simple 3d drawings in autocad

Preparing an AutoCAD cartoon for 3D

Introduction

It is extremely important to prepare an AutoCAD drawing taking into consideration 2 main problems

  1. The cartoon should be organised and drawn so as not to compromise the product drawing. This means that it should be drawn in a manner 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
  2. The drawing should exist organised to facilitate easy import / export with MAX/VIZ. Keeping a handle on what elements volition need to be created as single objects in 3D and which will need to be created equally one object is very important. Also, making the layer arrangement hands understandable and 'object focussed' is of import

This tutorial explains the main issues to consider when drawing in AutoCAD and preparing a cartoon for use in 3D work

Download Sample Information

In club to follow this tutorial, y'all may want to utilise the supplied files. Please read the sample data instructions before downloading.

kf301_files.cipher (583kb)

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Layers and Cartoon Methods

Organisation of all elements that are to be used in 3D using layers is vital also as a good noesis of make clean, accurate drawing methods for 3D work. Remember that what looks acceptable in 2D may not piece of work every bit y'all desire in 3D and may look terrible. A skilful case of bad drawing is the non-use of arcs in the polyline control where a curved road section is represented by a series of line segments. When turned into a kerb line in 3D information technology volition await like the image below:

The right cartoon method (which is easier) produces a good looking and accurate result in 3D

Clean and Simplify Drawing

Before using an AutoCAD drawing for importing into MAX/VIZ merely those elements that are going to exist used for 3D work need keeping in the drawing. Inapplicable lines and text should be removed and a 'buffer' drawing used instead of a primary production drawing. The following checklist should besides be implemented earlier starting to apply AutoCAD information:

  • Purge the cartoon of all items and nested items
  • Audit the drawing
  • Gear up UCS to World if another has been used
  • Bind Xrefs
  • Detach Images
  • Employ Drawing Cleanup tools if using Autodesk Map to simplify linear features and remove duplicates etc
  • Finally, brandish just those elements that are going to be used and Copy and Paste into a New Drawing. Use Edit > Copy then Edit > Paste to Original Coordinates

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Layers

The master method of creating objects in MAX/VIZ outlined in these tutorials is to create objects from layers. This is a straight forrard process that allows y'all to think 'objects' correct from the start

Open kf301_01.dwg in AutoCAD. This cartoon contains an instance layer system used for easy import to MAX/VIZ

Annotation: Creating split up objects from one layer in MAX/VIZ is handled on the import options dialogs in MAX/VIZ

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Drawing Methods

Skillful clean drawing techniques are essential to produce good looking scenes and do good the cartoon as a whole. Together with a comprehensive layer system based on 'objects' and the use of closed boundaries using a framework layer, and the purlieus command, the use of appropriate AutoCAD tools make transition into 3D much easier. This tutorial explores some of the basic useful commands to create clean, simple, accurate lines in AutoCAD

Note: The creation of closed boundary polygons and comprehensive layer arrangement is useful for other outputs from AutoCAD and 3rd party applications. Export to CorelDraw or Mcolour for program graphics, hatching areas in AutoCAD and listing of expanse quantities are good examples of extended functionality using these methods

TIP: Always describe lines using the Polyline control. Using the Line command produces fragmented and less managable drawings

  • Open up kf301_02.dwg . This drawing contains some layers for a creating surfaces and a kerb for a unproblematic mural scheme (shown completed below)

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Building

Notice that a layer called 'Framework' has been created and at that place are building framework lines already drawn. These have been created using the First command. The mural drawing is constructed by referencing the known positions of points and lines of the edifice - as information technology would be synthetic on-site

  • Make Building layer current
  • Draw > Boundary > Choice Points - pick a point in the center of the building framework lines. This creates a closed boundary for the building on the correct layer

NOTE: If the Boundary command does non work cheque the following points:

  1. Elements such as blocks are frozen and not turned off (AutoCAD still includes off layers when searching for a boundary)
  2. The boundary extents can be viewed on the screen (only graphics on the present screen display are included in the boundary search)
  3. All existing polylines and framework lines are second at naught height (ie non 3D polylines)
  4. There are no gaps in any of the polylines

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Car Park

  • Make Framework layer current
  • Draw a framework polyline from the lesser right corner of the building vertically up using Ortho On (F8 toggles Ortho on>off)
  • Offset this line xxx metres to the right
  • Plough OSnap On (Object Snap) and change the Snap Settings to Endpoint. Draw a horizontal polyline from the summit right corner of the  building horizontally using Ortho On so that it crosses the previously fatigued polyline
  • Depict a ciclcle snapped to where these lines run into with a radius of v metres (this value can exist typed on the command line when creating the circumvolve)
  • Start drawing a framework polyline snapped from the superlative correct corner of the building with the 2d vertex of the polyline snapped (intersection snap) to where the circle crosses the line. Then blazon A at the control line (this is a polyline sub-command - look at the command line - which allows you to draw an arc every bit function of a polyline). Snap the next vertex to where the circumvolve crosses the vertical framework line. Then blazon L at the command line (this takes you back to drawing a normal line within the polyline). Using Ortho On drag the polyline down and complete the polyline as shown below. This process accurately offsets the motorcar park edge and gives a rounded corner of radius 5 metres

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First Path and Road

  • Delete the circle
  • Extend the bottom horizontal building framework line to run across the new car park edge framework line and Offset the new machine park border line left 5 metres to the left. This creates a framework line for the road
  • Commencement the extended framework line downwards two metres and the original right mitt vertical framework edifice line to the right 2 metres. This creates framework lines for the beginning path
  • Trim the lines and Delete unecessary lines and then the framework looks like the image below. Using Ortho On describe a framework polyline that closes the road at the lower stop

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Grassed Expanse and Planting Beds

  • Using Grips with Ortho On drag the left edifice framework line down and the line created to shut the route across left so they cross
  • Using Ortho On draw a polyline line starting from the corner of the path downward and using the Arc sub polyline command then Line sub polyline command describe the big planting bed

Note: Arc sub commands must only exist used after starting to describe a polyline in Line mode. Otherwise the arc 'balloons' due to information technology not having any management

  • In the left corner of the grassed area framework create a circle snapped to the edge corner of the path framework to draw the minor planting bed

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Second Path

  • Depict a polyline using the Arc sub command and Line sub command to describe the center line of the second path
  • Beginning this line 0.75 metres to the left and 0.75 metres to the correct
  • 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 then utilize the Fillet control to create a fillet of radius ii metres at each corner. Then use Snaps to snap a polyline to shut the path ends
  • Trim the circle for the small planting bed so the lines do not interfere with the creation of boundaries

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Create Surface Boundaries

Making each layer electric current in turn use the Purlieus command to apace create boundaries for each element
Turn the Framework layer off

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Create Kerb Line

  • Beginning the Motorcar Park boundary by 0.15 metres
  • Select the start polyline and place on the Kerb layer by selecting the Kerb Layer in the Layer Dropdown List then pressing Esc twice. This layer volition be turned off before importing into MAX/VIZ equally edges are created from the boundary lines using the Loft compound object

This pocket-size tutorial shows how elementary the geometry should be when importing to MAX/VIZ. The cartoon should contain no edge information autonomously from the airtight boundaries that delineate all surfaces seamlessly (the subject of this tutorial). Secondly, objects such every bit trees, benches, lamp posts etc should be represented by uncomplicated circle and rectangular blocks on the correct layers. These simple 2D blocks are replaced in MAX/VIZ with 3D objects, just are positioned in AutoCAD. Thirdly, 3D landform information in the form 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 every bit four drawings: kf301_02a/b/c/d.dwg for reference

Checklist of Commands

Become very familiar with the following commands which were all used to rapidly and accurately create this simple landscape plan. More complicated plans simply repeat these commands over and over over again

Motility
Rotate
Copy and Multiple Copy
Offset
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 2D blocks should non exist imported into MAX/VIZ if they are just 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 drawing contains four detailed graphic blocks for trees which need simplifying by replacing them with circles

  • Select 1 of the blocks (they are all the aforementioned block 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 up it upwardly for editing. A minor toolbar appears and only the block is bachelor 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 same position and at the same size equally the tree cake

  • Draw a circumvolve around the tree block on layer 0, and so delete the tree cake lines
  • Press the Salve back changes to reference button to replace all references of the block with a simple circumvolve

TIP: Another option for replacing blocks can be institute on the Express Menu/Blocks. Use Replace block with some other block to quickly supervene upon a block in the drawing with another

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Import Options

Before importing data from AutoCAD into MAX/VIZ 2 issues must exist addressed

  1. If the drawing has been created far from 0,0 on the Ten and Y axes, the drawing information needs to be moved closer to 0,0. This improves how MAX/VIZ handles the data in the later stages and makes certain the modelling is authentic and whatsoever animation smooth
  2. The relationship between the layers and how they are configured to create objects on import needs to be understood. Then simple routines using 1 of two separate import dialogs can be used to update the MAX/VIZ scene at any time

This section explains how to carve up drawing information for MAX/VIZ from the product design drawings and how to configure the Import dialog for easy update of the scene from AutoCAD

NOTE: If drawing units are in millimeters, then also re-scale the drawing at this stage (it is not appropriate to proceed in millimeters for a mural scale project)

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Move to Zero

If AutoCAD geometry is created far from naught, so accurateness problems may occur when modelling this information in MAX/VIZ. This is due to the fact that AutoCAD is accurate to 64 decimal places, whereas MAX/VIZ is just (only?) accurate to 32 decimal places. The problem usually manifests itself when animative cameras forth paths when 'camera milk shake' will occur. Large bounding boxes around objects are also a problem if the AutoCAD information is far from zero because the bounding boxes commencement at 0,0

AutoCAD drawings created far from zero are usually the result of using Ordnance Survey basemap information to commencement the drawing process. Most basemap tiles are hundreds of thousands of metres abroad from naught on the X and Y plane. Needless to say, landscape drawings are often created far from zero

  • Either move the basemaps to zero before creating the drawing and in the knowledge that other information need non exist added in a 'mapped' environment or use a separate drawing for 3D piece of work with a known basepoint for moving geometry to zero thus:
  • Open and manage a new separate cartoon 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 information in the form of Contours, 3D polylines (strings) or Triangulated Mesh or Filigree

TIP: Use Autodesk Map 3D to attach the project blueprint drawing to the MAX/VIZ cartoon and use simple layer property queries to add elements to the MAX/VIZ cartoon at any time. This is a very effective method of filtering just the data needed for 3D work whilst keeping separate from the production drawings. It allows the original blueprint drawing to exist 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 be very straight forward and almost simplistic). Complicated blocks for copse, seats, lamp posts etc tin can fifty-fifty exist replaced with simple blocks as part of the process. Changing 2nd plans using GIS functionality and visualising these scenarios in 3D is another advantage of using Autodesk Map 3D with MAX/VIZ

  • Open up kf301_04.dwg . This cartoon is an example of a drawing containing these three elements. However, if you await at the coordinates of the information on the Satus Bar y'all will observe that it is far from naught


Round these coordinates upward to 320000,456000

  • Zoom out and record on a peice of paper the rounded up coordinates preferably to the bottom left of the site. The rounded upwards coordinates would be 320000, 456000 in this instance. This happens to be in the centre of the scheme, merely this is Ok
  • Turn on and unfreeze all layers
  • Select all the elements in the drawing and use the Move command to motility the data to naught thus:
  • When prompted for the base point or displacement type 320000,456000 on the command line and so Return
  • When prompted for the 2nd point of displacement type 0,0 on the command line 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 point

The drawing is at present ready for import into MAX/VIZ without any problems connected to beingness sited far from zero. Repeat this routine to movement whatever new data from the original 2d design cartoon

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Import AutoCAD Drawing Dialogs

To control how AutoCAD information is imported into MAX/VIZ one of two 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 'old' version but does have some useful features

  1. You can import text
  2. Objects are named the same as the layer they were created on in AutoCAD to assist with object organisation
  • Reset MAX/VIZ
  • File > Import. On the Select File to Import dialog change the Files of Blazon to Legacy AutoCAD (*DWG). Select kf301_05.dwg then Open
  • On the Dwg Import dialog select Merge and printing Ok

  • On the Import AutoCAD Dwg File dialog check the post-obit:

  • Press Ok
  • In the Select by Proper noun dialog note that all the layers have been turned into objects and that all the steps, for instance, are 1 object. This is Ok for some objects, but not others. It is handy for the contours to exist imported like this. So too the positioning blocks for mural objects such every bit bollards, seating and lamp posts. However, objects such equally the steps need to be imported as separate objects. To import those objects that take been imported incorrectly delete the objects and re-import having inverse the import settings as follows:
  • Delete S teps bottom.01, Steps top.01, Sundial.01 and Wall.01

Importing using the AutoCAD Cartoon dialog

This dialog is the most recent version and has other useful features

  1. You tin can select objects on layers you want to import from a layer list
  2. Objects, nevertheless, are non renamed but organised in layers in MAX/VIZ
  • File > Import. On the Select File to Import dialog change the Files of Type to AutoCAD Cartoon (* . DWG ,*.DXF ). Select kf301_05.dwg then Open
  • On The Layers Tab choose Select from listing and select the following layers:

  • On the Geometry Tab select the following options:

  • Press Ok to import the objects into MAX/VIZ
  • Discover that the all objects have been named 'polyline' ie as the object 'type'. Utilise the Layer dialog and Rename dialog to organise the objects further:
  • Open the Layer dialog and correct click over Steps bottom. Choose Select from the right click menu. This selects all the bottom step boundary lines

TIP: If the Layer dialog is not displaying correct click on the primary toolbar (non on an icon) and select Layers from the list

  • Tools > Rename Objects. On the Rename dialog type in the Base Name, bank check 'Numbered' and set up the Base Number to ane

  • Printing Rename to rename all the objects selected

All objects are now in the correct format and named correctly in order to make the modelling process easier

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Source: https://www.cadtutor.net/tutorials/3ds-max/prepare-autocad-drawing.php

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