how to purge civil 3d drawings in auto cad
Preparing an AutoCAD drawing for 3D
Introduction
It is extremely of import to prepare an AutoCAD drawing taking into consideration ii main issues
- The drawing 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
- The cartoon should be organised to facilitate easy import / consign with MAX/VIZ. Keeping a handle on what elements volition demand to be created as single objects in 3D and which will demand to be created as one object is very important. Also, making the layer system hands understandable and 'object focussed' is important
This tutorial explains the main issues to consider when cartoon in AutoCAD and preparing a drawing for use in 3D work
Download Sample Data
In order to follow this tutorial, y'all may want to use the supplied files. Please read the sample data instructions earlier downloading.
kf301_files.zip (583kb)
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Layers and Cartoon Methods
Organization of all elements that are to be used in 3D using layers is vital too as a proficient knowledge of clean, authentic drawing methods for 3D work. Remember that what looks acceptable in second may non work equally you want in 3D and may await terrible. A expert case of bad drawing is the non-utilise of arcs in the polyline command where a curved road section is represented by a series of line segments. When turned into a kerb line in 3D it will look similar the image below:
The correct drawing method (which is easier) produces a expert looking and accurate result in 3D
Clean and Simplify Drawing
Before using an AutoCAD cartoon for importing into MAX/VIZ only those elements that are going to be used for 3D work demand keeping in the cartoon. Extraneous lines and text should be removed and a 'buffer' cartoon used instead of a main product drawing. The following checklist should also exist implemented before starting to utilise AutoCAD information:
- Purge the drawing of all items and nested items
- Inspect the cartoon
- Set 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 only those elements that are going to be used and Copy and Paste into a New Drawing. Apply Edit > Copy and so 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 forrad process that allows you to recollect 'objects' correct from the outset
Open up kf301_01.dwg in AutoCAD. This drawing contains an example layer arrangement used for easy import to MAX/VIZ
Notation: Creating separate objects from one layer in MAX/VIZ is handled on the import options dialogs in MAX/VIZ
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Drawing Methods
Good make clean drawing techniques are essential to produce proficient looking scenes and do good the drawing as a whole. Together with a comprehensive layer system based on 'objects' and the apply of airtight boundaries using a framework layer, and the boundary control, the utilise of appropriate AutoCAD tools brand transition into 3D much easier. This tutorial explores some of the basic useful commands to create clean, uncomplicated, accurate lines in AutoCAD
NOTE: The creation of closed boundary polygons and comprehensive layer system is useful for other outputs from AutoCAD and 3rd party applications. Export to CorelDraw or Mcolour for programme graphics, hatching areas in AutoCAD and listing of surface area quantities are good examples of extended functionality using these methods
TIP: E'er draw lines using the Polyline control. Using the Line command produces fragmented and less managable drawings
- Open kf301_02.dwg . This cartoon contains some layers for a creating surfaces and a kerb for a simple landscape scheme (shown completed beneath)
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Edifice
Notice that a layer called 'Framework' has been created and there are building framework lines already drawn. These have been created using the Beginning command. The mural drawing is constructed by referencing the known positions of points and lines of the building - as it would exist constructed on-site
- Brand Building layer current
- Depict > Purlieus > Choice Points - pick a indicate in the middle of the building framework lines. This creates a airtight boundary for the building on the correct layer
NOTE: If the Boundary command does not piece of work check the following points:
- Elements such as blocks are frozen and not turned off (AutoCAD however includes off layers when searching for a boundary)
- The boundary extents can be viewed on the screen (only graphics on the nowadays screen display are included in the boundary search)
- All existing polylines and framework lines are 2D at zero height (ie not 3D polylines)
- 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 bottom right corner of the building vertically upwardly using Ortho On (F8 toggles Ortho on>off)
- Starting time this line thirty metres to the right
- Turn OSnap On (Object Snap) and modify the Snap Settings to Endpoint. Draw a horizontal polyline from the top right corner of the edifice horizontally using Ortho On so that it crosses the previously drawn polyline
- Draw a ciclcle snapped to where these lines see with a radius of 5 metres (this value can be typed on the command line when creating the circle)
- Start drawing a framework polyline snapped from the superlative right corner of the building with the second vertex of the polyline snapped (intersection snap) to where the circle crosses the line. So blazon A at the command line (this is a polyline sub-command - look at the command line - which allows you to draw an arc as role of a polyline). Snap the side by side vertex to where the circle crosses the vertical framework line. Then blazon Fifty at the command line (this takes y'all back to cartoon a normal line within the polyline). Using Ortho On elevate the polyline downward and complete the polyline every bit shown beneath. This process accurately offsets the car park border and gives a rounded corner of radius 5 metres
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First Path and Road
- Delete the circumvolve
- Extend the bottom horizontal building framework line to run into the new car park edge framework line and Starting time the new car park border line left 5 metres to the left. This creates a framework line for the road
- Offset the extended framework line downward two metres and the original correct paw vertical framework edifice line to the correct 2 metres. This creates framework lines for the first path
- Trim the lines and Delete unecessary lines and then the framework looks like the image below. Using Ortho On draw a framework polyline that closes the road at the lower cease
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Grassed Area and Planting Beds
- Using Grips with Ortho On drag the left building framework line down and the line created to close the route across left then they cantankerous
- Using Ortho On draw a polyline line starting from the corner of the path downwards and using the Arc sub polyline control and then Line sub polyline command describe the large planting bed
NOTE: Arc sub commands must only be used afterward starting to depict a polyline in Line fashion. Otherwise the arc 'balloons' due to it non having any direction
- In the left corner of the grassed area framework create a circle snapped to the border corner of the path framework to describe the small-scale planting bed
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Second Path
- Draw a polyline using the Arc sub command and Line sub command to describe the centre line of the second path
- First this line 0.75 metres to the left and 0.75 metres to the right
- Delete the heart polyline to give an initial framework for the 2nd 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, Bring together the framework polylines using Pedit then apply the Fillet command to create a fillet of radius ii metres at each corner. Then use Snaps to snap a polyline to close the path ends
- Trim the circle for the small planting bed then the lines practise non interfere with the creation of boundaries
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Create Surface Boundaries
Making each layer current in turn utilise the Boundary command to quickly create boundaries for each element
Turn the Framework layer off
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Create Kerb Line
- Offset the Car Park boundary past 0.15 metres
- Select the offset polyline and place on the Kerb layer by selecting the Kerb Layer in the Layer Dropdown List and then pressing Esc twice. This layer volition be turned off before importing into MAX/VIZ every bit edges are created from the purlieus lines using the Loft compound object
This small tutorial shows how simple the geometry should exist when importing to MAX/VIZ. The drawing should contain no border data apart from the closed boundaries that delineate all surfaces seamlessly (the bailiwick of this tutorial). Secondly, objects such as trees, benches, lamp posts etc should be represented by simple circle and rectangular blocks on the right layers. These simple 2D blocks are replaced in MAX/VIZ with 3D objects, but 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 second 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 post-obit commands which were all used to rapidly and accurately create this simple mural plan. More complicated plans simply echo these commands over and over once again
Move
Rotate
Copy and Multiple Re-create
Outset
Trim
Extend
Boundary
Fillet > Chamfer
Pedit
Manipulation of Vertex Handles
Snap Fashion On>Off and Snap Settings
Ortho
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Simplify Blocks
Complicated 2D blocks should non be imported into MAX/VIZ if they are merely used as markers for 3D Objects or every bit 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 up kf301_03.dwg. This drawing contains four detailed graphic blocks for trees which need simplifying by replacing them with circles
- Select one of the blocks (they are notwithstanding 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 information technology up for editing. A small toolbar appears and only the block is available for editing. All other blocks of the aforementioned proper noun disappear and all other elements in the drawing turn grey
- Zoom to the block and draw a circle in the same position and at the same size every bit the tree block
- Draw a circumvolve around the tree block on layer 0, so delete the tree block lines
- Press the Save dorsum changes to reference button to supervene upon all references of the cake with a simple circumvolve
TIP: Another selection for replacing blocks tin can exist found on the Express Bill of fare/Blocks. Utilize Supervene upon block with another block to quickly replace a block in the drawing with some other
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Import Options
Before importing data from AutoCAD into MAX/VIZ two bug must exist addressed
- If the drawing has been created far from 0,0 on the X and Y axes, the cartoon data needs to be moved closer to 0,0. This improves how MAX/VIZ handles the information in the later stages and makes sure the modelling is authentic and whatsoever animation smooth
- The relationship betwixt the layers and how they are configured to create objects on import needs to be understood. Then simple routines using one of two divide import dialogs tin can be used to update the MAX/VIZ scene at whatsoever time
This department explains how to carve up drawing data for MAX/VIZ from the production design 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, and so also re-scale the drawing at this stage (it is not advisable to go on in millimeters for a landscape scale project)
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Move to Zero
If AutoCAD geometry is created far from goose egg, then accuracy problems may occur when modelling this data in MAX/VIZ. This is due to the fact that AutoCAD is authentic to 64 decimal places, whereas MAX/VIZ is only (only?) accurate to 32 decimal places. The problem commonly manifests itself when animating cameras forth paths when 'camera milkshake' will occur. Large bounding boxes around objects are also a problem if the AutoCAD information is far from zero because the bounding boxes start at 0,0
AutoCAD drawings created far from zero are normally the result of using Ordnance Survey basemap data to beginning the cartoon process. Almost basemap tiles are hundreds of thousands of metres away from zero on the 10 and Y plane. Needless to say, landscape drawings are often created far from zero
- Either move the basemaps to zero before creating the cartoon and in the cognition that other data demand not be added in a 'mapped' environment or use a carve up drawing for 3D piece of work with a known basepoint for moving geometry to nil thus:
- Open and manage a new separate drawing for importing into MAX/VIZ
- Import the following three elements needed for visualisation work into this new cartoon: Closed purlieus lines delineating all surfaces / Simple blocks for objects / Landform data in the form of Contours, 3D polylines (strings) or Triangulated Mesh or Grid
TIP: Utilize Autodesk Map 3D to attach the project blueprint drawing to the MAX/VIZ drawing and apply unproblematic layer property queries to add elements to the MAX/VIZ drawing at any time. This is a very effective method of filtering only the data needed for 3D work whilst keeping separate from the production drawings. Information technology allows the original design drawing to exist inverse without having to worry about layers on>off and layers that are not relevant to 3D work (drawing for 3D work should be very directly forrad and about simplistic). Complicated blocks for trees, seats, lamp posts etc tin fifty-fifty be replaced with simple blocks as office of the process. Changing second plans using GIS functionality and visualising these scenarios in 3D is another reward of using Autodesk Map 3D with MAX/VIZ
- Open up kf301_04.dwg . This drawing is an example of a drawing containing these three elements. However, if you expect at the coordinates of the information on the Satus Bar y'all will notice that it is far from zero
Round these coordinates up to 320000,456000
- Zoom out and tape on a peice of paper the rounded up coordinates preferably to the bottom left of the site. The rounded up coordinates would be 320000, 456000 in this example. This happens to be in the centre of the scheme, just this is Ok
- Turn on and unfreeze all layers
- Select all the elements in the drawing and use the Move command to move the data to zero thus:
- When prompted for the base bespeak or displacement blazon 320000,456000 on the command line and then Return
- When prompted for the second betoken of deportation type 0,0 on the control line then Return. This moves the data from a known recorded point to 0,0
TIP: Another method involves drawing a rectangle effectually 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 issues connected to being sited far from zippo. Repeat this routine to move any new information from the original 2D design cartoon
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Import AutoCAD Drawing Dialogs
To control how AutoCAD data 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 demand to exist organised in MAX/VIZ
Importing using the Legacy AutoCAD dialog
This dialog is the 'sometime' version merely does take some useful features
- You lot can import text
- Objects are named the same as the layer they were created on in AutoCAD to assist with object system
- 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 then 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 past Proper name dialog note that all the layers have been turned into objects and that all the steps, for example, are one object. This is Ok for some objects, merely not others. It is handy for the contours to exist imported like this. So as well the positioning blocks for mural objects such equally bollards, seating and lamp posts. However, objects such as the steps need to be imported as separate objects. To import those objects that have been imported incorrectly delete the objects and re-import having changed the import settings as follows:
- Delete S teps lesser.01, Steps top.01, Sundial.01 and Wall.01
Importing using the AutoCAD Drawing dialog
This dialog is the well-nigh recent version and has other useful features
- You can select objects on layers you want to import from a layer list
- Objects, even so, 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 Drawing (* . DWG ,*.DXF ). Select kf301_05.dwg so Open
- On The Layers Tab cull Select from listing and select the post-obit layers:
- On the Geometry Tab select the following 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 up the Layer dialog and correct click over Steps lesser. Choose Select from the right click carte du jour. This selects all the bottom step boundary lines
TIP: If the Layer dialog is not displaying right click on the principal toolbar (not on an icon) and select Layers from the list
- Tools > Rename Objects. On the Rename dialog type in the Base Proper name, check 'Numbered' and prepare the Base Number to one
- Press Rename to rename all the objects selected
All objects are now in the right format and named correctly in order to make the modelling process easier
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