import AutoCAD Drawing Dialogs
To control how AutoCAD information is imported into MAX/VIZ one of ii Import Drawing dialogs is used depending on how the data has been organised in AutoCAD and how the objects need to be organised in MAX/VIZ
Importing using the Legacy AutoCAD dialog
This dialog is the 'quondam' version merely does take some useful features
- Yous tin can import text
- Objects are named the same equally the layer they were created on in AutoCAD to assistance with object arrangement
- Reset MAX/VIZ
- File > Import. On the Select File to Import dialog alter the Files of Type to Legacy AutoCAD (*DWG). Select kf301_05.dwg and so Open
- On the Dwg Import dialog select Merge and press Ok
- On the Import AutoCAD Dwg File dialog check the following:
- Press Ok
- In the Select by Name dialog note that all the layers have been turned into objects and that all the steps, for case, are i object. This is Ok for some objects, but not others. It is handy for the contours to be imported similar this. And then besides the positioning blocks for mural objects such as bollards, seating and lamp posts. However, objects such as the steps demand to be imported as separate objects. To import those objects that have been imported incorrectly delete the objects and re-import having inverse the import settings as follows:
- Delete S teps bottom.01, Steps summit.01, Sundial.01 and Wall.01
Importing using the AutoCAD Cartoon dialog
This dialog is the most recent version and has other useful features
- You lot tin can select objects on layers you desire to import from a layer list
- Objects, notwithstanding, are non renamed just organised in layers in MAX/VIZ
- File > Import. On the Select File to Import dialog alter the Files of Type to AutoCAD Drawing (* . DWG ,*.DXF ). Select kf301_05.dwg so Open
- On The Layers Tab cull Select from list and select the following layers:
- On the Geometry Tab select the post-obit options:
- Press Ok to import the objects into MAX/VIZ
- Observe that the all objects have been named 'polyline' ie as the object 'type'. Use the Layer dialog and Rename dialog to organise the objects further:
- Open the Layer dialog and right click over Steps bottom. Choose Select from the right click menu. This selects all the bottom pace boundary lines
TIP: If the Layer dialog is not displaying correct click on the principal toolbar (not on an icon) and select Layers from the list
- Tools > Rename Objects. On the Rename dialog blazon in the Base Proper noun, check 'Numbered' and set up the Base Number to 1
- Press Rename to rename all the objects selected
All objects are now in the right format and named correctly in club to make the modelling process easier
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