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Tricks and Tips HTTP - Tappingintoc3d.blogspot
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Match Maker
Natural Ground! Report!
Right Click, Transparency
Southern alignment now matches. Not Everything Flows Downhill!
It's OK to be Materialistic
Adding LDT commands in C3D
Critical Labels
Marking Critical Points
Archives
June 2006
I have not had any luck getting label styles to match, but I'll be
September 2006
looking forward to that feature in future releases. November 2006
March 2007
posted by Matt Castelli at 7:04 AM | 0 comments May 2008
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Natural Ground! Report!
That is what you'll notice too when you try and run the Profile-
Incremental Stationing Report.
The VBA report is supposed to have the ability to list "PVI stations and
elevations of the selected existing or finished ground profile at regular
intervals, at critical geometry points, and crest and sag curve points."
However, any profile created from a surface does not show up in the
list of profiles in the drawing.
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Come to find out the VBA routine only works on finished ground
profiles, contrary to what the dialog box tells us. So we need to figure
out how to get a FG profile to match our existing ground profile, with
out tracing ;-)
Step 2.) Create a corridor; use the alignment that the surface profile
was created from as the baseline, use the surface profile as the
profile, and use the simple assembly from step one. Your frequency
really shouldn't matter so long as you have the option "At Profile
Geometry Points" on.
C3D will prompt you to select a feature line; this should be easy since
there is only one! After picking on the lone feature line, give the new
profile an appropriate name and style.
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After clicking OK, you can go to your profile view and verify that the
new profile exactly matches the original.
Now, go back and run the report and you should see the extracted
profile ready to have a report run on it.
-Enjoy!!
Scott and I were at a local surveying firm today showing the ins and
outs of C3D to some new users. Obviously, being a survey firm, they
would need to know how to draw a line by direction so we showed
them the "Bearing Distance" button on the transparent command
toolbar. One of the users then asked, "Can I get to that with a right
click?" Makes sense...almost everything else can be accessed through
a right click. However, out-of-the-box c3D does not allow you to
access the transparent commands with a right click. But, just because
it doesn't come OOTB, doesn't mean we can't add it in!
Once you've located the menu, right click and add a sub menu.
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In the lower left corner of the CUI dialog box there is a section call
"Command List:" this is where we will locate the commands to drag
into our new sub-menu. In order to help find the commands, sort the
commands by Source. After sorting, scroll down until you find "Angle
Distance", this will be the beginning of the transparent command list.
Now just left pick on a command and drag it under the new sub-
menu. Add as many or few commands as you like.
When your all done, you should have something that looks like this.
-Enjoy!
Water Lines, Gas Lines, Electrical Conduit and everything else that
doesn't have to flow down hill can be a bit tricky to show using pipes
in C3D. That doesn't mean it's not possible though. Follow along to
see how.
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Notice now that we have quite a few vertices in our feature line, in
fact, too many! We need to "weed" out some of those vertices to
prevent our pipe network from being a bunch of little pipe segments.
To accomplish this, we will use the "Weed vertices" button on our
feature line tool bar. I choose to set the criteria to %0.60, you may
find that a different percentage or a combination of angle and
distance yields a better result for your situation.
Select the Feature line, right click, and go to the elevation editor. This
is where you will use the Lower Incrementally button to set the depth
of your water line. In my case, 4' below natural ground.*
*The feature line will define the center of the pipe. So, since I lowered
my feature line 4' and I am building a 12" water line, I will have 3 1/2'
of cover.
The next step is to create a parts list from which our network will be
created. On the pipes tab add waterever pipe material and size of pipe
that suits your design need. If you can't find the material you like,
look here. On the structures tab DO NOT add any structures. Simply
modify the style and the rules being used.
The rules being applied to the pipes and structures are key in this
process. Here is how they should be set up.
Pipes:
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No, there is no mistake here. I've actual created a rule set that has no
rules.
Structures:
Before we turn our feature line into a pipe network we need to edit
our "CreateNetworkFromObject" command setting.
With the settings set...we can now turn our feature line into a
pipenetwork
After selecting the feature line the below dialog box will show up.
Notice that the option to choose a structure has been grayed out. Also
be sure NOT to select a surface and make sure "Use vertex
elevations" is NOT checked.
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At this point we have completed laying out our network, but we still
need to get it into a profile. And what's the first step of creating a
profile? Well, we need an alignment, so let's create an alignment from
network parts.
Choose the first "structure", then the last "structure", and then hit
enter to confirm the selection.
Well organized sites and thought out names for objects and styles
make it easy to breeze through dialog boxes like this. Make sure to
check "Create profile and profile view"
Add the Natural ground surface, and then draw it in a profile view.
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Place the profile view somewhere in your drawing and you should
have something that looks like this!
The final step is to clean up the plan view. Browse to the structures of
the H20-1 network in the prospector. In the preview pane select all
the structures, move your cursor to the heading of the styles column,
right click and select edit. Select and more appropriate style, one that
does not use a block in plan or profile view.
Looking back at the plan view you can see that everything looks as
expected.
Look for some upcoming posts as we take this waterline profile a little
closer towards a construction document.
It's OK to be Materialistic
Reinforced Concrete
Corrugated Steel
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ABS Plastic
Ductile Iron
PVC
The above are the materials that C3D gives you to describe the pipes
inside your pipe network. However, as most of you already know, in
the real world we use a much wider variety of materials in our
projects.
1.) Edit the description of the pipe inside of your part list.
Then you can simply pull the description component inside your your
label.
Both of the above ways are not linked to the pipe model. So if the
material or pipe size where to somehow change, said change would
not be reflected in the label.
So how can you add more materials to your current list and have
them update dynamically. Easy...just type in a new material!!! That's
it!
The below process also steps you through how to create a new part
family to better organize your new materials.
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Step 6. Notice the name that is being used in the PrtSN (Part Size
Name) Column.
Double click on one of the cells under the PrtSN column to bring up
the Calculation Assistant. Here you can edit the name from PVC to
whatever, in this case HDPE.
End result:
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End result:
Final Product:
-Enjoy
p.s. So yeah, I know it's been a while since I posted. I will try to post
a little more regularly from now on to make it worth people's time to
check out my posts.
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If you have visited the discussions groups at all, you've heard that
complaint/comment more than once. Well, there is simply no way to
bring forward those commands. However, one can easily transfer over
the toolbars and drop down menus from LDT into C3D. Once there, a
quick modification of the macro inside of the CUI will have your
menus and toolbars looking like LDT and working with the power of
C3D. Follow along to see how.
Start by firing up LDT and going to the CUI. Click on the transfer tab.
On the right hand side open up the civil.cui located in ?:\Documents
and Settings\USERNAME\Application Data\Autodesk\C3D 2007
\enu\Support. Once the civil.cui file is open its a matter of drag and
drop from one cui (land) to the other (civil).
Now that we have the toolbar transferred from LDT to C3D, we can
close down LDT and open up the CUI in C3D. Once in the CUI, browse
in the toolbars until you find the "Terrain: Edit Surface" toolbar and
expand it. By clicking on one of the commands under the toolbar you
will populate the properties display pane. Here you will see the
various fields we will need to edit.
To edit the macro click on the contents of the macro in the display
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Notice how I've renamed the button and changed it's description.
The only thing we are missing now are the icon .BMPs. This is easier
said than done, since all the .bmps are contained in a .dll instead of
"free floating" .bmps like in years past. That's where Resource
HackerTM comes into play. " Resource HackerTM is a freeware utility
to view, modify, rename, add, delete and extract resources in 32bit
Windows executables and resource files (*.res)." What that means to
us, is the ability to extract all the nested bmps out of the .dll for use
in our new toolbar and upcoming drop-down menu.
Choose a destination folder for all the soon-to-be extracted .bmps and
the ".rc" file. Upon browsing to the chosen folder, you will find ~ 1630
bitmaps. They will be named "bitmap_1.bmp, bitmap_2.bmp,
bitmap_3.bmp, etc." Decoding all these bitmaps is what the .rc file is
for. Open up the .rc file with notpad and you will see something like
this...
If we go back to the CUI, we can see which icons we are looking for.
In this case "tred3dl" for the small image, "tred3dl2" for the large
image. A quick search inside the notepad document will help you
locate the various images. "tred3dl" happens to be
"Bitmap_570.bmp". Edit the "Bitmap_570.bmp" file and rename
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After renaming the bmp, you will need to remap the icon location thru
the cui. To keep things well organized, put all the renamed .bmps in
the Icons folder located ?:\Documents and
Settings\USERNAME\Application Data\Autodesk\C3D 2007
\enu\Support\Icons
At this point, we have completed the process for the first button on
the "Terrain: Edit Surface" toolbar. You will need to repeat this
process for the remainder of the buttons.
Flip Face.........................................^c^c^cEditSurfaceSwapEdge
Add Breaklines...............................^c^c^cAddSurfaceBreaklines
(^org. name of Nondestructive Breaklines)
Raise/Lower Surface.....................^c^c^cRaiseLowerSurface
Paste Surface..................................^c^c^cEditSurfacePaste
Surface Boundaries.........................^c^c^cAddSurfaceBoundaries
Enjoy!
Critical Labels
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Picking up were I left off yesterday, let's label all these critical points.
Before I do though, I'd like to thank Angel for posting about my new
blog. Thanks!
Let's start by making some new expressions. No, it's not a mistake, I
am making the expressions under the Depth label category, even
though I will eventually be labeling a station and elevation. Why?
Because I like the look and feel of the depth label, it just doesn't label
what I want it to...out of the box.
Station Expression:
Elevation Expression:
Now that we have the expressions built, let's combine then into a
label that we can use.
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Now, let's format the label to take advantage of the new expressions:
After creating the new label style, it's time to label the critical points
on our subject profile.
Profiles>Add Profile View Labels...
Adding the labels to the profile view is a breeze now that we have
nodes to snap to (if you don't remember putting nodes on the profile,
re-read yesterday's post). Simply snap onto the node of the various
points and drag in the direction you want the label.
As a final cleanup, change the marker style of the "CR" point group to
"none"
Now we have labeled all the curb returns, intersections, and any other
critical stations without offseting or drawing any line in our profile
view. Also, there was no need to label a single critical station in plan
view for future reference!
Enjoy!
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simply selecting a station or keying one in. Instead, you must enter in
both the station and the elevation in order for the station and
elevation label to work. This becomes even more problematic, as
osnaps like intersection to not work on a profile. So, that leaves you
with a couple of options; 1.) trace over the FG profile with a line or
polyline, 2.) copy the profile and explode it twice. I'm sure that there
are other ways to label the finished ground at a specific station; VBA
comes to mind, but nothing really "out of the box".
Here in Texas our roads are parabolic and we design off the top of
curb, so this step-by-step guide might need to be tweaked for the
roads in your region.
Next, create the assembly of your liking. Notice how I have left the
curb subassembly in the assembly that is used to model the
intersection. This can be removed later for final modeling, but must
remain present for the time being.
Create a corridor from the FG profile and assemblies, but make sure
you create a surface from the curb link.
Next, we will add points to the profile view to mark the various critical
points I went ahead and created a point group called "CR" (curb
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Points>Create points>Miscellaneous:manual
After updating, you will notice that your profile view has been marked
with points at the critical stations you have choosen and they are at
the correct elevation!!
Enjoy!!
p.s. Being as this is my first attempt at a blog or a write up, any and
all comments and suggestions are welcome.
http://tappingintoc3d.blogspot.com/ 29/11/2008