Update beginners tutorial documentation with images from new UI.
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@@ -21,16 +21,18 @@ use some creativity when reading the data :)
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Loading a model
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---------------
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Blender's interface is divided into panels. The main **Viewport** panel shows 3D
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geometry. The top right **Outliner** panel shows a tree of geometric objects.
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The bottom right **Properties** panel shows data and relationships.
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Blender's interface is divided into three panels. The left **Outliner** panel
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shows a tree of geometric objects. The centre main **Viewport** panel shows 3D
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geometry. The right **Properties** panel shows data and relationships.
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.. image:: blenderbim-layout.png
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The **Properties** panel has tabs to switch between different types of
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properties. Make sure you have the **Scene Properties** tab activated, and find
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the **IFC Project** subpanel. Click on **Load Project** and browse to your
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``.ifc`` file.
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properties.
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.. image:: properties-tabs.png
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Click on ``File > Open IFC Project`` and browse to your ``.ifc`` file.
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.. image:: properties-loadproject.png
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@@ -38,12 +40,12 @@ After loading, you will see the model appear in the **Viewport** panel.
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.. image:: example-project.png
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Let's take a look at the **IFC Project** subpanel again. It shows the loaded
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filename, as well as the **IFC Schema**. There are two commonly seen **IFC
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Schema** versions: IFC2X3 and IFC4. Checking the **IFC Schema** is important
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because it has an impact on what BIM data may be stored. IFC4 is the newer
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version and it is recommended to use IFC4 models as it has significantly more
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BIM capabilities compared to IFC2X3.
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Take a look at the **Project Info** subpanel. It shows the loaded filename, as
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well as the **IFC Schema**. There are two commonly seen **IFC Schema**
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versions: IFC2X3 and IFC4. Checking the **IFC Schema** is important because it
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has an impact on what BIM data may be stored. IFC4 is the newer version and it
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is recommended to use IFC4 models as it has significantly more BIM capabilities
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compared to IFC2X3.
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.. tip::
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@@ -180,8 +182,8 @@ properties and relationships it is allowed to have. For example, a Wall
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as you explore more.
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To view an object's class, click on an object in the **Viewport** or **Outliner**
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panel, then switch to the **Object Properties** tab in the **Properties** panel.
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You can see the **Class** name in the **IFC Class** subpanel.
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panel, then switch to the **Object Information** tab in the **Properties** panel.
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You can see the **Class** name in the **Object Metadata** subpanel.
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.. image:: element-class.png
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@@ -240,7 +242,7 @@ Viewing attributes and properties
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You can view the **Attributes**, **Properties**, and **Quantities** of the
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selected object in the **Object Properties** tab.
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Let's focus on **Attributes** first. Scroll down to the **IFC Attributes**
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Let's focus on **Attributes** first. Scroll down to the **Attributes**
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subpanel. **Attributes** are a limited set of fundamental data (usually less
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than 10) associated with all IFC elements. These are fixed by the IFC standard.
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@@ -273,7 +275,7 @@ have different **Properties** depending on what information they want to store.
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Each **Property** has a name and a value, and are grouped into **Property
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Sets**. Each **Property Set** also has a name.
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You can find **Properties** in the **IFC Property Sets** subpanel.
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You can find **Properties** in the **Object Property Sets** subpanel.
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.. image:: psets.png
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@@ -297,7 +299,7 @@ value, and are grouped into **Quantity Sets**. Similarly, there are also common
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quantities defined as part of the international standard, denoted by the prefix
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``Qto_``. This prefix is short for "Quantity Take-Off".
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You can find **Quantities** in the **IFC Quantity Sets** subpanel.
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You can find **Quantities** in the **Object Quantity Sets** subpanel.
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.. image:: qtos.png
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@@ -315,8 +317,8 @@ as a multi-storey column which can be related to multiple building storeys.
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Even in these cases, IFC enforces one location to be its primary
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location, known as its **Spatial Container**.
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If you click on any object, you can see its location in the **IFC Spatial
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Container** subpanel in the **Object Properties** tab.
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If you click on any object, you can see its location in the **Spatial
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Container** subpanel in the **Object Information** tab.
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Press the **Select Icon** to select all objects that are in the same location.
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@@ -333,16 +335,15 @@ You can see a list of **Construction Types** in the **Outliner** panel in the
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with the wall type names of ``WT01``, ``WT02``, and ``WT03``, you should see
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three **IfcWallType** objects with those same names in the **Outliner**.
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You can click on these types to see more details about them in the **Object
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Properties** panel.
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You can click on these types to see more details about them in the
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**Properties** panel.
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.. image:: outliner-types.png
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When selecting an object, you can also see its construction type in **Object
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Properties** under the **IFC Construction Type** subpanel. You can press the
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**Select Icon** to select all objects that are of the same **Construction
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Type**. You can use the hide and isolate hotkeys to quickly view them in the
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model.
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Information** under the **Type** subpanel. You can press the **Select Icon** to
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select all objects that are of the same **Construction Type**. You can use the
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hide and isolate hotkeys to quickly view them in the model.
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.. image:: properties-types.png
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@@ -374,12 +375,12 @@ Filtering by materials
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----------------------
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Everything in the built environment is made from a physical raw **Material**
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resources. For example, a **Material** might be a 140mm core filled block.
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Another **Material** might be a 190mm hollowcore block. **Materials** are
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grouped into categories like steel, concrete, brick, block, and so on.
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resources. For example, a **Material** might be blockwork. Another
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**Material** might be in-situ concrete. **Materials** are grouped into
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categories like steel, concrete, brick, block, and so on.
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We can see a list of **Materials** used in the project in the **IFC Materials**
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subpanel in the **Scene Properties** tab.
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We can see a list of **Materials** used in the project in the **Materials**
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subpanel in the **Geometry and Materials** tab.
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Press the **Select Icon** to select all objects that are of the selected
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material.
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@@ -393,16 +394,11 @@ The simplest form of measurement is the one that's already taken for you. The
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**Viewing attributes and properties** section describes how to view
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pre-calculated **Quantities**.
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Sometimes, you may wish to take manual measurements yourself. To view the
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overall dimensions of an object, first select an object, then expand out the
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viewport **Sidebar**.
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Sometimes, you may wish to take manual measurements yourself. You can view the
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overall X, Y, and Z dimensions of the currently selected object in the
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**Derived Coordinates** subpanel in the **Geometry and Materials** tab.
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.. image:: viewport-sidebar.png
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In the **Item** tab, you can find the X, Y, and Z overall **Dimensions** of the
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currently selected object.
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.. image:: viewport-dimensions.png
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.. image:: dimensions.png
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Another way to manually measure from two points is to use the **Measure** tool.
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First, press the **Snap Icon** to enable snapping. Then choose snap targets in
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@@ -46,7 +46,7 @@ Installation
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.. image:: install-blenderbim-3.png
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All done! If you check your Scene properties in the panel on the bottom right, you will see a panel to manage your **IFC Project**.
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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``.
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.. image:: install-blenderbim-4.png
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