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AutoCAD® in Dimensions Using AutoCAD® 2002 Stephen J Ethier Christine A Ethier CADlnnovations Upper Saddle River, New Jersey Columbus, Ohio Library of Congress Cataloging-in-Publication Data Ethier, Stephen J AutoCAD in climensions: using AutoCAD 2002/Stephen J Ethier, Christine A Ethier p em ISBN 0-13-094339-8 Computer graphics AutoCAD I Ethier, Christine A II Title T385 E3857 2002 6209.004290285569 dc21 2001043672 Editor in Chief: Stephen Helba Executive Editor: Debbie Yarnell Media Development Editor: Michelle Churma Production Editor: Louise N Sette Production Supervison: Lisa Garboski, bookworks Design Coordinator: Diane Ernsberger Text Designer: STELLARViSIONs Cover Designer: Jason Moore Cover Art: Stephen J Ethier Production Manager: Brian Fox Marketing Manager: Jimmy Stephens This book was set in Dutch 801 and Swiss 721 by STELLARViSIONsand was printed and bound by Courier Kendallville, Inc The cover was printed by Phoenix Color Corp Pearson Pearson Pearson Pearson Pearson Pearson Pearson Pearson Pearson Education Ltd., London Education Australia Pty Limited, Sydney Education Singapore Pte Ltd Education North Asia Ltd., Hong Kong Education Canada, Ltd., Toronto Educacion de Mexico, S A de C.Y Education-Japan, Tokyo Education Malaysia Pte Ltd Education, Upper Saddle River, New Jersey Copyright © 2002 by Pearson Education, Inc., Upper Saddle River, New Jersey 07458 All rights reserved Printed in the United States of America This publication is protected by Copyright and permission should be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise For information regarding permission(s), write to: Rights and Permissions Department 10 ISBN: 0-13-094339-8 This text is dedicated first, to each other, a tenacious bond between the best of friends and a wonderful 3-dimensional marriage Next, to our strongest supports, Dorothy and Vic Evans, for unfailing help, intelligent guidance, and unconditional love And, finally, in memory of my father, George Ethier, who was always there for me Stephen and Christine Ethier Warning and Disclaimer This book is designed to provide tutorial information about the AutoCAD computer program Every effort has been made to make this book complete and as accurate as possible But no warranty or fitness is implied The information is provided on an "as-is" basis The authors and Pearson Education, Inc., shall have neither liability nor responsibility to any person or entity with respect to any loss or damage in connection with or arising from the information contained in this book Preface Our own interest in CAD began many years ago, when the phrase "technological revolution" was not yet a household phrase It was our feeling then that computerized drawing would drastically change the field of drafting and design, but we couldn't have guessed the far-reaching implications of the changes Today, drafting students-although still being introduced to work on the boards-are universally exposed to the computer early in the game and are being hired into the job market based on their familiarity with and skill in this area And, as always, in this skill-intensive age, the more information we have, the better we are able to compete AutoCAD® in Dimensions Using AutoCAD® 2002 was written to provide the information students need to compete in a competitive job market The text covers AutoCAD 2002 and is a hands-on, lab- and exercise-intensive look at all the important concepts needed to draw in true 3D It is our hope that even the beginner, who has had only an introduction to CAD, will be able to pick up this text, follow the activities and the labs, and turn to the book for answers to possible questions-leaving the instructor relatively question-free! Features To aid student understanding pedagogical features: of AutoCAD, the text includes the following • More than 600 illustrations of 3D drawings help students visualize the concepts • Part 7, Application Projects, includes six chapters (18-23) that act as independent labs with step-by-step guidelines These labs cover architectural (residential and commercial), mechanical, structural, and civil projects • Part 4, Solid Modeling, gives the most thorough look at AutoCAD's Advanced Modeling Extension currently available • Most chapters have a series of labs that move the student from simple to complex projects (all chapters except those in Section 7, where the chapters themselves are labs) • Chapters end with questions that test student understanding of chapter concepts V • Chapters also end with assignments that allow students to explore the chapter concepts interactively • The text is accompanied by an Instructor's Manual that includes answers to chapter questions; suggestions for additional assignments and discussion topics; and chapter tests with a mix of multiple choice, true/false, matching, and short-answer questions Organization The text is organized into eight parts covering all aspects of 3-dimensional AutoCAD: Understanding 3D Preparing for Construction of 3D Models Construction of 3D Surface Models Solid Modeling Enhancing the Use of 3D Presentation Application Projects Application Programs There is no question that 3-dimensional modeling is here to stay In what direction it will eventually take the reader and the authors is anyone's guess, but there is no question that it will be an exciting trip Acknowledgments We would like to thank the following people for their assistance with the text: Stephen Helba, Editor in Chief, whose constant guidance and considerable expertise have been invaluable; Michelle Churma, Media Development Editor, for lending us her technical know-how and her encouraging words; Debbie Yarnell, Executive Editor, for her energy and positive outlook; Terry Andrews, for her vigilance and tenaciousness in every manuscript check she performs; John Wadman and Bert Rioux for their special support and contributions; Patrick Daigle, a recent student, for his professional work in visual media; David Fenety, a past student, for his graphic contributions to the text; Vic Evans, for his classycontribution to the introductory section of the text; David Devereaux-Weber, Craig Burgess, and Charles Michal, for their individual work in dimensions; and those at Autodesk, who manage to keep us posted on all that's new with AutoCAD We would also like to thank the following reviewers for their comments and advice: Donna P English, Gaston College; Clair S Hill, Northern Arizona University; Richard C Mason, II, Pennsylvania College of Technology; Tami L Schultz, Northern Arizona University; and Michael D Stewart, Georgia Institute of Technology We would like to extend a special thank you to Lisa Garboski for her careful and thorough accuracy check of the manuscript vi Preface Coordinates Out of your time the ancient quest for Holy Grail beyond your time to ride astride a comet's tail but here and now to seek and find new dimensions in the mind o V Evans Contents PART Understanding 3D Theory Behind 3D Modeling 1.1 Introduction 1.2 Benefits 1.3 Modeling versus Drafting and AutoCAD 1.4 Model Building Options Extrusion: 2-l/2D Wireframe: 3D Lines Surface Generation Solid Modeling 1.5 Model Display Options 1.6 Model Viewing 10 1.7 Working Planes 11 1.8 The Text and Lab Framework 12 AutoCAD Version 13 3D Viewpoint Boxes 13 File Referencing 13 Model Creation and the Use of Color 13 Model Space and Paper Space 14 Plotting 14 Commands and Menus 1.9 What's Ahead 15 Applications 14 17 2.1 Introduction 17 2.2 Model Illustrations 18 From Two Dimensions to Three Dimensions 18 Building Complex 18 Park and Streetcar Station 20 Steel Arch Bridge 20 Office Layout 22 Turboprop Airplane 22 Racing Car 22 Memorial Stadium Crane Hook 24 Hilly Terrain 24 24 Boardroom 25 Antenna Tower 25 Diver's Helmet 27 Heart 27 Residential Dwelling Contents 27 xi _Miniature Pneumatic Cylinder Kitchen 29 Rendered House Model 2.3 Summary 29 28 The ELEVATION Command 71 Lab 4A The UCS Icon 72 Lab 4.B Creating Working Planes Using 29 the 3-Point Method Lab 4.e Creating Axes PART Preparing for Construction of 3D Models 31 Display of 3D Models for Construction 32 3.1 Introduction 32 3.2 Viewpoint Manipulation 34 VPOINT Coordinate Input 35 VPOINT Rotation Input 37 VPOINT Compass Input 37 VPOINT Preset Input 38 Preset Views 39 3.3 3D Orbit 39 3.4 The PLAN Command 40 Orientation Control 41 3.5 Multiple Viewports 41 Viewport Control 41 Viewports Dialog Box 43 3.6 Hidden Line Removal 43 3.7 Shade Mode 44 3.8 Saving and Restoring Views 46 Lab 3A Changing Viewpoints 47 Lab 3.B Using 3D Orbit and Shade Modes Lab 3.e Multiple 53 Viewports Working in 3D Space 56 65 4.1 Introduction 65 4.2 World Coordinate System 66 4.3 User Coordinate System 66 The UCS Command 67 Saving and Restoring UCS Working Planes 68 Assigning a UCS to Each Viewport 68 The UCS Icon 68 The UCSICON Command 70 4.4 Elevated Working Planes 71 xii Contents PART 75 Working Planes Using the 80 Construction of 3D Surface Models 2-1/2D Extrusion 85 86 5.1 5.2 5.3 5.4 5.5 5.6 Introduction 86 Thickness Concepts 87 Thickness Behavior 88 Thickness Property 88 Thickness Modification 90 Thickness Effect on Object Snap 90 Lab SA Bolt Extrusion 91 Lab S.B Table Extrusion 92 Lab s.e Chair Extrusion 95 Wireframe 103 6.1 6.2 6.3 6.4 Introduction 103 Coordinate Point Filters 104 Projection Techniques 105 2D Polyline versus 3D Polyline 107 Lab 6A Angle Block 108 Lab 6.B Inca Structure 113 Lab 6.e Using Projection to Solve a Problem 119 Creation of a Shell 127 7.1 Introduction 127 Surfaces Toolbar 128 7.2 Polylines and Solids Revisited 128 7.3 3D Faces 129 3D Face Definition 130 7.4 3D Faces Invisible Edges 131 7.5 Creating Surfaces with Regions 132 There are two types of cameras you can place in your scene, target and free Target cameras are usually used for fixed camera placement while the target moves Free cameras are used when the camera itself will be animated Because cameras are objects, you will find the Camera button in the Create command panel When you pick it, you will be presented with the camera options, allowing you to pick either Target or Free Once you pick the type, you will be presented with the camera type's creation parameters, as shown in Figure 25.12 Don't forget to give your camera a name to help you keep track of it You can transform and modify cameras as well When you have placed a camera you can activate one of the viewports and display a camera view by pressing C on the keyboard If you have more than one camera, you can pick one from a list Lights If you render a scene in which you have not placed any lights, 3D Studio VIZ uses its own default lighting This way you can render even before you have mastered lighting As soon as you place a light, default lighting is turned off, and the scene relies on your expertise You may be shocked the first time a well-lit scene suddenly changes drastically when you add your first light However, the key to a realistic scene lies in its lighting 3D Studio VIZ has different light types to light a scene in virtually any way you wish: ambient, omni, and directional lights, target and free spotlights Ambient light in 3D Studio VIZ simulates background light or light that reflects from objects It can be used to increase or decrease the overall lighting of a scene The ambient light value can be adjusted by selecting the RenderinglEnvironment pull-down menu item Normally it is set to black, providing the greatest contrast available to the scene Omni light radiates light equally in all directions, like a lightbulb However, omni lights cannot cast shadows Omni lights are useful for lighting a scene with no necessary direction for the light source See Figure 25.13A Because it casts parallel light rays, directional light is used to simulate the sun It can cast shadows and project bitmap images When you place a directional light, you direct its beam by using the Rotate transform See Figure 25.13B Spotlights cast a focused beam of light similar to a flashlight, theater spot, or automobile headlight There are two types, target and free Their placement and directional behavior are similar to target and free cameras As in the case of directional light, they cast shadows and project bitmap images See Figure 25.13C Rendering and Materials Rendering and materials work hand in hand because the choice of materials controls the generation of a realistically rendered scene This section introduces you to the concept of materials and how to apply them Once you have assigned materials to an object, it's time to render Materials Materials are the properties of an object Depending on the properties assigned, objects can reflect or absorb light and can have pictures upon their surfaces The selection, creation, and application of materials happens in the Material Editor dialog To access this dialog, pick the Material Editor icon button 481 near the right end of the toolbar Figure 25.14 illustrates the Material Editor dialog When you first open this dialog, it shows six standard materials that bear six different colors and have no bitmaps associated with them To assign one of these materials to an object in your scene, pick one of the six sample display boxes, identify the object to which you want to apply the material, and then pick the Assign Material to Selection button There are many pre made materials available, stored in the Material Library To access the library, pick the Get Material button This displays the Material/Map Browser dialog, as shown in Figure 25.15 If you pick the Material Library box in the Browse From area of the dialog, you will have access to all the materials that are contained in the currently opened material library Figure 25.15 shows some of the material listings in the default material library, 3DSVIZ.MAT As well, if you use a custom installation of 3D Studio VIZ, you will have access to many more material libraries such as: brick, fabric, door, and window You can scroll through the various materials and then doubleclick the one you want It will be placed in the sample display box that is currently active, replacing whatever material was previously displayed You can then assign that material to a selected object or objects You must remember that you need to assign a mapping coordinate property to an object if it is going to have a material that makes use of bitmaps Note that you assign mapping coordinates during creation, as mentioned in Section 25.4 under Surface Properties 483 Rendering Although you can render at any time, your scene will be more realistic once you have added lights and assigned materials to your objects To render, pick either the Render Design (Scene) or Quick Render icon buttons at the right end of the toolbar The Render Design button will bring up the Render Design dialog, as shown in Figure 25.16 Here you can control different options that will affect the final rendering Review the figure, noting such areas as Time Output and Output Size Time Output is used to control whether a single frame, part of an animation, or the entire animation is rendered Output Size controls the size, in pixels, of the rendered image Once you have chosen your settings, then pick the Render button at the bottom of the dialog A separate window will open and the rendering will take place in this window See Figure 25.17 The Quick Render button will perform a rendering using previously set options in the Render Design dialog This button is useful when you want to render a scene without changing any settings Near the end of the toolbar, just after the Render Design and Quick Render buttons, is the Render Type pull-down list Use this list to select the areas of the scene you wish to render: View, Selected, Region, and Blowup Animation Animation is the act of imparting motion or activity Almost any object in your scene can be animated, as long as that object is altered in some way, such as movement or shape, over a period of time Within 3D Studio VIZ, these changes occur over frames Each frame can contain a different change to a scene When the frames are played one after another, animation occurs A frame can be a frame of the scene or a unit of time Key Frames To make the animation process even easier, there are special frames you can use as key frames For instance, suppose an object sits in a certain position in frame and you want the object to slide across the scene, coming to rest in another position in frame Instead of moving the object in each frame from to 8, you go to frame and move the object to its new position Frame is a key frame 3D Studio VIZ knows that you want the object to move from its position in frame to its new position in frame It then creates the movements in frames through automatically Figure 25.18 shows a rendering of frames through This animation shows an electronic panel opening and the word IDEA?? appearing on its screen Frame shows the instrument closed, frame shows the panel fully open, frame shows the leftmost button lit up, and frame shows the word "IDEA??" appearing on the panel's display screen Tracks The movements or transformations that take place through an animation are recorded as keys on tracks Every object, including cameras and lights, has tracks When you add a key frame or make some changes to an existing key, the change is recorded on the object's track The track represents the length of the animation in frames You use tracks to make changes to keys Figure 25.19 shows the Track View dialog Note the list on the left of the dialog, called the hierarchy list, which contains all the objects in the scene Each object can be broken down into the various properties associated with it Along the right is the window that contains the tracks associated with each object property The tracks provide a visual indicator showing when a particular property is acted on during the animation, and the oval dots indicate the frame in which an action occurs The Track View dialog is modeless, which means it can stay visible while you work on your scene To display the dialog, pick the Track View button from the VIZ Tools toolbar (you need to display it) or select New Track View from the Animation pull-down menu Animate Button To make a change that will be animated, use the large Animate button at the bottom of the screen When it is on (red), any transform or change to an animatable parameter will create a key The basic procedure for animating is as follows: Select the desired frame/time using the time slider at the bottom of the screen Do not use frame O Frame is used to contain the original parameters of the objects in your scene Turn on the Animate button (red) Select the object or objects and perform the change, and a key will be created or modified Animation Tools The following describes some of the animation tools available to you Animation Tools Go to Start Moves you to the beginning of the active time segment Previous Frame Moves you backward one time increment Next Frame Moves forward one time increment 487 Go to End Moves to the end of the active time segment Play Animation Plays the animation for the active time segment Stop Animation Stops animation playback Key Mode toggle When active, jumps the Previous Frame and Next Frame buttons to the nearest key frame Time Configuration Displays the Time Configuration dialog, as shown in Figure 25.20 The dialog is used to set the time display format and the number of frames or time units in an animation Hierarchical Linking When you have objects whose movement affects other objects, you must link them in some way Think of your arm: you have a hand, a lower arm, and an upper arm When you move that arm, the upper arm swings up at the shoulder, and the lower arm and hand obviously move with it They are physically linked together This principle remains true in 3D Studio VIZ; you decide which objects are linked together and under what parameters Index A C Advanced Modeling Extension (AME), 132, 171 Advanced Solid Editing, 205-17 AC 148 AI_BOX command, 158 AI_CONE command, 160 AI_PYRAMID command, 158 Airplane, turboprop, 20 ALIGN command, 230-31 Ambient light, 313, 316 AMECONVERT command, 171 Angle block, 108-13 Angle plate, surfaced, 136-40 Animation, 484-87 Antenna tower, 25 Arc ball, 39 Architectural projects: commercial building, 365-95 residential dwelling,27-28, 338 63 Area calculations, 201 AREA command, 201 Area definition, 6, 7, 127-28 Arrowheads, 294 AutoCAD, difference between drafting, modeling and, 3-5 Automobile hood model, 161-63 Axes, creating working planes using, 80-83 Axonometricviewing, 10, 11,32,33,270,271-72 Camera point, 273 Cellular flip-phone using solid modeling, 411-22 Center of interest, 272-73, 277 Chair application, 95-98 CHAMFER command, 182-83 Check option, 209 CHECKS symbol,225 CHPROP command, 90 CIRCLE command, 92 Circular rotation, 39 Civilproject, 449-57 Clean option, 209 Clip option, 273, 280 Coffeemaker model, surfaced, 140-43, 153-57 Color, use of, 13-14 Color option, 207, 208 Commands: AC 148 AI_BOX, 158 AI_CONE,160 AI]YRAMID, 158 ALIGN,230-31 AMECONVERT, 171 AREA,201 BOX, 172, 175 CHAMFER, 182-83 CHPROP, 90 CIRCLE, 92 CONE, 172 CYLINDER,l72 DTEXT, 78 DVIEW, 273-82 EDGE, 132 EDGESURF, 20, 24, 152-153 ELEY, 47-49, 71-72, 87, 88 entering, 14-15 B Blocks See Symbols Boardroom,24 Body editing, 208-9 Bolt application, 91-92 Bounding box, 474 BOX command, 172, 175 Bridges, steel arch, 20 Building complex, 18 489 EXPLODE, 148 171, 173-74, 177-78 AIL 47-48 FILLET, 183-84 fUUDE,34,43-44,49-50,130 -INSERT, 224, 225-26 INTERFERE, 202 INTERSECT, 181 ISOLINES, 175 LIGHT, 313 LINE, 105 LSEDIT, 325 LSLIB, 325 LSNEW, 325 MASSPROp, 171, 201 MATLIB, 313 MIRROR3D, 232 MSPACE, 14,296 MVIEW, 14,296 PEDIT, 153 PLAN,40-41,50-51,53,54 PLlNE, 162, 163 PLOT, 295 POLYGON, 91 PROPERTIES, 131 PSPACE, 14, 296-97 REGEN, 131, 132 REGION, 132-36, 171 RENDER, 198,313 REPLAY, 313, 325 REVOLVE, 174, 179 REVSURF, 24, 27, 29, 148, 151-52 RMAT, 313 ROTATE3D,231 RPREF, 313, 323 RULESURF, 18, 20, 27, 150 SAVEIMG, 313, 325 SCENE, 313 SECTION, 198-99 SETUV, 320 SHADEMODE, 46, 53-56 SLICE, 184-85 SOLDRAW, 198, 199-200,299 SOLID, 48, 88, 128 SOLIDEDIT, 205-6 SOLPROF, 198, 199 SOLVIEW, 198, 199-200,299 SPHERE, 173 SUBTRACT, 132, 133, 135, 171, 181 TABSURF, 19, 27, 148, 150-51 TEXT, 49, 78 3DFACE, 130-31, 134 3DMESH, 24, 27, 149 3D objects as, 148 3DORBIT, 33, 39-40, 53-56 3POLY, 107 TORUS, 173 UCS, 67-68 EX"ffiUDE, 490 Index UCSICON, 71 UCSMAN,80 UNION, 136, 171, 181-82 VIEW, 41, 50 VPOINT, 33, 34-39, 47-53 VPOINT ROTATE, 51 VPORTS,14,33,41-43,56-58,295 VPORTS RESTORE, 42 VPORTS SAVE, 42 WEDGE, 172, 175-76 XBIND,230 ZOOM, 42 ZOOM CENTER, 92 Commercial building, 365-95 Composite model, 172 Composites: applications, 185-94 commands, 181-82 defined, 181 modifying, 182-85 CONE command, 172 Contour mesh, 6, Coons surface patch, 152 Coordinate filters, 104-5 Copy option, 207, 208 Crane hook, 23-24 Cube, orientation, 109, 113-14, 120 Cylinder, miniature pneumatic, 28 CYLINDER command, 172 D Delete option, 207 Desktop browser, 467-69 Dimetric, use of term, 37 Display options, 9-10 DISPSILH variable, 198 Distance option, 277-78 Distant light, 313, 314, 317 Diver's helmet, 27 Drafting, difference between AutoCAD, modeling and, 3-5 Drag option, 273-74 DTEXT command, 78 DVIEWBLOCK, 276 DVIEW command: activating perspective view, 277-78 camera-like options, 273-74 camera placement, 276, 280-81 center of interest, 277 deactivating perspective view, 279 getting rid of unwanted objects, 280 lens selection, 279 options, list of, 282 selecting an object, 274-76 simultaneous movement of camera and target, 279 Dwelling, residential model, 27-28, 338-63 DXB plot file, 201 Dynamic viewing: exterior, 283-85 interior, 288-91 E K EDGE command, 132 Edge editing, 208 Edge removal, 9-10 EDGESURF command, 20, 24, 152-53 ELEV command, 47 49, 71-72, 87, 88 EXPLODE command, 148 Exploding a solid, 200 EXTRUDE command, 171, 173-74, 177-78 Extrude option, 206 Extrusion, 5-6, 7,127-28 See also 2-l/2D extrusion Kitchen model, 29 F Face editing, 206-7 Face normal, 475 FACETRES variable, 197-98 Falloff, 314 FILL command, 47 48 FILLET command, 183-84 Filters, coordinate, 104-5 Finite element analysis (FEA), Flat shaded, edges on shade mode, 45 Flat shaded shade mode, 44 Floating viewports, 297 G Geometric model See Modeling Gouraud shaded, edges on shade mode, 45 Gouraud shaded, shade mode, 45 H Heart model, 27 Hidden line removal option, 9-10, 43 44 displaying, 49-50 wireframe versus, 294 Hidden shade mode, 44 HIDE command, 34, 43 44,49-50, 130 Hide option, 281 Hierarchical linking, 487 Hilly terrain model, 24 Horizontal rotation, 39 House model, 29, 157-60 House symbols, 232-36 L Landscape objects, 325-26 LIGHT command, 313 Lights: placing, 315-17 shadow casting, 315 types of, 313-15 LINE command, 105 Loops, 171 LSEDIT command, 325 LSLIB command, 325 LSNEW command, 325 M Mapping coordinates, 475 MASSPROP command, 171, 201 Mass property calculations and definitions, 201-2 Material properties, 317-22 MATLIB command, 313 Mechanical desktop, 460-69 design, 460-65 Mechanical projects: cellular flip-phone using solid modeling, 411-22 solid modeling, 397-410 Menus, 15 MIRROR3D command, 232 Modeling: See also 3D modeling use of term, Movement commands, 230-32 Move option, 206 MSPACE command, 14, 296 MVIEW command, 14,296 N Node points, 103 o Office layout, 20 Offset option, 207 Orientation cube, 109, 113-14, 120 Orthographic views, 50 Overlay option, 230 I p Imprint option, 208 Inca structure, 113-19 -INSERT command, 224, 225-26 INTERFERE command, 202 INTERSECT command, 181 Intersections, creating, 105-7, 122-23 ISOLINES command, 175 ISOLINES variable, 173, 197-98 Isometric: coordinates, 49 use of term, 35, 37 Pan option, 279 Paper space, 14,35, 199,295-99 applications, 299-308 Parallel development, 150 Parallel projection See Axonometric viewing Parametric cube and deck, 253-59 Parametric pipe and piping, 259-65 Parametric symbol design: applications, 253-65 object snap and scaling, 252 types, 249-51 Index 491 station, 18-20 command, 153 vie~ng, 10-11,32,270,271-72 Photo Ray-Traced, 312 Photo Real, 312 PLAN command, 4~1, 50-51, 53, 54 Plan view, 66 PLiNE command, 162, 163 PLOT command, 295 Plotting/plots, 14 applications, 293-94, 299-308 axonometric versus perspective representations, 295 paper space, 295-99 scaling single-view, 295 wireframe versus hidden line removal, 294 working drawings of models, 299 Point light, 313, 314-15, 317 Points option, 280 POLYGON command, 91 Polygon meshes See 3D polygon meshes Polylines,128-29 2D versus 3D, 107-8 Preview: applying, 281 hiding, 281 Primitive creation, 172-74 Projection techniques, 105-7 used to solve a problem, 119-23 PROPERTIES command, 131 Properties dialog box, 90 PSPACE command, 14,296-97 R Racing car, 23 REGEN command, 131, 132 REGION command, 132-36, 171 Regions, 128, 132-36, 171-72 creating, 133-36 RENDER command, 198,313 Rendering: applications, 326-34 attributes for rendering materials, 319 creating pictorial view, 313 defined, 10, 311 landscape objects, 325-26 lights, selection of, 313-17 material properties, 317-22 model, 323-25 preferences, 322-23 procedures and commands, 312-13 Render toolbar, 312 REPLAY command, 313, 325 Residential dwelling, 27-28, 338-63 REVOLVE command, 174, 179 REVSURF command, 24, 27, 29,148,151-52 RMAT command, 313 Rotate option, 206 ROTATE3D command, 231 492 Index Rotation: circular, 39 horizontal, 39 input, 37 spherical, 40 vertical, 40 viewports,51 RPREF command, 313, 323 RULE SURF command, 18,20,27, 150 S SAVEIMG command, 313, 325 Scaling, 252 single-view plot, 295 SCENE command, 313 Scenes, creating, 322 SECTION command, 198-99 Separate option, 208 SETUV command, 320 SHADEMODE command, 46, 53-56 Shade modes, 34, 44-46 Shade toolbar, 46 Shadow casting, 315 Shell option, 208 SLICE command, 184-85 Smoothing groups, 475 Snap points, 90-91, 252 Socket head cap screw, solid model, 190-94 SOLD RAW command, 198, 199-200,299 SOLID command, 48, 88,128 SOLID EDIT command, 205-9 Solid editing: applications, 209-17 body, 208-9 edge, 208 face, 206-7 selection options, 205-6 SOLID EDIT command, 205-9 Solid modeling: applications, 175-79 cellular flip-phone using solid modeling, 411-22 concept, 8-9, 170-79 construction and display of 3D, 172-74 extracting information, 201-2 primitive creation, 172-74 projects using, 400-22 regions, 171-72 Solids, 128-29 See also Composites display and inquiry, 197-204 exploding, 200 slicing in two, 184-85 Solids editing toolbar, 185 Solids toolbar, 174 SOLPROF command, 198, 199 SOLVIEW command, 198, 199-200,299 SPHERE command, 173 Spherical rotation, 40 SPLFRAME system variable, 131, 132 Spotlight, 313, 315, 317 Stadium, Memorial, 23 Station point, 272-73 Structural project, 423-47 SUBTRACT command, 132, 133, 135, 171, 181 Surface(s): applications, 136-43 defined, 127 edges, 152-53 generation, 6-8, 127-28 polylines and solids, 128-29 properties, 475 regions, 128, 132-36 revolved, 151-52 ruled, 150 tabulated, 150-51 3D faces, 129-32, 133-36 toolbar, 128, 146 SURFTAB1 variable, 148-49 SURFTAB2 variable, 148-49 Sweep profile, 6, Symbols: See also Parametric symbol design applications, 232-45 commands, 230-32 creating, 223 house, 232-36 inserting, 223-24, 236-39 scaling, 224-25 simple versus complex symbol models, 225-26, 239-45 use of term, 222 Xrefs and blocks, 226-30 T Table application, 92-95 TABSURF command, 19,27,148,150-51 Taper option, 207 Target point, 273 Tessellation lines, 197 Text, adding: to cube, 48-49 to projections, 49 TEXT command, 49, 78 Thickness: behavior, 88 concepts, 87 effect on object snap, 90-91 modification, 90 property, 88-90, 127 3DFACE command, 130-31, 134 3D faces, 129-32, 133-36 creating, 133-36 definition, 130-31 HIDE command and, 130 invisible edges, 131-32 picking points, 131 3D libraries: applications, 232-45 commands, 230-32 creating, 223 inserting, 223-24 scaling, 224-25 simple versus complex symbol models, 225-26 Xrefs and blocks, 226-30 3DMESH command, 24, 27,149 3D modeling: applications, 18-29 benefits of, building options, 5-9 display options, 9-10, 270-91 role of, 2-3 space, 14 versus drafting and AutoCAD, 3-5 viewing, 10-11 3D objects, 146-48 accessing, 148 commands, 148 difference between 3D solid primitives and, 173 exploding, 148 input data required, 147 3DORBIT command, 33, 39-40, 53-56 3D Orbit toolbar, 282 3D polygon meshes: applications, 153-68 defined, 148 EDGESURF command, 20, 24, 152-53 modifying, 153 PEDIT command, 153 REVSURF command, 24, 27, 29,148,151-52 RULESURF command, 18, 20, 27, 150 TABSURF command, 19, 27, 150-51 3D MESH command, 24, 27,149 variables, 148-49 3D polylines, 107-8 3D solid primitives, difference between 3D objects and, 173 3D solids, construction and display of, 172-74 3D Studio VIZ, 471-88 3D viewpoint boxes, 13 3D wireframe shade mode, 44 3ES (three equal axes scaling), 249, 250 3Point option, 68, 75-80 3POLY command, 107 3US (three unequal axes scaling), 249, 250 TILE MODE, 14,41,56, 199,295-97 Toolbars: displaying, 45 render, 312 shade, 46 solids, 174 solids editing, 185 surfaces, 128, 146 3D orbit, 282 Top view, 66 TORUS command, 173 Trimetric, use of term, 37 2D polylines, 107-8 2D representation, 198-201 2D wireframe shade mode, 44 Index 493 2ES (two equal axes scaling), 249, 250-51 ~J/2D cDrusion, 5-6 applications, 86-87 bolt application, 91-92 chair application, 95-98 table application, 92-95 thickness behavior, 88 thickness concepts, 87 thickness effect on object snap, 90-91 thickness modification, 90 thickness property, 88-90 Twist option, 279 Views/viewing: applications, 283-91 axonometric, 10, 11,32,33,270,271-72 center of interest and station point, 272-73, 277 DVIEW command, 273-82 manipulating, 34-39 orthographic, 50 perspective, 10-11,32,270,271-72 preset, 39 saving and restoring, 4~7 3D Orbit toolbar, 282 VPOINT command, 33, 34, 47-53 compass command, 51 compass input, 37-38 coordinate input, 35, 37 preset input, 38-39 rotation input, 37 VPOINT ROTATE command, 51 VPORTS command, 14, 33, 41~3, 56-58,295 VPORTS RESTORE command, 42 VPORTS SAVE command, 42 U UCS command, 67-68 origin option, 81 UCS dialog box, 68 UCS icon: activating, 72-73, 76 aligning, to UCS origin, 74-75 deactivating, 73 description of, 35, 40, 68-71 UCSICON command, 71 UCSMAN command, 80 UNION command, 136, 171, 181-82 User Coordinate System (UCS): command, 67-68, 71 icon, 35,40, 68-71, 72-75 role of, 40, 66, 223, 224 saving and restoring, 68 scaling and, 252 V Vanishing point, 264 Vertical rotation, 40 VIEW command, 41, 50 Viewpoints: changing, 47-53 restoring, 50-51 saving, 50 Viewports: control, 41~2 dialog box, 43 drawing between, 57 floating, 297 multiple, 41~3, 56-59 preset, 51-53 restoring, 42 rotation, 51 saving, 42 494 W WEDGE command, 172, 175-76 Wireframes: coordinate point filters, 104-5 defined, 6, 9,103 examples, 108-123 polylines, 2D versus 3D, 107-8 projection techniques, 105-7 versus hidden line removal, 294 Working planes: aligning screen to current, 78 creating, using axes, 80-83 creating, using 3-point method, 75-80 description of, 11-12,65-66,67 drawing on, 79-80 elevated, 71-72 naming, 78 restoring previously saved, 80 UCS, 68 World Coordinate System (WCS), 35, 66 X XBIND command, 230 Xrefs and blocks, 226-30 Z ZOOM CENTER command, 92 ZOOM command, 42 Zoom option, 278 Index ... Manipulation 34 VPOINT Coordinate Input 35 VPOINT Rotation Input 37 VPOINT Compass Input 37 VPOINT Preset Input 38 Preset Views 39 3. 3 3D Orbit 39 3. 4 The PLAN Command 40 Orientation Control 41 3. 5 Multiple... 43 3.6 Hidden Line Removal 43 3.7 Shade Mode 44 3. 8 Saving and Restoring Views 46 Lab 3A Changing Viewpoints 47 Lab 3. B Using 3D Orbit and Shade Modes Lab 3. e Multiple 53 Viewports Working in. .. 33 0 33 7 Architectural Project: Residential Dwelling 33 8 18.1 Introduction 33 8 18.2 Project Stages 33 9 Stage 1: Division of the Model 33 9 Stage 2: Layer Designations 34 0 Stage 3: Initial Settings

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