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 **Scene Properties** tab, and find the **IFC Project** subpanel. Click on
**Create Project** to create a blank IFC project. **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 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 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 Tree**. The Camera, Cube, and Light come with a fresh new Blender session by
default, and are not part of your IFC project. 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 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 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 column, so select **IfcColumn** from the **Class** drop-down, and press **Assign
IFC Class**. IFC Class**.
.. image:: assign-class.png .. image:: images/assign-class.png
.. tip:: .. 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** **Outliner** panel, you can drag and drop your newly created **IfcColumn/Cube**
inside the **IfcBuildingStorey/Ground Floor**. Wasn't that simple? 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 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. 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 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 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://ifcjs.github.io/web-ifc-viewer/example/index>`__, and `3DViewer
<https://3dviewer.net/>`__. <https://3dviewer.net/>`__.
.. image:: ifc-pipeline.png .. image:: images/ifc-pipeline.png
Placing occurrences of an element type 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 You may filter elements and only load a portion of the model. Click on **Enable
Advanced Mode** when loading a model. 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 This will preload the model and present you with model loading options in the
**IFC Project** panel. **IFC Project** panel.
.. image:: advanced-mode-settings.png .. image:: images/advanced-mode-settings.png
**Filter Modes** include: **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 shows a tree of geometric objects. The centre main **Viewport** panel shows 3D
geometry. The right **Properties** panel shows data and relationships. 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 The **Properties** panel has tabs to switch between different types of
properties. properties.
.. image:: properties-tabs.png .. image:: images/properties-tabs.png
Click on ``File > Open IFC Project`` and browse to your ``.ifc`` file. 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. 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 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** 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 To switch to a top view, front view, or side view, click the relevant axis on
the **Navigate Gizmo**. 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** 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 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 You can also zoom to all objects in the project by clicking on ``View > Frame
All``. 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 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-``` 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 pressing the button on the top right of the **Viewport** panel. The hotkey is
``Alt-Z``. ``Alt-Z``.
.. image:: x-ray-mode.png .. image:: images/x-ray-mode.png
.. tip:: .. 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 of classes you will see are ``IfcBuilding``, or ``IfcWall``. This naming
convention makes it easy to quickly spot types of objects. 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 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 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 When there are lots of objects, you can type a name in the filter box to quickly
identify objects by name or type. 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 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 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 Then navigate through the hierarchy and enable the **Tick Icon** next to an
**IfcBuildingStory**. **IfcBuildingStory**.
.. image:: outliner-isolate.png .. image:: images/outliner-isolate.png
Viewing element classes 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. panel, then switch to the **Object Information** tab in the **Properties** panel.
You can see the **Class** name in the **Object Metadata** subpanel. 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 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** 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`` hide elements instead, you can use ``Object > Show/Hidden > Hide Selected``
(hotkey ``H``). (hotkey ``H``).
.. image:: element-class-select.png .. image:: images/element-class-select.png
.. note:: .. 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 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. 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 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 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. 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: 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. 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. Some very common **Properties** are standardised by international BIM standards.
For example, the load bearing **Property** of a beam should always be called 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. You can find **Quantities** in the **Object Quantity Sets** subpanel.
.. image:: qtos.png .. image:: images/qtos.png
Finding the location of objects 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. 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 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 You can click on these types to see more details about them in the
**Properties** panel. **Properties** panel.
.. image:: outliner-types.png .. image:: images/outliner-types.png
When selecting an object, you can also see its construction type in **Object 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 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 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. 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 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 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 click on ``View > Local View > Toggle Local View`` (hotkey ``/``) in the
**Viewport**. Toggle the view to see the entire model again. **Viewport**. Toggle the view to see the entire model again.
.. image:: type-local-view.png .. image:: images/type-local-view.png
.. note:: .. 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 Press the **Select Icon** to select all objects that are of the selected
material. material.
.. image:: materials.png .. image:: images/materials.png
Taking simple measurements 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 overall X, Y, and Z dimensions of the currently selected object in the
**Derived Coordinates** subpanel in the **Geometry and Materials** tab. **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. 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 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. the **Snap Menu** in the top middle section of the **Viewport** panel.
.. image:: snap-targets.png .. image:: images/snap-targets.png
.. tip:: .. 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 line along the Y or Z axis. Let go of the mouse to finish your
measurement. measurement.
.. image:: measure-tool.png .. image:: images/measure-tool.png
To delete a measurement, just click on one point of the measurement, and press 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 the ``Delete`` key. You can also click and drag the ends of your measurement
+9 -9
View File
@@ -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 Georeferencing** panel in the **Scene Properties** tab. You should see a section
for the **Projected CRS** with an EPSG code. 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. 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, there is no **Map Conversion** involved, you will see a 0 in the Eastings,
Northings, and Orthogonal Height in the **IFC Georeferencing** panel. 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 When **Local engineering coordinates** are used, typically the architect will
nominate a local origin and model geometry will be drawn orthogonally (i.e. 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, parameters to convert from **Local engineering coordinates** to Eastings,
Northings, Orthogonal Height, and **Grid North**. Northings, Orthogonal Height, and **Grid North**.
.. image:: mapconversion.png .. image:: images/mapconversion.png
.. warning:: .. 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 East** and **Grid East** coalign, which means there is no rotation between
**Project North** and **Grid North**. **Project North** and **Grid North**.
.. image:: xaxisabscissaordinate.png .. image:: images/xaxisabscissaordinate.png
.. tip:: .. 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 is very similar to a **Map Conversion**, but it will not have a scale and only
temporarily affects your Blender session. temporarily affects your Blender session.
.. image:: blenderoffset.png .. image:: images/blenderoffset.png
.. note:: .. 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 meters) and the **False Origin** coordinate before pressing **Load Project
Elements**. Elements**.
.. image:: manualorigin.png .. image:: images/manualorigin.png
When a false origin is used, there are two possible methods to offset objects by When a false origin is used, there are two possible methods to offset objects by
the false origin. 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 Properties**. This is an advanced property used by powerusers to debug
coordinate issues and may be safely ignored by most users. coordinate issues and may be safely ignored by most users.
.. image:: offsetmode.png .. image:: images/offsetmode.png
Incorrect coordinate use 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 or **Global to Local** button to convert the coordinate. You will see the result
of the calculation in the **Output** field. of the calculation in the **Output** field.
.. image:: coordinateconversion.png .. image:: images/coordinateconversion.png
True north 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 coordinate model rotations, and always with the understanding that it is not a
fixed value. fixed value.
.. image:: truenorth.png .. image:: images/truenorth.png
.. warning:: .. warning::

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+4 -4
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@@ -31,12 +31,12 @@ Installation
Open up Blender, and click on ``Edit > Preferences``. 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 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**. 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:: .. 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. 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``. 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. You can enable add-ons permanently by using ``Save User Settings`` from the Addons menu.