bbimdocs: reorder images folder in users section

This commit is contained in:
Dirk Olbrich
2023-11-07 10:16:58 +01:00
committed by Dion Moult
parent a5f0de4d19
commit 85bdeaeef4
50 changed files with 45 additions and 45 deletions
@@ -20,14 +20,14 @@ In the **Properties** panel in the bottom right, activate the icon for the
**Scene Properties** tab, and find the **IFC Project** subpanel. Click on
**Create Project** to create a blank IFC project.
.. image:: create-project.png
.. image:: images/create-project.png
In the top right **Outliner** panel, you will see a hierarchy of spaces that has
been automatically created for you. This hierarchy is known is the **Spatial
Tree**. The Camera, Cube, and Light come with a fresh new Blender session by
default, and are not part of your IFC project.
.. image:: default-spatial-tree.png
.. image:: images/default-spatial-tree.png
Any Blender object that you want to be part of IFC project must be converted
into a IFC object by assigning a category. This category is known as the **IFC
@@ -45,7 +45,7 @@ Properties** tab, and find the **IFC Class** panel. Let's pretend our Cube is a
column, so select **IfcColumn** from the **Class** drop-down, and press **Assign
IFC Class**.
.. image:: assign-class.png
.. image:: images/assign-class.png
.. tip::
@@ -56,12 +56,12 @@ All IFC objects must also belong inside the **Spatial Tree**. In the
**Outliner** panel, you can drag and drop your newly created **IfcColumn/Cube**
inside the **IfcBuildingStorey/Ground Floor**. Wasn't that simple?
.. image:: drag-drop-outliner-tree.png
.. image:: images/drag-drop-outliner-tree.png
Go back to the **Scene Properties** tab and to the **IFC Project** panel and
press **Save Project**. Save your new IFC model somewhere on your computer.
.. image:: save-project.png
.. image:: images/save-project.png
Congratulations! You have now created your first OpenBIM model from Blender! You
can open the IFC file in any other program, and you will see something similar
@@ -70,7 +70,7 @@ are `IfcPipeline <https://view.ifcopenshell.org>`__, `IFC.JS
<https://ifcjs.github.io/web-ifc-viewer/example/index>`__, and `3DViewer
<https://3dviewer.net/>`__.
.. image:: ifc-pipeline.png
.. image:: images/ifc-pipeline.png
Placing occurrences of an element type
--------------------------------------
@@ -64,12 +64,12 @@ Filtered model loading
You may filter elements and only load a portion of the model. Click on **Enable
Advanced Mode** when loading a model.
.. image:: advanced-mode.png
.. image:: images/advanced-mode.png
This will preload the model and present you with model loading options in the
**IFC Project** panel.
.. image:: advanced-mode-settings.png
.. image:: images/advanced-mode-settings.png
**Filter Modes** include:
@@ -25,20 +25,20 @@ Blender's interface is divided into three panels. The left **Outliner** panel
shows a tree of geometric objects. The centre main **Viewport** panel shows 3D
geometry. The right **Properties** panel shows data and relationships.
.. image:: blenderbim-layout.png
.. image:: images/blenderbim-layout.png
The **Properties** panel has tabs to switch between different types of
properties.
.. image:: properties-tabs.png
.. image:: images/properties-tabs.png
Click on ``File > Open IFC Project`` and browse to your ``.ifc`` file.
.. image:: properties-loadproject.png
.. image:: images/properties-loadproject.png
After loading, you will see the model appear in the **Viewport** panel.
.. image:: example-project.png
.. image:: images/example-project.png
Take a look at the **Project Info** subpanel. It shows the loaded filename, as
well as the **IFC Schema**. There are two commonly seen **IFC Schema**
@@ -65,7 +65,7 @@ orthographic view.
To switch to a top view, front view, or side view, click the relevant axis on
the **Navigate Gizmo**.
.. image:: navigate-gizmo.png
.. image:: images/navigate-gizmo.png
You can also use your mouse to navigate. Hover your mouse over the **Viewport**
panel and click and drag the Middle Mouse Button (``MMB``) to **Orbit**. Scroll
@@ -91,7 +91,7 @@ is the ``.`` button on the numpad. After zooming into an element, when you
You can also zoom to all objects in the project by clicking on ``View > Frame
All``.
.. image:: frame-selected.png
.. image:: images/frame-selected.png
Another good way to navigate is by flying or walking around similar to a video
game. Choose ``View > Navigation > Walk Navigation``, or use the ``Shift-```
@@ -105,7 +105,7 @@ Sometimes, you want to look through objects. You can toggle **X-Ray Mode** by
pressing the button on the top right of the **Viewport** panel. The hotkey is
``Alt-Z``.
.. image:: x-ray-mode.png
.. image:: images/x-ray-mode.png
.. tip::
@@ -127,7 +127,7 @@ represents the type of object, and the name is the name of the object. Examples
of classes you will see are ``IfcBuilding``, or ``IfcWall``. This naming
convention makes it easy to quickly spot types of objects.
.. image:: outliner.png
.. image:: images/outliner.png
Objects are organised in a hierarchy. By default, this hierarchy represents a
breakdown of spaces, from large spaces such as a site and a building, down to
@@ -144,7 +144,7 @@ hierarchy.
When there are lots of objects, you can type a name in the filter box to quickly
identify objects by name or type.
.. image:: outliner-filter.png
.. image:: images/outliner-filter.png
Clicking on an object in the **Outliner** panel also selects the corresponding
object in the **Viewport** panel. A good strategy to find objects is to then use
@@ -159,7 +159,7 @@ next to the **IfcProject** collection. This will hide everything in the project.
Then navigate through the hierarchy and enable the **Tick Icon** next to an
**IfcBuildingStory**.
.. image:: outliner-isolate.png
.. image:: images/outliner-isolate.png
Viewing element classes
-----------------------
@@ -185,7 +185,7 @@ To view an object's class, click on an object in the **Viewport** or **Outliner*
panel, then switch to the **Object Information** tab in the **Properties** panel.
You can see the **Class** name in the **Object Metadata** subpanel.
.. image:: element-class.png
.. image:: images/element-class.png
In this case, the **Class** of our roof is an **IfcSlab**. You'll notice this is
the same **Class** name used as a prefix for the object name in the **Outliner**
@@ -221,7 +221,7 @@ Press the **Select Icon** to select all objects that are of the same
hide elements instead, you can use ``Object > Show/Hidden > Hide Selected``
(hotkey ``H``).
.. image:: element-class-select.png
.. image:: images/element-class-select.png
.. note::
@@ -234,7 +234,7 @@ click on the bottom right status bar and enable **Scene Statistics** you will
see information like **Objects 4/4**, which means that 4 objects are selected
out of 4 available objects. This is a great way of counting objects like toilets.
.. image:: scene-statistics.png
.. image:: images/scene-statistics.png
Viewing attributes and properties
---------------------------------
@@ -246,7 +246,7 @@ Let's focus on **Attributes** first. Scroll down to the **Attributes**
subpanel. **Attributes** are a limited set of fundamental data (usually less
than 10) associated with all IFC elements. These are fixed by the IFC standard.
.. image:: attributes.png
.. image:: images/attributes.png
Here are some common attributes and what they mean:
@@ -277,7 +277,7 @@ Sets**. Each **Property Set** also has a name.
You can find **Properties** in the **Object Property Sets** subpanel.
.. image:: psets.png
.. image:: images/psets.png
Some very common **Properties** are standardised by international BIM standards.
For example, the load bearing **Property** of a beam should always be called
@@ -301,7 +301,7 @@ quantities defined as part of the international standard, denoted by the prefix
You can find **Quantities** in the **Object Quantity Sets** subpanel.
.. image:: qtos.png
.. image:: images/qtos.png
Finding the location of objects
-------------------------------
@@ -322,7 +322,7 @@ Container** subpanel in the **Object Information** tab.
Press the **Select Icon** to select all objects that are in the same location.
.. image:: spatial-container.png
.. image:: images/spatial-container.png
Checking construction types
---------------------------
@@ -338,14 +338,14 @@ three **IfcWallType** objects with those same names in the **Outliner**.
You can click on these types to see more details about them in the
**Properties** panel.
.. image:: outliner-types.png
.. image:: images/outliner-types.png
When selecting an object, you can also see its construction type in **Object
Information** under the **Type** subpanel. You can press the **Select Icon** to
select all objects that are of the same **Construction Type**. You can use the
hide and isolate hotkeys to quickly view them in the model.
.. image:: properties-types.png
.. image:: images/properties-types.png
A **Construction Type** defines properties that are common to all occurrences of
that type. For example, if a wall type specifies a fire rating property, then
@@ -362,7 +362,7 @@ the **Outliner** by pressing the **Visibility Icon**. Then, select a type, and
click on ``View > Local View > Toggle Local View`` (hotkey ``/``) in the
**Viewport**. Toggle the view to see the entire model again.
.. image:: type-local-view.png
.. image:: images/type-local-view.png
.. note::
@@ -385,7 +385,7 @@ subpanel in the **Geometry and Materials** tab.
Press the **Select Icon** to select all objects that are of the selected
material.
.. image:: materials.png
.. image:: images/materials.png
Taking simple measurements
--------------------------
@@ -398,13 +398,13 @@ Sometimes, you may wish to take manual measurements yourself. You can view the
overall X, Y, and Z dimensions of the currently selected object in the
**Derived Coordinates** subpanel in the **Geometry and Materials** tab.
.. image:: dimensions.png
.. image:: images/dimensions.png
Another way to manually measure from two points is to use the **Measure** tool.
First, press the **Snap Icon** to enable snapping. Then choose snap targets in
the **Snap Menu** in the top middle section of the **Viewport** panel.
.. image:: snap-targets.png
.. image:: images/snap-targets.png
.. tip::
@@ -421,7 +421,7 @@ line along the X axis. Alternatively, press the ``Y`` or ``Z`` key to lock the
measurement line along the Y or Z axis. Let go of the mouse to finish your
measurement.
.. image:: measure-tool.png
.. image:: images/measure-tool.png
To delete a measurement, just click on one point of the measurement, and press
the ``Delete`` key. You can also click and drag the ends of your measurement
+9 -9
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@@ -30,7 +30,7 @@ You can check whether or not your model is georeferenced in the **IFC
Georeferencing** panel in the **Scene Properties** tab. You should see a section
for the **Projected CRS** with an EPSG code.
.. image:: projectedcrs.png
.. image:: images/projectedcrs.png
If you do not see this, your project is not georeferenced.
@@ -59,7 +59,7 @@ Northings. Similarly, the model's +Y axis will point to **Grid North**. As
there is no **Map Conversion** involved, you will see a 0 in the Eastings,
Northings, and Orthogonal Height in the **IFC Georeferencing** panel.
.. image:: mapcoordinates.png
.. image:: images/mapcoordinates.png
When **Local engineering coordinates** are used, typically the architect will
nominate a local origin and model geometry will be drawn orthogonally (i.e.
@@ -71,7 +71,7 @@ North**. The surveyor will then provide the necessary **Map Conversion**
parameters to convert from **Local engineering coordinates** to Eastings,
Northings, Orthogonal Height, and **Grid North**.
.. image:: mapconversion.png
.. image:: images/mapconversion.png
.. warning::
@@ -96,7 +96,7 @@ abscissa of 1 and ordinate of 0. This default (1, 0) vector implies **Project
East** and **Grid East** coalign, which means there is no rotation between
**Project North** and **Grid North**.
.. image:: xaxisabscissaordinate.png
.. image:: images/xaxisabscissaordinate.png
.. tip::
@@ -132,7 +132,7 @@ Georeferencing** panel under the **Blender Offset** header. It
is very similar to a **Map Conversion**, but it will not have a scale and only
temporarily affects your Blender session.
.. image:: blenderoffset.png
.. image:: images/blenderoffset.png
.. note::
@@ -149,7 +149,7 @@ Advanced Mode** when loading a project. Then, set the **Distance Limit** (in
meters) and the **False Origin** coordinate before pressing **Load Project
Elements**.
.. image:: manualorigin.png
.. image:: images/manualorigin.png
When a false origin is used, there are two possible methods to offset objects by
the false origin.
@@ -163,7 +163,7 @@ check the "Blender Offset" property in the **Transform** panel in the **Object
Properties**. This is an advanced property used by powerusers to debug
coordinate issues and may be safely ignored by most users.
.. image:: offsetmode.png
.. image:: images/offsetmode.png
Incorrect coordinate use
------------------------
@@ -198,7 +198,7 @@ in your coordinate in the **Input** field. Press either the **Local to Global**
or **Global to Local** button to convert the coordinate. You will see the result
of the calculation in the **Output** field.
.. image:: coordinateconversion.png
.. image:: images/coordinateconversion.png
True north
----------
@@ -222,7 +222,7 @@ vector, but it should be only used as a reference, never used as a way to
coordinate model rotations, and always with the understanding that it is not a
fixed value.
.. image:: truenorth.png
.. image:: images/truenorth.png
.. warning::

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+4 -4
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@@ -31,12 +31,12 @@ Installation
Open up Blender, and click on ``Edit > Preferences``.
.. image:: install-blenderbim-1.png
.. image:: images/install-blenderbim-1.png
Select the **Add-ons** tab, and press **Install...** on the top right. Navigate
to the .zip you downloaded in Step 2, and press **Install Add-on**.
.. image:: install-blenderbim-2.png
.. image:: images/install-blenderbim-2.png
.. warning::
@@ -44,11 +44,11 @@ Installation
You should now see **Import-Export: BlenderBIM** available in your add-ons list. Enable the add-on by pressing the checkbox.
.. image:: install-blenderbim-3.png
.. image:: images/install-blenderbim-3.png
All done! Your interface will now look similar to below. If you check the ``File`` menu you should also see an option to ``Open IFC Project``.
.. image:: install-blenderbim-4.png
.. image:: images/install-blenderbim-4.png
You can enable add-ons permanently by using ``Save User Settings`` from the Addons menu.