Continuing work to update docs

This commit is contained in:
Dion Moult
2024-08-25 22:15:04 +10:00
parent 2d3adce59e
commit fcaac3787b
24 changed files with 178 additions and 168 deletions
+21 -19
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@@ -16,21 +16,21 @@ you will need to categorise your 3D elements (such as "Wall", "Column",
Creating a single object
------------------------
In the **Properties** panel on the right, ensure the icon for the **Scene
Properties** tab is active showing the **Project Overview**. Click on **Create
Project** to create a blank IFC project.
Go to :menuselection:`Topbar --> File --> New IFC Project`, and select **New
Metric (m) Project**. This will begin a blank IFC4 project.
.. image:: images/create-project.png
In the left **Outliner** panel, you will see a hierarchy of spaces that has
been automatically created for you. This hierarchy is known is the **Spatial
Tree**.
In the :menuselection:`Properties --> Project Overview --> Spatial
Decomposition` panel, you will see a hierarchy of spaces that has been
automatically created for you. This hierarchy is known is the **Spatial Tree**.
.. image:: images/default-spatial-tree.png
There are many ways to create objects. In practice, you should use an element
type library, and we will see how to do this later. For now, we will only add a
single element. In the **Add** menu, add a cube.
single element. In the :menuselection:`3D Viewport --> Add --> Mesh` menu, select
**Cube**.
.. image:: images/add-cube.png
@@ -45,10 +45,10 @@ Class**.
Class**!
Select the cube (selected objects are highlighted in orange, careful not to
select anything else!) and switch to the **Object Information** tab. Let's
pretend our Cube is a column, so select **IfcElement** from the **Products**
dropdown, **IfcColumn** from the **Class** drop-down, and press **Assign IFC
Class**.
select anything else!) and switch to the :menuselection:`Properties --> Object
Information` tab. Let's pretend our Cube is a column, so select **IfcElement**
from the **Products** dropdown, **IfcColumn** from the **Class** drop-down, and
press **Assign IFC Class**.
.. image:: images/assign-class.png
@@ -58,19 +58,21 @@ Class**.
the shape of your object. You can have a monkey-shaped wall if you want!
All IFC objects must also belong inside the **Spatial Tree**. In the
**Outliner** panel, you will see that your newly created **IfcColumn/Cube** has
been automatically placed in **IfcBuildingStorey/My Storey**.
:menuselection:`Properties --> Object Information --> Spatial Container` panel,
you will see that your newly created **IfcColumn/Cube** has been automatically
placed in **IfcBuildingStorey/My Storey**.
.. image:: images/outliner-cube.png
.. image:: images/cube-spatial-tree.png
In the top left **File** menu, Save your new IFC model on your computer.
Go to :menuselection:`Topbar --> File` and click **Save IFC Project** to save
your new IFC model on your computer.
.. 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
to the image below. Three simple open source online viewers you can test with
are `IfcPipeline <https://view.ifcopenshell.org>`__, `ThatOpenEditor
Congratulations! You have now created your first IFC model with Bonsai! You can
open the IFC file in any other program, and you will see something similar to
the image below. Three simple open source online viewers you can test with are
`IfcPipeline <https://view.ifcopenshell.org>`__, `ThatOpenEditor
<https://platform.thatopen.com/app>`__, and `3DViewer
<https://3dviewer.net/>`__.
+41 -37
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@@ -21,31 +21,33 @@ use some creativity when reading the data :)
Loading a model
---------------
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.
Bonsai's interface is divided into three panels. The left
:menuselection:`Outliner` panel shows geometric objects. The centre main
:menuselection:`3D Viewport` panel shows 3D geometry. The right
:menuselection:`Properties` panel shows data and relationships.
.. image:: images/bonsai-layout.png
The **Properties** panel has tabs to switch between different types of
properties.
The :menuselection:`Properties` panel has tabs to switch between different
types of properties.
.. image:: images/properties-tabs.png
Click on ``File > Open IFC Project`` and browse to your ``.ifc`` file.
Go to :menuselection:`Topbar --> File`, click **Open IFC Project**, and browse
to your ``.ifc`` file.
.. 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 :menuselection:`3D Viewport`.
.. 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**
versions: IFC2X3 and IFC4. Checking the **IFC Schema** is important because it
has an impact on what BIM data may be stored. IFC4 is the newer version and it
is recommended to use IFC4 models as it has significantly more BIM capabilities
compared to IFC2X3.
Take a look at the :menuselection:`Properties --> Project Overview --> Project
Info` panel. It shows the loaded filename, as well as the **IFC Schema**. There
are two commonly seen **IFC Schema** versions: IFC2X3 and IFC4. Checking the
**IFC Schema** is important because it has an impact on what BIM data may be
stored. IFC4 is the newer version and it is recommended to use IFC4 models as
it has significantly more BIM capabilities compared to IFC2X3.
.. tip::
@@ -57,10 +59,10 @@ Navigating a model in 3D
------------------------
To navigate, can use the **Navigate Gizmo** on the top right corner of the
**Viewport** panel. Click and drag on the coloured axes to **Orbit**, click and
drag on the magnifying glass to **Zoom**, and click and drag on the hand icon to
**Pan**. You can also click on the grid icon to switch between perspective and
orthographic view.
:menuselection:`3D Viewport`. Click and drag on the coloured axes to **Orbit**,
click and drag on the magnifying glass to **Zoom**, and click and drag on the
hand icon to **Pan**. You can also click on the grid icon to switch between
perspective and orthographic view.
To switch to a top view, front view, or side view, click the relevant axis on
the **Navigate Gizmo**.
@@ -68,42 +70,44 @@ the **Navigate Gizmo**.
.. 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
the mousewheel to **Zoom**, and use ``Shift-MMB`` to **Pan**.
panel and click and drag the Middle Mouse Button (:kbd:`MMB`) to **Orbit**.
Scroll the mousewheel to **Zoom**, and use :kbd:`Shift-MMB` to **Pan**.
If you have a numpad, you can use the numpad keys to quickly switch to top,
front, or side view. Use ``7`` for top view, ``1`` for front view, and ``3`` for
side view.
front, or side view. Use :kbd:`7` for top view, :kbd:`1` for front view, and
:kbd:`3` for side view.
.. warning::
Blender's hotkeys are context sensitive. This means that a hotkey has a
different meaning depending on the panel your mouse cursor is hovering over.
If you press ``7`` to go to top view, make sure your mouse cursor is over the
**Viewport** panel. Be very careful where your mouse is, or you might press a
hotkey and it will have unintended consequences!
If you press :kbd:`7` to go to top view, make sure your mouse cursor is over the
:menuselection:`3D Viewport`. Be very careful where your mouse is, or you
might press a hotkey and it will have unintended consequences!
If you click on an object, such as a wall in the **Viewport** panel, you can
zoom to the selected object by clicking on ``View > Frame Selected``. The hotkey
is the ``.`` button on the numpad. After zooming into an element, when you
**Orbit** the 3D view will rotate around the center of that element.
If you click on an object, such as a wall in the :menuselection:`3D Viewport`,
you can zoom to the selected object by clicking on :menuselection:`3D Viewport
--> View` then **Frame Selected**. The hotkey is the :kbd:`.` button on the
numpad. After zooming into an element, when you **Orbit** the 3D view will
rotate around the center of that element.
You can also zoom to all objects in the project by clicking on ``View > Frame
All``.
You can also zoom to all objects in the project by clicking on
:menuselection:`3D Viewport --> View` then **Frame All**.
.. 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-```
hotkey (the backtick key is usually to the left of the number 1 on the
keyboard). With **Walk Navigation** enabled, use the ``WASD`` keys and the mouse
to move around like a video game. You can use the ``Shift`` key to switch
between moving fast and slow. If you scroll with the mousewheel, it will adjust
the speed that you move at.
game. Click on :menuselection:`3D Viewport --> Explore Tool`, then you can
press :kbd:`Shift-W` to activate **Walk Mode**. Use the :kbd:`WASD` keys and
the mouse to move around like a video game. You can use the :kbd:`Shift` key to
switch between moving fast and slow. If you scroll with the mousewheel, it will
adjust the speed that you move at.
.. image:: images/explore-tool.png
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``.
:kbd:`Alt-Z`.
.. image:: images/x-ray-mode.png
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