You are on page 1of 304

the SketchUp Version 4 Workbook

By Bonnie Roskes, P.E.


with Bob deWitt, MFA, MA

Exercises, tips, and tricks that will teach you everything there is to know about SketchUp.

Every effort has been made to ensure that all information contained within this book is complete and accurate. However, the authors assume no responsibility for the use of this information, nor for any infringement upon the intellectual property rights of third parties which would result from such use.

First Edition. Copyright 2004, Bonnie Roskes

No part of this publication may be stored in a system, reproduced, or transmitted in any way or by any means, including but not limited to photography, photocopy, electronic, magnetic, or optical, without the prior agreement and written permission of the publisher.

Manufactured in the United States of America

SketchUp is a registered trademark of @Last Software, Inc.

All technical illustrations and models in this book were produced using SketchUp.

Cover design by Bob deWitt.

Table of Contents
Chapter 1: The Basics
SketchUp Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Viewing Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Hotkeys (Keyboard Shortcuts). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Drawing Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Line . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Rectangle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Square and Golden Section . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Push/Pull . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Circle and Polygon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Arc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Freehand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Manipulation Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Select. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Taking Off Quantities Using Select and Entity Info . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Erase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Measure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Protractor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Move and Copy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Copy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Autofold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Autofold with Curved Faces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Using Move to Resize Curves and Curved Surfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Rotate and Copy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Rotate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Rotate - Copy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Scaling with the Axis Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Offset. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Axes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Displaying and Smoothing Edges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Try it Yourself . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Annotation Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Dimensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Creating Dimensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Dimension Display and Properties. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Dimensioning Using the Text Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Using the Axis Tool with Dimensions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75

Chapter 2: Making Multiple Copies


Basic Move and Copy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Multiple Linear Copies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Multiple Rotated Copies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82

the SketchUp Version 4 Workbook

Chapter 3: Intersect and Follow Me


Follow Me. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 Basic Follow Me . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 Follow Me with Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92 Round Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94 Intersect with Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96 Cutting and Embossing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96 Project: Intersecting Arches. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97 Arch Cutouts Using Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97 Try it Yourself . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99 Cutting Using Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99 Hiding Intersection Edges with Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101 Combining Follow Me and Intersect with Model. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104 Project: Intersecting Moldings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104 Project - Creating a Wall Niche. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 Try it Yourself . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106 Project - Creating a Faucet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106

Chapter 4: Working with Roofs


Simple Roof and Dormers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111 Using Offset for Roofs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113 Project: Resolving Sloping Roofs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114 Method 1: Set Slope and Double Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114 Method 2 - Delete and Recreate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118 Method 3 - Roofing with Follow Me. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 Try it Yourself . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121 Project - Overhangs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121 Project - Overhangs with Autofold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .124

Chapter 5: Groups
Introduction to Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127 Breaking Connected Faces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127 Disconnecting from Other Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128 Manipulating Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .129 Project - Using Groups for Cutting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132 Unsticking Objects from a Group. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132

Chapter 6: Components
Components Versus Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133 Component Files. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133 Component Browser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134 Mac Components Browser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136 Inserting and Editing Predefined Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136 Where to Find More Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 Manipulating Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 Creating and Saving Components in the Library . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143

ii

Table of Contents

Alignment and Insertion Point . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 Cutting Openings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148 Cutting Method 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148 Cutting Method 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 Creating a Window Component Plus a Cutout Component . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 Nested Cutting Components - Specific Wall Thickness. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151 Nested Cutting Components - Any Wall Thickness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 Cutting Holes in a Curved Wall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 Project - Using Components for Mirroring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157 Replacing Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157 Review: Tips for Efficiency with Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158

Chapter 7: Painting, Materials, and Textures


Overview of Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 Windows Material Browser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 Mac Materials Browser. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161 Colors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161 Textures and Materials. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162 Importing Images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162 Where to Find More Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163 Applying Materials. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163 Using Shift and Ctrl/Option Keys. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168 Material Transparency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169 Double-Sided Faces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 Project: Using Transparent Faces to Simulate Fog Effects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 Materials of Groups and Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 Overview of Materials and Groups. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 Using Groups to Separate Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177 Materials of Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178 Default Component Materials. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180 Texture Positioning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182 Fixed Pins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182 Free Pins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186 Using Pictures to Create Realistic Objects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188 Creating a Painted 2D Tree. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188 Creating a Painted 3D Bus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190 Try it Yourself . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193 Wrapping Images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194 Projecting an Image onto a Non-Planar Face . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198 Review: Tips for Efficiency with Materials. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202

iii

the SketchUp Version 4 Workbook

Chapter 8: Sectioning
Sectioning Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .203 Using Sections for Interior Design and Presentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .206 Exporting Section Slices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .209 Project: Copying Section Planes for Floor Plans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .209 Project: Using Section Planes for Mitering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 Moulding 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 Molding 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .211 Project: Section Planes with Model Intersection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .212 Workaround: Simultaneous Section Cuts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .213

Chapter 9: Presentation
Walk Through Tools. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215 Pages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .218 Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .219 Try It Yourself . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .222 Position Camera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .223 Tour Guide / Slideshow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .224 Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .226

Chapter 10: Using Exact Dimensions


Creating Exact Geometry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .229 Entity Info. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .233 Exact Moving and Copying . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .234 Measuring Length and Area . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .243 Scaling in 3D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .245

Chapter 11: In-Depth Projects


Domed Apse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .247 Try it Yourself . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .248 Smoothing Faces of Rotate-Copied Curved Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .249 Aligning Any Two Faces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 Curvy Things . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .251 Steel Frame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .255 Log Cabin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .258 Spiral Staircase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .260

Chapter 12: Program Settings


Display Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .261 Perspective Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .264 Model Info . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .264 Model Info > Colors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .264 Model Info > Components. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .265 Model Info > Dimensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .265 Model Info > Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .266

iv

Table of Contents

Model Info > File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 266 Model Info > Location . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267 Model Info > Section Planes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267 Model Info > Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268 Model Info > Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268 Model Info > Text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269 Model Info > Tourguide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269 Model Info > Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269 Preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270 Preferences > Drawing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270 Preferences > Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271 Preferences > General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271 Preferences > OpenGL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 272 Preferences > Shortcuts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 272 Preferences > Templates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273 Toolbars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273 Export and Import (Insert) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274 Exporting Animation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275

Chapter 13: Ruby Scripting


SketchUp Ruby Basics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277 Entering Code on the Ruby Console. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277 Creating a Script . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 278 Creating a Script that Requires User Input . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 278 Using the Help Files to Create Code. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281 Provided Scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283 Whats Included . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285 animation.rb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285 attributes.rb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 286 box.rb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287 contextmenu.rb. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287 examples.rb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287 linetool.rb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287 selection.rb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287 sketchup.rb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288 utilities.rb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288 Where to Find More Ruby Scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289 How to Download a Script from the Internet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289 About the Authors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

the SketchUp Version 4 Workbook

vi

The Basics

SketchUp Screen
When you launch SketchUp, your screen looks like this (Windows above, Mac below):

the SketchUp Version 4 Workbook

NOTE: To adjust what toolbars and icons are displayed, select


View / Toolbars (Mac: View / Customize Toolbar).

Viewing Tools
While drawing, you need to know how to change your view and adjust what appears on the screen. You can familiarize yourself with these tools before starting to draw, or play with them after youve created some geometry. Orbit (Mac: Orbit Camera) (Camera / Orbit, hotkey: V)

Pivots the camera around a stationary point, representing a person standing still and looking side to side or up and down. This tool is helpful when viewing the interior of a model. To look around, activate the tool and drag the mouse from side to side, or up and down. You can specify the eye height by typing it and pressing Enter; it will appear in the VCB. Walk (Camera / Walk, hotkey: W)

Also known as dynamic rotation, this tool simulates holding an object and turning it around. To rotate your view, activate Orbit and hold and drag the mouse. Pressing Shift while orbiting will pan the view. If you have a 3-button mouse, you can hold the middle mouse button while moving the mouse to rotate the view from within any other tool. Pan (Mac: Move Camera) (Camera / Pan, hotkey: B)

Enables you to move around in a drawing as a simulation of walking.


NOTE: Perspective mode must be on for Walk to work. See "Perspective Mode" on page 264.

Zoom (Camera / Zoom, hotkey: Z)

Shifts the center of the drawing (up, down, left, right), while maintaining the models orientation. To pan the view, activate Pan and hold and drag the mouse. If you have a 3-button mouse, you can pan by pressing Shift while orbiting (dragging the mouse with the middle button pressed). Look Around (Camera / Look Around, hotkey: Shift+L)

In this tool, drag the mouse up to zoom in, down to zoom out. If you have a wheel mouse, you can scroll the wheel up or down to zoom. In this case, zooming is relative to the location of the cursor. To change the camera lens (field of view), press Shift while zooming. This is handy for adjusting the perspective of your image. You can also enter an exact value, such as 45 deg (for field of view) or 35 mm (for focal length). While in zoom, you can double-click on a point in the drawing to make it the new drawing center. This is equivalent to a one-click Pan.

The Basics

Zoom Window (Camera / Zoom Window hotkey: Ctrl/Option +Shift+W)

Drawing Tools
Before you can create any forms in SketchUp, you need to first know how to draw a few things using 2D tools. The six basic drawing tools are Line, Rectangle, Polygon, Arc, Circle, and Freehand. While each of these creates a 2D object, you can use them in any 3D plane.

Line
In this tool you simply click two points to define a rectangle, and the zoom adjusts to fit the window into the full screen. This is a good way to enlarge your view of a specific small area of the drawing. Zoom Extents (Camera / Zoom Extents, hotkey: Ctrl/Option+Shift+E) This tool creates lines that typically become edges. When lines (or other objects such as arcs, circles, or polygons) lie in the same plane and form a closed boundary, a face is automatically created. 1. Open SketchUp, and an empty drawing appears in Top view. You are looking at the red-green plane, and the blue axis (vertical) is pointing toward you.

Click this tool to fit the entire model onto the screen, while centering it as well. Undo View Change
NOTE: If you dont see the axes displayed, select View / Axes or press Alt+X.

2.

To control the way lines are drawn, open the Preferences window (Window / Preferences, Mac: SketchUp / Preferences). Open the Drawing page.

Returns the view to the previous view, before it was changed.

Hotkeys (Keyboard Shortcuts)


Throughout this book, hotkeys are provided for some tools. Some of these are preset in SketchUp, and some are suggested shortcuts you can add. You can change your hotkeys at any time - select Window / Preferences (Mac: SketchUp / Preferences) and open the Shortcuts page. If you set your own hotkeys that differ than those suggested here, be sure to remember them and not let whats written here confuse you! Three setting here affect line creation: Click-drag-release uses a mouse drag to create lines. Click-move-click will define a line by two points. Auto detect enables both methods, depending on how you use your mouse.

the SketchUp Version 4 Workbook

3. 4.

We want to enable both methods, so click Auto detect. Also, check Continue line drawing to automatically start a new line after completing a line. If this is not checked, you create lines one at a time.

10. Click to place the first point (not on the origin), and move the cursor to the right. The On Red Axis inference tells you that the line will be parallel to the red axis. Click to locate the second point.

5. 6.

Close the Preferences. Now open the Model Info window (if it is not already open), either by selecting Window / Model Info or by clicking the icon.

TIP: You could also click and hold the first point and drag the mouse to the second point, then release. Most users prefer to click-move-click, however.

11. Because you selected Continue line drawing, you immediately start a new line. Locate the next point in the green direction from the last point. Mac: You can add this icon to your toolbar via View / Customize Toolbar. Open the Colors page and check the color for Edges. By default, edges are drawn in black, but you can change this color if you like.

7.

12. The next endpoint is to be located directly above the midpoint of the first line. Hover over this point; the midpoint is indicated by a cyan dot. Do not click yet!

8.

9.

If you like to work with as much screen space as possible, close the Model Info window. Some users prefer to leave it open at all times. Click Line, or select Draw / Line, or use hotkey: L.

13. Move the cursor in the green direction from this point, and click to place the next point.

The Basics

14. Move the cursor until you see the Perpendicular inference (the preview line is magenta). The perpendicular constraint is always available relative to the last line you drew. Click for the next point, trying to maintain the general proportions shown below.

18. . . . and move the cursor until you see the Parallel inference (be sure not to activate any other inferences). Do not click yet.

15. Make the next line perpendicular from the last line, with the red direction constraint shown.

19. Now we use a double inference. With the Parallel inference still showing, press Shift. This ensures that no matter where you move the cursor, the line will always have this parallel orientation. When you press Shift, the magenta inference line turns thicker, indicating that this constraint is locked. 20. With Shift pressed, hover over the corner point shown to see the double inference. Click this point.

16. Draw the next line in the green direction. 21. Similarly, press Shift when the next line is perpendicular to the previous one and constrain it to the start point.

17. You can make new lines parallel or perpendicular to any existing line, not just the most recent line. Hover over any point along the line shown . . .

the SketchUp Version 4 Workbook

22. Draw one more line to complete the face.

25. To draw a rectangular vertical face, hover over the desired corner point and move down (in blue) and click when the double constraint appears.

26. Draw the third line to complete the face.


NOTE: Face colors are set in the Color page of the Model Info window. Each face has a front and back, and these are typically assigned different colors. You can always reverse a faces front and back by right-clicking and selecting Reverse.

23. Like all drawing tools, Line can be used just as easily in 3D. Click Orbit (Mac: Orbit Camera) and move the mouse to spin the model around. (If you have a three-button or scroll wheel mouse, simply hold the middle button / scroll wheel and drag - no need to activate Orbit).

27. Use a parallel constraint to draw this vertical face.

24. Orbit to the orientation shown below. Activate Line, and draw a line from the point shown straight down, in the blue (vertical) direction.

28. Lines can also be used to divide faces. Draw a vertical line connecting the midpoints of the horizontal edges of the face you just completed.

The Basics

29. Both lines are now divided into two lines. To verify this, hover over what was the midpoint, and now it is an endpoint.

33. Erase one of the top edges. Because it no longer has a closed boundary, the face disappears.

34. Recreate the face by simply replacing the line. 30. This line also divided the original face into two faces. To verify this, activate Select (Tools / Select, hotkey: Spacebar).

31. Click either face to see it highlighted. 35. Erase the dividing line, and the two faces are healed - joined into one face.

32. We will now see how lines can be used to heal faces. Click Erase (Tools / Erase, hotkey: E).

the SketchUp Version 4 Workbook

36. If you erase a line that is a boundary for more than one face, all affected faces will be deleted. Erase the common edge shown.

38. Now open the Model Info to the Display page. Set the edge display to By Axis.

Both faces sharing this edge disappear.


NOTE: These options are also available via Window / Display Settings.

39. It doesnt appear so well in black and white, but on your screen you can see that all edges parallel to one of the axes take on the axis color.

37. Redraw the line to recreate both faces.

Some prefer to work with By Axis on, and some find it distracting. For the purposes of this book, and because these graphics are in black and white anyway, black edges will be used.

The Basics

Rectangle
If you need to draw a rectangular face, you dont need to use Line to draw four separate lines; Rectangle does it in one step. 1. Start a new file (Top view) and click Rectangle (or select Draw / Rectangle, or use hotkey: R).

4.

So far the rectangles have been parallel to the red and green axes. To draw a skewed rectangle in the red-green plane, you need to change the axes. Click Axes, select Tools / Axes, or press hotkey: X.

5. 2. Draw a rectangle by clicking the two opposite points, or by clicking and dragging from the first point to the second.

Locate the origin at Point 1, and click Point 2 to define the red axis.

6.

For the green axis direction, click any point above the new red axis.

NOTE: While sizing the rectangle, you may see two indicators Square and Golden Section. These are explained in the next section.

3.

Draw another rectangle from a point on the top edge to the midpoint of the left edge. Here are the new axes - red and green in the horizontal plane, blue pointing up.

the SketchUp Version 4 Workbook

NOTE: You can see the blue axis, even though you are in Top
view. This is because you are working in Perspective mode. If you turn this off (Camera / Perspective) the blue axis will point directly up and be invisible in this view.

10. Pull up in the blue direction and click to create the rectangle.

7.

Draw the next rectangle by clicking on Point 1 and hovering over Point 2. Then move the cursor from Point 2 and press Shift to lock this width. With Shift pressed, click Point 3. You have now used a double constraint to both lock the width and set the height to include a specific point. 11. Click and hover again using the points shown, and press Shift to lock the width.

8.

Because the axis display can be distracting, turn it off by selecting View / Axes). You can also erase all the extra lines in the middle to heal the face into one face.

12. Click the midpoint shown to create the double-constrained vertical rectangle.

9.

Orbit so that you can create some vertical faces. Create the first rectangle by clicking Point 1 and hovering over Point 2.

13. You do not need to use Shift in every case for a double constraint. Start at Point 1, hover over Point 2, and pull up to Point 3.

10

The Basics

Here is the final set of walls.

2.

Activate Circle and use Points 1 and 2 to draw the circle.

14. If you are planning to continue your work in the same file, you should reset the axes. Display the axes again, right-click on any axis, and select Reset.

3.

Draw the line shown below. This is an extension of the original segment to where it meets the circle.

Square and Golden Section


While using Rectangle, its easy to create two of the most commonly-used rectangles: squares and golden sections. First the square. Simply activate Rectangle and start drawing. SketchUp lets you know when the cursor is in a position to create a square. If you click when you see the indicator, youll create a square.

4. Golden sections work the same way.

Erase the circle and complete the rectangle by adding 2 lines.

5. For those unfamiliar with the golden section, it is a ratio used since the earliest days of architectural design. As you can see, it can be created automatically. But if youre curious, heres how to create it: 1. Use Rectangle to create a square. Then use Line to connect one of the corners to one of the midpoints.

To test the results, we can measure the dimensions of the rectangle. Use Measure, first clicking on one corner point then hovering over the endpoint of the segment you want to measure.

11

the SketchUp Version 4 Workbook

6.

The ratio of the longer segment to the shorter one should be 1.61803. The definition of a golden section is that the ratio of AB to BC equals AC to AB.

10. To set the zero angle, click the other endpoint of the diagonal line.

This value of 1.61803 is phi - a crucial number in architecture, art, and nature - including the human body. If you divide this value into 1.0, you get 0.61803. If you get slightly inaccurate results, it is probably because of the circle you used. In SketchUp, circles are created as a series of short line segments, and the fewer segments you have, the less accurate is the circle. Depending on the scale, even a thousand-segment circle may yield a slightly inaccurate golden section. Here is a more accurate way to create a golden section: 7. Return to the square with diagonal line. Activate Select and select only the diagonal line (no faces).

11. Finally, create the rotated copy by defining the rotation angle as shown here:

12. Use this copied line to complete the rectangle. Now if you measure these lengths, their ratio should be 0.61803.

8.

Activate Rotate.

Push/Pull
9. This line will be copied, so press Ctrl/Option and place the protractor at the midpoint end of the diagonal line. While not exactly a 2D drawing tool, Push/Pull it is so crucial to working in SketchUp that its important to cover it before moving on to other tools. Push/Pull is what makes SketchUp so unique and easy to use. Simply put, it takes a face and makes a 3D assembly of faces. In CAD terms, its basically an extrude tool but much more flexible and intuitive. 1. Start in top view, and use Line to make a trapezoid. Orbit to an isometric view.

12

The Basics

2.

Click Push/Pull (or select Tools / Push/Pull, or use hotkey: P).

6.

Now push the top of the trapezoid down. You can only go as far as the top of the box forms.

3.

To use this tool, you can either click on the face and then click the point (above or below the face ) to set the height, or you can hold and drag the face up or down. Either way, the face updates dynamically while you move the mouse.

7.

Use another Push/Pull to continue pushing this face past the boxes. You can use inferences while using Push/Pull - stop at the midpoint of the edge shown.

4.

Push/Pull always pushes or pulls a face in a direction perpendicular to the face. It also creates a prismatic form - the start and end faces are the same size. Use Rectangle (or Line) to draw two rectangle from the bottom edge of the front face. (When you use a 2D drawing tool on a face, the object automatically aligns to that face.) Constrain the second rectangle to be the same height as the first.

TIP: When using an inference point to set a Push/Pull distance, its easier to use two clicks (face and height point), rather than dragging the face.

8.

Draw two rectangles on the top of the trapezoid. The should be aligned to each other, and to the two boxes along the front.

9. 5. Use Push/Pull to pull out one of the rectangles. Then double-click on the other rectangle - this pulls it out by the same distance you just used.

Use Push/Pull to push in one of the rectangles.

To push the other rectangle in by the same distance, you could double-click it. But this can only be done when you want to use the distance of the last

13

the SketchUp Version 4 Workbook

Push/Pull. If you used Push/Pull somewhere else, then came back to the second rectangle, the distance you want is no longer stored. 10. To get the same Push/Pull distance, click the unpushed rectangle, then move the cursor to the one already pushed. When the On Face constraint appears, click to use this distance.

12. Now pull up the top trapezoidal face. Because of the box forms, there are lines above the box corners, dividing the front into five separate faces.

13. Erase two of the lines, healing the face above one of the boxes. 11. You can also use Push/Pull to create voids. Push the rectangles all the way through the trapezoidal form simply end the operation at the bottom face.

14. Push in the vertical face above the other box.

TIP: An easy way to push all the way through is to first click the rectangular face you want to push through, then click anywhere on any edge of the bottom face. This prevents you from pushing too far or not far enough, and is very useful in cases where you cannot see all the way to the bottom of the hole.

14

The Basics

15. With one additional line and another Push/Pull, you can add a small balcony.

18. For another demonstration of this feature, undo again, and pull out the side of the trapezoid.

There is an added feature of Push/Pull that enables you to control how the adjacent faces act. To demonstrate this, we will work on the back face. 16. Orbit to the back and pull out the face shown. This leaves the neighboring faces in place, and adds vertical faces, between them and the pulled face.

19. Now use a normal Push/Pull - no Ctrl/Option - on the face shown.

20. Undo, and pull the same face using the Ctrl/Option key. Quite a difference!

17. Undo this operation (Ctrl+Z, Cmd+Z), and pull it again, this time holding down the Ctrl/Option key. The pulled face remains the same size, but the neighboring faces move with it.

NOTE: You could get the same results using the Move tool, but Push/Pull ensures that you are always moving perpendicular to the face.

15

the SketchUp Version 4 Workbook

Circle and Polygon


These two tools are grouped together because they are basically the same. Both create multi-segmented polygons; a higher number of segments is a better approximation to a circle. The difference basically lies in the appearance of the faces that result when you use Push/Pull. 1. Activate Circle (Draw / Circle, hotkey: C). Draw a circle in the red-green plane by clicking the center point and then a point on the circumference. You could also click and drag from the center to the circumference.

3.

Push the triangular portion of the face inward until it cuts all the way through. Create a circle on the side face.

4.

If you look closely at the circle, youll see that its not actually round, rather its comprised of many short segments. Because the circle divided the vertical side into two faces, you can use Push/Pull on the circular portion to pull out a cylinder.

NOTE: Like with all 2D drawing tools, you can draw a circle in any of the three planes. Just orbit so that you are facing the plane you want to draw in.

2.

You can also create circles on existing faces. Create a box with a diagonal line on one of the faces - when the line turns magenta that means its endpoints are equidistant from the corner. Even though the circle is a series of lines, the cylinder face appears smooth and round. It is actually comprised of a series of flat faces, but looks and acts as one, curved face. The next circle will be concentric with the front face of the cylinder. To pick up the Center inference, first hover over one of the endpoints, then move the cursor around the center until the green dot appears.

5.

16

The Basics

6.

Start to draw a concentric circle on this face, but do not click the second point to complete it.

9.

If not already displayed, show the Entity Info window (Window / Entity Info). With nothing selected, the window should be blank.

7.

Before the circle is complete, you can choose to specify a radius or a different number of segments. Type 8s to change the sides to 8. You need the s because a number alone will be interpreted as a dimension.

10. Activate Select and select the circle shown. Entity Info displays the radius, number of segments, and length (Windows only) of the circle. (If, in Windows, the length does not appear, click the right-facing arrow at the top of the window and select Show Details.)

If you change segmentation this way, the segment number stays active for future circles, until the number is changed again. The same applies for Polygon. You can also change the number of sides after the circle is completed. However, if the circle is located on an existing face (such as in this example), the circle will sometimes be created on top of (not within) the face.
NOTE: You can also use the VCB to set the circle radius - simply type in the radius and press Enter.

Once a circle has been extruded, you can still change its radius. (Before extruding you can also change its segmentation.)
TIP: You could also have displayed this by right-clicking on the circle and selecting Entity Info from the menu.

8.

Complete the circle, which is actually an octagon, and Push/Pull this inner circle back to the vertical face of the box.

11. Assign a slightly smaller radius - remember to specify your units. (For 1-8 you could type 18.)

17

the SketchUp Version 4 Workbook

12. The hollow cylinder now has a draft angle.

NOTE: This point is actually construction geometry, and can be hidden or erased just like construction lines, which are created using the Measure tool.

16. Align the polygon center to this point. Create a polygon with approximately the same radius as the circle.

13. Now draw a small circle on the sloped face (leave room for another circle next to it). Note that it has 8 sides - this is the last segmentation value you used. 17. By default, the polygon should have 6 sides, unless this was already changed. Open the polygons Entity Info and change the number of segments to 8, to match the circle. (If youre a perfectionist, you can also use the Entity Info to assign the exact same radii to the circle and polygon.)

14. Activate Polygon (Draw / Polygon, hotkey: Shift + D)).


NOTE: The 8s method would also work for polygons. But once you Push/Pull a polygon (or circle), you can no longer change its segmentation.

You should now have two adjacent octagons. Polygons are drawn just like circles - center then radius. 15. Before drawing the polygon, right-click on the circle and select Point at Center. This places a marking point at the center of any arc, circle, or polygon.

18

The Basics

18. To see how these are different, Push/Pull them both. (Remember, you can Push/Pull one face, then double-click the second face to extrude it the same distance.) The circular face appears smooth, while the polygonal face is faceted.

21. Select the circular face - it is selected as one face.

22. Activate Circle. You can change the number of segments before placing the first point by simply typing the number (no s needed). Enter 12, and the value appears next to Sides in the VCB. 23. Locate the center at the midpoint of the edge shown (do not click yet). Depending on how you move the cursor, you can align the circle with either adjacent face. Click when the circle preview is vertical. Make the circle vertical, and orient the radius straight down (or straight across) so that the box edge contains two segment endpoints.

19. In actuality, these objects are the same, only their appearance is different. Circular faces are faceted as well, but their edges are smoothed and hidden. To see the edges of the circular faces, select View / Hidden Geometry, or press F4.

In Windows, the F keys are preset to implement display commands such as wireframe, shaded, X-ray, etc. (see "Display Settings" on page 261). On the Mac these shortcuts are not preset, but you can add them yourself.

24. Because two of the segment endpoints lie on the edge, the edge divides the circle in half. Select the top part of the circle and delete it. You are left with an arc that has bold lines, indicating that it is not considered properly aligned with the face.

20. Press F4 again to hide the edges. Another difference in these faces is how they are selected. Activate Select, and click one of the polygonal facets. Each of these faces can be selected separately.

NOTE: If you had placed the circle so that its segments overlapped the edge, the circle would not have been divided.

19

the SketchUp Version 4 Workbook

25. To resolve the arc to the face, simply use Line to connect its endpoints. (You could also use Line to recreate any of the arcs segments.) The arc is now thin-lined.

28. Undo the extrusion, and right-click on the arc and select Explode Curve. This breaks the curve into its individual segments. You can now select the top two segments and delete them.

26. Push/Pull the arc face outward. Because this arc was created from a circle, its extruded face is smooth.

NOTE: In addition to using Entity Info, the Move tool can also be used to resize circles and polygons. Move also enables you to resize curved extruded faces. This will be shown later in this chapter.

Arc
Similar to Circle and Polygon, Arc creates multi-segmented representations of arcs. You can draw arcs in any face, or in any of the three main planes. 1. 27. Undo the extrusion. (Ctrl/Cmd+Z). Right-click on the arc (be sure not to right-click on a face) and select Convert to Polygon. Push/Pull the arc face again, and this time it is faceted. Start with the same form you used in the Circle exercise

2.

Activate Arc via the icon, or by selecting Draw / Arc or by using hotkey: A.

20

The Basics

3.

An arc is started by first defining its chord. Select two edge points on the side face. Like when drawing a line, the arc chord appears in magenta when both ends are equidistant from the corner.

6.

When you draw an arc starting from an existing arc, the new arc is tangent to the adjacent one by default, indicated by the Tangent at Vertex inference. To set the arc bulge, double-click to keep it tangent.

4.

Then move the cursor along the face to set the bulge.

TIP: If you are having trouble placing the starting point of the new arc exactly on the endpoint of the previous one, try zooming in closer.

7.

Do the same for the third arc in the chain.

NOTE: You can also specify exact dimensions for the bulge.

8.

5.

Start a second arc in the top corner, placing the first chord point along the vertical edge and the second point on the face. To define the bulge, move the cursor until the arc appears in cyan and the Tangent to Edge inference appears.

Arcs in a chain do not necessarily have to be tangent to their adjacent arcs. Start the next arc as before, and locate the second chord point (single-click) on the top edge. Move the cursor so that this arc becomes tangent to the top edge, rather than the adjacent arc.

21

the SketchUp Version 4 Workbook

NOTE: Be careful when making an arc tangent to an edge, if


both chord points are located on edges. Unless the chord points are equidistant from the corner point, there are two tangency possibilities - one for each edge.

11. Draw a rectangle on the diagonal face, and draw an arc using the top edge of the rectangle. Move the cursor until the Half Circle inference appears.

9.

You can also find the center point of any arc. Activate Circle, and place the center at the center of the last arc. (If you have trouble locating the center, hover over one of the arc endpoints first.)

12. Like with circles, one way to change the number of segments is to enter the new number after the arc is created. Type 4s, which appears in the VCB, and press Enter.

The arc now has 4 segments.


NOTE: You can also change the number of segments while selecting the chord points, or before you set the bulge. In these cases, you also need to type 4s.

13. Once you create another object or activate another tool, you can no longer change the arc this way (the 4s method). But for another way to change the arc, open its Entity Info window. Both the radius and number of segments can be edited. 10. Use Push/Pull on the arc, arc chain, and circle to create voids.

14. Change the segment number to 8, and enter a slightly smaller radius (dont forget the units symbol if necessary).

22

The Basics

15. The arc shrinks, resizing the rectangle below it as well.

18. Create the next arc vertically from the bottom edge of the cutout. It should have 4 segments, like the previous arc, but change it to 8 segments.

16. Now make the arc radius larger. (Note that even if you are using architectural units, you can still enter a decimal value: 2.5 is the same as 2-6.) This time the arc updates but does not affect the rectangle (now a trapezoid) below it.

19. Like a circle, an arc can be broken down into individual segments. Right-click the arc and select Explode Curve. Each segment is now a separate entity. 20. On the side, create two semi-circles of the same size and height, and use Convert to Polygon on one of them. Pull them down; the polygon is segmented.

This is because an arc can be fit to the current edge below at a size less than a semi-circle. But if the new radius will make an arc greater than a semi-circle, the edge below will update instead. 17. Erase the line between the arc and rectangle, and erase the face.

You could use Entity Info to change the radius of the arc faces on either end of the extrusions. But once Push/Pull is used, you cannot change the segmentation.

23

the SketchUp Version 4 Workbook

Freehand
Another self-explanatory tool name, Freehand is used to create freehand sketches. 1. Start with a box.

4.

Orbit to the other side, and draw a closed freehand curve. To make a curve closed, simply end it at its start point. If you do it right, the lines will be thin, indicating a face has been formed.

5. 2. Click Freehand, or select Draw / Freehand, or press hotkey: F.

Push/Pull out the freehand face. Although the curve is segmented, the curved face is smooth.

3.

Draw an open curve by clicking and dragging the mouse. Because the mouse button remains pressed, inferences from other points are not displayed.

6.

Undo and use Convert to Polygon to create a faceted extrusion.

Like circles and arcs, this curve is approximated into segments, though it is selected and manipulated as one object. The lines are thick because they are not edges of a face.

7.

8.

This smooth vs. faceted behavior works the same way as for circles, arcs, and polygons. Undo again, and use Explode Curve. Now the curve is broken into separate segments. Verify this by erasing individual segments. Erase the rest of the curve to clear the face. Then draw a similar closed curve, keeping the Shift key pressed.

24

The Basics

When you use Shift, the resulting curve does not integrate with any other geometry. The lines are thin, but it has not divided the box face into two faces you cannot erase the enclosed face.

Manipulation Tools
These are tools you can used once you have some geometry in your model. Among other things, this section includes tools for measuring, erasing, copying, moving, rotating, scaling, and making construction lines.

Select
You need to understand this tool before getting into the other manipulation tools, because, in many cases, objects need to be selected before you can apply another tool to them. Selecting is very straightforward, but this exercise may show you some features you didnt know about. 1. 9. To change this into a standard object (a curve that will affect neighboring objects), right-click on it and select Explode. The lines are now thick, meaning it is not closed. Even though this was created as a closed curve, it does not translate into a closed curve when exploded. 2. Click Select, or select Tools / Select, or press hotkey: Spacebar. Start with a box.

3. 10. Use a line to close the curve. You will probably have to zoom in closely to the start and end points to find the break. Once closed, the lines are thin.

When in Select mode, the cursor appears as an arrow. Click an edge to select it.

25

the SketchUp Version 4 Workbook

The selected edge appears in the color specified for Highlight, located on the Color page of the Model Info window.

7.

Pressing Shift+Ctrl/Option removes objects from the selection set. Remove one face and one edge.

8.

Pressing Shift toggles objects between selected and deselected. Press Shift and select a face . . .

4.

Now click a face to select it. The edge now is deselected. Selected faces are covered with a dotted pattern, also in the Highlight color.

9.

. . . then click the face again (with Shift) to deselect it.

5.

Keep in mind that edges and faces are considered separate objects, so be aware of what you need to select for the tool you want to use! Add another face to the set of selected objects, by pressing Ctrl/Option while selecting.

10. To deselect everything, select Edit / Deselect All, or press hotkey: Ctrl/Option + T.

6.

Use Ctrl/Option to add two edges.


TIP: You can select everything by selecting Edit / Select All, or by pressing Ctrl+A (Cmd+A).

26

The Basics

11. Add a rectangle to one of the faces and Push/Pull it out. We will now use window (marquee) selections. Return to Select mode and drag a window from left to right, enclosing the front face of the small box.

13. Shift and Ctrl/Option keys can be used with window selection. Press Shift to toggle selected objects and drag a window that encloses both boxes.

This type of window selects objects that are completely enclosed within it - the face and the four surrounding edges.

Objects that were previously selected are deselected, and vice-versa.

12. Clear the selection (click anywhere in the blank space), and draw the same window selection box, this time from right to left.

14. Now orbit around so that the small box is behind the larger one. Drag a right-to-left window to select three faces of the large box (the two you can see plus the bottom face) plus the three edges.

This window selects everything completely or partially inside it - the front face, side and top faces, and surrounding edges.

15. The selection window affects all objects inside it, throughout the depth of the model into the screen. Therefore you need to be careful when using a right-to-left window, because you might select objects that are hidden behind objects. In this case, the window has also selected some edges and faces of the small box.

27

the SketchUp Version 4 Workbook

16. Switching to wireframe can show you exactly whats been selected. Click Wireframe, or press hotkey: F5.

21. Heres a neat feature that allows you to select multiple objects at once. While in Select, double-click on any face. This selects not only the face, but also all surrounding edges.

In this view you can see the edges and faces of the small box that are selected. 22. Double-click on any edge to select the edge plus all adjacent faces.

17. To deselect the small box, orbit the view as shown, press Ctrl/Option + Shift, and drag a right-to-left box around it. 23. Finally, triple-click on any edge or face. This selects all contiguous edges and faces. Unattached objects remain unselected.

18. The small box is deselected, but the last selection window also deselected the side face of the large box.

The context menu also provides these selection options. If you right-click an edge, you can select all connected faces, or all connected geometry. 19. Switch back to Shaded mode by clicking the icon, or by pressing hotkey: F7.

20. Press Ctrl/Option or use Shift, and re-select the face.

28

The Basics

If you right-click a face, you can select its bounding edges, connected faces, or all connected geometry.

3.

Now select one edge; its length is listed. In addition, you have the options Soft and Smooth - these are options that control how the edges are displayed (see "Displaying and Smoothing Edges" on page 57).

Layers are described in Chapter 9. Materials are described in Chapter 7.

4.

Taking Off Quantities Using Select and Entity Info


The Entity Info window enables you to easily calculate numbers of objects, total lengths of edges, and total area of faces. This section applies to both Windows and Mac users. However, at this time, Entity Info on the Mac does not give quantities for more than one selected object; it gives quantities only for one object at a time. However, Entity Info will tell you how many objects are selected. 1. When a face is selected, its area is listed in the window. 5.

Select a few edges (they dont have to be contiguous), and their total length is listed.

Length can be calculated for curves as well, which makes sense since arcs and circles are basically created as a series of small edges. In this case, 4 objects are selected - 2 circles with 24 segments each, and 2 arcs with 8 segments each. The total number of edges is 64, and the total length is also listed.

2.

Select a few faces, and the total number of faces, as well as total area, are listed.

29

the SketchUp Version 4 Workbook

6.

If your selection set contains different types of entities (edges plus faces, faces plus groups), the total number of entities will be listed, and nothing else.

5.

The cursor is now an eraser symbol. Click on any of the polygon segments on the bottom face. Because this breaks the circular face, the remaining lines become thick. If you try to select this rectangular face, it has now become a single face.

Erase
After knowing how to select, the next important thing is knowing how to erase. 1. Start with a polygon, using around 24 sides, pulled into a cylinder. Draw a rectangle that encloses the bottom of the cylinder.

NOTE: If you hadnt exploded the polygon, the entire polygon would be erased with one click.

6.

2.

Push/Pull the rectangle downward and Push/Pull the polygon the same distance by double-clicking on it.

To erase multiple edges in one go, keep the mouse button pressed and pass over the edges you want to delete. They will be highlighted in the select color, and will be deleted once you release the button. If the Entity Info window is open, you will see the number and total length (Windows only) of the edges to be erased.

If you accidentally pass over an edge you dont want to erase, press Esc to start over. And, of course, you can always use Undo.

3. 4.

Use Explode Curve to break the bottom polygon into its individual segments. Activate Erase (Tools / Erase, hotkey: E).

TIP: If you pass over edges too quickly, they might be missed. If youre not picking up all the edges you want, move the mouse more slowly.

30

The Basics

7.

Erase the remaining circle segments on this face.

10. Erase one of the edges of the cutout. The face is restored, and the remaining three edges are thick-lined.

8.

The Erase tool does not work on faces, only edges. To remove faces, you need to select them first. Orbit to look down on the top face, draw a rectangle on it, and select it.

11. Another way to erase is to select first, then press Delete. Use a right-to-left selection window to select all edges and faces of the base, except for the top face.

9.

Right-click and select Erase. You could also use Select to select the face and press the Delete key.

12. Press Delete, or right-click and select Erase. Only the top face of the base remains.

13. If you erase an edge of a face, all faces adjacent to it will also disappear. Erase one of the vertical edges of the cylinder, and its two adjacent faces disappear.
TIP: This menu also contains a Hide option - useful for temporarily removing faces. The hotkey for hiding is H.

14. Undo to restore these face. You could also recreate these faces by manually redrawing the edge you erased.

31

the SketchUp Version 4 Workbook

15. The last feature of the Erase tool is that it can also hide edges (not faces). Just press Shift and click an edge, or keep Shift pressed while you pass over multiple edges.

Measure
This tool has three purposes: to measure distances, to scale an entire model, and to create construction lines. 1. Start with this form.

2.
TIP: You can also hide edges and faces by selecting them first, then pressing H (or selecting Hide from the popup menu, or selecting Edit / Hide).

Activate Measure (Tools / Measure, Mac: Tools / Tape Measure, hotkey: D).

To hide all edges, you can set the edge color to None in the Display Settings window (Window / Display Settings). 3. Measure the length of the base by clicking the two endpoints.

In addition to hiding edges, Erase can also be used to soften edges. Hiding and smoothing are two different things. As you saw above, hiding edges leaves surfaces looking faceted, while smoothing creates a smooth look. Hiding also hides profile lines, while smoothed objects still have their profile lines displayed.

The length is indicated in the VCB. 4. To change the length of this edge, type the desired length (such as 20) - dont forget the unit.

5.

Using Measure this way enables you to scale your entire model, according to the value you entered. Click Yes to the following question:

32

The Basics

The model changes scale. You can verify this by using Measure on the same two endpoints, and checking the length in the VCB.
NOTE: If your model has components, they will not be scaled in this operation. Components have set dimensions which would be lost if they were scaled.

. . . the edge could be shortened.

6.

As youve already seen, you can also use Entity Info to measure edges. In some cases, you also can use Entity Info to change an edges length, but this is not one of those cases. Enter a different length. To implement the change, click outside the Entity Info window. 7.

But even when you can use Entity Info to change an edge, it will only affect the selected edge. To scale an entire model, Measure is what you need to use. We now want to create a shape on the sloped face, but we need construction lines to know where to locate points. Activate Measure and click two opposite corners of the diagonal face. An infinite construction line is created here.

This is the error message you get:

8. The edge could not resize because there are too many faces that would be affected; SketchUp wouldnt know which endpoint to keep in place. However, if the model looked like this (in which each adjacent face ends at the endpoint). . .

Measure can also create construction lines offset to edges and other construction lines. Click the construction line you just drew and move the cursor to one side to see the offset line. Place it so that it intersects the midpoint of the edge shown.

33

the SketchUp Version 4 Workbook

9.

Create another offset construction line that intersects the midpoint of the other edge.

13. The construction line is created at the specified offset.

10. Now for the construction lines in the other direction - create one between the other opposite corners of this face.

14. Its not too late to change the offset. Type 2 (or whatever makes sense in your case) and press Enter, to move the new construction line closer to the center.

11. Click this construction line and move the cursor to one side. Do not pick up any other inferences, and do not click yet.

15. Create another construction line at the same offset in the other direction.

12. You can enter the offset distance manually. Enter a value like 7 (dont forget the foot symbol; otherwise, the value is assumed to be in inches). Press Enter.

34

The Basics

16. Use the intersections of the construction lines to create the three lines and arc shown below. If drawn correctly, the form should be thin-lined (closed and aligned to the sloped face).

19. Move out so that the construction line is along the axis (red or green direction) from the upper edge, and directly above (blue direction) the lower edge.

17. Erase all construction lines by selecting Edit / Construction Geometry / Erase (or Hide).

(Heres another way to do the same thing: Click the lower edge and pull up in the blue direction. Press Shift to lock the blue direction, then click any point on the upper edge.) 20. Activate Push/Pull, click the inner portion of the sloped face, and click the construction line. This extends the face to the level of the construction line.

18. The next construction line will use a double constraint. Click the lower edge of the sloped face (not at an endpoint, and without picking up any other inference), so that you can create an offset construction line. Then hover on the upper edge to pick up its inference.

21. Construction lines can also be used to infer points that do not exist. Create a construction line along the edge shown by clicking any two points along it.

22. Do the same along the diagonal edge.

35

the SketchUp Version 4 Workbook

23. From the point where these lines intersect, start another construction line. Move in the red or green direction (depending on where your axes are) but dont click yet.

TIP: There is a quicker way to do this, using inference locking. In the Measure tool, first hover over one edge and press Shift, then click the other edge. This places the first endpoint of the construction line at the point where the two edges would meet.

You can then locate the second endpoint of the construction line.

24. Type an offset value, such as 25 and press Enter.

This creates a finite construction line, ending at a construction point.

25. Create an offset of the diagonal construction line by clicking on it (Line A), then clicking on the endpoint of the finite construction line (Point B).

36

The Basics

26. We now have the necessary information to create this triangular face.

2.

The protractor appears. Place it at the midpoint of the right vertical edge, aligned with the front face. Then set the reference line horizontally along the front face.

27. Erase the construction lines, and Push/Pull the triangle outward. 3. The final step is to define the angle, which is measured from the reference line. By default, the protractor has ticks marking angles every 15 degrees. If you move the cursor two ticks above the reference line, you will see 30 degrees listed in the VCB. Do not click yet.

28. If you look from the side, you can see that the sloped faces of both forms lie on the same plane.

4.

Protractor
This tool has two purposes: to create angled construction lines and to measure angles. 1. Start with a box. Activate Protractor (Tools / Protractor, hotkey: Shift+D).

To change the default tick spacing, open the Model Info window to the Units page. Enable angle snapping should be checked, which enables you to snap to the tick marks. Change the snap angle from 15 to 10.

37

the SketchUp Version 4 Workbook

5.

Now the protractor has tick marks every 10 degrees. Place the cursor at the 40-degree tick, and click to place the construction line.

9.

With Shift still pressed, click the corner shown to place the protractor center.

6.

Draw a line along the construction line on the front face and Push/Pull the triangular face all the way through. Because the construction line is no longer needed, you can erase it.

10. Define the reference line along the horizontal edge. Place the cursor to indicate the direction of the angle, and type the angle (such as 32.4) which automatically appears in the VCB. Press Enter to set the construction line.

7.

8.

Activate Protractor again. This time we want to keep the protractor flat (red-green plane) and center it at a specific point. To do this, we need to set the orientation first. Place the protractor anywhere outside the form and press Shift to lock its orientation. (You can also use the top horizontal face for orientation.)

TIP: You can enter negative values as well. If the cursor had set the angle direction the other way, you could type -32.4 to get the same result.

11. Use this construction line to create this triangular form.

12. Erase the construction line.

38

The Basics

13. Activate Protractor again, which will now be used to measure an angle. Place and orient the protractor from Point B to Point A. Hover (do not click) over Point C. In the VCB you will see the measurement of angle A-B-C. This measurement of 57.6 is the complement of the 32.4-degree angle you created before.

17. Use this construction line to draw a line along the front face. Erase and recreate some edges as needed to get this:

Move and Copy


The Move tool can be used in two ways - to move objects to a different location, or to make one or more copies. Move can also be used to resize curves and curved faces. 14. Press Esc to free the protractor so it can be placed somewhere else. 15. Place it at the corner of the front face, oriented along its bottom edge. Move the cursor upward (do not click yet) to set the angle direction.

Move
You can modify your model by moving edges, faces, points, or a combination of selected objects. 1. Start with a box and add a line parallel to the back edge.

2. 16. You can enter a ratio instead of a degree measurement. Type 8:12 and press Enter.

Activate Move (Tools / Move, hotkey: M).

TIP: Entering a ratio is a great way to set the rise:run of a roof slope.

3.

Click the edge shown, and drag it downward (blue direction). You can also click the edge, release the mouse, and then click its new location.

39

the SketchUp Version 4 Workbook

4.

Move is still active. Move the point shown on the left down till it meets the point indicated on the right.

7.

Use Select to select the two edges shown.

5.

Move also works on faces. Move the face along the red (or green) axis to stretch the entire model. 8.

When moving this way, you need to define two points, a reference point and a destination point. The move is applied based on the distance and direction between these two points. Activate Move and click any point in space (Point A) and click or drag to Point B, following the axis direction (red or green, depending on how you made your model). The two edges move accordingly.

This is a good place to show the different between Move and Push/Pull. If you use Push/Pull on the same face, it only extends the selected face.

9.

Draw a rectangle on the large, front face. Make it off-center.

6.

Move affects edges and faces adjacent to the selected face, thereby stretching the model. If you tried Push/Pull, undo that step. So far weve used Move on single objects. Objects can also be selected first, then moved. If you want to move multiple objects, you must define the selection set before activating Move.

NOTE: Conversely, if you want to move a point, you must activate Move first, then move the point.

10. Create a dormer frame over this rectangle, using Line in axis directions and Shift-locking. Delete the front face of the frame, and the cutout on the large face. 11. Select the entire window and activate Move, dragging the window by its lower midpoint. Shift-lock the window to move parallel to the lower edge of the large face, and center the window along this edge.

40

The Basics

Copy
When you use the Ctrl/Option key within a Move operation, you will create a copy. 1. Start with a box.

5.

Draw two parallel lines from the new endpoints and pull the outer faces up. Create a small cylinder on one of the top faces.

6. 2. Use Move to move the edge shown.

We now want to select this cylinder to copy it. Use a right-to-left selection window - everything inside or touching the window will be selected. (You can also double-click the top edge to select all the faces that touch it.)

3.

Right-click the edge shown and select Divide. 7. With the cylinder selected, activate Move. Press Ctrl/Option, then click Point A. Release Ctrl/Option, then click Point B to make a copy of the cylinder, positioned in the same place relative to the edges of the top faces.

4.

Move the cursor so that the edge is divided into three segments, and click. Now the edge consists of three lines of equal length.

TIP: Selecting Point B can place the copy on either the top face or front face. If youre having trouble getting the copy on the top face, try to approach Point B slowly from a point on the top face.

41

the SketchUp Version 4 Workbook

8.

The copy should still be selected. Make another copy using the distance between Points A and B The copy is automatically aligned with the front face.

11. Now select two of these windows, and copy them to the side face.

9.

Erase as needed to get a circular window. Copy it, using any point on the front face as a reference point. Then hover over the bottom edge. For the second point, make sure the copy is parallel to the bottom edge.

NOTE: Automatic alignment, which you just saw, works only for copies. Moving objects does not change their alignment.

Autofold
Autofold is a very useful enhancement of the Move tool, which enables you to create fold lines where there werent any before. Normally, Move keeps planes as planes, without dividing them into more planes. Autofold will create as many planes as needed to perform the move. 1.

10. One copy is made, but you can make several copies at the same spacing. Type 3x, which appears in the VCB. Press Enter.

Start with this form, and Offset the edges inward (Select the face, activate Offset, and click two points to define the offset distance).

Now there are three copies (four total windows).

2.

Heres the first instance when Autofold is useful. There are two ways you can do this: With only the inside face selected, activate Move. Press Alt/Cmd, and click a reference point anywhere. Then release Alt/Cmd and click a second reference point, directly above the first one. The fold lines between the top and bottom faces are created automatically.

42

The Basics

The other way to do this is to start with nothing selected, then activate Move. Press Alt/Cmd, click the inner face, release Alt/Cmd, and drag the face upward. Without Autofold, you would only be able to move the inside face within the confines of its plane. Now we will create a roof. Use midpoints and Shift-locking to create the ridge lines.

6.

Now select the two ridge lines as before, and try to move them upward without using Autofold. There is only one direction the edges can be moved; you cant move in the blue direction.

3.

7.

Try again, this time using Autofold. Now you can move the edges in any direction - use the blue direction.

4.

Select both ridge lines, move them up without Autofold. This works, though some cleanup would be necessary.

8. 5. Undo this move, and add two valley lines.

The roof wasnt created perfectly, but it can easily be cleaned up. .

9.

Use Move with Shift-locking on the ridge line intersection point, to get this result:

43

the SketchUp Version 4 Workbook

There are so many uses for Autofold, its impossible to show examples of them all. Here are a few extra examples.

2.

Select the top face of the arc form and activate Move. The only way you can move this face is up or down.

Autofold with Curved Faces


Faces created as a result of Push/Pulling arcs, circles, and polygons are another place where Autofold is useful. 1. Start with a form like this:

3.

Now try to move it again, this time pressing Alt/Cmd for Autofold. You can now move the face in any direction.

44

The Basics

Similarly, Autofold is useful when you want to create skewed cylinders and polygonal prisms.

2.

Move one of the quadrant points, either by dragging, or by click-move-click. The center of the circle remains in place, but the radius changes. Watch the VCB to see the radius value update.

Using Move to Resize Curves and Curved Surfaces


This section applies to arcs, circles, and polygons, and to the surfaces created when these entities are extruded. Note that the changes you can make in this exercise can only be performed on curves and faces that have not been edited they must still retain their original shape. For example, once you use Scale to change a circle into an oval, the oval cannot be resized. 1. Create a small circle, and activate Move. Make sure nothing else is selected, and move the cursor around the circumference of the circle. Along most of the circumference, the entire circle is highlighted. But at the four quadrant points, only the point itself is highlighted in green, indicating that it is a point you can drag for resizing.

3.

Make a cylinder from the circle. Activate Move and move the mouse along the top edge until only a quadrant point (and not the entire edge) is highlighted. Drag the point inward to make a cone.

4.

You can also resize the curved face itself. While Move is still active, move the cursor until a movable edge (and not the entire face) is highlighted as a bold, dotted line. These edges correspond to the locations of the quadrant points. Move the edge outward to create a wide, flat cone.

NOTE: If you have an even number of segments, these draggable quadrant points will be at segment endpoints or midpoints. For an odd number of segments (something you would probably never use), two of the four quadrant points will be located elsewhere along their edges; play with the mouse to find them.

45

the SketchUp Version 4 Workbook

5.

Now onto arcs. On the top face, create a tangent arc between an endpoint point on the circumference and a point near (not on) the circle center.

9.

Arc endpoints can also be moved. Pick the endpoint shown and drag it toward the center of the circle. This not only changes the arc, but shrinks the circle as well.

6.

Create the next arc from the end of the first one. By default it is tangent to its neighbor. Double-click to place the endpoint somewhere on the other side of the circle.

10. Push/Pull up the rear face made by the arc chain. Using Move, highlight the moveable edge directly below the arc midpoint. Drag it back to make the face rounder.

11. Do the same for the other face to make it less flat. Dont extend it past the conical base below. 7. Activate Move again; now we will resize the arcs. Move the cursor to the midpoint of the second arc only this point should be highlighted (not the entire arc). Drag this point downward to flatten the arc.

8.

Do the same at the midpoint of the first arc.

46

The Basics

12. Resize the arc at the bottom of the face by dragging its midpoint forward,

15. Like with a circle, activate Move and use one of the moveable quadrant points to shrink the polygon. The location of these points depends on how many segments you have, but there is always at least one at a segment endpoint.

13. Change both arc faces by moving their common endpoint to the left. 16. Pull up the polygon. To resize the polygonal face, drag one of its moveable edges.

14. Finally, we will use a polygon, which is basically the same as a circle. Draw a hexagon starting from the center of the arc where shown.

17. And resize the top polygon by dragging a quadrant point inward.

47

the SketchUp Version 4 Workbook

Rotate and Copy


Like Move, this tool can be used in two ways - to rotate objects to a different position, and to make rotated copies.

5.

Rotate
1. For a basic look at Rotate, start with following, right-angled form. We want to rotate one of the wings.

Place the center of the protractor on the top face, along the intersection with the other wing. The next click sets the rotation reference line. In this example the reference line is not so important; set it along one of the axes.

6. 2. Once in Rotate, you need to select the objects to rotate. But you cant select just the wing unless you create a dividing line, on both the top and bottom faces.

The next step is to rotate. Move the cursor to activate the rotation. You can use the tick marks on the protractor, rotate by eye, or type an angle value.

The current rotation angle appears in the VCB. 3. Activate Rotate (Tools / Rotate, hotkey: Shift+R).

7.

Because the rotation has affected adjacent faces, the non-rotated wing no longer consists of right angles. Use some construction lines and the Move tool to correct this.

4.

Select the wing to rotate and press Enter. The Protractor appears, which works the same way as the Protractor tool Mac: Rotate only works if objects are selected first. Therefore, select the wing first, and then activate Rotate. The next exercise explores alignment locking when using Rotate.

48

The Basics

1.

Start with a long box with a line across the top. Use Move upward on the line to create a ridged roof.

The rectangle is aligned with the red and green axes, and therefore not aligned with the rotated house.

2.

The house is aligned with the red-green plane, but we want it aligned in another direction. Create a construction line between Points A and B. 5. Erase the interior face of the window, and Push/Pull up the frame.

6. 3. Use Rotate to align the house to the construction line.

The window needs to be rotated to the orientation of the house. Start by rotating the window to be parallel to the construction line.

7. 4. We will now create a window that will be placed on the sloping face of the roof. In some blank space, create a long rectangle with a smaller rectangle inside it. Make sure its sized so that it will fit entirely within the roof face when rotated.

Use Move to place the window on the sloped face. To rotate it into place, activate Rotate and Shift-lock the protractor to the vertical side of the house (or another face parallel to this).

49

the SketchUp Version 4 Workbook

8.

Keeping Shift pressed, click the point where the window meets the roof. Then you can align and rotate as needed.

2.

Use Rotate on the column, anchoring the protractor on the midpoint of the arc diameter line.

The window is properly inserted, and cuts the face. 3. Press Ctrl/Option and click anywhere to place the reference line. Note that the cursor symbol now has a plus sign, indicating copy mode.

Rotate - Copy
As with the Move tool, you can use Rotate to make rotated copies by using the Ctrl/Option key. 1. Create a box with a semi-circular protrusion at the top. Create one rectangular column 4. Move the cursor to rotate out a copy of the column. Place the copy a reasonable angle from the original.

50

The Basics

5.

As with Move, you can change the number of copies by entering a value. Type something like 3x, then press Enter, to create a total of three copies (four total columns).

4.

direction. A tool tip appears on each handle, telling you what kind of scaling it will do, and from what point. Hover over a side handle. Moving this handle will scale relative to the opposite side handle.

5.

Drag, or click-move-click, this side handle. By default, moving a side handle causes non-uniform scaling - that is, the aspect ratios are not maintained. This is a handy way to create an oval from a circle.

6.

If the number of copies is too high or low, type a different value (like 4x).

6.

Undo, and hover on one of the corner handles. Move this handle to resize. By default, corner handles cause uniform scaling in two directions - the circle remains a circle.

Scale
Use Scale to resize or stretch selected faces, relative to other geometry. You can also use Scale to mirror objects, in effect, turning them inside-out. 1. Draw a multi-segmented polygon (not a circle) in the red-green plane. 7. Undo again. Using Shift toggles between uniform and non-uniform scaling. Drag the same corner handle, while keeping Shift pressed. This way you can create an oval using a corner handle.

2.

Activate Scale (Tools / Scale, hotkey: S).

3.

Select the polygon and press Enter. The circle is surrounded by a bounding box, with eight drag handles. The side handles (as opposed to corner handles) are used to scale the geometry in one

8.

Similarly, if you use Shift on a side handle, the scaling would be uniform. Push/Pull this oval up. Select the top face and then activate Scale. (Like the other tools, Windows users can either select the objects and then activate Scale, or select the objects from within Scale.)

51

the SketchUp Version 4 Workbook

9.

Mac: Objects must be selected before Scale can be activated. Hover on one of the corner handles, and press Ctrl/Option. Rather than scaling from the opposite handle, you are now scaling relative to the center of the face.

12. So far weve scaled only in 2D. Scaling in 3D works the same way. Select the two front faces and activate Scale. Now there are 26 handles - corners, sides, and bounding box faces.

10. Drag the corner handle while keeping Ctrl/Option pressed, to scale the face outward from the center. This is how to give a form a draft angle.

13. Drag the handle at the center of the front of the bounding box outward from the model. The entire model scales with these faces. Try dragging different handles to see how the entire model adjusts.

NOTE: If you press Ctrl/Option and Shift together on this face, you can scale non-uniformly about the center.

11. Drag back toward the center using Ctrl/Option. Look at the VCB, and note that the scaling snaps to whole values (1.0, 2.0, etc.) and half values. Release the handle when the scale is 0.5.

14. Undo to return to the model before you did any 3D scaling. The reason the entire model was affected by the scaling of any two faces is that the top and bottom objects are single objects (scaled polygons). When scaling, single objects keep their basic form. 15. To change this behavior, right-click on both the top and bottom edges of this form and select Explode Curves.

52

The Basics

16. Now when you scale the same faces as before, only these faces change, in addition to the faces immediately adjacent to them.

19. Drag this handle toward its opposite handle, stopping when the VCB reads -1.0. The form now faces the other direction.

17. Drag the top of the bounding box upward.

TIP: You can make use of components, together with the Scale tool, to make mirrored copies of objects.

Scaling with the Axis Tool


By default, the Scale bounding box reflects the current red-green-blue directions. But you might need to scale objects according to a different set of axes. 1. Start with a form like this.

Note that scaling causes faces to fold automatically. Fold lines are added to faces that were previously planar. 18. Scaling can also be used for mirroring, or turning objects inside out. Activate Scale, select the entire form, and press Enter. Start dragging the handle at the center of the front of the bounding box. 2. Select the top face of this small box and activate Scale. You get a 3D bounding box, reflecting the axes in which the original form was created.

53

the SketchUp Version 4 Workbook

3.

You could use the Axes tool to change the axes, but in this case there is an easier way. While Scale is still active, right-click on the sloped face and select Align Axes.

Offset
This tool takes all the edges of a selected face, or a series of connected edges in the same plane, and offsets them. 1. Start with a form like this.

4.

Now the scale box is 2D, and aligned to the sloped face. If the axes are not displayed, turn them on by selecting View / Axes. Red and green are aligned to the face edges, and blue is normal to it.

2.

Activate Offset (Tools / Offset, hotkey: O).

3.

Select the top face and press Enter. Click a point on one of the edges, and move the cursor inward. Click to place the offset face inside the original. This creates a new face.

5.

Use Ctrl/Option and a corner handle to give the box a draft angle.

4.

Repeat this to create another offset face, and Push/Pull up the middle face to create a parapet or roof railing wall.

6.

If you plan to continue working in this file, the axes should be reset or you will get unexpected results when creating new objects. Move the axes back to their original location by right-clicking on any axis and selecting Reset. If you want to start the next exercise in a new file, the axes automatically reset.

54

The Basics

5.

Orbit around to the back wall and create an arched doorway. Offset can also be used on a series of edges, rather than an entire face. Select all edges of the doorway, not including its bottom edge.

Axes
This tool can move the origin and/or change the orientation of the axes. 1. 2. If the axes are not displayed, select View / Axes. Draw a box with a sloped face, based in the default red-green plane.

6.

Activate Offset and create an inner (or outer) doorway shape. Note that the two ends of this edge chain remain connected to the bottom edge. 3. Activate Axes (Tools / Axes, hotkey: X).

NOTE: As with most tools, in Windows you can activate Offset,


then select the face or edges, then press Enter and set the offset distance. On the Mac, you must select the face / edges first, then activate Offset.

4.

We will orient the axes to Face A. Start by locating the origin at the lower left corner.

7.

Push/Pull the doorway face outward and you have a tunnel or covered entry.

5.

The next click defines the red direction. Click the lower right corner.

55

the SketchUp Version 4 Workbook

6.

The last click defines the green direction. Select any point on the top edge of Face A.

TIP: Selecting Place from this menu is equivalent to activating Tools / Axes.

9.

Enter X and Y Move values. For Architectural units, if you want feet, be sure to use the foot symbol; otherwise inches are assumed.

The red and green axes are now aligned with Face A, and the blue axis is normal (perpendicular) to it.

10. Click OK, and the axes move accordingly.

7.

To align the axes with Face B, you could use the same method, but an easier way is to right-click on Face B and select Align Axes.

11. To move the axes back to their original location, right-click on any axis and select Reset.

8.

You can also move and/or rotate the axes by specified values. Right-click on any axis and select Move.

Were now back where we started.

56

The Basics

Displaying and Smoothing Edges


This sections covers ways to show, hide, and soften edges of curved objects. When you are creating curved objects, such as spheres, cylinders, etc., SketchUp enables you to display and manipulate these objects either as faceted objects, or as smooth, single objects. 1. Create a flat plane, with two vertical, 8-segmented arcs. Use Line to connect the first set of arc endpoints. Create the first two faces (triangulate the surface) by adding a diagonal line.

3.

Right-click on any interior edge and select Hide. The edge disappears.

4. 2. Continue in this manner along the remaining segments until all 16 faces have been created.

Hiding edges does not change the structure of the adjacent faces. Activate Select and select either face next to the edge. Each face remains a separate object.

5.

Select a few more edges and hide them by selecting Edit / Hide. (You could also right-click and select Hide, or press hotkey: H.)

NOTE: If any faces appear in the Face Back color, you can change this by selecting them, right-clicking, and selecting Reverse Faces.

There are two ways to control edge display: hiding and softening. First we will look at hiding.

57

the SketchUp Version 4 Workbook

6.

For another easy way to hide edges, activate Erase and press Shift. You can click individual edges or press and drag over the edges you want to hide. Use this method to hide interior and exterior edges along one side of the arc.

9.

To redisplay a hidden edge, right-click it and select Unhide.

7.

Unlike softened edges (as we will see later), hidden edges are always hidden, no matter how you orbit the model. This means that profile lines may be hidden. Turn on Hidden Line display (hotkey: F6).

10. Blank the hidden edges again (F4), and you can see the edge you made visible.

11. To display all hidden edges, select Edit / Unhide / All. The edges that were hidden are invisible. Even if you orbit the model, you will not see these edges; its profile lines are hidden.

8.

Return to Shaded mode. To see the edges that were hidden, select View / Hidden Geometry (hotkey: F4). Hidden edges appear as dotted (not dashed) lines.

Softening edges is similar to hiding them, but can be used for smoothing as well. 12. Right-click an edge and select Soften.

58

The Basics

13. The edge is invisible. But in contrast to hiding the edge, a softened edge joins the adjacent faces into one face. Verify this by using Select.

16. Move the slider from 0 degrees to the other end (180 degrees) to see how the edges disappear.

14. To soften several edges,. activate Erase and press Ctrl/Option. Note that in the area where the edges are softened, the arc face looks smooth. 17. At a certain angle, all the edges will be softened, resulting in one, smooth face. Now this face can be selected and manipulated as one face - it is no longer faceted.

15. You can also soften a group of selected edges. Select all the remaining edges of the arc face, right-click on one of the selected edges and select Soften/Smooth Edges. The Soften Edges window has a slider that you can use to control which edges are softened. (You can also display this window by selecting Window / Soften Edges.) 18. Deselect the Smooth normals option. The edges are still hidden, but the face now looks faceted. It still acts as one face, however, because this option only controls appearance.

When Angle Between Normals is zero, no edges are softened. When Smooth normals is checked, the resulting faces lose their faceted look.

59

the SketchUp Version 4 Workbook

19. Turn on Hidden Line display (F6). Unlike hidden edges, softened edges are always visible in profile. You can orbit the model and always see the profile lines.

22. Blank the softened edges (F4), and erase the window cutout.

20. Return to Shaded display. Display the softened edges by pressing F4 or View / Hidden Geometry. Softened edges are shown as dashed lines, as opposed to hidden edges which are dotted. Draw a few lines between the midpoints of these edges.

23. The remaining edges lie within existing faces (even though you cant see the faces themselves). You can soften these edges as well - select them all, right-click, and select Soften/Smooth Edges. Make sure Soften coplanar is checked - this softens any interior, coplanar edges

21. Draw three more lines to create a small window in one of the faces. This would not be possible to do if the softened edges werent displayed.

60

The Basics

24. You can unsoften edges that you cannot see. Activate Erase, and press both Shift and Ctrl/Option. Hold and drag the cursor over a few edges, which become highlighted.

Display the Component Browser (Window / Components, hotkey: Shift + C). Open the Shapes category and click one of the spheres..

25. To unsoften specific edges, you need to be able to see the edge first. Press F4, then right-click on an edge that is still softened. Select Unsoften. 26. To unsoften all edges, select them all using the selection window you used before. Right-click and select Select/Smooth Edges, and make sure the slider is set back to zero degrees.

Click anywhere in the drawing to place the sphere.

Displaying hidden geometry (F4) will show you how this object is actually constructed. You can unsoften the edges to get facets.

Try it Yourself
Start with a sphere component and explode it. Manipulate the hidden edges so that you can delete the lower half, then pull down the base to get this result.

Softening edges is an extremely useful tool for controlling display and changing the object face structure.

61

the SketchUp Version 4 Workbook

Annotation Tools
SketchUp provides two ways to add descriptions to your model: text and dimensions.

complete the text. (Pressing Enter only once starts a new line of text.) The text now appears as one line, in the selected font and color.

Text
Text can be placed in your model in two ways: attached to geometry or floating in space. 1. Start with a building like this:

5.

2.

Before creating text, we will set the type of text to be used. Open the Model Info window to the Text page, and make sure Leader is set to View Based, and End Point is set to Closed Arrow. For the font and color, use whatever you like.

For the next object, click the face shown. When you first click a surface or edge (as opposed to blank space), you are creating a leader. By default, the area of the face is listed as the text, but this can be changed. Click a second point to determine the location of the start point of the text.

3.

Activate Text (Tools / Text, hotkey: T).

6.

You can now overwrite the area text. Type East Wing and click outside the text area to complete the text. (Pressing Enter twice also works.)

4.

For the first text object, click anywhere in the blank space in front of the building. Type something like Proposed Museum and press Enter twice to

62

The Basics

7.

For the next text object, click on the sloped roof face shown. Then double-click where you want the text. Overwrite the area with 8:12 Roof and press Enter. This creates text with a hidden leader.

10. You can also fix a leader to an edge. The default text for edges is the measured length. Overwrite the text with something like Optional Roof Deck. (Like with a face, if you double-click the text location, you will get a hidden leader.)

8.

To display the leader for this text, right-click on the 8:12 text and select Entity Info.

11. The type of text weve been using is view-based, meaning that it always tries to maintain its orientation relative to where it was originally placed. If you orbit so that any leader line is hidden, the entire text object disappears.

9.

In the Entity Info window, change Leader to View-based.

12. Open the Model Info and change the Leader to Pushpin and the End point to Dot. This setting affects text drawn from now on - it doesnt change whats already there. (There are ways to change existing text, as well see.) Now the text has a leader.

63

the SketchUp Version 4 Workbook

13. Add the two objects shown below to the other wing. Note the different leader end point.

16. To see the difference between view-based and pushpin text, orbit the model to partially hide the west wing. View-based text disappears when its leader line is hidden, but pushpin text remains visible even when text and/or leaders are partially hidden.

14. While you are in Text mode, you can move any text object. Click on West Wing once, then click again to relocate it.

15. You can also edit text. Double-click on 8:12 Roof and change it to 6:12. Click outside the text area to implement the change.

Because of these differences, view-based text is appropriate for presenting still shots from certain angles, in which you dont want irrelevant text cluttering the view. Pushpin text is good for overall studies and plans, in which you want all text available at all times. This type of text should be moved using axis direction inferences, so that you dont inadvertently move it to another plane. 17. In addition to moving and editing existing text, you can also change a text objects type. Activate Select and select two of the view-based text objects from the east wing.

TIP: Another way to change text is to right-click on a text object and select Edit Text (Mac: Edit).

18. There are two ways to change these objects. One is the Model Info window: choose Pushpin and Open Arrow. Then click Update Selected Text.

64

The Basics

The other way you can change objects is via the Entity Info window, as youve seen. This way you can also see how many objects are selected.

20. You can also create text directly on a face or edge, so that no leader is attached. Activate Text again, and double-click on the front center face. Type South, then press Enter and type Facade. This creates two separate text lines. Press Enter twice to finish.

Either way, the selected objects now have open arrow leader end points. This type of text object has a hidden leader line, which can be changed using the methods youve already seen. 21. Text objects that are anchored to faces or edges stick to those faces when they are moved. To verify this, Push/Pull the south facade forward; both of its text objects (South Facade and Optional Roof Deck) move with it.
TIP: As you probably figured out, you can change all text objects by using the Select All Text button in the Model Info.

19. To verify that these are now pushpin objects, orbit around and note that they do not disappear when their leaders are hidden.

22. Do the same for the West Wing face; both the text and leader move.

NOTE: For a single text object, you can also change its leader type or arrow by right-clicking on it and selecting Leader or Arrow.

65

the SketchUp Version 4 Workbook

Dimensions
You can add dimensions to your model to show exact measurements.

dimensions in Millimeters. Use a Precision of 0.0, so that the dimension will have one decimal point. Deselect Display units format, so that the mm will not be displayed on every dimension.

Creating Dimensions
This section focuses on ways to create and place dimensions. Dimension display and properties will be covered in the next section. 1. Start with a form like this.

The dimension text should now reflect the new unit settings.

2.

Now to add some dimensions to this form. Activate Dimension (Tools Dimension).

3.

The first dimension will be created between two points. Select the points shown below. Then move the mouse in front of the building and click to place the dimension text. Leave enough room for more dimensions closer to the building.

5.

Create the next dimension from the right wall to the arc face, by selecting the two points shown.

4.

The dimension is listed in whatever units are currently set (shown above in Architectural). Open the Model Info to the Units page and select Decimal

66

The Basics

6.

Create a similar dimension on the other side of the arc face. When locating this dimension, use the dotted inference line to align it with the corresponding dimension on the other side.

8.

You can also dimension an edge with two clicks. Click the edge shown, and pull the dimension to the side of the building.

9. 7. While Dimension is still active, you can move existing dimensions. Drag all dimensions closer to the building.

Create the vertical dimension the same way, aligning it with the previous dimension.

TIP: You could also use the Move tool to do this.

10. Dimensions are objects that can be moved, copied, rotated, and hidden like other objects. Select the two dimensions shown below, and press H to hide them. (Or select Edit / Hide, or right-click and select Hide.)

67

the SketchUp Version 4 Workbook

11. To dimension the lower arc, click it and click again to place the dimension.

14. The model is starting to look cluttered, so its a good idea now to modify the display. Open the Model Info to the Dimension page, and check Hide when foreshortened.

12. If the R prefix does not appear with the radius dimension, you can attach it. Open the Model Info window to the Dimension page, and check Show radius/diam prefix.

15. With this setting, dimensions oblique to the viewing plane are hidden. Orbit to a more vertical view, and the dimensions on the red-green plane will disappear.

The dimension now has the prefix.


TIP: You can use the slider on the Dimensions page to control the angle at which dimensions will disappear.

16. To dimension the arc face, first display hidden geometry. Click on one of the dashed line at the center of the face, then turn off hidden geometry. 13. Dimension the upper arc the same way.

68

The Basics

17. In addition to dimensioning in the red, green, and blue directions, you can also create parallel dimensions. Move the cursor in a perpendicular direction away from the selected edge; the parallel dimension inference line is magenta. Do not click to create this dimension.

21. Once a dimension is created, you can still change its orientation. Click the dimension on the chamfered corner and move the mouse so that it is aligned with the front edge dimension.

18. Move the cursor down and click to create a vertical dimension - one that is more likely to appear in a drawing.

22. For the next dimension, click on two center points of the cylinders at the top.

19. Use the same edge to create a horizontal dimension between the midpoints of the upper and lower arcs.

23. To dimension the circle itself, click the edge, then place the dimension. By default, circles are assigned diameter dimensions, with a DIA prefix.

20. Next, create a parallel dimension along the chamfered corner. 24. Change this diameter to a radial one, by right-clicking on it, selecting Type, and selecting Radius.

69

the SketchUp Version 4 Workbook

The dimension now has the R prefix. This method can be used on both arcs and circles.

The R symbol is now gone. Note, however, that this affects all radial and diameter dimensions, so be careful when changing this option.

25. You can add prefixes and suffixes to dimensions without changing their numerical value. To edit the dimension, double-click on it, while in Dimension or Select mode. (You can also right-click on it and select Edit Text.) Type Radius <> Typ. The angle brackets are placeholders for the dimension value - the number will remain intact, located in between the suffix and prefix.

27. To dimension the height of the cylinders, select one of its hidden edges (F4) and move the cursor to the side to create the dimension.

The dimension text now contains the extra text. But the R symbol is still there, which is no longer needed.

28. As you would expect, changes to the model cause dimensions to update. Push/Pull up the circle whose height you just dimensioned to see this dimension update. Note also that the dimension between the cylinder center points does not change, but its leader lines update.

26. Open the Dimension page again and deselect Show Radius/Diam Prefix.

70

The Basics

29. Use Measure or Scale to change the scale of the entire model. All the dimensions will update.

Each dimension is now aligned to the plane in which it lies. This is typical of most CAD programs, but can be a bit hard to read unless you are directly facing the dimension.

3.

Change the alignment to Above.

Dimension Display and Properties


Some display options and dimension properties were covered in the previous section, but this section will cover the rest. We will continue with the same model. 1. Erase or hide all dimensions except those shown. The dimensions are now located above the dimension lines.

4. 2. By default, so far the dimensions have been aligned so that you can always view them facing you, no matter the orientation of the model. To change this, open the Dimension page and check Align to Dimension Line, and set alignment to Centered.

Change back to Horizontal on Screen, and change the Arrow Heads to Dot.

71

the SketchUp Version 4 Workbook

The dimensions are all aligned to the viewing plane, and end in dots at the witness lines.

Now the dimension you edited will appear in the problem color. In addition, any dimensions that are not accurate to the specified precision will now have a tilda (~) symbol.

5.

We will now explore dimension overrides. Double-click the dimension shown and type in a different number. This dimension is no longer numerically accurate.

7.

Note that only the edited dimension text itself, and not the witness lines, appear in the problem color. This indicates that the dimension itself is still valid, only the number is wrong. You would also see the problem color if you changed the dimension to text, or added a prefix or suffix without using the <> format described in the previous section. To remove the tilda symbols, you can always increase the precision. Open the Units page and increase the Precision to several decimal places.

6.

With the current settings, we cannot tell if there are any problems with dimensions, such as overridden numbers. To change this, open the Dimension page again and check Highlight non-associated dimensions. Set a color that is easily visible, such as red.

The dimensions are now more accurate. The edited dimension does not change, however, it remains how it was edited.

72

The Basics

8.

To remove a dimension override, simply delete its text. Double-click it, and press Delete to remove the text.

10. Use the Measure tool, as described in the previous section, to change the dimension shown to a whole foot value, and to scale the entire model accordingly. This dimension does not include zero inches, which you would want on actual plans.

The dimension now reflects the actual number, to the correct precision. 11. Back in the Units page, check Force Display of 0.

The zero is now displayed. 9. Now change the units to Architectural, Precision = 0, and do not check Force Display of 0.

The dimensions are now in inch-foot, rounded to the nearest inch. Most or all of these dimensions will have a tilda symbol since the precision is low.

12. Another way to avoid clutter is to hide dimensions when they get too small to display. In the Dimension page check Hide when too small. Use the slider to adjust the display tolerance.

73

the SketchUp Version 4 Workbook

13. Zoom out on the model, and note how dimensions disappear when they are small enough.

Dimensioning Using the Text Tool


If you worked through the Text exercise, you have seen how this tool can be used to label dimensions. Depending on what start point is selected, you can label coordinates, edge lengths, and areas. 1. Start with a form like this and activate Text. For the first point, select one of the corner points. Drag out the text, and by default it is a label of the X, Y, Z coordinates of the point.

2.
WARNING: Be careful when using this option, because you might create dimensions that immediately disappear!

To get an edges length, click the edge.

Lastly, we have already seen how dimensions are associative to the model, and update with changes to geometry. But what happens when the geometry used to create them disappears? 14. Cut a chamfer on the other front corner. The two dimensions that are affected are those that referred to the corner that was eliminated. These dimensions appear in the problem color, and not just the text itself. The witness lines are problematic as well, since it is no longer clear what they reference.

3.

Unlike dimensions, the Text tool creates labels, which are not associative to the model. If you make geometric changes, or change units, the text does not update. To demonstrate this, change the units to display the unit format (i.e. cm). Create another edge label, and it includes the format. The previous labels do not change.

74

The Basics

4.

Click a face to get its area.

Using the Axis Tool with Dimensions


Dimensions are relative to the current axes. If you need to create dimensions relative to a different set of axes, you can use the Axes tool. 1. Start a new file, and turn on the axes display. Create a box. Activate Axes (hotkey: X) and create a new set of axes, not perpendicular to the previous axes.

5.

If you click within a curved face to get its area, you will get the area between hidden edges - not the entire face. (You may have to zoom in closely to get the On Face constraint, since there are hidden edges and endpoints within this face.)

2.

In the new system, create a rectangle.

6.

However, labeling a circular edge will give you the entire length. Be sure to click within one of the circle segments, and not on one of the segment endpoints.

3.

Create dimensions, relative to this new rectangle, from the corner of the rectangle to the closest corner of the box.

4.

Remember to reset the axes.

75

the SketchUp Version 4 Workbook

76

Making Multiple Copies


5. The cutout is not made because the face alignment of this window has already been broken. Resolve the thick-lined rectangle by redrawing any of its lines.

Moving and copying were covered briefly in the Basics chapter, but this chapter will cover it a bit more in-depth.

Basic Move and Copy


This short exercise shows a few ways you can move and copy objects. 1. Create a box with one window. (To make the window, start with a rectangle, Push/Pull it in slightly, and erase the window face.)

6.

Erase the window face.

2.

Select the window (all four faces) and move the window outside the boundary of the front face. It no longer makes a cutout. 7. Select the window again and copy it. The copy also cuts out the window.

3.

Now move the window by clicking one of the inside endpoints, and placing it on the front face. The window now sticks out of the building.

8.

Copy a window to the side face, to which it aligns and cuts.

4.

Move the window back to the front face by dragging one of the outer endpoints (or any point on the front of the window) to the front face.

77

the SketchUp Version 4 Workbook

Alignment to faces works only when copying, not moving. If you had moved a window to the side face, it would not have aligned to or cut the face. To do that, you would need to rotate, then move, the window.

4.

Draw an arched window. Make it small enough so that several copies can be made in the red direction, and one copy in the blue direction. Make one copy in the red direction.

Multiple Linear Copies


If you want to make repeated (array) copies, you can easily do this using the Move tool. 1. Start out with a new box. Use Measure to scale this edge to 20. 5. As long as Move is still active, you can play with the spacing and number of copies. Look at the VCB to see the delta distance you just used. (Of course, what appears here depends on your model.)

6.

Type a larger spacing and press Enter. If you are using feet and inches, you do not need a space or dash - just type something like 76. (76 would also work, as would 7.5.)

2.

Use Measure again to create a construction line 10 above the bottom, and adjust the box height to meet the construction line.. . .

The copied window moves a bit farther from the original.

3.

Verify the height by checking one of the vertical edges in Entity Info.

7.

To make more copies, type 4x and press Enter. This creates 4 copies at the same spacing, for a total of 5 windows.

78

Making Multiple Copies

8.

The spacing is too far apart, so type a spacing that will bring the windows closer together. Rather than type in feet and inches, you can also type in decimal feet, like 4.75.

11. If you need to, adjust the vertical spacing. The second row from the top should be located slightly above the top of the box. The bottom two rows should both be within the face of the box.

9.

There are still too many windows, so type 3* (you can use * or x) to make 4 windows.

12. We will now create another two-story section. Use Offset inward and Push/Pull this new rectangle upward so that it will contain the upper windows. Erase the outer windows in the top 2 rows.

10. Select the 4 windows and use Move to copy them upward (blue direction). Type 3x to create three copies of the row of windows.

13. The upper windows are not flush with the vertical face. Select these 4 windows, and activate Move. Here we will use a double constraint. Click any point on the front of any window. . .

79

the SketchUp Version 4 Workbook

14. . . . and Shift-lock them along the axis perpendicular to the vertical face.

17. Draw a small circular window at the top left corner of the front face.

15. With Shift pressed, move back to the vertical face, and click when the double constraint is indicated.

18. Select and copy this window anywhere. As long as Move is active, you can specify a relative distance by using angle brackets. Type <3,0,2> to make a copy at a 3:2 slope.

16. Resolve each window to this face and cut them out.

NOTE: Distances are entered in order of red, green, and blue directions (as opposed to x, y, z). If your face was in the green-blue plane, you would type <0,3,2>.

19. Type 3x to create 3 copies.

20. Change the slope to <3,0,1>. Linear array copies are not limited to orthogonal (horizontal or vertical) directions. The remainder of this exercise will focus on sloped copies.

80

Making Multiple Copies

21. Add more windows along this line by typing 5*.

25. Now adjust the first-to-last spacing so that all windows fit within the face, and create 7 windows.

In case you hadnt already noticed, there is always one copy in the highlighted color. When manipulating numbers of copies and spacing, the highlighted copy is the first copy in the row. 22. When changing the spacing between copies on a slant, the distance is the absolute distance (along the slant) between copies. Try something small like 1.5.

The window line looks good, and now the roof needs to be adjusted to accommodate it. 26. The slope of the window line is known (1:3), so we can draw a construction line with this slope. Activate Protractor and set a 1:3 construction line from the horizontal edge.

23. In this case, the most useful copy method is probably to set the distance to the last copy and adjust the number of copies in between. Change the spacing to something large like 15. (There are still 5 copies, but each one is spaced at 15 so they might not all fit on your screen.)

27. This method is fine for cases in which the slope is known, but lets assume the slope is not known. Erase the construction line, or undo it with Ctrl/Cmd + Z. 28. Draw a construction line between the lowest endpoints of the two outer circles. Place an offset copy of this construction line at the corner point shown.

24. Enter 4/ to create 4 equal divisions between copies (5 total windows).

29. Move the edge shown by dragging its endpoint to meet the construction line.

81

the SketchUp Version 4 Workbook

30. To create the remaining window cutouts, you have to resolve each circle to the face by redrawing one of its segments (you may have to zoom in very close to do this).

2.

Use Move with Autofold. to move the center point up (in the blue direction).

31. Use similar steps to make a beam along the roof, and create a copy of the beam above each circular window.

TIP: You can create this shape without using Autofold, if you create all six faces before moving the center point.

In this case, Autofold saves you from the lengthy task of creating 3 extra lines!

3.

Now well use a Boolean subtract function - using one shape to cut volume from another. The cutting shape will be a copy of the original one. First complete the bottom face. Then create a copy of the roof slightly below the original.

Multiple Rotated Copies


There are several ways to make rotated copies of objects. To demonstrate this, we will build a gazebo. 1. Start with the roof - use the Polygon tool to draw a hexagon. Place in the red-green plane, not aligned to either axis. Draw a line connecting two opposite corners, and a line from the midpoint of this bisecting line to any corner.

82

Making Multiple Copies

4.

Edges are not automatically created at face intersections. With the copied form still selected, right-click on any face of it and select Intersect with Model.

6.

The first object to be copied is a window shape in the roof. Use Offset to create a small triangle in one of the roof faces. Select the triangle and activate Rotate. Use Shift-locking to keep the protractor flat and place it at the center. Make the first rotated copy by clicking two adjacent corner points.

This creates the 6 intersection lines we need.

In this example, the rotation angle was known, and appears in the VCB. The angle is 60 degrees, which is 360 divided by 6 faces. You could have entered this value manually, but the reference point method is useful for cases when you do not know the exact angle.

7.

Because five total copies are needed, type 5x (or 5*). To cut openings, use Push/Pull to push one triangle through, and double-click on the 5 other faces.

NOTE: Of course, you could also draw these 6 lines manually.

5.

Now use Erase to delete everything that extends past the bottom of the roof. Erase the center of the bottom face as well, and you now have a roof with some thickness.

83

the SketchUp Version 4 Workbook

8.

Now onto the base of the gazebo, which will be a set of hexagonal walls. Use Offset, Erase, and Push/Pull as needed to create the base.

12. Now type 6/ to specify 6 divisions between copies. For a 360-degree rotation, this also means 6 copies. Press Enter, and the arch appears (uncut) on each face.

9.

Create an arched opening on one wall. 13. Remove the arch faces.

10. Select the arched doorway. In this case, you should switch to Wireframe to verify whats selected.

11. Activate the Rotate tool. Set the protractor as before, and create a rotated copy anywhere. You could pick two corner points as before to set the rotation angle as before, but lets do it another way. Type 360 for a full-circle rotation, and press Enter.

84

Intersect and Follow Me


3. The first way to use this tool is the real-time way. First, activate Follow Me (Tools / Follow Me). Then select (click and release) the cutout face as the face to drive along the path.

Follow Me
This tool basically takes a flat face of any shape, and drives it along a path. In other CAD applications, this is called extruding or driving.

Basic Follow Me
This exercise will show you several ways you can use Follow Me. 1. Start with a form like this - a box with an arc form pulled up part-way. 4. Move the cursor to the back endpoint shown. . .

2.

Use 2 arcs to create a cutout section in one corner of the box. This is the section that will be used in Follow Me, in a few different ways. 5. . . then move it along the back of the box.

85

the SketchUp Version 4 Workbook

6.

Move along the opposite edge and back to the point from which you started. It might be a little tough to get this point since the cutout shape starts before this point. If you miss it, try approaching slower or from a different angle.

8.

Undo to restore the top edge of the box. Try the real-time Follow Me again, using the edges shown. Dont leave out Edge 11, which takes you back to the start point.

7.

Click at this point, and the section is removed. Here is the result - the cutout is made along the entire path.

TIP: You can also hold and drag the section all the way around. Activate Follow Me and click on the section, without releasing the mouse button. Keep the button pressed and move along the path. When you release the mouse, the cutout is made.

The real-time, dragging method is great in some cases, but as youve seen, its not always so easy to pick the path. Also, the driven section must be connected to the path and must meet it at the path endpoint.

86

Intersect and Follow Me

9.

Undo again. The next method shows how to set the path ahead of time. Use Select and select all edges along the top (5 edges total).

12. Activate Follow Me and use the same cutout section - the same results as before. But with an unusual path like this, its an easier way to make sure you get a clean, closed result.

10. With the edges selected, activate Follow Me. Then select the cutout section. This drives the section around in one step.

13. Undo. If you plan to drive a section around a face, you dont have to select each edge in advance. Use Select to select just the top face.

11. Undo, and pre-select the 11 edges you used before.

14. Then activate Follow Me and select the section - the cutout goes all along the face.

87

the SketchUp Version 4 Workbook

15. Undo and use the face-select method with a side face. This is the result:

NOTE: If you switch back and forth between faces a few times, you can create the cutout on both faces!

The Alt/Cmd-face method is convenient, but only works on sections immediately adjacent to the driven section. 18. Now we will see how driven sections affect the forms on which they are created. Undo to erase the arc section and draw a small circle at the corner shown.

16. Undo again. If you want to drive around a face, you dont have to pre-select it. With nothing selected, activate Follow Me. Select the section, press Alt/Cmd, and select the top face. Do not click yet.

19. Use Follow Me to drive it around the top.

17. With Alt/Cmd still pressed, move the mouse to the side face and click.

88

Intersect and Follow Me

20. Now erase or hide one of the side faces. Because the circle section was partially inside the building, you can see the quarter-circle section sticking into the room.

23. One way to use Follow Me so that the driven section does not affect the form on which it sits is to use groups. Undo the last action and select the section face. Make it a group by selecting Edit / Make Group or using hotkey: G.

21. Undo and create a section like this, with no part inside the building.

24. When using Follow Me on a group, you need to pre-select the path. So, select the top face or select its edges.

22. Drive this section along the top. Now the section has dragged the walls out with it. 25. Activate Follow Me. The section to drive is within the group, so right-click the section and select Edit Group.

89

the SketchUp Version 4 Workbook

26. Select the face.

28. If you pre-select the path, the path does not have to touch the section. As an example, well create a moat around the building (a very useful thing no doubt). Create a rectangular section with an arc cutout.

Within the group, the section is driven around the top. 29. Use the bottom face for the path (be sure this face is not subdivided by any edges) and drive the moat section around. With this result, the intersections between the straight and curved portions are not clean.

27. Right-click outside the group and select Close Group. The top looks like it did before, but if you look inside, youll see that the vertical walls of the room remain unchanged.

90

Intersect and Follow Me

30. To find out why, undo the last action. Offset the bottom face to the moat sections midpoint. Heres the problem - the intersections here are not clean.

To get perfect results here, the offset edges should actually extend to the far edge of the section.

31. Extend the lines to meet the arc segments, and heal the face.

32. Now use the edges of this face for the moat section. You may get a warning message that the path does not meet a corner of the section, but in this case the results are fine. The intersections are cleaner, though still not quite perfect.

91

the SketchUp Version 4 Workbook

Follow Me with Components


The previous exercise showed how you can avoid stickiness with Follow Me by using groups. You can also use components for the same effect, with the advantage that you can reuse sections repeatedly. A good example is the use of moldings. 1. Start with a box with a molding section like this:

3.

Undo, and select the molding face. Make it a component by using the icon or selecting Edit / Make Component. (Or right-click on the section and select Make Component.) Assign any name and be sure that Replaced selected is checked.

2.

Use Follow Me on this section along the top of the box. This cuts material from the top of the box, and doesnt create a molding inside the box.

The section now has a bounding box, like it would as a group.

4.

If the Component Browser is not open, press Shift + C or select Window / Components. The browser opens to the In Model folder, which contains the molding section you just created.

92

Intersect and Follow Me

5.

To drive this component around the top of the box, first select the top face or the 4 top edges. Then activate Follow Me. Right-click on the component and select Edit Component.

8.

In the browser, you can see that the component has changed - it used to be a 2D section, now it is the entire molding.

9.

Look up from the bottom - the molding appears on top of the box walls and ceiling.

6.

Select the molding face and it proceeds along the top face.

7.

Right-click outside the molding and select Close Component. (You can also click outside the component bounding box.) Here is the result from the outside - the box remains closed on top.

If you have standard moldings (or other sections) that you use frequently, they should be placed in a component library for easy importing. The edited (3D) molding would still appear in the In Model tab, but the original molding section would be preserved in the library.

93

the SketchUp Version 4 Workbook

Round Objects
By extruding a face along a circle, you can create rounded, or lathed, objects. 1. Well start with the most basic round shape - a sphere. Draw two concentric circles, 90-degrees apart. Select one of the circles.

4.

Select the circle, activate Follow Me, then select the arc shape. The sphere is created.

5.

To create a hemisphere, start with the same arc shape as before. Draw a perpendicular circle of any size at the midpoint of the arc shape line.

2.

Activate Follow Me, and select the other circle. The one you just selected is driven around the first one.

6.

Select the circle and activate Follow Me on the arc shape, to create the hemisphere.

3.

If the circles are different sizes, you will have to erase one of them. Depending on your selection order, you would erase a circle outside or inside the sphere. For another way to create a sphere, start with a half-circle arc closed by a line. Draw a circle perpendicular to the arc shape. The center point must be aligned with the line, but does not have to touch it. The circle can be any size, as long as its center point is located correctly.

7.

Where you place the circle affects the outcome of the extrude. Make a shape like this.

8.

Place a perpendicular circle at the corner point shown.

94

Intersect and Follow Me

9.

Use this circle to extrude the shape, and this is the result, shown in X-Ray mode (F9). The rectangular cutout is in the center of the object.

12. Heres a funny aspect of Follow Me. Change the circle to a semi-circle. Use Follow Me along the 180-degree arc. If you look closely, you can see that the start and end faces are not flush.

10. Undo, and move the circle to this corner point.

13. Undo, and make sure nothing is selected. Activate Follow Me and select the face, then extrude it manually along the arc. Now you can see the problem - the face is Push/Pulld along the first arc segment, and after that the extrusion is curved. So, arcs dont always give you the results youd expect.

11. The extrusion this time has the rectangular cutout on the outside and the curved portion on the inside.

To remedy this, you can try an arc with many more segments. Youll still get an extrusion thats not exactly 180 degrees, but itll be closer. The disadvantage is that more segments make for a more complex, and therefore slower, model. Another way is to use the slice and copy method. This will give you the exact shape you want, but takes a bit more work. This is shown in the exercise "Domed Apse" on page 247.

95

the SketchUp Version 4 Workbook

Intersect with Model


These easy exercises are a good introduction to Intersect with Model. This tool basically enables you to perform solid Boolean functions - combining, intersecting, and/or subtracting one solid from another.

4.

To verify that these edges were created, delete the portions of the freeform body that extend past the arc wall on either side.

Cutting and Embossing


This exercise shows how you can use Intersect with Model to create the edges needed to make cutouts. 1. Use Arc and Offset to make a shape like this. Place a construction point at the arc center. 5. Now erase the faces inside these edges, on both sides of the arc wall. The result is a solid arc wall with a solid cutout.

2.

Orbit to face the front of the arc face, and use Freeform to create a shape like this, centered around the construction center point.

6.

3.

Pull the shape back, and make a wall from the arc. To find the intersection edges, select the arc wall (or at least the front and back faces of it), right-click and select Intersect with Model. (You can also find Intersect with Model on the Edit menu.)

Embossing is similar. Use Undo to return to the step before the intersection edges were created. Switch to X-Ray mode (F9) and Push/Pull the freeform body so that it stops inside the wall.

7.

Select the freeform body and make a few rotated copies around the arc center.

96

Intersect and Follow Me

8.

The intersection edges are only needed on the outer face of the arc wall. Right-click on this face and select Intersect with Model. Erase as needed to get an embossed effect.

Arch Cutouts Using Groups


This exercise is similar to the previous project, but uses an arch form to create intersecting cutouts. The result is a vaulted ceiling. 1. Draw a box with a keyhole-shaped archway on one side. Push/Pull this arch out, and add a dividing line to separate it from the box.

Project: Intersecting Arches


This project is pretty straightforward - intersecting two arches that meet at a 90-degree angle. Here are some guidelines: 1. Start with one arch form and rotate-copy it 90-degrees about the midpoint. (Rotating is easy when you display hidden geometry.) Use Scale to make one archway taller, and use Intersect with Model to get the intersection edges. Delete everything in the openings - selection windows are very helpful for this. Recreate and erase edges as needed (sometimes easiest to do in X-Ray or Wireframe mode). 2. Now we need to move the cutout all the way through the box. Try selecting it and moving it as is - it can only move side-to-side.

2. 3.

NOTE: You could move it into the box using Autofold, but this would push in the side of the box as well!

3.

Undo the move, and with the arch still selected, make it into a group. Now that the arch is no longer sticky, you can move it into the box.

97

the SketchUp Version 4 Workbook

4.

Make a 90-degree rotated copy of the group.

6.

Undo until you return to the step in which you had two arch groups. Select both groups, right-click and select Explode.

How to get the center of rotation? Hover over midpoints of two adjacent edges of the box. Then move the cursor to where they should intersect on the top face of the box - you should be able to snap to that point.

5.

Run Intersect with Model and erase the arch groups and arch faces on the box. Because the cutouts were grouped, no part of them remains inside the box when they are deleted.

7.

Run Intersect again, and erase and clean up to get an arcade.

To solve this, groups must be exploded before creating intersections. (This is also true for components.)

98

Intersect and Follow Me

Try it Yourself
Use the method described above to create a six-sided arcade. Use cutout groups, rotate-copy them, explode them, and intersect them. There will be a bit more cleanup than the previous four-sided case.

2.

Create a narrow, tall box that can be used to cut grill holes.

3.

Select the box and make it a component. Assign any name, and be sure that Replace selected is checked.

Cutting Using Components


This exercise shows how components can be used in conjunction with Intersect with Model. Basically, components work just like groups, and are used when you have objects you want to use repeatedly. 1. Create a form like this, using lines and arcs, Offset, and Push/Pull. Close the end faces. This will be the grill form that will have several cutouts made. 4. Position the cutter component within the grill, so that it stops in the hollow space. It may be easiest to do this in X-Ray mode (F9).

TIP: You could smooth the long, lateral edges by using Ctrl/Option + Erase.

99

the SketchUp Version 4 Workbook

5.

Make several copies of the component, and open one of the components for editing (double-click on a component to edit it).

8.

Trim the cutter on either side of these edges. You should have 4 faces, representing where the cutter meets the front of the hollow grill shell.

6.

The easiest way to edit this component is to blank everything else. On the Components page of the Model Info window, check Hide for both components and the rest of the model.

9.

Close the component by double-clicking outside it, or right-click and select Close Component.

7.

Select the entire component and perform an intersection. The edges where it meets the grill are created. 10. If you try selecting and deleting the interior faces, you cant do it yet - the grill faces are not yet broken.

100

Intersect and Follow Me

11. To break the face, you to use the components as cutters. Select all of the components and run Intersect with Model again.

Hiding Intersection Edges with Components


This exercise is a neat work-around to the problem of model intersection, in which you cannot find edges on a component when its intersecting face has already been cut. 1. Start with a short rectangular box. Divide the front or back top edge into three segments.

12. Now you can delete the cutout faces.

2.

Select the middle edge and use Move with Autofold to move it up. (If your model does not look like this, you can erase and recreate the needed edges.)

This works because the grill is a hollow shell, and not a full solid. To do the same thing with a solid, you would have to explode each component. The next exercise provides a workaround for this.

3.

We will add skylights to this sloped roof. Display the Component Browser (Window / Components, hotkey: Shift + C). Open the Shapes category and click one of the spheres.

101

the SketchUp Version 4 Workbook

4.

Drag the sphere to the sloped face. Use Scale and Move to place it and make two copies of it along the sloped face. Run Intersect on the sloped face to create cutting edges.

. This should be the result: no intersection edges visible and the components are still in place.

8. 5. Now edit one of the sphere components, select it, and perform an intersection. Some edges are created, but these are just where the sphere intersects with the other spheres. Because the top roof face has already been cut, no edges are created where the sphere meets it.

Now edit one of the spheres and do an intersection. The intersection edge with the whole roof face is created this time.

9.

Erase everything but the face that represents the skylight.

6. 7.

Undo this intersection and close the component. Here is the crucial step: select and Hide (do not erase) all the intersection edges. Do not hide the cutout faces, however! The roof face has to appear whole. The easiest way to do this is to keep Ctrl/Option pressed and use several left-to-right selection windows. Be sure not to create any selection window that would enclose an entire cutout face, or an entire component. With all edges selected, press H or right-click and select Hide.

102

Intersect and Follow Me

10. To make this realistic, open the Material Browser (Window / Material Browser). In the Library, open the Transparent category and click one of the glass thumbnails. Then click the skylight face to apply the glass material.

12. Display the intersection edges you hid before (Edit Unhide / All). Then hide the skylights. What remains are those edges you hid before. Erase the cutout faces.

11. Close the component. The skylights appear on the roof, but you cannot see through them because the roof face is still whole.

13. Then unhide the skylights. Now you can see through the glass into the model.

103

the SketchUp Version 4 Workbook

Combining Follow Me and Intersect with Model


These exercises use both tools, which youll find are very often used in conjunction with each other.

3.

Use arcs and lines to make one molding section like this:

Project: Intersecting Moldings


This project represents something youd probably never actually design, but its useful to know how to handle objects that intersect. Use Follow Me to create two different moldings, then use Intersect with Model to create the intersection edges.

4.

Make the other molding different.

5. 1. Draw a form like this. One type of molding will be used for Edges 1,2, and 3, and another one for Edges 4, 5, and 6.

Use Follow Me to drive the first molding section along half the roof.

2.

Extend the edges and draw two rectangular faces of the same depth. These will be used as the bases of the two moldings.

104

Intersect and Follow Me

6.

Now drive the other molding section along the rest. Here is the house with the 2 different, overlapping moldings. Looks rather messy, but cleaning up will be easy.

Viewed from the outside, the interior corner should also look clean.

Project - Creating a Wall Niche


Use Follow Me to create a rotated form to use as a cutout, and use Intersect with Model to make the cutout.

7.

Clean both molding intersections using Intersect with Model, then deleting overhangs.

1.

For the interior corner, you can hide the top face of the house and work from the inside, or work in X-Ray mode..

Make the cutout using an arch shape, driving it around a circle using Follow Me. To easily find its center later, place a vertical construction line at the center point.

105

the SketchUp Version 4 Workbook

2.

Create a box, and use the cutouts construction line to move the cutout halfway into the box.

Project - Creating a Faucet


Use the Intersect and Follow Me tools, along with components to create a faucet.

3.

The rest should be easy, using Intersect with Model.

Your faucet can use a different base, different handles, different number of handles - a different look altogether. Be creative. There are some loose guidelines laid out below. 1. Start with the faucet base section. In Front view, use lines and tangent arcs to draw the outline of the faucet cross-section. The drive the cross-section around a circle. It will help later if you add a construction line where the center of the faucet will be.

Try it Yourself
Create a niche using a different cross-section.

2.

Now for the faucet handles - each one will be a component. Start with a half-section like this . . .

106

Intersect and Follow Me

3.

. . . and drive it around a circle Place a construction point at its center; it will help later with placement.

7.

Hide two of the handles and run Intersect with Model on the base.

4.

Make the handle a component and make a few rotated copies. The handles overlap at the middle, so use Intersect with Model to trim them.

8.

Hide the other 2 handles and erase the circular cutout faces.

5.

Move the handles into place. 9. Unhide everything and edit a handle. Try performing an Intersect on the handle.

6.

Save the file, naming it something like faucet.skp. We will look at a few ways to create intersection edges, and will need to jump back a few times to the faucet as it is now. The result - nothing happens. The faucet body has already been cut at the intersection, so there is no actual intersection anymore.
NOTE: If you did the exercise "Hiding Intersection Edges with Components" on page 101, you know there is a workaround to this - hiding intersection edges first. Then you could get intersection edges on the handle!

107

the SketchUp Version 4 Workbook

10. Go back to the saved version of the file - there should be no intersections.

13. Revert to the saved file once again. Now select everything - body plus 4 handles - and intersect everything. Hide the handles to see the intersection edges.

11. This time run Intersect on a handle to see where it meets the base.

14. Unhide, and now hide the body. The intersection edges are created on the handles as well. However, these edges are not part of the handle components themselves; they are separate entities.

12. Erase everything on the other side of these edges and close the component.

15. Verify this by editing one of the handles - the intersection edges do not appear.

108

Intersect and Follow Me

16. If you want to trim the handle by these edges, you need to Explode it first. Now the handle can be trimmed.

20. Select the circle and handle and perform an intersection. Then trim the handle on the other side of the circle (and erase the circle itself).

17. Return one last time to the saved file. Now we will see how to create the faucet body as a solid (not a shell), with solid cutouts for the handles. 18. Edit one of the handles and intersect it with the model to get the edges along the faucet body. We will now shorten the handle so that it just barely sticks into the faucet body.

21. Finally, erase the intersection edges you created when you first edited the handle. This is most easily done in X-Ray or Wireframe mode.

19. Use the construction point to draw a circle in the blue direction. Move this circle so that it intersects the handle somewhere between the end and the intersection edges.

22. Close the handle. Now select all 4 handles and copy them straight up at a known distance (i.e. type in 3) Remember the distance, since you will move them back down later.

109

the SketchUp Version 4 Workbook

23. Now explode each of the original handles. We want to keep a portion of each handle, which will not work if the handles remain as components.

25. Now you can move the copied handle components back down, and you have 5 solid pieces.

24. Select the faucet and all 4 exploded handles, and intersect them. Trim away the parts of the handles that protrude from the body and erase the circular faces on the base. What remains are solid cutouts you could use to insert the handles. The faucet body itself is still a solid, making it more realistic than the shell weve seen before in this exercise.

110

Working with Roofs


3. To get the proportions of your house to match this, use Move to move the roof faces down.

Sometimes the most difficult aspect of building design can be roofs. This chapter contains a few simple exercises to show you how simple roof design can be once youre familiar with the SketchUp interface.

Simple Roof and Dormers


This exercise will show you how to create this: The next step is to create a simple dormer. It should be small enough so that you can fit three of them along the long side of the roof. Use axis and point inferences to draw the front, vertical face of the dormer. Then drag a line from the top point straight back toward the roof. Release the mouse when you hit the roof face. This is a double constraint.

4.

1.

Create a basic house form, and draw a line to break the side face.

5. 2. Move the ridge endpoint back, constraining it to the axis in the ridge direction.

Draw the two lower horizontal lines the same way, and complete the dormer form with lines along the roof.

111

the SketchUp Version 4 Workbook

6.

Complete the dormer by creating two pushed-in windows and erasing faces. Youll also have to erase the section of the roof face within the dormer. This is how the dormer should look from inside (hide the side of the face to peek in).

9.

Now copy the three dormers straight back.

10. Use Scale on the three copied dormers to turn them inside out, using a scale value of -1. 7. Select the entire dormer and make a few copies. (In addition to Move, you also use Ctrl+C (Cmd+C) to copy and Ctrl+V (Cmd+V) to paste.)

8.

Copies are automatically aligned to their destination face. Place another copy on the sloped gable. This dormer might not be exactly vertical, depending on the slope you used. But you get the idea - the cutout is still made, and the dormer is still perpendicular to the face.

11. Move the dormers straight back toward the roof (along the axis again), stopping when you get to the face.

The final result - a simple house with 7 dormers.

112

Working with Roofs

Using Offset for Roofs


This simple exercise will demonstrate how to use the Offset tool. This is useful for creating parapets and overhanging roofs. 1. Start with a form like this and use Offset to offset the top face.

5.

Undo what youve done so far, until youre back at the simple building form with no offsets. Add a larger, L-shaped form behind it.

6.

Now offset the six edges shown.

2.

Pull the offset face and the top of the building up. Heal the top face by erasing the extra lines. Note that you can still see a few dots on the top face - these are the ends of vertical lines that can be seen in wireframe. The offset lines still touch the adjacent building Offset correctly constrains all endpoints.

3.

Erase these small vertical lines in Wireframe display.

7.

Push/Pull the offset face upward to create a parapet wall.

4.

Add some approximate ridge lines for a sloped roof and raise them up using Move with Autofold.

113

the SketchUp Version 4 Workbook

Project: Resolving Sloping Roofs


This exercise will show you how to create one roof for the entire house, keeping all roof slopes at the same pitch. Draw the basic form, using parallel and perpendicular constraints to give both wings 90-degree corners. Make Width A larger than Width B, which is larger than Width C.

2.

slope, we need to first create an 8:12 construction line along a face that is perpendicular to H-E. Since Face A is perpendicular to H-E, it will be used to create the construction line. The construction line will then be moved to an appropriate location for raising the roof ridge into place. Use Protractor to draw a construction line starting at Point C. Align the protractor with Face A and align the reference line along C-F.

Save this model as House.skp. This form will be used to explore three ways to make a uniformly sloped roof:

3.

Method 1: Set Slope and Double Constraints


This method is probably not what youd use to actually solve this problem, since its complex and there is an easier tool to use (Follow Me). But its a great way to practice using double constraints. 1. On the house form, draw the two valley lines and three ridge lines. The following references points will be used:

Use the cursor to indicate the direction of the roof angle (above, not below, line C-F), and type 8:12; this ratio is automatically entered in the VCB. Press Enter to create the construction line.

4.

Because the ridge lines will be moved upward using Point E, the construction line needs to be positioned correctly. Move the construction line in the red direction from Point D, to the point where it intersects Line B-E. This is so the slope of the roof will be aligned properly with the center section of the house.

The slope we want to use for all roofs is 8:12. The roof of the main section (between H and E) will be established at this slope first, and the other two roofs will be adjusted to it. To begin, we will want to raise all ridge lines together to the level of an 8:12 slope for the main roof (H-E). To raise line H-E to the proper height for an 8:12

114

Working with Roofs

5.

Select all three ridge lines and move them up by Point E until it meets the construction line.

11. Now spin the house around so that you can see the intersection area that needs to be resolved. The lower point on the chevron apex needs to be moved, but you cant move it as long as the chevron is a single face. Therefore, divide the chevron by drawing a vertical line at the apex.

6. 7.

8.

Because the construction line is no longer needed, right-click it and select Erase. Since well want to refer back to this state of the model later, save the file as RoofIntersections_before.skp. Because its a good rule of thumb to save your model after every few steps, make another copy of this file, which you will continue working in, called RoofIntersections.skp. Now the main sections roof has an 8:12 pitch. The other two roofs, however, have different slopes. Well start fixing this by focusing first on the wider, perpendicular wing. Draw an 8:12 construction line on Face B, from either Point A or Point C. The current pitch is too flat, so fill in the missing material.

12. Use Move to drag the lower middle chevron point to Point E.

9.

13. Now move the outer chevron point to Point F.

10. Push/Pull this chevron face back to the valley intersection with the main roof (Point D).

115

the SketchUp Version 4 Workbook

14. The last (upper) chevron point needs a double constraint to move into the proper position. Start dragging this point along its ridge line (along an axis) and Shift-lock this direction.

17. Now the slope on the interior corner needs to be readjusted. To do this, you need to create a valley line from Point D that lies at the correct angle on the center roof. So draw a line from Point D that is constrained to Face E. Press Shift to lock this constraint.

15. Keep pressing Shift. Because it is the rear face of the center roof (Face D) that will be extended to connect with the modified (higher) roof, place your cursor anywhere on this face. When the line-face constraint appears, click to relocate the chevron point. This will place the point at the correct location along the ridge line to generate the same 8:12 slope as Face D.

18. Now place the cursor anywhere along the center ridge line. Use this double constraint to create the new valley line.

19. To complete this corner, draw the line shown. 16. Clean up the rear face by deleting the extra line.

20. Now erase all extra lines. This roof is now resolved.

116

Working with Roofs

21. Now swing around to face the front of the diagonal wing. Create another 8:12 construction line on this face. This time the roof is too steep. Draw another chevron shape as before, which will be used to remove material from the roof.

25. Drag the chevron point along the ridge line, locking it to the construction line. Constrain this point to Face D.

22. Push/Pull the chevron face back to the valley line of the center roof (Point I). You cant go any further than this point. As before, draw a vertical line at the chevron apex.

26. Erase the extra line on Face D, as well as the construction line. Now the triangular face at the exterior corner is the only one whose slope is not 8:12.

23. Move the top point of the chevron apex to Point H.

27. Orbit to face this area. Move the top triangle point so that it is constrained to the center roof ridge line (in the red direction), press Shift . . .

The lower apex point also needs to be moved, and needs to be constrained along the diagonal roof ridge line. This point can be moved freely along the ridge line, but the ridge line cant be used for a double constraint because it is not parallel to any axis. 24. Therefore, create a construction line along this ridge.

28. . . . and constrain to Face F as well., to match its slope.

117

the SketchUp Version 4 Workbook

29. Erase all extra lines at this corner. Now all three roofs have the same slope. Be sure to save the file (RoofIntersections.skp), because you will use it later.

3.

Replace the front face, and use an 8:12 construction line to draw a triangular face. Push/Pull the triangular face to the end of the house.

Method 2 - Delete and Recreate


This method is a slightly faster way to achieve the same results. It will give you some more practice withe double constraints. 1. 2. Go back to the preliminary file you saved RoofIntersections_before.skp. First well resolve the wider, 90-degree wing. Erase all the edges you know will change (five total). 4. Replace the edges of the center roof, by constraining their endpoints to both the center ridge line and Face A.

5.

The original center roof ridge line is now too long, as you can see in wireframe view. Erase the extra portion of this line.

This deletes all the faces that will change as well.

6.

Orbit to the other side, where the back of the roof needs to be fixed. Move the roof apex point so that it is along line B-E, constrained to Face D.

118

Working with Roofs

7.

Erase any extra lines and replace faces to get the resolved corner.

11. On the other side, the center ridge line was too long and needed to be trimmed. This time its too short. Draw a line between the two points shown to extend the ridge line.

12. This replaces one face of the center roof. 8. That takes care of the perpendicular wing, but the diagonal wing is a bit trickier. Swing around to that side and erase the five edges you know will change.

13. From Point G, draw a line constrained to the center ridge line and the adjacent face. This replaces the other face of the center roof, but theres some trimming to do. 9. Replace the front face, and place an 8:12 triangle on top of it, and Push/Pull the triangle to the other side.

14. First, draw a line from where the diagonal ridge line first meets the center roof face, to the endpoint of the line you just drew from Point G.

10. From Point I, draw a line constrained to the center ridge line and adjacent face.

119

the SketchUp Version 4 Workbook

15. It looks like a mess, but start erasing the edges you know are overhanging. It then becomes clearer which of the remaining edges can then be erased. As before, recreate any faces if needed.

TIP: Another (easier) way to do the same thing: start with nothing selected and activate Follow Me. Select the triangular roof section. Then press Alt/Cmd and select the top face of the house.

4.

Select all faces of the roof and run Intersect with Model. The results - all the intersections between the selected faces are now marked by edges.

Method 3 - Roofing with Follow Me


This is the easiest method. 1. 2. Start with the initial house form - House.skp. Create the 8:12 construction line, and create a triangular section of the roof. Make sure it extends past the halfway point of the wing. 5. To continue with the cleanup, select all faces above the ridge line and delete them (press the Delete key). Erase edges and recreate faces as needed to get the resolved roof.

3.

Use Follow Me to drive the triangular section around the top face. Here is the result - a good bit of cleanup is needed.

6.

In these few steps, you have created (almost) the same roof as in the previous 2 exercises, but without all the tedious constraint work. To make sure there are no extra entities hiding, switch to X-Ray mode (hotkey: F9). There are a few little edges that still need to be erased.

120

Working with Roofs

7.

The only difference between this roof and the double-constraint method roof is that the front roof faces are also sloped, not vertical. To straighten these faces, use Move to fix the ends of the roof ridge lines.

Try it Yourself
Use the Follow Me / Intersect with Model on a similar building, using an ornate roof section. Here is an example; but you can go nuts using use straight or curved sections.

Project - Overhangs
Because the model you just created has uniform roof slopes, it is a convenient place to start for creating overhangs. 1. Open the original form House.skp. It would be easy to create an overhang roof on the large, 90-degree wing, since it is already parallel to the red and green axes. But to show another feature of SketchUp, we will use the narrow, diagonal wing. Set the axes to match this wing.

121

the SketchUp Version 4 Workbook

2.

Create a triangular roof section and Push/Pull it back just a bit. We dont need the entire roof created now, just a face from which we can create the overhang.

5.

Now Push/Pull the opposite face up. Make sure it goes pretty far, because this same section will be used for both narrow and wide parts of the house. Leftover portions will be trimmed later, so you can make this section as tall as you want.

3.

Push/Pull the roof up to give it some thickness.

6.

All we need from this is one rectangular face.

4.

Push/Pull this face to create the overhang.

NOTE: You could have created just this face without all the Push/Pulling as well. You would have had to use some parallel and perpendicular constraints; both methods work equally well.

122

Working with Roofs

7.

This section will have to be used for the other side as well, so it will need to be copied and mirrored. To make this easier, create a vertical construction line at the midpoint of the diagonal wing. Then copy the roof section and the construction line anywhere in the blank space.

9.

Mirror the opposite roof section using Scale. (This is the reason you changed the axes!) Then move the mirrored section to the correct intersection point on the original roof section.

8.

Use Follow Me to drive the section along one side.

10. Drive this section along the three remaining roof edges.

11. As before, use Intersect with Model to clean up the top of the roof. Clean up the front faces of both wings as well.

123

the SketchUp Version 4 Workbook

12. Use Push/Pull to extend the overhanging roof on both sides.

. . . as are the intersections on the underside of the house.

13. To complete the cleanup, switch to X-Ray mode and erase all those little edges that are hidden in regular shaded model

Project - Overhangs with Autofold


Heres an easier and faster way to achieve similar results. This method works when all slopes are already uniform. 1. Open the saved file RoofIntersections.skp. Select all six roof edges.

2. The results - all edges on the top are neatly resolved. ..

Copy the edges down slightly.

124

Working with Roofs

3.

Push/Pull one of the new faces outward and double-click the remaining faces to extend them out the same distance.

5.

Erase all extra lines on the top and underside of the roof.

6. The 90-degree corners dont need to be resolved, but the diagonal ones do. We can either fix the corners now or later, so lets fix one now. Look at the inside corner - the one that overlaps. Draw two intersection lines on the top and underside. 7.

Now select the six vertical fascias.

4.

Activate Move with Autofold. Click any point along the top edge of one of the fascias. Release the Alt/Cmd key - Autofold is already activated. You are free to press Shift. Move the fascias in the blue direction, and constrain them to the slope of the adjacent roof face.

125

the SketchUp Version 4 Workbook

The other corner is easy to fix. Heres the whole house - fixed corner and all.

You have now created a continuous overhanging roof using a pretty small number of steps. The difference with the result here is that the fascias are all vertical; in the previous exercise the fascias are at right angles to the roof planes.

126

Groups
2. A free edge can be moved in two directions.

You may have noticed the stickiness of SketchUp faces stick to one another, and objects become embedded in one another. The way to make objects independent from one another is to use groups. A groups is a set of of objects that act as, and are treated as, one object. Grouping is easy. Select the objects you want to group and do one of the following: Select Edit / Make Group Use the hotkey G. Right-click and select Make Group. To ungroup objects, select the group and then: Select Edit / Group / Explode Press Alt+G. Right-click and select Explode.

3.

An edge along the shared face, however, can only be moved within that face.

Introduction to Groups
The following short exercises will get you familiar with the concept of groups, and why they are useful.

Breaking Connected Faces


When two objects have a common face, that face acts as one face - the objects are both stuck to it. Grouping one or both of the objects breaks this link. 1. Start with two joined forms. 4. To separate the forms, draw the line shown on the bottom face (if its not already there).

127

the SketchUp Version 4 Workbook

5.

If you try moving the smaller form, you are restricted to the common face. You cannot disconnect it from the larger form.

Disconnecting from Other Objects


1. Start with a tapered rectangular column. This is very easy to create: take a square column, draw lines connecting the midpoints of the four vertical lines, select these lines and scale them inward. (You can also just use a straight, square column.)

6.

Erase the small form, select the large form and group it (hotkey:G, select Edit / Make Group, right-click and select Make Group). A bounding box appears around all selected objects.

2.

Draw a circle along the bottom face for a base. Push/Pull the base down. The original circle was automatically divided into two faces by the square, and the square face was not included in the Push/Pull operation.

7.

Now if you create the smaller form along the same common wall, you can move its edges, and the form itself, wherever you want. 3. Erase the base, and group the column. Now you can create a circular base with one Push/Pull. The base does not stick to the column,

128

Groups

4.

Groups are also useful for embedded objects. Create a rectangular form.

Manipulating Groups
For this exercise you will use components, which are explained further in the next chapter.

5.

Move the column and base so that it is slightly embedded into the rectangular form. Because of stickiness between faces, move the column/base up first, then position it over the rectangular box, then move it down into the box. (If you move the base onto the box first, the faces will stick and you wont be able to move it vertically.)

1.

Open the Component browser (Window / Components) to the Seating category and locate the two sofa components shown.

2. 6. To erase or move the column and base, select all visible portions and perform the operation. However, if you erase or hide the top rectangular face, you will see that a portion of the base still remains inside.

Insert both of these into your drawing, and you should be in Move mode. Join the components together.

If you had grouped the column and base before embedding it, the whole thing could be selected and manipulated, ensuring that no portions are left out.

129

the SketchUp Version 4 Workbook

3.

Insert another straight section. While still in Move mode, use the protractor to rotate the component and move it to join the rest of the sofa. Then Select all three sections and group them.

6.

We will now add more items to this group. Right-click on the sofa and select Edit Group. (You can also select it and select Edit / Group / Edit Group, or simply double-click the group.)

4.

Create an open, rectangular room for the furniture and make this room into a group. This will prevent future objects from sticking to the walls, and makes the room easier to copy later.

The rest of the model appears faded, indicating that anything you do now affects only the group.

5.

Move the sofa group into the room. If you orbit around, or use Wireframe or X-Ray mode, you can pick the lower back corner of the sofas bounding box and move it to the corner of the room.

TIP: In the Model Info window, Components page, you can adjust the fade level, or you can choose to hide the rest of the model altogether while editing groups (and components).

7.

Insert another sofa section, attached to the sofa along the longer wall. The component is added to the group, as you can see by the enlarged bounding box.

8.

Right-click outside the group and select Close Group. (You can also select this from the Edit menu, or click anywhere outside the group while in Select mode.)

130

Groups

9.

Now we will add a table to the group. In the Furniture category of components, locate TableEnd.

13. Before closing the group, add one more object - a clock on the wall.

10. Insert this table anywhere in your model . .

14. Close the group, which now consists of three objects - sofa, clock, and table. 15. We now want to copy this group to another room. First, copy the room group, then edit the copied room, using Move to switch the long and short sides of the floor. Copy the furniture group to the copied room. The room is not the right size and orientation for this layout.

11. . . . and then cut it (Ctrl/Option+X or Edit / Cut). This puts the object on the clipboard. 12. Open the sofa group for editing and paste in the table (Ctrl/Option+V or Edit / Paste). 16. Groups can be moved, scaled, and rotated like any other single object. First, mirror the group using Scale.

131

the SketchUp Version 4 Workbook

17. In Move mode, rotate the group so that the orientation fits the room. Then move the group into the corner, and you have two similar rooms.

Unsticking Objects from a Group


Sometimes you may create a group that you might later want to break. An example of this could be a group of objects from which you want to remove some objects and place them elsewhere, outside the group. Editing a group is straightforward; you know how to delete objects from a group. And a simple cut-and-paste operation enables you to preserve the removed objects and insert them elsewhere. 1. Create a nut-and-bolt group and place it in a box.

Project - Using Groups for Cutting


Use a cutting shape to get both results shown below.

2.

Edit the group and Cut (dont erase) the top nut.

Start with a form like this and make a cutting shape that passes all the way through. Make this shape a group.

3.

Close the group, and paste the removed nut somewhere else, like to the top of the box.

The first case is the result of keeping the cutting group and running Intersect with Model. The second case occurs when you explode the group first. If you want any part of a group to remain after trimming, it must be exploded first!

This is a simplified example, but the method is easy and clear. You can also use this method to copy (not cut) objects from a group, then paste them elsewhere.

132

Components
Materials: When you explode either a group or components, any elements inside that object that were assigned the default material take on the material of the group or component. To sum up: Often-used and referenced parts such as windows, doors, trees, etc. are usually best inserted and/or saved as components. You can combine groups and components. For example, you can make a window component, make copies of it, then group different arrays of copies together. This is a good way to build efficiency into your model.

A component is a collection of objects that works as one unit, that can be reused in a drawing. Many components are provided for you (see "Where to Find More Components" on page 140), and you can create your own. Components can either exist only within the drawing in which they were created (internal), or can be exported for use in other drawings (external).

Components Versus Groups


Groups and Components are similar, but it's important to understand the differences between the two. Chapter 5 focuses on groups, but this section lists the basic differences between the two. Instancing: When you place a component in your drawing, it creates a definition within the file. All instances of the same component all refer to this definition, so editing one component edits all simultaneously. Groups are simply a collection of geometry that acts as one object; multiple copies of groups do not refer to any other source. Simplicity: Groups are fast and straightforward to make and use. They don't require you to define a name, insertion point, or adjust special behaviors. File Size: Using a component multiple times will not increase your file size, because its reference information is only stored once. (However, having many complex components can slow down performance.) Multiple groups, on the other hand, are all unique, so each one increases the file size. Alignment and Hole Cutting: Both groups and components have options that allow you to align them and 'stick' them to the faces they are placed on. They also have the ability to cut holes in faces With components, you can control this behavior, whereas groups work more automatically. Both groups and components store their own set of drawing axes, but components visually display those axes. Naming / Referencing: Components can be named so that you can reference them again from the Component Browser. You can also save a component individually as a standalone SketchUp file. Groups do not have this capability.

Component Files
SketchUp comes with many components defined for you. These are simply groups of *.skp files, grouped into categories. 1. In Windows, open the Preferences (Window / Preferences, Mac: SketchUp / Preferences) to the Files page. There are 2 setting here related to components. The folder you set for Components is where component files will be created when you save them. Default Components is where the installed components are stored.

Mac: To find component files, start in the root directory and go to Library\Application Support\ SketchUp\Components.

133

the SketchUp Version 4 Workbook

2.

Click the folder icon for Default Components. There are several folders in this default folder, each representing a category of components.

4.

Open one of the folders, such as Transportation, to see the *.skp files it contains. Each of these files is a file that can be opened itself within SketchUp, and can be inserted into another file as a component.

Component Browser
3. Use your explorer to open the SketchUp 4 / Components folder. Mac: For additional Mac-related information, see "Mac Components Browser" on page 136. Open the Component browser (Window / Components, hotkey: Shift + C). The categories reflect the folders in the default Components folder.

134

Components

There are three ways to insert a component. You can select File / Insert / Component to browse to any *.skp file. Similarly, you can click the dropdown arrow in the browser to browse to another folder.

You can also access In Model from the dropdown list.

To change the view from thumbnails to a text list, click the arrow to the right of the dropdown menu. Select List View.

The third method is the easiest if you are using predefined components. Simply open the desired category, locate the component you want to insert, and drag it (or use click-move-click) to place it into your file. If you hover over the thumbnail you will see the component name.

When a component has been placed in your model, it appears in the In Model area of the browser. Click the house icon to open this category.

135

the SketchUp Version 4 Workbook

Mac Components Browser


The Mac browser works similarly to the one in Windows, with some exceptions. Open the browser by selecting Window / Components.

Inserting and Editing Predefined Components


Editing components is a simple procedure. Well start with predefined components to save you the trouble of creating your own (for now). 1. Open the Transportation category and insert a truck, SUV, and car.

The component categories can be accessed from the dropdown menu at the top of the browser. In addition to the predefined categories, you will see In Model, which lists all components youve inserted into your model.

2.

Open In Model. The three components you inserted will appear here.

As in Windows, there are three ways to insert a component. Select File / Insert / Component to browse to any *.skp file. Similarly, you can click the Load icon at the top of the browser.

3.

Switch to List View to see the components listed by name.

To insert a predefined component, select the category from the dropdown menu and find the thumbnail representing the component you want. If you hover over the thumbnail you will see the component name. Click the thumbnail, then click to place the component into the model. The house icon takes you directly to In Model, where all the components currently inserted in the model are listed.

4.

Insert another truck. Right-click on either truck and select Edit Component. You can also activate Select and double-click a truck to open it for editing.

136

Components

The opened component appears in a bounding box, and the other objects in the model appear faded. (This fading can be changed in Model Info.)

7.

You can also change just one component, thereby creating a new component. Right-click one of the trucks and select Edit (Just This One).

5.

One thing we can easily change about this truck is its size - it should be larger than the SUV. Select the entire truck and use Scale to make the truck an appropriate size. The other truck updates the same way - this is the essence of components: change one and you change them all.

8.

Perform some change on the door, like using Line to add a door handle and a vertical door line.

9. 6. Right-click outside the component and select Close Component. You can also click anywhere outside the component to close it.

Close the component. Only the edited truck was changed. Under In Model you can see that a new component was added. Truck01# 1 is the one you just modified.

This is an important point: you did not change the original component you took from the Transportation category. You only changed the definition of the component in your model. You can confirm this by inserting another truck from In Model, and another one from Transportation. They will be different sizes.

137

the SketchUp Version 4 Workbook

10. Right-click on the SUV and select Entity Info. (If Entity Info is already open, you can just select the SUV to see its info.) The Statistics tab, set to All geometry, lists all the edges, face, and other objects included in the SUV.

13. Now this vehicle is no longer grouped, and does not act as one individual objects. If you select any face or edge, only that object is selected - not the entire vehicle. 14. Now select one of the tires. Each tire is a component, formerly nested within the larger SUV component.

15. Now that the SUV was exploded, the SUV Tire component now appears on the list of components in your model.

11. Switch to Components in the drop-down menu to see all nested components included with the SUV. There are 5 SUV tires.
TIP: You can display nested components in the browser, without exploding their parent component first, by clicking on the right-facing arrow and selecting Show nested.

12. Another way to edit a component is to explode it. Right-click on the SUV and click Explode.

138

Components

16. Right-click on one of the tires and select Properties (All Like This). Mac: Open the Entity Info for one of the tires.

17. Even though the SUV was exploded and no longer exists in the model as a component, it still appears in In Model. To delete it, right-click on it and select Purge. (Mac: This will purge all unused components.)

NOTE: To purge all unused components, you can click on the right-facing arrow at the top of the browser and select Purge Unused. This option is only available in In Model.

The General tab lists the component name.

To purge all unused components, materials, and layers, open Model Info to the Statistics page and click Purge unused.

18. In Windows, to rename the new truck component, right-click on it and select Properties. The Statistics area provides the same info as Entity Info. Here you can see how many edges and faces comprise one SUV tire. (Mac: If you dont see Statistics, click on the arrow at the top of the pane and select Show Details.)

19. Use this window to assign a new name.

139

the SketchUp Version 4 Workbook

Mac: The Properties option does not work as of this writing, but it is a known bug that will be fixed. In the meantime, naming a component can only be done when the component is created. To give a component a different name, you must first explode it, then redefine the component with the new name.

2. 3.

Where to Find More Components


If you need components that arent included in the installation, and dont feel like creating your own, there are a few places you can try. Go go www.sketchup.com and open the Downloads page. Under the top bar on this page, click Components (you will also find materials and plug-ins here.) Download the groups of components you want, and an *.exe file is placed in a folder you choose. Locate and activate this file, and the components are installed to SketchUps default directory. Once installed, check under each subfolder to see whats included. Check this download area often, since components will continue to be added. You can also try www.sketchup.com/forum (located in the Support section of the main website) and click Materials/Components. These are objects created by SketchUp users who have generously posted them for public use. You can search for something specific or post a request to see if someone might have what youre looking for. Finally, check out www.objectivenetworks.net. This is a great repository for components as well as materials. Also try www.thecomponentstore.com.

The reason for starting at the origin is this: when you save objects as a component, the default component insertion point is based on the origin of the sketch axes. The insertion point can be changed, however, as you will see. Save this file as 4LegTable.skp in whatever folder you choose. Start a new file and draw a rectangle in the red-green plane to serve as a reference.

4.

To insert this component into the model, select File / Insert / Component or browse within the Component Browser to where you saved the table. Insert the table onto the rectangle. Its insertion point is based on where the origin was in the tables original file.

Now the table appears in In Model.

Manipulating Components
This exercise will show you how to create a component in its own file, insert it and manipulate it into another file, and make changes to the component in its original file. 1. Create a table with one corner at the origin. 5. To change the insertion point, right-click the table and select Change Axes.

140

Components

6.

Keeping the red and green directions the same, locate the new origin at the outer corner of the leg closest to the current origin.

9.

Click one of the crosses on the top face to set the protractor. Rotate the table 90 degrees.

10. Since you are still in Move mode, click the endpoint shown and drag it to the corner of the rectangular face.
NOTE: This change only affects the component in the current file. The original table file is not changed.

7.

Erase the previous component, and insert another one from In Model. This time you insert it by its leg.

11. Insert another table.

8.

Immediately after inserting a component, you are in Move mode (note that the Move icon is pressed). In addition to being able to move the component, you can also rotate it. Move the cursor over any face of the components bounding box, and four crosses appear. These are rotation handles.

12. While still in Move mode, use Scale to give the table a longer length and shorter height.

You can have multiple instances of the same component that have different orientations and scales. This does not affect the makeup of the component itself.

141

the SketchUp Version 4 Workbook

13. To demonstrate multiple scales, edit the unscaled table (use Edit Component, not Just this one). Make a cylinder on the table, and a scaled version appears on the scaled table.

17. Returning to the previous file, right-click on the component and select Reload. Reselect the same file.

18. The new beams appear, but the insertion point has reverted back to the components origin.

14. Close the component. To return the scaled table to its default size, right-click and select Reset Scale. Both tables now have the same scale. 19. Go back once again to the table file, and use the Axes tool to move the origin to the bottom corner of the leg.

NOTE: If you had selected Scale Definition, that would have reset the default scale to that of the selected table. Any future instances of the component would be scaled.

20. Back in the other file, reload again. Now the tables are inserted correctly.

15. Now we will go back and edit the table in its original file. Save the current file and open 4LegTable.skp. 16. Create rectangular beams connecting the table legs in the long direction, and save the file.

142

Components

Creating and Saving Components in the Library


This exercise creates a window component. After it is created, it can then be saved as its own file to be used in the future as a component. 1. Create a box with an arched window.

NOTE: If the component is capable of cutting a hole in the face, then Cut Opening will automatically be checked. If the component cannot cut a hole, as in the case of a double-faced wall, this box will be grayed out.

4.

Drag the component from In Model onto the front and side faces of the box. Or click once on the component and then click again to place the window.

2.

Select all elements of the window, and select Edit / Make Component. (You can also right-click on selected objects and select Make Component. Or you can click the Make Component icon. Mac: This icon is available when you customize your UI. )

5.

Edit one of the components to add a ledge to all the windows. Right-click and select Close Component, or in Select mode click anywhere outside the component.

3.

Assign a name like Arch Window, and make sure Cut Opening is checked so that future instances of the component will also make cutouts.

The component is defined only for this file; at this point you cannot use it in other files. To do this, the component must be saved as its own *.skp file.

NOTE: If you right-click a group and select Make Component, this assigns an automatic name (Group#1) to the component. In Windows (and Mac, once the bug is fixed), you can then change the name in the components Properties.

143

the SketchUp Version 4 Workbook

6.

Right-click on any of the windows, or on the component in In Model. Select Save As.

9.

Save the component as ArchWindow01.skp in the ArchWindows folder.

10. Now open the main Components browser, then open the Windows folder.

7.

Browse to where the default components are kept (by default, ...\Program Files\@Last Software\SketchUp4\Components (Mac: Library\ Application Support\SketchUp\Components). The logical place for this component would be in the Windows folder, so open this folder.

Note: If you save a component into one of the default component folders (like in this exercise), it will appear immediately in the Component browser. If you want a component to appear in a different folder, you must first create the folder, in the desired location. Then click on the right-facing arrow at the top of the browser and select Add folder.

Browse to the folder you created, and it will appear as a new category in the browser.

8.

There are already several window components here. Create a new folder within Windows called ArchWindows.

11. Open ArchWindows to see the component you created. This component will now be available in future files.

144

Components

Alignment and Insertion Point


Components can be set to automatically align to faces in your model, and you can adjust the point at which they are inserted, relative to the alignment face. 1. Start with a form with vertical faces and one sloped face. Insert the Window component called Octagon.

5.

Windows: Right-click on the Octagon component in In Model and select Properties. The alignment is set for only vertical faces, which is why it didnt work on the sloped face. Change Vertical to Any.

2.

3.

Try inserting another window on the sloped face. It is not possible - the window does not align itself to this face. Insert a window outside the form. The alignment of an inserted component is relative to the components red-green plane. Therefore, components such as windows are generally created in the red-green plane before being made into components.

6.

Mac: The Properties option does not work as of this writing, but it is a known bug that will be fixed. In the meantime, alignment must be defined when creating the component. To modify an existing component, you must first explode it and then redefine it as a component with the desired alignment. Now you can insert a window into the sloped face.

4.

Erase this window.

These windows are inserted so that their frames stick out. We would like to change this so that the window frame is flush with the wall (i.e. the window itself is set into the wall).

145

the SketchUp Version 4 Workbook

7.

Insert another window on the vertical wall, and hide the wall. It also helps to hide the bottom face.

9.

Select the window frame and pane and make it a component. Assign the name Inset Octagon and make sure Replace selected is checked. Because we want to insert this window by a point on its front, click Set Plane.

WARNING: Do not Erase these faces! We will need them later, and if you erase the vertical face the alignment parameters will be lost.

8.

Explode this new component. The first step is to move the transparent window face from the back of the window to the front. The window face must be aligned with the face that will be cut.

Because the component is still set to glue to Any face, you cannot move the origin point to a different plane. Anywhere you try and locate the origin, it will end up on the back plane of the window.

This happens because aligning a component, in effect, makes a 3D object behave like a 2D object.

146

Components

10. Press Esc to return to the Create Component window. Select None for Glue to, and click Set Plane again.

13. Unhide the faces (Edit / Unhide / All) The component is created, but does not move back into the wall.

11. Locate the origin at the lower left corner on the front face of the window, and keep the red and green directions the same as before.

14. Erase the component, and insert Inset Octagons on both faces. These new components have inset frames, while the old components have protruding frames.

12. Then reselect Any plane. Make sure Cut opening is selected as well, and click Create to make the component.

The faces are cut according to the edges in the components red-green plane. 15. Try rotating any of these windows. Because they are aligned with their faces, they can only rotate within the planes of the faces.

147

the SketchUp Version 4 Workbook

Cutting Openings
Components can cut an opening on one face only, so if you are working with double-faced (or double-sided) walls, the back face will not be cut. To create openings on both faces, you need a few extra steps.

3.

When you drag this Arch Window from the Component Browser onto the wall, the wall is not cut.

Cutting Method 1
1. Create an arched cutout on a thin box.

4.

To resolve this, explode the component. The lines of the window are thick, so fix this by redrawing any of the window lines or segments.

2.

Create a component from this window. Because this component contains more than one cutting face, it cannot align automatically to a face - the component would not know which face to align to or cut. Therefore, None is selected for Glue to, and Cut Opening is grayed out as well.

5.

Now you can erase the window face. The cut is not made on the back face, however.

6.

On the back face you can do the same thing - redraw one of the window segments and erase the window face.

148

Components

TIP: Another way to create the cutout would be to explode the


window component, redraw a segment of the window on the front face, and Push/Pull to the back face.

5.

Recreate the back face. Explode both of the windows and resolve the thick lines.

Cutting Method 2
1. Start with the same wall and window as before.

6.

Erase the window cutouts on the back face.

2.

Because components can only cut through one face, we can eliminate one of the cut faces. Erase the back face of the wall.

Creating a Window Component Plus a Cutout Component


Heres a convenient way to handle cutouts for components that have a non-rectangular shape. Basically you create two components to be used each time you insert the cutout - one is the component itself and the other is used as the cutout. 1. Make a vertical wall and create an arch outline plus offset. Copy these arches to the other side of the wall, and Push/Pull them out the same distance.

3.

4.

Now when you make a component out of the window objects, Cut Opening is available (and checked), and the component will glue to Any face. Create the component, and drag this component to create another window on the front face. This time, the window cuts the front face. The back face of the wall, however, is still missing.

149

the SketchUp Version 4 Workbook

2.

Create a post in the center of the window, and use Push/Pull to cut the window on either side of it.

5.

Click Create to create the window component. Now insert another copy of the component. It is inserted at the correct depth, but there is no cutout. You cannot see the post, and the wall face hasnt been divided by the window.

3.

Push each of the four walls of the post slightly inward. This ensures that the post is contained within the wall, so that you wont see this post when you first insert the window. Erase any unneeded lines. If youre ambitious, you can resolve the extra material at the top of the post, as shown below. This involves drawing some new lines and erasing some old lines, then recreating faces.

6.

To create the cutting component, run Intersect with Model on one face of the wall. This creates edges along the wall where it meets the arch window.

7.

The component axes will be changed one more time, so that it will be inserted at the lower corner of the cutout shape. Use Change Axes to place the origin here:

4.

Select the entire window and make it a component called Arch Window. Check Replace selected. Because we want to set the location of the insertion point, click Set Plane and set the origin like this:

150

Components

8.

Erase the window component, and only the arch cutout shape remains.

Future insertions of the cutout plus the window will now involve the following 3 steps: 1. Insert an arch cutout component and Explode it. 2. Push/Pull to create the opening. 3. Insert a window component at the corner of the hole. The advantage of this method is that you can have a cutout shape accompanying each window, so that you dont have to create intersection edges each time. The disadvantage is that inserting each window now involves three steps. There is another way to do the same thing, involving nesting and exploding components, which is shown later in this chapter.

Select the arch cutout face and make it a component. Leave both Cut opening and Replace selected blank. 10. Because this original cutout was not replaced with a component, you can still manipulate it. Push/Pull it back to create the opening.

9.

Nested Cutting Components Specific Wall Thickness


This method presents a very neat way to use one component to cut both faces of a wall simultaneously. You create the front and back components that are set to cut, then combine them into the total window component. When exploded, the subcomponents are released to do their cutting. This exercise also gives an introduction to the use of materials. 1. Start out in top view (drawing in the red-green plane). When components are set to cut, they need to be aligned according to the red-green plane of the component, so its easiest to create them in this plane. Create the basic shape - an arch once again.

2.

11. Now insert a window component at the lower corner of the cutout.

151

the SketchUp Version 4 Workbook

3.

Display materials by selecting Window / Material Browser. In the library, open the Transparent folder and click one of the glass materials. Click the arch face to apply the glass material to it.

7.

Push/Pull this outer face up; all vertical faces created by this have the same material. Add a post in the center.

8. 4. Make this face a component, called Back Cutout. Make sure it can glue to Any face, with Cut openings, and with Replace selected. Copy this component 12 upward (or use any known distance). If you are using Architectural units, this distance is a snap distance. You can also type the distance manually.

Select the top window objects (be sure not to select the bottom arch component) and make it a component called Front Cutout. Make the parameters the same as the back cutout. The front and back cutouts are both set to cut openings, but you dont want to insert them separately each time. So, you can create a component that contains these two components. This is called a nested component (components within a component). Select both components, and create a new component called 12 Arch Window. For now, keep Glue to to None, otherwise you cannot change the insertion point. Click Set Plane and set the origin here:

5.

9.

6.

Explode this top component and Offset the arch outward. Assign the same glass material to the center face of this arch. Assign a different material to the outer face, such as Ashlar Stone (found in the Sketchy Materials folder).

10. Now with the insertion point set, change Glue to to Any so that it will align correctly to any wall. 11. Erase this new component. 12. Now draw a 12 thick wall. The easiest way is to draw a long rectangle, and then type ,12 to change the second dimension.

152

Components

13. Push/Pull it up to create the vertical wall and insert a 12 Arch Window component into the wall.

Nested Cutting Components Any Wall Thickness


This method uses nested components that can be used to cut walls of any thickness. It is similar to "Creating a Window Component Plus a Cutout Component" on page 149, which uses two separate components - the window plus the cutout shape. This method uses a single component, but does not allow for window frames on both sides of the wall - only the front. (To use a component with details on both sides of a wall means you need to have a set wall thickness.) 1. Start in top view like before. (If you want, you can start with a wall and create all the components vertically.) Draw one arch shape (keeping the face within it), and copy it. Make a window from the copy, using transparent glass and another material for the window frame.

2. 14. Explode the component. This activates the front and back cutout components, which are now free to cut the front and back walls. Because the cutting faces are transparent glass, you can see whatever is behind the wall (add a small box behind the wall to verify this).

TIP: Press Shift while applying a material to paint all connected faces.

3.

This type of component is a bit heavier to prepare than simple windows, but once its done you can cut your walls with one click. But the disadvantage is that the component is dependent on the wall thickness. The next method solves this problem.

The window looks great from the front, but look at it from behind. A face can have different materials on its front and back. Also, the post needs a back face. Fix the post, and assign the glass material to the window faces.

153

the SketchUp Version 4 Workbook

4.

Make a Window Front component from this framed shape (not including the original arch shape). It should be glued to no planes, and it does not cut openings.

8.

Explode this component so that it breaks down into the window component and arch cutout shape. Push/Pull the arch face through the wall. You can now see through the glass and through the wall, which you can verify if you draw a box behind the window.

5.

Move the original arch into this new component, fitting it into the cutout area. (It might be easiest to do this in X-Ray mode - F9.)

9.

Check the window from behind. The wall has a neat cutout, and there is a face of glass where the window starts.

6.

7.

Create a new component consisting of the window component plus the arch shape, called Window and Opening. The insertion point should be along the back of the frame, and it should be glued to Any plane. Make a vertical wall of any thickness and insert the Window and Opening component.

154

Components

Cutting Holes in a Curved Wall


In order for a component to cut, its cutting face must be entirely contained within the plane it is cutting. But what if the wall is curved? A curved wall is actually a series of connected flat planes, and if a component is placed over a joint between walls, the component will not be able to cut both walls. 1. First we need to create the curved wall. Start with an arc, using a small number of segments, such as 6 or 8. Use Offset and Push/Pull to create a wall, and display hidden edges.

4.

Now insert a component over a joint between two of the wall segments. It cuts only one of the faces.

5.

Rotate so that the window extends evenly from both sides. There are ways to obtain the exact rotation angle, but doing it by eye is good enough for this exercise (and for most things in SketchUp). This is easiest to do in Top view.

2.

Within the first flat segment, draw an arch, Push/Pull it inward, and erase its interior face.

3.

Make a component from this window, set to cut openings. Insert one of these components along another face. It properly aligns to the face, cutting an opening in it.

At this point you could finish up by creating the intersection between the window and the walls, exploding the component, and trimming. But well do another few things first in order to demonstrate the Scale tool, which makes it a bit easier to visualize the intersection edges later.

155

the SketchUp Version 4 Workbook

6.

Because we will be scaling this component, it will be easier to work with it if the curved wall is hidden while editing. Open the Model Info to the Components page, and click Hide for Fade rest of Model.

9.

Close the component and run Intersect with Model.

10. Before the window can be trimmed, it must be exploded. Then you can erase the extra lines, as well as the window face.

7.

Use Edit (Just This One) on this component.. Select the entire window and activate Scale The bounding box doesnt correspond to the orientation of the window - the box dimensions are relative to the current axes.

8.

Without leaving Scale, use Axes to align the axes to the window. You return to Scale, and now the drag handles make more sense. Pull the front of the window outward.

156

Components

Project - Using Components for Mirroring


This model uses a main building plus one component, copied and mirrored.

Replacing Components
If you place a large number of the same component into your drawing, it can bog down your drawings speed. If you know in advance where these components will go, you can create a small, temporary component to be used as placeholders. Then at the end of your design, you can replace them with the intended component. A good example for this is a landscape in which youll place many trees of the same type. 1. Make a basic plan, and use a tall-line component where you want tall trees, and a short-line component where you want shrubs.

Create the main building and one out-building. Make the out-building a component. Use Scale to mirror the outbuilding, and place it in the correct location. Edit either component.

2.

Whatever you add to the edited component appears on the other one, in the correct orientation.

Right-click on any tall line and select Reload. (You can also right-click on the line component in the Component Browser.) Browse to the tree you want, such as TreeGeometric18.skp

157

the SketchUp Version 4 Workbook

3.

Click Open (or double-click the component name), and all tall lines are replaced with the 18 tree.

Review: Tips for Efficiency with Components


If you want to make a component of a symmetrical object, it's handy to make a component of one half, make a copy, then mirror the copy. Any changes to first half are reflected in the other. For complex components, this can cut down the file size. As you may have noticed, when you delete all instances of a component from your drawing, it still appears listed in In Model. These components are still attached to your drawing, and having a large number of them can slow down performance. Therefore, its a good idea to purge the ones youre not using. You can purge an individual component by right-clicking it and selecting Purge. (Components that are in use have this option grayed out - this cant be used as a way to mass-delete components.) In In Model you can click on the right-facing arrow and select Purge Unused. To get rid of all unused components, materials, and layers, open the Model Info to the Statistics page and click Purge unused. The number of instances of any component does not affect performance (since they are all copies of the original). But if you use numerous and complex components, this can get cumbersome. To solve this, you can use substitute components - simple objects like lines or boxes - as placeholders for the real thing. Then when the model is ready, you can replace the placeholders.

TIP: If the scale of your model does not accommodate the trees, use Measure to resize it.

4.

Do the same with the shorter lines - in this case, they are replaced with TreeGeometric10 - 10 trees.

Browse to the modified trash can file, and click Open. The cans are now face down.

158

Painting, Materials, and Textures


You can drag its top bar to dock it anywhere on the screen.

Overview of Materials
One of the things that makes SketchUp such a great visualization tool is its texture, or material, feature. You can use this to apply colors, pictures, and textures to any face or edge. To open the Material Browser, click the Paint icon, or select Window / Material Browser (Mac: Window / Colors).

Windows Material Browser


(Mac users: see "Mac Materials Browser" on page 161.) By default, the Material Browser appears on the left side of the screen. 1. By default, the browser opens to a category called Base Materials. Click the dropdown arrow to see the other categories provided.

2.

Click Roofing to see the materials in that category. Hovering over a thumbnail will open a tool tip telling you the name of the material.

159

the SketchUp Version 4 Workbook

All materials are either a solid color or a graphic. The graphics provided are jpgs, and are located by default in the folder ...\@Last Software\SketchUp4\Materials. You can use the browser icon to locate graphic files in any folder, including those you make yourself.
TIP: In Windows, you can change this default folder on the Files page of the Preferences, by modifying the path for Texture Images.

5.

Returning to the library, right-click on a material and select Create. You can also click the Create button at the top of the browser.

3.

Note that the default tab youre in is called Library. The library contains all the material included with your installation, plus any you add to it. But there are no materials yet defined in your model. Right-click on any material and select Add to Model.
NOTE: In Windows, you cannot click Edit because materials in the library cannot be changed from within the browser. You can, however, edit materials in the In Model tab, as well see later.

6.

4.

Now click the In Model tab, and the thumbnail is now listed.

Clicking Create opens a window in which you can create a new material based on the one you selected. Change the name (one is provided by default), and then you can modify the color or select another image.

This is not the only way to add a material to the model, as well see later.

There are 4 color selection methods: Color Wheel: Select a color from the circular spectrum.

160

Painting, Materials, and Textures

HSL: Hue, Saturation, Luminance values. HSB: Hue, Saturation, Brightness values. RGB: Red, Green, Blue values. 7. Click Add to add the new material to the library. You cannot edit a material itself, but this is how to create materials similar to other ones. The popup menu also has a Delete option. Be careful not to delete materials you might want! The deletion is not final however; you will be asked if you want to save changes to the library.

NOTE: You cannot drag textures from this well into your model. If you do, you will simply get the solid color associated with the texture.

The magnifying glass to the left of the Active Color Well activates the Screen Sampler. This enables you to select a color from anything current visible, anywhere on the screen. Another way to select a color is to click Color Wheel you can click anywhere on the wheel to select the color at that point.

Mac Materials Browser


On the Mac, the browser is actually called Colors, but is sometimes also referred to as Materials browser. To show the Materials / Colors browser, click the Paint icon, or select Window / Colors.

The browser appears, by default, on the right side of the screen, but you can move it anywhere.

Colors
The default color is initially blank, meaning that your faces are unpainted when created. There are several ways to select colors and textures to assign to faces. Click Color Sliders to specify a color numerically by RGB, CMYK, or HSB values.

When you want to apply color, SketchUp uses the Mac OSX internal Color Picker (Color Wheel) or any color chosen from Color Sliders (Grey Scale, RGB, CMYK, or HSB sliders), Image Palettes, Texture Palettes, or Crayons. You can activate the Color Picker by clicking on any color well in the SketchUp interface, such as in the Material browser pane. Below the toolbar is the Active Color Well, which shows the current selection. You can drag and drop colors from this well into your model or into any other visible color well.

You can also click Image Palettes and select the preinstalled Spectrum image, then use the magnifying glass to pick out a color. Or click Crayons for an easy way to view and pick colors.

161

the SketchUp Version 4 Workbook

Below the Color Picker Panel is the User Palette - an expandable palette of small color wells into which you can drag colors that you frequently use.

To add a color to the User Palette, drag a color swatch from any visible color well into one of the small wells. Dragging a color over an existing one will replace it. You can delete a swatch by dragging an empty square over it. The User Palette remains constant between files, so its a good place to store materials and colors you want to transfer between models.

Textures and Materials


By default, the browser opens to a category called Base Materials. Texture categories include preinstalled textures provided for you as *.jpg images, which tile seamlessly when repeated. These images are stored in Root directory\Library\Application Support\SketchUp\Materials. To switch between categories, such as Exterior Finishes, Roofing, Markers, etc., simply select the category from the dropdown menu.

By default, this new personal palette is called My Textures but you can rename it. Once loaded into My Textures, an image or material can be edited, just like from within Colors in Model. You can delete a material from your personal palette by right-clicking on its swatch and selecting Remove. You can also select Remove from the Colors dropdown menu in Colors in Model or My Textures. Be careful when using this, because you cannot undo the action! If the material still exists in the User Palette, you can still drag it back into your personal palette. Once a color, texture, or image has been used in your model, it appears in the Colors in Model palette, available in the dropdown menu. To remove unused materials, go to Colors in Model and select Purge Unused from the List dropdown menu.

Importing Images
You can also import your own custom textures. Select Colors in Model or My Textures (if you want to edit the image) from the palette dropdown menu. At the bottom of the pane is a Color button; click this to get a dropdown menu including the option New Texture. (This option is also available when you right-click inside the pane.) New Texture enables you to load an external image file to be used as a texture. You can also import an image to use for picking colors. Click Image Palette, where the image Spectrum is already preinstalled. Select New from file to browse to the image you want to import.

If you want to be able to edit a material or image, you need to create a personal palette. (Colors and textures used in your model are automatically added to Colors in Model, which is the only place they can be edited.) Open the List dropdown menu at the bottom of any pane and click New.

(You can also add a new texture by right-clicking within this pane of Colors in Model, or the personal palette.)

You can also drop an image file directly into the Image Well of the Image Palette. Like the User Palette, images imported this way remain available from model to model.

162

Painting, Materials, and Textures

TIP: If the image is only to be used as a texture, you may want


to import it directly into Colors in Model or My Textures (If you want to edit it). The main reason to import an image into the Image Palette is to use it for picking colors.

3.

Click the In Model tab to see that the material has been added.

Where to Find More Materials


If you need materials that arent included in the installation, and dont feel like creating your own, there are a few places you can try. Go go www.sketchup.com and open the Downloads page. Under the top bar on this page, click Materials (you will also find components and plug-ins here.) Installation instructions are provided for Windows and Mac. You can also try www.sketchup.com/forum (located in the Support section of the main website) and click Materials/Components. These are objects and materials created by SketchUp users who have generously posted them for public use. You can search for something specific or post a request to see if someone might have what youre looking for. Finally, check out www.objectivenetworks.net. This is a great repository for materials as well as components. Mac: select Colors in Model from the dropdown menu or click the house icon to take you directly to Colors in Model.

4.

The arrows next to the house icon can be used to scroll between the last palettes you used. Click the thumbnail to activate the material. It appears at the top of the browser, (Mac: In the Active Color Well) instead of Default which was there before.

Applying Materials
Now that you can navigate your way through the browser in Windows or Mac, lets apply some materials to faces. 1. Start a new file and draw two forms like these:
TIP: Default is always available. If you want to return any face to its non-painted state, just apply Default as you would any material.

5.

Click one of the roof faces to paint it with CorrugateRust.

2.

Open the Material Browser to the Roofing category and add CorrugateRust to the model.

NOTE: Faces in SketchUp are double-sided, and when you apply a material it generally paints one side only. The exception is when you use transparent materials. This will be shown later in this chapter.

163

the SketchUp Version 4 Workbook

6.

Click the other two roof faces to paint them the same way. Any face you click while CorrugateRust is active will take on that material.

10. Undo, and make sure Stone-masonry is still active. Now press Shift and click the same face. This applies the paint to all faces that share the same material as the selected face. In this case, the selected face has the default color, as do all the non-roof faces of both buildings.

7.

In Windows, look at the thumbnail in the In Model browser. It now has a small white triangle at the lower right corner, to indicate that it is in use. In this example, the edges are set to take on the material of the object. You can change this in the Display page of the Model Info, in the Edge Display section. If you want edges to have their own color, use All Same.

8.

9.

Mac: There is no indication for materials in use. For the next material, go to the Exterior Finishes category, and click Stone-masonry. Now this material is active. You can apply this material to each face separately, but there are easier ways. Press Ctrl/Option and click one of the vertical faces of the large building. This applies the material to the selected face and all faces connected to it - directly or indirectly - that are not already painted. In this case the entire building is painted, but not the smaller building because it is detached.

In the In Model tab (Mac: Colors in Model), there are now two in-use materials.

11. Another way to paint multiple faces is to select them first. Use Select to select the three faces shown.

NOTE: Faces painted using Ctrl must be contiguous to the selected face. A face that is already painted would break this continuity. In the case of this exercise, the vertical faces are all considered contiguous because they touch at the back of the house.

164

Painting, Materials, and Textures

12. Now activate a new material, like Concrete-warm. Click any one of the selected faces to apply the material to all three.

14. Even though Concrete-warm is no longer used, it still appears in In Model / Colors in Model. In Windows, its in-use triangle indicator is gone. Keeping lots of unused materials can bog down your file, so its a good idea to get rid of the ones you dont need. In the Statistics page of Model Info, click Purge Unused. (This also gets rid of unused components and layers.)

13. To demonstrate the use of Shift again, select yet another material, such as Siding2. Press Shift and click one of the Concrete-warm faces. Each is replaced by siding.

Mac: Purge Unused is also located in the List dropdown menu.


NOTE: If you had pressed Ctrl Option and Shift together, and clicked one of the faces on the larger building, this would replace only similar, connected faces. The smaller building would not be affected

NOTE: You could also right-click on the thumbnail of a material that isnt used and select Delete (Mac: Remove). Or right-click on the right-facing arrow in In Model and select Purge unused.

Now only the materials in use appear.

165

the SketchUp Version 4 Workbook

15. One of the neatest features of materials in SketchUp is the capability of real-time editing. In Windows, click the dropper icon, which is used to detect the material of a selected face. You can also activate the dropper function by simply pressing Alt/Cmd while in the Paint tool.

NOTE: In Windows, you can also select Window / Material


Editor.

18. The first thing well change is the size, which is 5-4 long and 4-4 high. This is the size that is repeated for the tiled image.

Mac: There is no dropper icon, so you must use the Paint + Cmd method. 16. Select the face shown, and its material (Stone-masonry) is indicated in the browser. (Sure, you could have figured that out without using the dropper, but imagine how useful the dropper is when you have dozens of materials in use!)

19. Change the length to 3 (dont forget the foot symbol if youre in Architectural units), and the height changes in order to maintain the aspect ratio. As soon as you enter a value, the material updates on the model itself.

17. Click Edit, or select Edit from the material thumbnails popup menu. You can also double-click a thumbnail to edit it.

166

Painting, Materials, and Textures

20. Now click the lock symbol, which unlocks the aspect ratio. Now you can specify any value you like for the height. Enter 6 for some very tall stones.

22. Close the Edit Material window. The name of the material has not changed. In Windows, if you right-click on the edited material, you have two options: you can add it to the library or edit the library material to have the new properties. Be careful with this - you might not want to overwrite library materials. And if you add it to the library like this, there will be two materials with the same name.

Mac: Click the chain icon to unlock the aspect ratio.

21. Another thing you can change is color. Adjust the RGB (red-green-blue) or HSL (hue, saturation, luminance) values to change the color. This example uses a nice, deep green, which doesnt really convey in a black-and-white book!

Mac: You can change the name of a material in Colors in Model by editing it and entering a new name. 23. Dont select anything, and go back into edit mode. Change the name to something like GreenStone.

24. The new name is reflected in the tool tip. In Windows, right-click and select Add to Libary (Update Library Copy is not available because the name has now changed).

Mac: While the Edit pane is available, you can access any of the Mac color pickers (RGB, CYMK, greyscale, HSL, or Color Wheel) to change color. You can also change any material in the browser by editing it, then clicking on any other material in the browser window. If the other material is a bitmapped texture, the selected material will change to that texture; if the other material is a solid color, a bitmapped texture will be colored that color.

25. Switch back to the library, and here is your new material.

167

the SketchUp Version 4 Workbook

26. In Windows, you can change a faces material via its Entity Info. Use this to check one of the Greenstone faces. Click the material thumbnail.

28. One last thing: Draw rectangles on a couple faces, and Push/Pull them in or out. New faces that are created like this have the same paint as the face from which they originated.

27. This opens a window in which you can choose any of the materials in the In Model tab. (Note that this does not open the entire library.) Click Siding2, and close.

Using Shift and Ctrl/Option Keys


The previous exercise involved the use of mass-painting keys - Shift and Ctrl/Option. As youve seen, Shift paints all faces that have the same material as the selected face. The Ctrl/Option key will paint the selected face plus all faces that are connected to it. 1. The selected face is now painted with siding. Start with a form like this.

2.

Use either Shift or Ctrl/Option to select one face and paint the entire form. In this case, both have the same result. All the unpainted faces are contiguous and are therefore painted.

168

Painting, Materials, and Textures

3.

Undo, and paint only the horizontal face shown with a different material.

Material Transparency
Any color or texture used as a material can have transparency properties - enabling you to create realistic windows, screens, or see-through walls. 1. Start with a sloped-top form like this, with a circular cutout on the back face.

4.

Use Shift and select the vertical face shown. This paints all faces that have the same material as the selected face (in this case, the default, unpainted material). If there were other forms that had unpainted faces, these would be painted as well.

2.

Add another half-face along the diagonal wall.

5.

Undo, and use Ctrl/Option and select the same face. Only the faces above the already-painted face are painted. This is because these top unpainted faces are not contiguous to the bottom unpainted faces - the continuity is broken by the painted horizontal face. 3. In the Materials browser, locate the Transparent category. There are a few predefined materials here, but as youll see, you can make any color or texture image transparent. Select a solid transparent material such as Dark Green Glass and apply it to the lower half of the front face.

4.

169

the SketchUp Version 4 Workbook

The face is colored, but you can still see through it.

6.

Just like any other material property, adjusting opacity is reflected in real time on the model. Move the slider closer to zero percent to see the transparency increase. . .

5.

Open this material for editing. When materials are transparent, their preview swatch is divided in two sections - the opaque color (bottom) and its transparent appearance (top). The level of transparency is controlled by the Opacity slider. 7. 8. . . . and move it closer to 100% to make the material more opaque. Textures can be transparent as well. Change the transparent face to one of the Glass Block images. The default setting of this material looks rather opaque, so edit it and move the Opacity slider closer to the middle. As you increase transparency, note how the preview swatch changes.

9. Mac: Even though the opacity slider is present in the browser at all times, adjusting the opacity will not affect a selected material unless that material is immediately painted onto an object. When that happens, a new 'transparent' material is created in the browser and the original material remains unaltered. If the material is then edited, changing its transparency changes the material itself, without creating a new material.

Change the color of this material by using one of the color methods (Color Wheel is shown here). Select something dramatic like dark red. The color changes, but transparency is maintained.

170

Painting, Materials, and Textures

10. Now add a cylinder in front of the form. Use Move to shrink the top circle, creating a cone. Assign a texture to this cone such as Stone Vein (found in the Exterior Finishes category).

The transparent stone material should now have more of a multi-colored look 13. Select Colorize, and the material color becomes uniform. 14. To return the texture to its original state, check Reset Color.

11. When you edit this material, its Opacity is 100%, and its preview shows a solid swatch. Use the slider to increase transparency, and the preview splits accordingly. You can now see the rectangular form behind the cone.

Mac: You can reset any edited material, even if you have closed the editing pane and applied the edited material. Simply re-edit the material and select Reset Color.

15. Heres another neat feature of transparent faces. Turn shadows on by clicking the icon, or selecting View / Shadows.

There are no shadows cast from the transparent cone. 12. You can also play with the colors of texture materials. Deselect Colorize (Windows only), and assign a new color (reddish-purple) as shown.

171

the SketchUp Version 4 Workbook

16. Set the Opacity of the cone to a value greater than 70%. Once this value is crossed, the material casts shadows.

19. Lastly, we will adjust some transparency display properties. Open the Model Info to the Display page, and deselect Enable transparency.

17. Turn off shadows (or leave them on), and orbit the model so that you are looking in through the circular back face. Apply any non-transparent material to the glass-block face. This face now hides the cone.

This makes all materials appear opaque. Remember, the lower half of the preview swatch shows how the material looks when opaque.

18. Orbit back to face the front; this side still shows transparent glass blocks.

Transparency display can be memory-consuming, and when you working with a large model that uses lots of transparency, your renderings can be slow. Working without transparency can speed things up. 20. Turn transparency back on. Note that so far we have been working in Shaded with textures mode.

Faces in SketchUp are two-sided. By default a transparent material is first assigned to both faces, but you can then apply a different material to the opposite face.

172

Painting, Materials, and Textures

21. Switch to Shaded (hotkey: F7). This causes the textured materials to appear in their solid colors.

2.

To these 4 interior faces, apply an interior finish like ceramic tile. This, in a nutshell shows how you can have two different materials on any face.

22. Lastly, turn on X-Ray mode (hotkey: F9, or check X-ray mode on the Display tab of Model Info). Now the entire model is transparent.

3.

Add a vertical wall through the middle of the house. Pick a transparent material and apply it to one side of this wall. Because it is transparent, this material is automatically applied to both sides of the face.

Double-Sided Faces
As you may have noticed, faces in SketchUp have two sides. This is reflected in the fact that there is a Face Front and a Face Back color (set on the Colors page of Model Info.) This feature enables you to get very creative with materials - applying different ones to both sides of a face. 1. Start with a roofless house with some windows and a door. Apply an exterior texture, such as siding, to all 4 exterior faces. The interior faces remain unpainted.

173

the SketchUp Version 4 Workbook

4.

You can still make this face double-sided. Apply any other material, transparent or not, to one side of this wall.

The underside of the floor is still unpainted.

8.

Make this floor material transparent, and both sides of the floor take this transparent material.

5. 6.

Orbit to the other side, and the original transparent material remains. You can change a solid material to transparent, without affecting the material on the other side. Edit the material you applied to the exterior walls, and decrease its Opacity. Now you can see in, but you cant see out. This double-sidedeness can be very handy for presentations. For example, if you have a small form that is hidden by a larger form, you can apply transparency so that the smaller form is visible when hidden.

7.

If you change a solid material to transparent, and the other side of the face is unpainted, both sides will take on the transparent material. Apply a solid interior material, like wood chip, to the floor.

174

Painting, Materials, and Textures

Project: Using Transparent Faces to Simulate Fog Effects


Create a house with several trees behind it. Place numerous large rectangular double-sided transparent faces behind the house, and adjust the opacity to simulate fog.

2.

Undo, and use Ctrl/Option to apply paint to the same face. This time the faces of the group are omitted.

3.

When you apply a material to any face of the group, the entire group is painted. Activate a different material and click any face of the hexagonal insert.

Materials of Groups and Components


Youve already seen how to apply materials using the Shift and Ctrl/Option keys. When groups and components are in use, this can change the way faces are painted. Just like individual faces, groups and components can have their own default materials. The exercises in this section will show you how this all works. 4. 5. Undo to bring the insert back to the default material. If you want to apply different materials to different faces of the group, you must do it from within the group. Edit the group, and apply a material just to the vertical face of the insert.

Overview of Materials and Groups


This quick exercise will show you how groups are affected during mass painting, and how to handle painting groups themselves. 1. Create a form like this, and create a group out of the insert form. Use Shift to apply a material to any face of the box (not a face of the group). This applies the material to all unpainted faces, including those in the group.

175

the SketchUp Version 4 Workbook

6.

Close the group. Now the only unpainted faces are the sides of the insert. Make a copy of the insert. The painted vertical face is applied to the copy as well.

9.

Just like with a face, to see the material of one of the groups, check its Entity Info. This is the groups default material, even though not all faces of the group use this material.

7.

To paint the remaining faces of the insert, choose another material and select any of its faces (even the face that is already painted). This material is applied to the entire group, except for the face that is already painted.

10. In the Material Browser, find the Default material (Windows - open the In Model tab).

8.

Choose a different material to paint the other insert group.

Mac: The Material browser itself contains a Default Material button. Alternatively, you can sample the default color directly on the screen using the Cmd key with the Paint tool. Also, the Magnifying Glass will sample any color on the screen. 11. Edit one of the groups, and apply Default to the painted vertical face. This face takes on the default material of the group, and not the global default (unpainted) material of the overall model.

176

Painting, Materials, and Textures

Using Groups to Separate Materials


If youve read the chapter on Groups, you already understand how groups prevent objects from sticking to one another. This is also relevant for materials. This exercise will create a cabinet, and the use of groups makes it easier to apply various materials. 1. Start with the basic cabinet shape, and apply a single color (like black) to the four vertical faces of the base. Use Ctrl/Option to paint a wood material on the faces of the cabinet.

2.

Undo the counter (if you made it). Select the cabinet and its base, and make a group. Then create a counter top. Because this counter is not connected to the cabinet group below it, it has the default (unpainted) material.

3.

Push/Pull the front of the counter slightly outward. Activate a stone or marble material, and use Ctrl/Option to apply it to the entire counter.

To create the counter top, we want to create a rectangle on the top of the cabinet and Push/Pull it up. If you do this now, the counter will have the same material as the cabinet, which is not what we want. Because you used Ctrl/Option and not Shift, the bottom face remains unpainted. For a nicer looking cabinet, edit the group and add some doors. In this example, Move/Copy, Offset, and Push/Pull were used.

4.

177

the SketchUp Version 4 Workbook

Materials of Components
Using materials on components works pretty much the same way as for groups. The main difference is that you can implement material or color changes over all instances of a component, whereas each group would have to be edited separately. As with groups, components can be omitted when mass-painting faces. For this house, if you press Ctrl/Option while applying a material to one of the walls, the windows and doors will not be painted. (Using Shift will paint them, assuming the components are originally unpainted.)

If you change the default colors of the model, the color of the car body will change as well. This is set in the Color page of the Model Info.

2.

To determine the material assigned to any face, click on the paint dropper icon in the Materials Browser (Windows only). You can also press Alt/Cmd while the Paint tool is active, to get the dropper icon.

3. This exercise will focus on how components themselves are painted, and their default colors. We will use car components, since they are already created for you, and contain a variety of colors. 1. In a new file, bring in an SUV component. Some of the faces of this car are painted (transparent windows and black tires), but the body faces are created in the default material - Face Front.

Click on any body face of the car, and Default is indicated in the browser as the faces material. A components (or groups) default material is also listed in its Entity Info. Default (unpainted) is the component material.

4.

In the Materials browser, open In Model, where you can see the colors (black and transparent gray) used for the tires and windows.

178

Painting, Materials, and Textures

5.

We will change the color of the car body, but first well set the appearance of the edges. Open the Model Info window to the Display page, and set Edge color to By Material. (You can also find this on the Display Settings window.)

8.

Bring in another SUV from either the Transportation category of the browser, or from In Model. The new SUV will have the default color. Changing the color of one component does not change the component definition.

9.

6.

7.

Select any color and apply it to any face of the car; the body faces are painted. The windows and tires are already painted, so they retain their assigned colors. And all edges take on the color you just assigned. We will now change the edges so that they are all black. In Model Info / Display, set Edge Display to All Same.

To add another color to the file, we will add hubcaps. Open one of the components for editing, then open one of the tires for editing. Draw a circle on the outer face of the tire and color it light gray.

10. Close the tire, and close the SUV. All the tires now have hubcaps. (They only appear on one side, however, since the tires are not mirrored about the center of the vehicle!)

This setting will color all edges by the color set in Model Info / Colors page. By default, this color is black.

11. Open the Materials Browser to In Model, and you will see the color that you used for the hubcaps.

179

the SketchUp Version 4 Workbook

12. From the Transportation category (not In Model), bring in one more SUV. The new one has the original tires - no hubcaps.

16. You can color each car differently without affecting the definition of the component. Because these are components, you can make changes that affect all instances. For example, you can edit one car and make its roof black; this will color all roofs black.

13. Look in the In Model tab of the Component Browser. A new component has been added to the list. SUV has hubcaps, and SUV#1 does not. Dont confuse this with the components that appear in the Transportation category - you changed the SUV in your model; you did not change the original.

Default Component Materials


14. Delete SUV#1. It still appears in your browser, so purge it. As youve seen when painting a component, the material is applied to all faces of the component that have the components default material. In the car exercises, all of the components had Default (unpainted) as their material, so their unpainted faces took on whatever material you applied. Mac: The default material is the first thumbnail in Colors In Model. You can change this color by changing the Face Front color in Model Info. However, you cannot set a texture as the default material. If you try, you only get the basic color of the texture, not the texture, itself. Not all components have Default as their assigned material, however. If a component has a specified material or color, then it is faces of this material/color that will be replaced by an applied material. Confused? Try this short exercise. 1. 2. Create a four-legged table. Apply a wood material to the legs. Make a component of the table and insert a few more.

15. Bring in two more SUVs from In Model. These look the same as the two already in place (with hubcaps).

180

Painting, Materials, and Textures

3.

Apply a different material to each table. The material is applied to the table top only, because these are the faces that are still unpainted, which matches the component material of Default. The legs already have an assigned material, so they stay wooden.

7. 8.

Mac: Open Model Info / Colors and change the Face Front color - this will become the new default component material. You cannot specify a texture here; only its base color will be used. The table faces are now all wood. Edit the component, and change the table top material. The default component material is still wood.

4.

So far this is what youve already seen with the cars - replacing unpainted faces. The next component, though, will use a specific material. Use Undo to return to the original, default table, and make it a component. Make sure the wood material is still in the model even if it is not currently assigned.

9.

Make three more copies, and assign each table a different material. This time the legs are painted. This is because the legs were originally wood, which is the default material of the component. And the default material is what gets replaced when you assign a new material. The table tops already have another material, so they remain unchanged.

5.

In the components Entity Info, click on the material thumbnail.

10. In Windows, as youve seen, a components default material can be changed without affecting the component itself. For one of the changed tables, the default material is no longer wood - it is the material you applied.

6.

Select the wood material to make it the component default.

181

the SketchUp Version 4 Workbook

Texture Positioning
The rest of this chapter focuses on how you can manipulate texture files, including image files, to fit your model. This exercise gives you the basics on positioning texture (or texture tweaking as @Last likes to call it). There are two modes you can use to position textures: Fixed Pins and Free Pins.

3.

Select the smaller front face and move it from side to side. The texture stays in place while the face moves - the texture does not stick to the face. Return the face to its original position.

Fixed Pins
Fixed pins is the more exact mode for texture positioning. You have 4 pins of different colors, each with its own function, each works relative to the anchor (red) pin. 1. Start with a form like this. 4. To set the texture so that it sticks to the face, you must position it. Right-click on this front face and select Texture / Position.

2.

Locate the Stone masonry texture in the Exterior Finishes category and add it to the model. Edit the material so that the stone blocks will be large enough, relative to the model.

5.

In this mode you will see 4 pins, either all yellow or of 4 different colors. We want the latter mode - Fixed Pins. If youre not in this mode, right-click and make sure Fixed Pins is checked. The pins surround one instance of the texture - the rest are tiled instances.

182

Painting, Materials, and Textures

6.

Click anywhere on the texture and keep the mouse button pressed. Move the mouse around to drag the texture to a different location.

9.

In addition to dragging pins, you can also move them. Hover over the green pin until you see a small square around it, then click. This lifts the pin out of its position. Move the mouse to the desired location (between Blocks 2 and 3), and click again to place the pin there.

7.

The red pin is the anchor pin. Scaling, shearing, rotation, and distortion are all done relative to this pin. Click, hold, and drag the red pin to the lower left corner of the face. (You can access inference points like endpoints and midpoints while in position mode.) Now Block 1 will always start at the lower left corner of the face.

10. Now drag the green pin back to the lower right corner. Two blocks are now spaced along the face.

The blue pin is for shearing (making diagonal) as well as vertical scaling. 11. Drag the blue pin up or down so that 4 rows of blocks fit vertically in the face.

8.

The green pin is used for overall scaling and/or rotation. Right now we will use it just for scaling. Drag the green pin to the lower right corner of the face. Now 3 full stone blocks fill the face horizontally.

12. To accept this new position, right-click and select Done. (You can also click anywhere in blank space to exit position mode.)

183

the SketchUp Version 4 Workbook

13. Now move the front face again. No matter where its located, the face contains 2 blocks at the bottom and 4 rows vertically. Also, note that the rest of the model has the original stone texture; only the front face has changed.

16. Drag the yellow pin up so that the seam line above Blocks 1, 2, and 3 is aligned with the diagonal edge.

14. Slope the front face by moving the edge shown.

17. Exit position mode, and here is the result: the blocks look as if they are getting closer; their perspective has changed.

15. Enter position mode again. To shrink the overall scale, first place the green pin to the right of Block 3 and drag this pin back to the corner.

18. To return to the original texture size and position, right-click on the face and select Texture / Reset Position.

The yellow pin is used for out-of-plane distortion. (The result only looks out of plane - the texture always remains on the face). This is more useful for actual photographic images that youre trying to fit to a face, but we will use it here anyway.

184

Painting, Materials, and Textures

19. We will now look at rotation and shearing. Go back to position mode and drag the red pin to the corner shown.

22. Now move the red pin and drag it so that a block starts at the corner shown.

20. Drag the green pin upward so that the angle of the blocks matches the diagonal edge (do not release the mouse yet). If you stay on the dashed red rotation line, you will not change the scale of the blocks.

23. Drag and rotate the blue pin to shear the blocks. The result is that the blocks are rotated but still have vertical sides.

24. Leave position mode. Now we will see how to apply this modified texture to the rest of the model. The texture in the Material Browser is the original one, so if you apply it to any face (including the changed one), you will get the original, unscaled, unsheared, unrotated blocks.

21. Now drag the green pin outward to increase the overall scale. This is how you can rotate and scale the texture in one step.

185

the SketchUp Version 4 Workbook

25. To sample a texture, use the Paint tool with Alt/Cmd pressed. In Windows, you can use the dropper. Click the front face to pick up this texture.

Free Pins
Free pin mode is useful when you want to make an image fit within a certain shape. It is not as exact as Fixed Pin mode, but handy when you need to make adjustments by eye. Imagine youve designed a house and your client hands you a picture of a friends house that has the exact door he wants. You can use the picture as a texture on the door, and use free pins to fit the picture exactly to the door in your model. This example uses the door shown below. It was taken from the site www.spiritelements.com, in the Custom Doors category.

26. Now apply this material to the other faces (you can use Shift or Ctrl/Option when selecting any face). The sloped blocks now appear on all faces.

NOTE: To save a picture from a website, right-click on the image and select Save Picture As. Some images are copyright protected and cannot be saved.

1. 2.

Start with a house and an estimated rectangular outline for the door. There are a few ways to insert a picture to be used as a texture. One is to select File / Insert / Image as Texture. Place the picture on the door by clicking the lower left and upper right corners of the door rectangle.

186

Painting, Materials, and Textures

3.

4.

The picture fills the doorway, but does not have the correct size or orientation. Right-click on the image and select Texture / Position. If you see colored pins, you are in Fixed pin mode. To enter Free pin mode, right-click and deselect Fixed Pins. In Free pin mode, there are four yellow pins around one of the tiled images.

7.

Use this method to place four pins at the four rectangular corners of the door in the picture.

8.

Now click and hold each pin and drag it to the closest corner of the model doorway.

TIP: While in either Free or Fixed Pin mode, you can switch modes temporarily by pressing Shift.

5.

6.

Like in Fixed pin mode, place the cursor anywhere on the image, and drag it to move the picture around. You can use this to place the door in its general location. In Free pin mode, each pin has the same function - to pull its corner to stretch and distort the picture. Like you did with the Fixed pins, lift one of the Free pins off the image. Place it at the closest door corner, disregarding (for now) the arch portion at the top.

9.

If the picture isnt perfectly aligned, you can continue to lift, move, and drag pins until the alignment looks good. To keep this image distortion (you distort the image to make it look right), leaving positioning mode.

187

the SketchUp Version 4 Workbook

10. The door fills the rectangle, but the arch portion is missing. Use Arc to place an arc at the top of the doorway. Erase the line between the rectangle and arc, and the image extends into the arc. Resize the arc to fit the picture.

Using Pictures to Create Realistic Objects


If you have pictures handy, you can easily use them to create photorealistic objects you can place in your drawings.

Creating a Painted 2D Tree


This exercise uses a picture to create a tree in your model. Here is the picture that will be used:

If needed, you could return to position mode and place a pin at the top of the door in the picture. Then that pin would be moved to the midpoint of the arc. 11. Move the door, and the image follows.

Any picture of a tree can be used. If you dont have a tree picture, try a person, street lamp, road sign- something that you would always want to face you in a 3D model (not appear as a 2D cutout). 1. Start with a basic house. Select File / Insert / Image and browse to your picture. We dont want it aligned to any of the house faces, so place it on the red-green plane, away from the house.

12. Now move just the door edges, not the face itself. This places the door shape on another portion of the door image, so be careful not to do this!

188

Painting, Materials, and Textures

2.

Just like a group or component, when it is selected and you are in Move mode, you can also rotate it. Place the protractor on the necessary edge to make it vertical. Then explode the picture so that it will act as a regular SketchUp face.

4.

Now use Line and/or Arc to trace around the tree. When the outline is closed, the lines will become thin.

5.

When the outline is complete, delete the rest of the picture.

TIP: You also could have arrived at this point using Insert / Image as Texture. In that case, you would first have to create the vertical face for the tree, and then apply the picture to that face.

3.

For this next step, it might help to change the edge color. Open the Model Info window to the Colors page and select a color for Edges that contrasts with the tree.

NOTE: The picture is not positioned with respect to the edges around the tree, but you could use texture positioning to fix this.

6.

Make the tree a component, and insert a few more of them around the house. Use Scale to make some trees wider, shorter, or taller, or to make mirror images.

189

the SketchUp Version 4 Workbook

7.

If you orbit the model, the trees look like how they were created - flat cutout faces. This can be changed in the definition of the component itself. Even when components have different scales, their properties are still the same. In Windows, right-click on any tree and select Properties (All Like This). In the Properties window, check Always face camera.

9.

Now orbit the model around. No matter what the angle, the trees are always facing you.

Creating a Painted 3D Bus


This exercise uses a picture to create the side, front, and top of a bus. This will work for any vehicle, but a bus is handy because its prismatic. You can do a web search for a bus picture, but the one used in this example is from the Greyhound web site http://store.yahoo.com/greyhoundlogoshop/. (Its actually a toy bus, but it looks real enough!) Here is the picture:

Always face camera is also available when first defining a component, as well as in a components Entity Info. (In the Entity Info window, if only half of the options appear, click on the right-facing arrow and select Show Details. This expands the window.) Mac: The Properties option does not work as of this writing, but it is a known bug that will be fixed. In the meantime, to make a component always face the camera, this option must be set when the component is first created. To modify an existing component, you must explode it and redefine the component. If the edges surrounding the trees look too thick, open the Display page of Model Info and uncheck Profiles. This will make all edges thin. Or you could set Edge Color to None to eliminate edges altogether.

1.

8.

First make a box in the general shape of a bus. If you care about making it realistic, make the length something like 30.

190

Painting, Materials, and Textures

2.

There are two ways to import a picture as a texture. The first is via the Material Browser. Click the Create button at the top.

5.

Undo to take the material off the box and out of the browser. Now select File / Insert / Image as Texture. The picture comes into the model and you can drag it by its lower left endpoint. The picture will align itself to any face, so click the two corner points of the side of the box.

3.

Mac: Click Image Palette, and select New from file to browse to the image you want to import. You can also right-click on the texture swatches and select New Texture. In the Mix New Material window, check Use texture image and browse to the bus picture. Make the size something realistic - if you keep the lock symbol as is, you can enter 30 for the length and the height will update automatically. Finally, enter the name of the new material (Bus) at the top left.

NOTE: If you want to drop the picture onto the face at its current size, just double-click on the face. Press Ctrl if you want to place the picture by its center. Press Shift while placing the second corner point if you want non-uniform scaling.

6.

Enter position mode, and zoom in closely to see the 4 corner pins. Move the pins to the corners of the side of the bus.

4.

This new material now appears in the In Model tab of the Material Browser. Paint this material onto the side of the bus. This method would work fine since it can always be repositioned, but this placement method allows no control over where the picture is placed.

TIP: Its very helpful to use the zoom functions when placing pushpins. Use Zoom Window to lift the pin, then Zoom Extents to see the whole model. Zoom Window again to the target point, and click to place the pin.

191

the SketchUp Version 4 Workbook

7.

Now drag each pin to a corner on the side of the box.. The side of the box should now contain the portion of the picture that is the side of the bus, stretched and moved to the right scale and orientation.

10. Now for the front of the bus. Again there are two ways to apply the picture here. First, click the thumbnail in the Material Browser and apply it to the front face. With texture positioning this would work, but the initial placement of the picture is random not connected to the picture on the side of the bus.

8.

Leave positioning mode. The side of the box looks good, but the tires are cut off. 11. Undo. Heres a better way. Use the dropper or Paint + Alt/Cmd to sample the material on the side of the bus. Now click the front face. The picture still needs to be adjusted, but its placement is correct along the edge shared with the side face.

9.

Push/Pull the bottom of the box so that the wheels are visible. Use lines and arcs to trace the bottom of the bus to include the wheels. Push/Pull the wheels all the way through. Now the wheels are included in the bus.

192

Painting, Materials, and Textures

12. Enter positioning mode. (If your picture isnt facing the right way, or is upside down, you can right-click and select Flip / Left/Right or Up/Down.) The pins along the common edge are already located correctly. Move and drag the other two pins into place.

Try it Yourself
The picture used here is of a birdhouse taken from the website www.cleanairgardening.com/hapawobiho.html. Any similar picture will work, including one of an actual house, or perhaps a group of townhouses.

13. The top face is done the same way. Use the sample method to pick up either the side or front face material, and apply the material to the top. The roof is already aligned along the 2 edges common to the side and front faces. Adjust the one pin that isnt located correctly.

Build a model that approximates the shape of the house. Insert the image on one face and position it, then modify the geometry and insert the image on other faces.

You may need to do some fine-tuning with the pins to get the results you want. 14. To apply the material to the opposite side, get a sample of the texture on the first side and apply it. It has the correct shape and orientation, only backward!

193

the SketchUp Version 4 Workbook

Wrapping Images
This exercise shows you how to wrap a picture along planar faces from a set angle, and how to modify a picture wrapped around a curved. The picture used here is a map of the continental USA, but any image will work.

3.

Sample this positioned texture and apply it to adjacent faces. The wrapping is correct, according to the horizontal alignment of the original face.

4. 1. Start with a cube and use File / Insert / Image as Texture to apply the map to one face. Make the scale a bit larger than the face itself.

If you want an alignment that is not along one of the faces, you must insert the image by itself (not as a texture). Unpaint the cube and use File / Insert / Image to bring in the picture.

5.

Activate Move mode, in which you can both move and rotate the picture. Move it to a position like this - at an angle in which a corner of the cube sticks out.

2.

Use texture positioning to center the picture on the face.

194

Painting, Materials, and Textures

6.

Explode the image, and sample the texture. Then with the image still selected, delete it.

9.

Now draw a cylinder and apply the picture to it. (Use the thumbnail from the In Model tab of the Material Browser, not the sampled texture from the cube.)

7.

Apply the material to the faces, and the wrapping adheres to the angle of the picture.

The picture wraps smoothly, but you cannot right-click on the face to access texture positioning. 10. To change the orientation or scale of the image on a cylinder, first display hidden edges (F4). Then right-click on any of the face segments and select Texture / Position.

8.

Because this texture was created from an exploded material and projected onto a face, it is a projected texture. Verify this by right-clicking on the face Projected is checked under Texture. 11. In Fixed pin mode, use the green pin to rotate the picture.

195

the SketchUp Version 4 Workbook

When finished, only the edited segment has the rotated picture.

14. Switch to Top view and turn off Perspective mode (Alt + P). Draw a rectangle that extends past the projected sides of the picture, and use draw two tangent arcs.

12. Sample the rotated image, and turn off the hidden lines. Then apply the texture to the cylinder - the rotated picture wraps around the whole cylinder.

15. Trim the rectangle in front of the arcs and Push/Pull so that the top and bottom extend past the picture.

13. For another example of a projected image, start a new file. Locate the map file in your browser, and drag it right into SketchUp. This brings the image into the red-green plane, at the pictures original size. Thats why pictures imported this way activate Scale mode (note the drag handles), so that you can change the size immediately if you want. Rotate the picture to be vertical.

16. Explode the picture and Push/Pull it into the wavy form.

196

Painting, Materials, and Textures

17. Run Intersect with Model. Trim all but the projected face, and use Erase + Ctrl/Option to soften edges on this face.

. . . but in an isometric view you can see distortion along the curved face.

19. Just like with the cylinder, to manipulate the textures on this wavy face, you need to first display hidden edges. Then right-click on any face segment and select Texture. Projected is indicated as the current format; select this option to toggle it off. 18. Sample the exploded picture, and apply it to the wavy face.

This is a projection, not a wrapping. Therefore, the wavy face looks fine in Front view. . .

197

the SketchUp Version 4 Workbook

20. The texture of this face now has the true scale. Sample this texture, turn off hidden edges, and apply the texture to the rest of the wavy face. In this example, many of the segments have a continuous pattern, but not all do - the pattern looks jumpy.

Unless youre working at a very large zoom scale, you probably wont get perfectly matched results with this method, but itll look pretty close. With hidden edges turned back off, the results look like wrapping.

Projecting an Image onto a Non-Planar Face


21. The solution: turn hidden edges back on, and position the texture in each face segment, one by one, in order. This case is easy - while positioning, drag the map to match that of the adjacent face segment. Similar to the previous exercise, this exercise shows you how to project a map onto a topographical surface. You can get a map from the site www.mapquest.com.
NOTE: To use mapquest, type in any address and click Search. Zoom in or out as needed, then right-click on the graphic and select Save Picture As.

1.

Use File / Insert / Image to insert the map into the model. An image inserted this way does not need to be placed on a face - it is a unique, separate object.

You can insert an image several ways: Double-click to drop it at its current size. Click one corner point, then the other to insert it at its current aspect ratio.

198

Painting, Materials, and Textures

To insert by its center, click the center point, then press Ctrl/Option and click the outer point. To change its aspect ratio, keep Shift pressed while placing. You can also drag a picture into SketchUp directly from the file browser. This inserts the picture at its original size, but you can change the scale after inserting. 2. We want the picture to act as a regular SketchUp face, so explode it. 3. To represent the topographical lines, use Freehand (hotkey: F) to draw a few wavy lines on the face. If drawn correctly, (starting and ending on the face edges), they will be thin-lined and will divide the face.

5.

To smooth the face, we will use Autofold. First, select the edge shown. Use Move with Autofold to move the edge up from Point 1 to Point 2.

This is the result - the step is gone and edges are added where needed.

6.

Use the same Autofold method to smooth out the entire surface.

4.

Use Push/Pull to pull up the first section. Pull up the remaining sections progressively higher. You can double-click repeatedly if you want to keep all height differences the same. Note that the map acts like a material, and follows the pulled sections.

199

the SketchUp Version 4 Workbook

This is one method for creating a realistic-looking topo surface. You could achieve the same results if you have created a face first, then used File / Insert / Image as Texture to apply the map directly to the face. The advantage of applying the image by itself (File / Image / Texture) is that you do not have to start out knowing the exact dimensions of the map you can build the model based on the picture. We will now try another method - starting with the topo surface and projecting the image onto it. We already have a topo surface, so we will remove the picture from it. Select the entire surface by triple-clicking on any of its faces. Then apply the default material to the model.

9.

First, well see how not to apply the map to this surface. The map should still be present in the Material Browser; click it and apply it to the surface. With this method, the material is applied to each sub-face individually, resulting in a jumbled mess. This occurs even when the surface has been smoothed.

7.

10. Undo, and use File / Insert / Image to bring in the map again. Place the first corner directly above the relevant corner of the topo face . . .

8.

To get just the surface, erase all the side (vertical) faces. Use Soften/Smooth Edges to smooth the surface.

200

Painting, Materials, and Textures

11. . . . .and for the second point switch to Top view. For exact placement, it is necessary to turn off Perspective mode (Camera / Perspective, hotkey: Alt + P). Place the second corner at the corner of the topo surface.

13. Now to place a building directly on this topo surface. On the flat image, draw the footprint of a building; this example includes an arc driveway.

NOTE: You cant use Insert / Image as Texture here, because


there is no flat face to apply the image to.

14. Move the flat image plus footprint directly below the topo surface and Push/Pull the footprint plus driveway up beyond the topo surface.

12. The map is now directly above the topo surface. As before, Explode it. Then sample the texture from the flat image, and apply it to the topo surface. It is projected directly onto the surface, and not subdivided.

15. After using Intersect with Model, you can delete everything below the topo surface.

201

the SketchUp Version 4 Workbook

Review: Tips for Efficiency with Materials


When applying and replacing materials in your model, the In Model tab (Mac: Colors in Model) lists all materials that are both in use and not in use. Materials that are not in use can either be materials that were replaced, or materials that were imported into the model from a library but not yet assigned to any face. Having a large number of in-model materials can slow down performance. You can speed things up by getting rid of materials youre not using. Right-click on any unused material and select Delete/Remove. To remove all materials, right-click on the right-facing arrow at the top of the In Model tab and select Purge unused. Mac: Purge Unused is in the List dropdown menu at the bottom of the Materials browser when Colors in Model is open. You can also right-click on individual thumbnails and select Remove, if it is available. You can also open the Model Info to the Statistics page and click Purge unused. This also clears unused components and layers. If materials still remain after purging, they are probably attached to components that are also no longer in use. Like materials, when a component is no longer in use it still appears in the Component Browser. You can purge components the same way right-click and select Purge or use Purge unused. Working with lots of transparent materials can slow your rendering. Switching off Transparency mode can speed things up. This option is found in the Display tab of the Model Info. Lastly, working with large texture graphic files can also slow performance. If you find this to be the case, consider using single-color materials while working in your model. Then when the model is ready for presentation, you can replace these materials with image files.

202

Sectioning
3. 4. Explode the sphere. Click Add Section Plane (Mac: Create Section Planes).

Section cuts enable you to look inside your model, providing a powerful way to visualize spatial relationships, and they can make documenting and constructing complex forms much more straightforward and accurate. Section planes free you from having to constantly hide and unhide geometry, and they dynamically demonstrate the relationships of spaces. If you do not see the Section Planes toolbar, select View / Toolbars / Section Planes. Mac: the Section Plane icon is located at the bottom of the Tool Palette. If you don't see this, select Tools / Section Plane.

NOTE: WIndows: If this toolbar is not displayed, select View / Toolbars / Section Planes. Mac: If the Tool Palette is not displayed, select Window / Tool Palette.

Sectioning Overview
This exercise will show you the basics of using the section tools. 1. Open the Components Browser to the Shapes folder and insert a Sphere.

5.

When you move the cursor around the drawing, notice how the plane indicator aligns to the various faces. Locate the section plane on the vertical face shown.

Click to make the section. The plane appears, with arrows indicating the direction that will be cut. Wherever a face intersects with the section plane, thick lines appear.

2.

Create a base for the sphere, and use Rotate to slightly tilt the sphere.

203

the SketchUp Version 4 Workbook

This default color of section lines can be changed on the Section Planes page of the Model Info window. You can also set the section line thickness and colors of active and inactive section planes.

8.

Click Toggle Section Cuts (Mac: Display Section Cut Effect) or select View / Section Cuts.

Mac: This icon can be added to the toolbar via View / Customize Toolbar, or can be turned on by selecting View / Section Cut. The cut lines disappear (the entire model is displayed), though the section plane is still visible. 6. 7. Select and erase the section plane. Click Add Section Plane again, and align it with the face shown, but do not click yet. Press Shift to lock the orientation, and locate the section plane at the midpoint of the adjacent edge.

9.

Display the section cuts again, and click Toggle Section Plane Display. (Mac: Display Section Planes) or select View / Section Planes.

As youve seen, sections consist of two parts - the section plane and section cuts (those thick intersection lines). Now the plane is hidden. If you have multiple section planes, this command affects the display of all the planes.

10. Display and then erase the section plane.

204

Sectioning

11. Now add a section plane and hover on one of the points on the sphere itself. Shift-lock the orientation and place the plane deeper into the sphere.

13. Orbit out of this view, right-click again, and select Reverse. The arrows change direction, and the opposite part of the model appears.

14. Reverse again. 15. You can also save the cut lines as a group. Right-click and select Create Group from Slice. 12. Right-click within the section plane (on an edge or within the empty gray area) and select Align View.

This aligns the section plane with the screen - you are looking straight into the section.

This leaves a group of line segments on the model where the section plane was. Erase or hide the section plane, or click Toggle Section Plane display to blank it.

16. Ungroup (Edit / Group / Explode, hotkey: Alt+G) the group of lines. They become thin lines, aligned to the planes that contain them.

205

the SketchUp Version 4 Workbook

17. Erase all faces and edges in front of the cut lines, and your model is now trimmed by a plane.

2.

Place a section plane on the front face. You can now see inside the house. Add the second floor, which creates an additional section cut line along the front of the house.

Using Sections for Interior Design and Presentation


If you are designing a closed building, you probably need to get inside to design walls, stairs, floor layouts, etc. You can hide and unhide walls, but for complex structures it may be more convenient to use section planes. This exercise will show a very simple house and a few interior elements. The last steps involve using sections to create a slide show presentation. 1. Start with a house like this. Insert a door component to the front of the house. Use Measure to scale the house, if needed.

3.

We now want to add a staircase along the right side wall. Add another section plane where shown.

4.

You cant see much from this small opening, so select the plane and move it toward the other side. Moving section planes is done the same way as moving any geometric object - with the Move tool.

206

Sectioning

5.

Use lines and Push/Pull to make a basic staircase. (This removes area from the side wall of the house which we will ignore for this exercise. However, you could avoid this by making a group of either the walls or staircase section.)

In this way you can use sections to build walls, add components such as doors and windows, furniture, plants, etc. Remember, if the display of section planes clutters your display, you can always toggle their display. We will now use Pages to create a slide show in which you can see sections dynamically. Click Toggle Section Plane Display to clear the planes, and orbit so that you are nearly facing the front of the house.

8.

6.

Right-click on the first section plane you created and select Active Cut. This returns you to the section at the front of the house. Though you can have an infinite number of section planes, only one section can be active at any time. 9. Select View / Tourguide / Add Page. The current view is saved as Page 1.

7.

Move this plane very slightly inward so that you get past the front door. Now you can easily erase the wall separating the small wing from the main house.

10. Display the planes again, and copy the active plane to the back of the house, slightly in front of the back wall.

207

the SketchUp Version 4 Workbook

11. Activate this new plane, and turn off the plane display. Orbit to a similar orientation as you had for Page 1, and create a new page (Page 2).

15. Copy this diagonal plane to the back corner and activate it.

12. Turn the planes back on, but hide the ones that you have created so far. (You can leave them in place, but the display tends to get cluttered this way.) 13. Create a new plane on the face shown.

16. Orbit to a similar view as Page 3, and save as Page 4.

14. Select and rotate the plane so that it cuts the face diagonally. Move it so that is it just inside the front corner. Orbit to the view you want, this time leaving the plane displayed. Save this as Page 3.

TIP: If you wanted to use the same exact view as Page 3, you could create the new plane and then click the tab for Page 3. Then activate the new plane and save the view as Page 4.

At the top left of the screen you can see the tabs for all the saved views. Clicking a tab moves the current view dynamically to the selected view. Select View / Tourguide / Play Slideshow for a running presentation moving along the pages.

Mac: You can also click the Start Slideshow icon.

You can add these icons to your toolbar via View / Customize Toolbar. Pages and slideshows are detailed more in Chapter 9.

208

Sectioning

Exporting Section Slices


You can export an active section slice as a 2D file in the *.dwg or *.dxf format. This enables you to export vector information, which will reflect the precise measurements of your model.
NOTE: See "Export and Import (Insert)" on page 274 for details on other ways to import into and export from SketchUp.

1.

Start with a building shaped like this, using Scale to shrink the top face. Divide any of the near-vertical edges into 4 or 5 equal segments.

1. 2.

Select File / Export / Section Slice. Under Export Type, select the type of file (which version of AutoCAD, *dwg or *.dxf). Assign a file name. If you want to specify conversion parameters, click Options.

2.

Locate the first section plane at the endpoint of the first segment of the subdivided edge, and copy the section plane to the remaining segment endpoints.

Project: Copying Section Planes for Floor Plans


Create a 4-story pyramid-shaped building, with sections planes representing each floor.

3.

Right-click on each section plane and select Create Group from Slice. A group of cut lines appears along each plane.

209

the SketchUp Version 4 Workbook

4.

Edit one of the section groups. Recreate the section face , and offset it slightly inward. Trim so that only the offset face remains, and apply a contrasting color to the floor face.

2.

Copy the section, rotate it, and Push/Pull them both so that the mouldings overlap. Place a section plane on the indicated vertical face.

5.

Close the group, and do the same editing for the other floors. When you are finished with all the floors, display the building in X-Ray mode (hotkey: F9).

A section is cut, but this isnt the section we want.

3.

Use Rotate to move the section plane into place along the corner.

Project: Using Section Planes for Mitering


NOTE: Using Intersect with Model is a much easier way to create a mitered corner, but this project shows another possible usage for sectioning.

Moulding 1
1. Start with a molding section like this. .

210

Sectioning

4.

Create a slice group from this section plane. When you explode the group, the edges are resolved to the faces.

Molding 2
The previous molding was easy to miter because it had a vertical face on which you could place the section plane. But if your section has no vertical face, you need a few extra steps. 1. Start with a new section, in which no interior angle is 90 degrees.

5.

Use Erase or Select+Delete to remove all edges and faces of the overhangs. Retrace edges if you need to replace any faces of the portions that are to remain.

2.

Because there is no obvious face on which to place the section plane, we will create one. Create a construction line where the intersection plane will be.

211

the SketchUp Version 4 Workbook

3.

Create a vertical rectangular face from this construction line, and place a section plane on this face.

2.

Group the circle so that you can easily use the whole circle in the Follow Me tool.

3.

Create a horizontal section plane parallel at the center point of the circle.

4.

The rest is like before: create a group from the section slice, edit the group, and trim as needed.

4.

Project: Section Planes with Model Intersection


Create a Follow Me series of striations along a drafted form.

Copy both the circle and plane twice along the diagonal edge. Make slice groups on all planes.

5. 1. Create the drafted pyramid form with one arc face. Draw a small vertical circle on one of the faces, and place a construction point at its center..

Right-click one of the slice groups and Explode it. This leaves the lines and circles ungrouped and selected.

212

Sectioning

6.

With the path already selected, activate Follow Me Then right-click on the circle group and select Edit Group. Click the circle face to define it as the section to drive around the path. Do the same for the other two sets of groups.

Workaround: Simultaneous Section Cuts


So far youve seen that, although you can have many section planes, only one can be active at any time. There is a workaround for this, involving the use of groups. 1. Start with a form like this. Add a section plane to one face and move it to the desired position.

7. 8.

Explode the groups, and run Intersect with Model the whole model. Now you can erase all the faces and edges we dont want. It will be tedious erasing all of the tiny edges making up the curved faces. Here is the pyramid with the evenly-spaced, perfectly located striations. You can also soften the edges..

2.

Deactivate the plane. Now select both the form and the section plane and group them.

3.

To activate the plane, it must be done within the context of the group. Edit the group, then right-click on the section plane and select Active Cut.

If your original form or cutout shape had no curves, there would be a lot less cleanup!
TIP: In Select mode, if you double-click on an edge, it selects the edge plus any adjacent faces. If you double-click a face, it selects the face and its edges. Be careful if you use this to delete faces of the outer tube, however, because the edges along the pyramid form will also be selected. You would need to delete these one by one, which would be easiest in Wireframe (F5) model

213

the SketchUp Version 4 Workbook

4.

Then close the group. You can now add another section plane. This second plane can be moved easily, but to move the first one you would have to edit the group once again.

TIP: An alternative to deactivating the section plane would be to move it away from the form before grouping. Then, while editing the group, you would move it to the desired position, thereby automatically activating it.

To add more section planes, you would have to create more groups. These would be progressively nested groups - i.e. the next group would consist of both the previous group and the latest section plane. For numerous sections, this can get confusing. But then again, there arent too many cases in which youd need dozens of section planes.

214

Presentation
2. Add a chimney to the side and hollow it out. Give its faces a texture, such as brick.

This chapter consists of one exercise which will show you how to walk through and look around a model, save views, place objects on different layers, create shadows, and create a slide show.

Walk Through Tools


1. Create a house with a sunroom and back patio, and add some windows and doors to the front and back. Add materials as well.

3.

We will now look at some of the walk-through tools. First, position the view so that you are standing outside the front door, facing the house straight on.

We will now use the Walk tool to walk through the house. This tool is easy enough to explain in words, but you really have to play with it to get a feel for it. Basically, it simulates moving and turning while exploring your model.

To walk forward, drag the mouse up (holding the left mouse button).

215

the SketchUp Version 4 Workbook

To walk backward, drag the mouse down. While walking or turning, you can press Ctrl/Option to move faster (this is called the run feature and is handy for large models). To turn left or right, drag the mouse to either side. To move (not turn) left or right, hold Shift while dragging the mouse to either side. To move up or down (for example, jumping to a higher or lower floor), hold Shift while dragging the mouse up or down. Perspective mode must be on (Camera / Perspective, hotkey: Alt+P); Walk does not work in Paraline mode. See "Perspective Mode" on page 264. You can use Walk in conjunction with Zoom (Camera / Zoom, hotkey: Z), which you can use to change your field of vision.

Another useful tool is Look Around.

This simulates standing in one place and turning your head. You can enter a different Eye Height (displayed in the VCB) if you want to stand in a higher or lower Drag the mouse up and down to look up and down. Drag the mouse from side to side to turn your head. 5. Use Look Around (Camera / Look Around, hotkey: Shift+L) to turn from the point where you are standing, just inside the front door, to face the opposite side wall.

4.

In Zoom, press Shift and move the mouse up or down to change the number of degrees you can see. You can also type in the desired angle, or a focal length (such as 35mm). Activate Walk (Camera / Walk, hotkey: W). From the front door, drag the mouse upward to pass through the door into the house. Use Zoom if necessary to adjust your angle of vision.

TIP: While in any camera tool (Zoom, Orbit, Walk, etc.) you can access any other camera tool by right-clicking and selecting it from the context menu.

216

Presentation

6.

Activate Walk again so that you can move forward and face inside the sunroom. Look in the VCB to see the current Eye Height (your VCB might look different).

8.

Fill in the wall separating the sunroom from the main house, and make an arched cutout. Make this dividing wall a brick wall. Insert some components, like a sofa and coffee table.

7.

If necessary, enter a reasonable value, like 6, to simulate an actual (tall) person.

TIP: You already know that you can change your field of vision in the Zoom tool. But you can also do this while in Walk, by entering a value like 75deg or 35mm. Be sure to include units, or the number will be interpreted as Eye Height.

After moving and turning using Walk, you should now be looking into the sunroom.

9.

Now adjust your viewing position so that you are facing into the sunroom at a slight angle. This view will be saved as a page.

NOTE: While using the camera tools, especially if you are unfamiliar with their handling, you may easily move yourself outside the house. You can always go back to your previous view using Undo View Change.)

217

the SketchUp Version 4 Workbook

Pages
Pages are the equivalent of saving views. In addition, pages can be added to a slide show. 1. Select Window / Pages. This opens the Pages window (also known as Page Manager), in which you can create and modify pages. Click Add to create the first page.

3.

Move the view to one like this.

The page is listed as a tab at the top left directly above the modeling window (Mac: centered above the modeling window). You can now click this tab whenever you want to return to this view.

4.

Select View / Tourguide / Add Page. This adds a page after the existing one, called Page 2.

NOTE: you can also click Add in the Page window to add a new

2.

With the Page window still open, rename the page In Sun Room and press Enter. This updates the page name. By default, you also saved all the properties (camera, shadows, etc.), so these will be included with the view each time you return to it.

page.

5.

Right-click on the Page 2 tab and select Page Manager.

6.

Change the name of this tab to Facing Sun Room and press Enter.

218

Presentation

7.

Turn and move so that you can see the front door and the chimney outline.

12. To get the desired viewing order, you should face the sunroom before standing inside it. Therefore, right-click on Facing Sun Room and select Move Left.

This is now the correct order.

8.

Right-click on the last page you created and select Add. This creates Page 3.

NOTE: You can also control page order via the right-facing arrow at the top of the Pages window.

Use Move Up and Move Down to change the order of the list.

9.

Use the Page window to change the name to Facing Entrance.

Layers
We are now ready to place objects on different layers. Layers are used in SketchUp for display purposes only to show / hide objects and to display objects of a certain type by a certain color. You cannot use layers to isolate geometry, or prevent geometry from interacting with adjacent geometry - for this you can use groups or components. 1. Currently there is only one layer in the model - Layer 0 (the default layer for every drawing). To create new layers you must open the Layer Manager. Click the Layer Manager icon, or select Window / Layers.

10. For the last page (for now), stand in the sunroom and face the back door.

11. Call this new page Facing Patio Door. Your page tabs should now look like the following. They are listed from left to right in the order in which they were created.

NOTE: For Windows users, if you dont see this icon, make sure View / Toolbars / Layers is checked. Mac: Select View / Customize Toolbars.

219

the SketchUp Version 4 Workbook

If you see extra layers listed, such as Glass, they were added when you inserted components. The layer with the dot is the active layer - objects created now will be placed on that layer.

4.

Go to the In Sunroom page, and select all pieces of furniture you inserted. Windows: in the Select Layer dropdown menu you can see that the pieces currently sit on Layer 0. Open this list and select Furniture - this moves all selected items to the new layer.

Now when you select a piece of furniture, the Furniture layer appears in the dropdown menu .
TIP: Color by Layer is useful when you want to visualize how objects are divided onto layers.

Mac: To change the layer of selected objects, open their Entity Info window. All layers are listed in the dropdown menu; select the layer to which you want to object assigned.
TIP: For both Windows and Mac, another way to set a layer as active is to select it from the Select Layer drop-down menu.

Also, as with components and materials, empty layers are not automatically deleted. To clean out unneeded layers, you need to click Purge.

5.

2.

3.

If you do have extra layers, select them all, using Shift or Ctrl/Cmd and click Delete. (Shift selects contiguous layers, Ctrl/Cmd selects individual layers.) You can choose to relocate the contents of these layers to the Default (Layer0) or Current layer (the one with the circle filled in); in this case Layer 0 is both. Click Add and create a new layer called Furniture. Each layer is assigned a color, which is used if you click Color by Layer. The layer color here is not important.

Right-click on a piece of furniture and select Entity Info. The layer is listed. You can use this window as another way to change the layer of a single selected object.

TIP: Once you have different objects on different layers, you can get the area of all faces on a particular layer. Right-click on a face and select Area / Layer.

6.

Go to the Facing Sunroom page. In the Layers window, uncheck the Visible box for the Furniture layer. This hides all objects on this layer.

220

Presentation

The view should now look like this - no furniture in the sunroom. Hiding layers in different pages is useful for showing what a space will look like under various scenarios.

TIP: To delete layers that have no objects, click on the right-facing arrow and select Purge.

9.

Now update the Facing Entrance and Facing Patio Door pages so that the Chimney layer is hidden on them. (Dont forget to use Update.) Now the chimney outlines are not visible in these views.

7.

Changes such as these that you make to pages are not saved automatically. This makes sense - you want to be able to change what appears on a page, or change a pages view, without every single change being recorded and saved. At this point, if you switch to another page and switch back, the furniture will reappear. To save the current status of the page, you must update it. Make sure the furniture is hidden, and right-click the page name and select Update. (You could also select View / Tourguide / Update Page.)

8.

Suppose you want to be able to show this house with or without the chimney. Easily done - simply create a layer called Chimney, and place all chimney faces and edges on it.

221

the SketchUp Version 4 Workbook

10. Spin around the face the back yard, and add some trees and shrubs. Make this view a page called Back Yard Landscaped.

Try It Yourself
Create two different landscape designs for the front of the house. Use layers and pages to switch back and forth between the two options. Here are two examples: Front Yard Option 1

11. Place all greenery on a layer called Rear Landscaping, and hide this layer. Front Yard Option 2

12. We want this to be a new page, but rather than place it at the end, it should go before Back Yard Landscaped. This is what your page order should look like:

222

Presentation

Position Camera
Another way you can change your camera view is to position the camera in a specific place. There are two ways to do this - either click to locate and the current view direction is preserved, or click and drag to define where the camera is facing. Both methods will be shown here. 1. Go to the Facing Patio Door page. In this view you are standing in the sun room, facing toward the back corner of the house. Select Camera / Position Camera.

As soon as you click, the view changes to represent a 5-6 person standing at the camera location. You are still facing the same direction as before, just from a different location.

2.

3.

Note that the default Eye Height is listed as 5-6 this can be changed but it makes sense for this case. Place the camera at a point on the floor between the patio door and the adjacent window. Make sure the On Face constraint appears, so that you stay on the floor. 4.

If you want to define the camera direction, the eye height is no longer assumed - you must place the camera at both the desired location and desired height. Construction lines are very helpful in this case. Move back a bit, and create a construction line on the floor, offset about 2 from the back wall. (This picture is shown in wireframe for display purposes you can do this just as easily in shaded mode.)

223

the SketchUp Version 4 Workbook

5.

To represent the desired eye height, Move the construction line vertically (blue direction) about 5-6 or so.

7.

When you release the mouse, the view changes so that your eye is at the camera location, and you are facing straight into the back yard. If the Rear Landscaping layer is visible, you should see some shrubs and trees.

6.

Select Camera / Position Camera and click on the construction line at a point facing out the first window from the patio door. Do not release the mouse, but drag it in the axis direction that extends into the back yard.

This could be a good view to save as a page - if anything is added to the back yard, such as a pool or gazebo, youll want to return to this view to see if the new items can be seen from the window.

Tour Guide / Slideshow


The slide show is a great way to present an animated view, in order, of the pages in your model. 1. Open the Page Manager (Pages window). Here you can select any page and modify its properties.

Include in Slideshow: Determines whether the page will be included in the slide show. Deactivating this option is useful when you want to save certain views but omit them from a presentation.

224

Presentation

Properties to save: The various conditions that can be preserved for the page. If any of the items are unchecked, the page will use the relevant settings of the previous page. For any option that is not selected, the settings will be preserved from the last active page. 2. The easiest way to demonstrate page settings is to manipulate the setting of hidden layers. Click on pages Back Yard and Back Yard Landscaped - the only difference between these is the layers that are visible.

TIP: Another way to scroll through the pages is to use the PageUp and PageDown keys.

5. 6.

For Back Yard Landscaped, reset the Layers option. In your presentation you would probably want to start off with a general, outside front view of the house. Make a view like this one, call it something like Front Iso View, and make it the first page.

3.

For Back Yard Landscaped, uncheck Layers. 7. Select View / TourGuide / Settings, which opens the Model Info to the Tourguide page. In this window you can set the timing and transition options for the slide show.

8. 4. Now click again on Back Yard and Back Yard Landscaped (in order). Back Yard Landscaped will now display those layers that were visible in Back Yard, so these two pages should look the same.

Set the options so that page transitions are enabled. Right-click on any page tab and select Slideshow (Windows only), or select View / Tourguide / Play Slideshow. Each page will appear on the screen, in order, starting from the active page. Mac: You can also click the Start Slideshow icon. You can add this icon via View / Customize Toolbar.

225

the SketchUp Version 4 Workbook

9.

The current page is indicated by the page tabs at the top of the screen. You can press Pause or Stop any time. (Mac: You can also stop the slideshow by clicking on one of the page tabs.)

Shadows
SketchUps shadow casting tools is a great way to present a realistic view of your model, and to see how the model will look under various conditions of time and location.
NOTE: To view faces as though the sun is hitting them, without actual viewing shadows, check Use sun for shading on the Display Settings window.

Windows: The shadow commands are available on the Shadows toolbar. If you dont see this, select View / Toolbars / Shadows. Mac: you can add the Shadows icon to the toolbar via View / Customize Toolbar. You can also select View / Shadows, or Window / Shadow Settings / Display Shadows. 1. First, set the sky and ground conditions so that the shadows will look more realistic. Open the Model Info to the Colors tab and check Gradient, Sky and Ground under Background. You can accept the default blue and green colors, or adjust them.

This is how the house should look with a sky and ground added.

10. Press Stop to end the slide show, or it will continue. Once your slide show has been created to your satisfaction, you can export it to an animation file. Among other things, this enables you to share your designs with those who do not have SketchUp installed, and without having to transfer *.skp files. See "Exporting Animation" on page 275.

226

Presentation

NOTE: Keeping these background effects active will slow down


the performance of the model, so you dont want to use them all the time.

2.

You can use the sliders on the Shadows toolbar to set the time and date, but to set the location you need more options. In Windows, click the Shadow Dialog icon to open the Sunlight and Shadow Options.

Show in Model: If checked, a bold north line will be shown on the model. 6. Now click the Shadows page. This page contains the same options as the Shadow Settings window, plus a few extra options. Pick a spring/summer month like May or June, and a time in the early morning. The rest of the options are explained below:

3.

Mac (and Windows): Use Window / Shadow Settings. Click the arrow and select Location.

TIP: Selecting Show Details will open Light and Dark options.

Display Shadows: Toggles the display of shadows. This is equivalent to clicking the Toggle Shadows icon, or using hotkey: Alt+S. On Faces: Casts shadows on faces. This may have severely impact performance impact on slower computers, or those using software rendering. On Ground: Casts shadows onto the ground plane. From Edges: Casts shadows from stand-alone edges (lines drawn in space that are not connected to any faces. Light: Controls the tonal balance of the lighting in the SketchUp display. Light controls he amount of diffuse lighting, and Dark controls the amount of ambient lighting. 7. After your date and time are set, you should see the shadows cast on the house, and from the house to the ground. Windows: Be sure that Toggle Shadows is clicked.

4.

This opens the Location page of Model Info. Here you can set the country and city where your model is located; the latitude and longitude of this location determine how the shadows will appear. Use the default of Boulder, Colorado.

NOTE: The default location is Boulder, Colorado because this is where @Last Software is located, of course.

5.

You can also set the North direction. By default, north is aligned along the positive direction of the green axis. To change this, you can click Select and select two points in the model to align the arrow. (You can also enter a new value in the North Angle field.) This example uses 135 degrees.

227

the SketchUp Version 4 Workbook

Mac: Check View / Shadows, or be sure the Shadows icon is activated (if it is on the toolbar), or be sure Display shadows is checked in the Shadow Settings window. With the north angle, location, date and time set as specified, the shadows should look something like this:

12. With May, Late Afternoon still active, click Facing Entrance. You should see sunlight from the front windows cast along the side wall.

8.

9.

Make a page of this view called something like May, Early Morning. You can specify in the Page window to be omitted from the slide show, or you can leave it in. Either in the Shadow Settings window or by using the slider in the Shadows toolbar, set the time later in the afternoon. The shadows now appear in the other direction.

TIP: You can play with the Light and Dark options to control how light the interior will appear.

13. Use the slider to get an early morning shadow. Now you should see sunlight entering from the back windows. If the rear landscaping is visible on this page, you should see shadows from the trees in the back yard as well.

10. Make this a page called May, Late Afternoon. If you click from one shadow page to the other, you can dynamically view the effects of the sun passing over the sky over the course of the day. 11. You can also see the effects of shadows inside the house. For the Facing Entrance page, uncheck Shadows. This will cause the shadows on this page to match the settings from the previous page.

This chapter covered several topics, but by now you can see how they are all related. You can combine the walk-through tools, layers, pages, shadows, and/or slide show to create a masterful presentation of your model!

228

10 Using Exact Dimensions


Creating Exact Geometry
SketchUp is not CAD; its intent is for simple design and easy modification - in a word, conceptualization. So, designing using exact dimensions isnt exactly what makes SketchUp so unique, it is certainly doable. When using SketchUp as intended, you probably wont use exact values for an entire design. But it is certainly conceivable that part of your work will require working with known numbers. Perhaps youll be working with a specific area on a site plan, or youll need to incorporate components of known dimensions. This chapter focuses on the design of a building (three buildings, actually) in which all of the drawing tools are used. And for each tool, you will see how to enter exact values. 2. way you can input dimensions; you can always enter any type of number in any unit. Click Enable length snapping, and set the snap length to 2.

Lets assume the first point of the building is at a known distance from the origin. Use Measure and start the construction line at the origin. For the next point, we will enter an exact coordinate. These are entered in square brackets. All three values (red, green, blue) must be entered. Type [13,6.5,0] - using square brackets - which appears in the VCB, and press Enter. (You do need to specify 0 for the blue direction.)

1.

The first step is always to set the units you will be working in. Open the Model Info window to the Units page. Lets work in Decimal Feet. This sets the default method of input, and the way units are listed in the Value Control Box (VCB). This does not limit the

NOTE: You do not have to use the foot symbol because you set Feet as the default unit. If you add a foot symbol, the value will still be interpreted correctly. If you wanted inches or different units, however, you would have to add the appropriate symbol, as we will see later.

The end of the construction line is the point where the building footprint will start.

229

the SketchUp Version 4 Workbook

3.

Start a line in the red axis and make it 40 long. You can use snapping (the values in the VCB update every 2 feet), or type 40 and press Enter.

5.

Now type the desired length - 25. The line is extended to the correct length, keeping the 3:5 slope.

The 40 line is created. 6. The next line is to be perpendicular to this last line. When the perpendicular inference appears, type 10.

The next line will be diagonal. Angle brackets are used to specify relative distances - distances from the lines start point. Type <7.5, 20, 0> and press Enter.

7.

Too short; type 22.

4.

As long as another line has not yet been started (so dont move the mouse), you can still change the line you just drew. Assume we know the desired slope and total length. Start with the slope. For a 3: 5 slope, you can simply type <3,5,0> and press Enter.

This line is too short, but it establishes the correct direction.

8.

Add two more lines in the red and green directions to complete the footprint.

230

Using Exact Dimensions

9.

The next form, a rectangle, will be located a set distance from the first diagonal line you drew. Use Measure to create an offset construction line 11-3 from the diagonal line.

13. Click to create the rectangle; its width can be set later.

10. If you draw a rectangle now, it will be aligned in the red and green directions, but we want a diagonal rectangle. So use the Axes tool to set new axes.

Just as you can change line lengths after they are created, you can do the same for rectangles. You can change both lengths or just one length. Assuming the 25 length is to be fixed, we can still adjust the other length. 14. To leave one length as is, leave it blank in the red, green format. Type ,19.67 (note the comma at the beginning) to change the width only. Press Enter. The width changes, but the length remains 25.

11. Now activate Rectangle, and for the first corner click the point on the construction line in the green direction from Point A. Set the other corner in the green direction from Point B. 15. To change the other dimension, type 12.5,. Note that the lengths change relative to the first point you selected for the rectangle - {Point C).

12. Look in the VCB. Two lengths are displayed - red and green lengths. The first (red) length should be 25 - the length of line A-B. The green length updates as you move the mouse.

231

the SketchUp Version 4 Workbook

16. We need to switch back to the default axes. Right-click on any axis and select Reset.

20. Trim the lines, erase the constructions (You can use Edit / Construction Geometry / Erase) and redraw as necessary to complete the symmetric form.

17. Lets modify the first form to be symmetric. To mirror line A-B, first use Protractor to measure its angle from vertical. The angle (31.0 degrees) appears in the VCB.

Now well create a mirror image of the rectangle, on the other side of the larger form. 21. Assuming you dont remember how far the rectangle is from line A-B, use Measure to measure it.

18. Press Esc to release the protractor. Use it again to create a 31-degree construction line from the opposite corner.

22. Create a construction line the same offset distance, from line D-E.

23. Copy the rectangle and use Scale to mirror it. Then drag it by Point G, to the point along the construction line in the red direction from Point C.

19. You can now create lines D-E and E-F.

232

Using Exact Dimensions

Entity Info
This window enables you to obtain lengths and areas of one or more objects. 1. In Select mode, select the edge shown. 4.

Mac: At this time, Entity Info will not give the length of more than one selected edge. To get the perimeter of the main building, you could select all 6 edges separately. But for an easier way, double-click the face to select it and all its bounding edges. Then Shift-select the face to deselect it.

2.

If the Entity Info window isnt open, display it (Windows / Entity Info). The beauty of this small window is that you can keep it open all the time without interfering with your work. Of course, you can keep it closed if you want to maximize your work space. The window tells you that an edge is selected, and its length is 12.5. 5.

This is the perimeter of the 6-edge building.

Now select only the face (no edges). This gives you the area of the selected face.

3.

The length is listed in the units and precision you set at the beginning of the exercise. If you change the units (in Model Info), you need to reselect the edge to see the change. Now select the other edges 3 of the rectangle. 6.

If you select a combination of edges and faces, Entity Info will tell you how many total entities are selected. But length and area are only listed for entities of the same type. Select all 3 faces created so far. In Windows, you get the total area - the footprint of the 3 buildings.

In Windows, Entity Info now informs you that 4 edges are selected, and their total length is listed (12.5 + 12.5 + 19.67 + 19.67 = 64.34).

Mac: At this time, Entity Info will indicate how many entities are selected, but won't give you a total area for more than one face.

This works for curved edges as well.

233

the SketchUp Version 4 Workbook

Exact Moving and Copying


You already know how to move, copy, and rotate, but this section extends that knowledge to using exact move / copy distances and rotation angles. 1. Activate Push/Pull and pull one of the forms upward. The VCB tells you the height of the form. Enter 24.

4.

Type 1700mm,2400mm. Since these are different units than the default (decimal feet), you need to include the mm symbols.

NOTE: If you changed the units to decimal mm, you would not have to type mm - it would be the default input unit.

5.

Press Enter to create the rectangle. Because the horizontal legs were initially longer, the first dimension (1700) is applied to this side. So the rectangle switches from horizontal to vertical.

2.

Double-click the other two forms to pull them up to the same height.

NOTE: You would have gotten the same result if you started out with a vertical rectangle, and entered 2400mm, 1700mm.

3.

We will now create cutouts that will used as windows and doors of the center building. Start creating a rectangle on the front face. The way you draw the initial rectangle is important when applying dimensions; the first dimension number is applied to the longer side! So start with a rectangle whose horizontal sides are longer than the vertical sides.

6.

Use Arc to create the archway above the door. Click the two endpoints of the top edge of the rectangle, and move the cursor upward to define the direction of the arc. Enter 1500mm for the arc bulge.

7.

Too large, but its not too late to change it. Enter 750mm.

Before, or immediately after, clicking the second corner, you can specify the dimensions. You can also use units other than the default units. This can be useful, for example, if you use certain components that are in metric dimensions, but you design buildings in English units.

234

Using Exact Dimensions

8.

Erase the dividing line, and erase the face to create a cutout. This cutout shape will be used for the windows and another door.

12. Make a copy of the door and activate Scale. Shrink the window so that the scale factor snaps to 0.5. You can also type this value manually.

9.

To make moving and copying easier, make the door a group. Entity Info tells you how many edges, faces, etc. are contained in the group.

13. A bit small for the window we want, so type 0.67. This is a more reasonable size.

Mac: Entity Info will tell you that a group has been selected, but provides no details. 10. Move the door by the midpoint of its lower edge, placing it at the midpoint of the bottom of the face.

14. Move the window so that its lower midpoint sits at the endpoint of the lower left corner of the face. Start to move the window again by its lower midpoint

11. At this point its useful to go back to Architectural units, so do this in the Units page of the Model Info.

235

the SketchUp Version 4 Workbook

15. To place it exactly relative to the face corner, we will use the angle bracket format. Enter <4,0,142>. Dont forget the foot symbols, because the units are now set to architectural. Also, the movement is in the red-blue plane, so dont forget to include a zero placeholder for the green direction.

18. We can squeeze in one more window on this face, so type 6x.

19. This wont work at the current spacing, so try 5-4.

16. Copy this window anywhere in the lateral direction. Type 6 to set the window spacing.

TIP: Even though youre working in architectural units, you can still type in decimal values - in this case, 5.33.

17. Now type 5x. This creates a total of five copies, evenly spaced at 6.

A better way to copy windows on this face would be to create a copy at the farthest spacing, then divide the space in between. 20. This face is 40 long, and we want 4 from each side to the window centers. Therefore, the spacing between the first and last window is 32. Enter this value.

236

Using Exact Dimensions

21. Type 6/ (note the division symbol) to divide this 32 length into six spaces between windows (7 total windows).

NOTE: Like with the other tools where exact values are used, you can continue to update the offset distance.

24. Push/Pull this face upward 13.

22. The windows are a bit crowded, change the number of windows by entering 5/.

25. Copy the arched door to the top floor, by dragging its lower midpoint to the midpoint of Edge A-B.

23. We will now create the top floor. Use Offset on the three front edges of the roof. Type 14 to set the offset distance.

26. Lets make this door a bit wider. Activate Scale, and and use Ctrl/Option so that the scaling will be relative to the center of the door. The scale factor appears in the VCB, but you cannot update it while Ctrl/Option is pressed. So click anywhere to scale the door, and the factor will be adjusted afterward.

If the offset edges are thick, zoom in closely to see if there are slight overhangs, and fix them. This would happen if there were slight innaccuracies when creating the footprint, such as rounding digits of angles.

237

the SketchUp Version 4 Workbook

27. Type 1.25 to increase the original width by 25%.

31. To resolve this arc, zoom in closely to the ends of the arc and fix them.

28. If you want, you can verify the new width by switching to decimal mm units, and measuring the width. It should be 2125mm, which is 1.25 times 1700 mm. If you do this step, be sure to switch back to architectural units. 29. Now for the roof deck. Draw a horizontal half-circle arc whose diameter is Edge A-B.

32. Push/Pull this parapet to a height of 1-6. You can type 18, or 16, or 1.5. 33. We will now add some railing posts. Zoom in on the first segment of the parapet wall. To place the post exactly in the center of the wall, create a construction line parallel to Edge A-B, that passes through the midpoint of Edge A-C.

30. Offset the arc inward 9 (for inches you do not need to include the symbol). The inner arc has thick lines, indicating that it is not aligned in the plane of the lower roof.

34. We want to locate the midpoint of Edge A-B, but you cannot do this while the arc is a pure arc. Right-click on the outer arc, and select Explode Curve. This breaks the arc into separate segments whose midpoints can be found.

238

Using Exact Dimensions

35. Place a circle centered on the construction line, in the red direction from the midpoint of Edge A-B. Either before or after clicking the second point to create the circle, type 3 to define the radius as 3.

Mac: Entity Info tells you only that a group has been selected. 38. Use Rotate to make rotated copies of the post. Type (or snap to) 15 degrees.

36. As always, you can still change this value. A 6 diameter post is a bit large, so type 2 (for a 4 diameter post). This is a good size. 37. Use Push/Pull to make a 2 post from this circle. Make the post a group.

39. To make an array, we use the same format as for linear copies. Type 8x for eight copies (nine posts).

40. Not enough to go all the way around, so type 11x.

In Windows, Entity Info tells you how many faces and edges are in this group. The edge count includes edges along the cylinder that are currently hidden.

239

the SketchUp Version 4 Workbook

41. You can still change the rotation angle as well. Enter 30 to double the spacing, and remove every other post. Because the number of copies was not changed, they are all still there. If you hide the front face, you can all the copies.

45. This looks nice, but the posts are wide enough to for someone to fall through. Change the spacing to 25/.

46. This looks much safer, but we can check to make sure. Use Measure to measure the clear distance between posts.

42. Replace the hidden face and undo the copies. 43. Rotate-copy the same post once more. As with linear copies, you can set the angle between the first and last copy and set number of spaces in between. Type 165 to place the last copy.

47. One foot is a pretty safe clear distance. Now for the top rail. Copy the top face of the parapet wall to the top of the posts. Its easiest to use Shift-locking for this. 44. Now type 8/ to create eight spaces (nine posts).

TIP: You could also enter a relative move value of <0,0,2>.

Note the circles on this face, indicating where the posts meet the face. If the posts had not been grouped, these circles would be separate faces within the rail face. But since they are groups, the posts do not affect this rail face; the face is a single face.

240

Using Exact Dimensions

48. Push/Pull the face up 6 to create the top rail. The outer face of the top rail is segmented because we exploded the original outer arc. (The inner face is smooth.)

50. Continuing on, we will join the main building with the two side buildings. Start by copying the doorway on the top floor onto the side of the box that faces the main building. Dont worry about exact placement you already know how.

49. To soften these vertical segment edges, activate Erase, press Ctrl/Option and click or pass over the edges. Here is what your roof deck should look like.

51. To copy this doorway onto the main building, align the axes to the outbuilding first. 52. You can now copy the doorway from the cube, straight along the red axis, until it hits the parallel face of the main building.

241

the SketchUp Version 4 Workbook

53. You can now create a bridge linking these two doorways. The one shown below has the same overall dimensions as the rail on the roof deck: 1-6 parapet, 2-0 posts, 6 top rail. The posts are copied from the main building, and are spaced about 1 apart. You can create something simpler, but this looks pretty nice and ties the structures together.

54. To place the same bridge on the other side, we will use the same method as we used for copying the rectangles. Start by making a copy of the bridge plus the doorways and walls on either side. Mirror it and move it into place.

NOTE: Another way to create mirrored objects is to use components together with the Scale tool. With this method you wouldnt have to copy objects from one out-building to the other; all edits you make to one building are automatically reflected in the other.

242

Using Exact Dimensions

Measuring Length and Area


You can check lengths of edges and areas of faces, and use the Text tool to label these measurements. 1. On one of the out-buildings, open Entity Info for the edge shown.

NOTE: Text works well for labeling dimensions, but labels are not associative (they will not update if there are geometric or unit changes). A better way to show measurements is to use Dimensions.

4.

Now for area measurements. Right-click on the face and select Area / Selection.

5. 2. Do the same calculation on the edge shown. As youve already seen, when Entity Info is open, you only have to select the new edge to see its length. 6.

The area is displayed - 24.00 * 19.67 = 472.

Another way to get the area of a face is through its Entity Info, similar to edges.

3.

Now use the Text tool to label these measurements. As with all measurements, the text is created in the current units. If you change the units, all subsequent labels will reflect the change. Existing labels will not update, however.

243

the SketchUp Version 4 Workbook

7.

Use Text to label the area.

9.

Right-click any of these faces and select Area / Material. The combined area of all 4 faces is calculated.

8.

The Area / Selection method only works for a single face. If you want the area of multiple faces, you can use Entity Info (which, in Windows, can also calculate the length of multiple edges). Or you can assign materials or manipulate layers, as described below. Open the Materials browser and assign any material to the 4 front faces shown below.

NOTE: You can also right-click on the material thumbnail in the In Model tab of the Material Browser, and select Area.

10. Another way to get a multiple-face area calculation is to place all faces on the same layer. Create a new layer (Window / Layers, click Add) called something like Outbuilding Facade.

244

Using Exact Dimensions

11. Place the two front out-building faces on the new layer. You can do this with the Entity Info window.

Scaling in 3D
This last, short section demonstrates using exact scale values when scaling in 3D. You can replace the modified materials and layers, or leave them as they are. 1. Align the axes once again to the box (right out-building) form. Otherwise, the box will be scaled relative to the current red and green axes. Select the two faces shown and activate Scale.

2.

12. Display the layer again, and right-click on either of the faces. Select Area / Layer to see the combined area of the faces. Remember, the area of one face was 472, and 944 is twice that value.

3.

Select the corner midpoint handle shown.

Because this handle allows non-uniform scaling by default (though you can change this by pressing Shift), you can change the scale factor in two dimensions - red and green.

245

the SketchUp Version 4 Workbook

4.

Move the cursor to see how this handle can be moved, and note the two comma-separated values in the VCB. Enter 0.5,3 to reduce the red dimension to one-half, and multiple the green dimension by three.

Note that adjacent faces are automatically folded when required by the scaled faces.

5.

Now click the corner handle shown. By default this handle scales uniformly. But press Shift, and you can change the scale in all three directions.

6.

You cannot enter values while Shift is pressed, but you can click anywhere to scale, then enter values to modify the scaling. Dont forget to separate the values by a comma, and to list them in order of red, green, blue.

246

11 In-Depth Projects
Domed Apse
Here is a neat way to create a domed apse. Extruding a face along a curved that is less than a complete circle is slightly problematic, as youll see. This method shows you how to extrude a face along a 180-degree arc. 3. The resulting dome has a small notch in the center not the dome we want.

4. 1. Create the base as a half-cylinder. Create a vertical construction line starting from the center of the cylinder. Group the base to keep it from sticking to other objects.

Why does this happen? Undo and activate Follow Me, then select the arc face. Zoom in closely and manually extrude the face along the arc. The face is Push/Pulled along the first arc segment - a straight-line extrusion, not a curved one. This first extrusion segment is the reason for the notched result.

2.

Use arcs to create the shape of the dome. Try using Follow Me (you need to first explode the base to use its arc edge.)

5.

Undo back to the point at which the base is still grouped, and well try this using another method.

247

the SketchUp Version 4 Workbook

6.

Display hidden edges by pressing F4. Push/Pull the arc form to the first inner edge of the base.

8.

With the inner face still selected, rotate it as shown.

9.

Rotate-copy the dome wedge enough times to cover the base. This is how the apse appears with softened edges.

7.

Select the inner arc face, and use Move with Autofold to move the inner vertex of the dome slice to the inner vertex of the base.

Try it Yourself
Double the rotation angle to get this:

The dome slice is now aligned with the base.

Modify the dome section to get this:

248

In-Depth Projects

Or this:

2.

To change this, the side faces of the rotated object should be removed.

Smoothing Faces of Rotate-Copied Curved Objects


For the exercise you just did, you need to consider the interior walls of copied objects and how they affect edge smoothing. 1. Start with the results of the previous exercise. Look at the results in X-Ray mode (F9). Each copied segment has side walls.

3.

Rotate-copy these two faces over the 180-degree arc. Replace the front faces by creating lines.

4.

You can now soften the edges without the facets.

This explains why, when you smooth the edges, it still has a faceted look. As long as interior walls are joined to the exterior wall, the wall cannot be smoothed.
NOTE: For the smooth version (without interior faces), if you smooth each edge individually by right-clicking and selecting Soften, you will still get a faceted (not smooth) look. Use the Erase tool with Ctrl/Option pressed, or select all edges, right-click and select Soften/Smooth Edges.

249

the SketchUp Version 4 Workbook

Aligning Any Two Faces


This may not be a situation you run across very often, but its still useful to understand how this works. Its actually not as complex as it seems when you sit down and try it.

3.

With the cube still selected, activate Rotate. Align the protractor with Face A, anchor it to Point B, and orient it toward Point C. Rotate it by clicking anywhere on Construction Line D.

While this example is simplistic, you might find it applicable for components - inserting a component onto a face that does not conform to the red-green-blue planes. 1. Start with a cylinder and a small cube. Rotate the top of the cylinder. The cube will be rotated to sit on this face.

Face A is now rotated, but if you look at the underside of the cube you can see that Face E is not aligned to Construction Line D.

4.

Rotate the cube as before - aligned with Face E, placed on Point F, reference line along Edge F-G, rotated to Construction Line D.

2.

Create any two construction lines on this face. Select the cube and move it by dragging one of its corners to meet one of the construction lines.

The cube must be rotated three times to have the correct orientation. The first two rotations will reference the construction line where the cube now sits.

250

In-Depth Projects

Now the edge between Faces A and E is aligned to Construction Line D.

Curvy Things
SketchUp can be used to model almost anything, using some simple tools and a bit of creativity. This exercise will create a mouse, but the method can be applied to anything.

5.

The last unaligned face can now be rotated. Align with Face J, place the protractor on Point K, set the reference line along Edge K-L, and rotated to the other construction line (M). Its easiest to pick one of the points where M meets the rotated face.

1.

In the red-green plane, draw a few tangent arcs plus a line across the top, to approximate the bottom face of the mouse. Erase the face enclosed by the curves.

2. The cube now has the correct orientation. Move the cube to sit atop the cylinder.

Draw three arcs to create a vertical face representing the section of the mouse at the top.

3.

Now draw an arc to represent how the mouse changes shape from top to bottom.

An example of a case in which youd have to use this method would be inserting a window into a rotated face perhaps a skylight. Obviously in such a case youd probably rather draw the window directly into the face, but if you need to use a certain component you may need to know how to align it.

251

the SketchUp Version 4 Workbook

4.

You now have a section face and three profile curves. Select all profile curves (do not select the face) and group them.

7.

Move the left side handle so that the bottom corner meets the left profile curve.

5.

Push/Pull the section face out. You can use the endpoint of the first segment of one of the profile curves as the limit. Or you can just use an offset distance that feels right. Select the front face of this slice and activate Scale. 8. And do the same on the right side.

6.

You want to scale this face so that it meets each of the three profile curves. First, drag the top center handle up so that the face meets the top profile curve.
TIP: Non-uniform scaling is required here, so that the bottom face will stay flat. You can drag using a corner handle to scale two sides at once, but be sure to keep Shift pressed.

252

In-Depth Projects

9.

Push/Pull this scaled face, either by the same distance you used before (simple double-click the face), or to the next segment endpoint. Scale the front face as before, so that the top and lower two corners meet the profile curves.

Usually a right-handed mouse has an indentation on the left side for your thumb. The way to handle this is to scale the left arc gradually so that it turns from convex to concave. Well do this over three segment iterations. 10. Activate Scale on this arc, and drag the outer side handle slightly inward. 12. For the remainder of the mouse, do the Push/Pull and Scale step, but leave the left arc as is - it is scaled enough. For the last segment, you may want to use divide the area into 2 or 3 iterations. You can fill in the last few lines by hand, or you can Push/Pull to the end of the profile and scale the face almost to nothing. The profile curves are no longer needed.

11. Over the next three iterations, perform the same series of steps:

The basic shape is complete, but we can dress up the mouse a bit.

253

the SketchUp Version 4 Workbook

13. Use hidden edges as a guide and edges, and unsoften some edges to block off the button areas.

This method is so flexible - it can be used to make anything. Heres another example with a section face and three profile curves:

14. Use your Materials browser or palette to color the mouse and its three buttons.

To add another twist, you can even rotate the scaled faces.

15. For the mouse wheel, bring in a Sphere component from the Shapes category. Use Scale to adjust the overall size, and to push in the sides. Use Move to place the wheel where it belongs.

254

In-Depth Projects

Steel Frame
This project requires just four steel sections components. These are used at various lengths and copied to get a frame like this:

Between the beams run C4x7.25 channels:

The columns are TS8x6x1/5:

Create each of the following shapes in their own file (red-green plane) and save each to a component folder. You can then insert components, rotate and move as needed, and edit them to give them length. Get the overall dimensions correct, but the exact steel thickness is not important. The beams are W8x15: And the connectors are angles L1.5x1.5x1/4:

255

the SketchUp Version 4 Workbook

The beam-column connection is made with two angles.

Multiple channels run between beams.

Edit the channel webs to extend back to the beam web, and connect each channel with two angles.

256

In-Depth Projects

Use Copy and Flip (or Scale) to make both ends of the channel the same.

Add another beam and column, and connect the channels to the new beam.

257

the SketchUp Version 4 Workbook

Then copy the whole frame to the other side, and add more columns.

Log Cabin
Use components to make notched logs, then assemble them into a house. Make cutouts for an arched doorway and windows.

Start with a basic cylindrical component, and overlap them and trim.

Create the notch at the end by rotating and moving into place.

258

In-Depth Projects

The notches should be cut so that they extends 1/4 depth into the log.

Make cutout shapes for the door and window.

Stack logs and create the corner.

Flatten the top and bottom logs.

259

the SketchUp Version 4 Workbook

Spiral Staircase
Create a spiral staircase with a railing, using components.

Create a railing path, and drive a cross- section along it.

Use trimmed lines and concentric circles to define the shape of one step. Make the step a component.

Rotate-copy, and separate the steps vertically by the same height.

Edit the step component.

260

12 Program Settings
This chapter covers certain aspects and settings of the user interface you may want to manipulate. Wireframe (hotkey: F5):

Display Settings
There are several places in the user interface that control aspects of how the model is displayed. The toolbars contain icons for adjusting shading, textures, and transparency display. There are also hotkeys for these functions. The Model Info window has a Display page that contains many of the same items as the Display Settings window. See "Model Info > Display" on page 266. The Display Settings window is one that you may want displayed all the time. You can toggle the display of this window by selecting Window / Display Settings, or you can set up a hotkey (see "Preferences > Shortcuts" on page 272). Displays the model as a collection of simple lines. There are no faces displayed. (Equivalent hotkey: F5)

Hidden Line (hotkey: F6):

Looks like wireframe display, but lines behind faces are hidden. (Equivalent hotkey: F6)

Clicking the arrow at the top of this window opens the following submenu:

Faces are displayed, though they are not colored. In other words, you could select or Push/Pull a face, which you cannot do in wireframe. Hide Details: Removes the lower half of the window. Colors: Opens the Colors page of the Model Info. See "Model Info > Colors" on page 264. Sections: Opens the Section Planes page of the Model Info. See "Model Info > Section Planes" on page 267.

261

the SketchUp Version 4 Workbook

Shaded (hotkey: F7):

Display in X-Ray Mode (hotkey: F9):

Same as hidden line, but with color applied to the faces. The front and back of a face can have different colors, which are set in the Colors page of the Model Info. If any materials were applied to faces, the material will be represented by a single color.

All faces become transparent. This is a good way to see the interior of a model.

Edge Style: Display shaded using textures (hotkey: F8): Profiles: Draws lines that are in profile (outside edges) with a thicker line weight. Enter the profile thickness in the box to the right.

Displays any material that has been applied to faces.

Extension: Extends each edge slightly past its endpoints, similar to a hand-sketched drawing. Enter the extension distance in the box to the right.

262

Program Settings

Jitter: Applies a hand-sketched look to edges.

If this option is not checked, transparent materials will be displayed as opaque.

Edge Color: All Same: All edges have the color assigned on the Color page of the Model Info window. By Material: Edges are colored according to the applied material. For this to work, material has to be applied to both faces and edges. Applying only to faces will not affect edges. By Axis: Edges have the color of the axes to which they are parallel (red, green, or blue). Edges that are not parallel to any axis take on the assigned edge color on the Color page of the Model Info window. None: Edges are not shown. This is only relevant in shaded views.

Quality: Choose Faster for a render that is quick, but with less sorting accuracy. In this example, Face 1 is above Face 2, which is above Face 3. However, the material for Face 3 appears to jump in front of Face 2.

Faces: Use sun for shading: Uses the current shadow settings to shade the faces. The faces look the same as when shadows are enabled, but shadows are not actually created. Enable Transparency: Enables you to see through materials defined as transparent. Use Nicer if you want to maintain sorting accuracy, thereby requiring heavier calculations and possibly a slower render. In this case, the display order of transparent materials is accurate.

263

the SketchUp Version 4 Workbook

Perspective Mode
In Perspective mode (Camera / Perspective, hotkey: Alt + P), which is the default, the model appears to shrink in the distance, representing how the human eye actually views 3D objects.

Model Info > Colors

The opposite is Paraline mode, in which parallel lines remain parallel on the screen. This is also referred to as axonometric projection, and reflects what is usually presented in construction drawings.

Geometry: Edges: The color set here will be the color of edges when All Same is set under Edge Display. (Edge Display be found on the Display page of Model Info, or on the Display Settings window.) Face Front, Face Back: Faces have different colors on the front and back. The way a face is oriented generally depends on how it was created, but you can always switch front and back by right-clicking and selecting Reverse Faces. These colors apply to faces that have the default (none) material. Once a material is assigned, it paints the selected side. The reverse side will remain the same color, unless a material is assigned to that face as well.

You can switch between these modes by toggling Camera / Perspective, or by using the hotkey Alt+P.

Model Info
To set properties of your model, select Window / Model Info or click the Model Info icon. (If you want to set up global properties for SketchUp itself, see "Preferences" on page 270)

TIP: If you access this window often, you might want to set up a hotkey for it - see "Preferences > Shortcuts" on page 272.

Highlight: The color of a face, edge, or group when selected. Use a color that will contrast well with the Face Front and Face Back colors. Construction lines: The color of construction geometry, created by the Measure and Protractor tools. Background: The background color of the SketchUp window. Choose Solid if you want a single color, or Gradient if you want a graded effect from one color to another. Mac: Check Background for a solid color.

264

Program Settings

Sky, Ground: Enables you to use sky and ground backgrounds, and to set their colors. Sky is visible above the horizon, Ground is visible below the horizon.

can check Hide to blank them completely, leaving only the edited component on the screen. Use the Fade slider if you still want to see these elements displayed faintly.

Use the Ground Transparency slider to make the gradient ground effect transparent to various degrees, allowing you to see geometry below the ground plane. If you are using software-based OpenGL rendering, dont use this option. Show ground from below: Makes the ground visible when looking up from below the ground (worms eye view).

Model Info > Components

Model Info > Dimensions

Fade similar components, Fade rest of model: When editing a component (or group), these options control the display of similar components and all other objects. You

NOTE: All dimensioning options are detailed in the exercise "Dimensions" on page 66.

Text: Click Choose Font to set the font, font style, and font size of dimension text. For text color, click the color box to set the font color. Show Radius/Diam. Prefix: Displays an R in front of arc dimensions, or a DIA in front of circle dimensions.

265

the SketchUp Version 4 Workbook

Leader Lines: Choose from 5 types of arrows.

Highlight non-associated dimensions: Highlights dimension whose geometry has changed, or dimension text that has been edited. Click the color box to select the highlight color.

Dimension Horizontal to Screen: Dimension text is always horizontal.

Model Info > Display

Align to Dimension Line: Dimension text is aligned to the plane of the dimension itself. Almost all of these options are also available on the Display Settings window - see "Display Settings" on page 261. Face Display: The only option here not available elsewhere is Monochrome. With this settings, faces are assigned the Face Front or Face Back color, regardless of the faces actual material or color.

Model Info > File


For aligned dimensions, select whether the dimension text appears Centered, Above, or Outside the dimension line.

Hide when foreshortened: Hides dimensions that are oblique to the viewing plane. The slider sets the tolerance angle at which dimensions are hidden. Hide when too small: Hides dimensions that become hard to read when you zoom out. The slider controls the size of dimensions that will be hidden. Troubleshooting

General: Information about the file itself: where it is saved, the version of SketchUp in which it was created, file size, and description. Alignment: If the file is saved to be used later as a component, this is where you can set its component properties.

266

Program Settings

Glue to: Sets the type of face to which the component will align. Cut opening: Should be checked if the component is a window or door (or something similar) that cuts through walls. Always face camera: Keeps a component facing you no matter the orientation of the camera. This is handy for 2D components like people, signs, trees, etc.

Model Info > Section Planes

Model Info > Location

Lines: Enter the width of cut lines. A high width helps you better see the section plane. Colors: Section Cut Line: The default color for section slices. If you assign a material to a section plane, that material color is used instead. Active Section Plane: The color for active section planes. For other options relevant to shadows, see "Model Info > Shadows" on page 268. Geographic Location: Select the country and city in which your model is located. A vast number of locations around the globe is provided, but you can add a custom location. Click Custom location and enter the relevant information: latitude, longitude, and time zone. Solar Orientation: Enter the north angle manually, or click Select to set the north direction on the screen. To set it this way, first click the reference point and then any point in the north direction. To show the north angle on the screen, click Show in Model. Inactive Section Plane: The color for inactive section planes.

267

the SketchUp Version 4 Workbook

Model Info > Shadows

Model Info > Statistics

NOTE: These options also appear when you select Window / Shadow Settings. In Windows, you can also use the the Shadows toolbar (View / Toolbars / Shadows).

Shadow: Display Shadows: Toggles the display of shadows. This is equivalent to clicking the Toggle Shadows icon, or using hotkey: Alt + S. On Faces: Casts shadows on faces. This may have severely impact performance impact on slower computers, or those using software rendering. If you wish to use SketchUp interactively with shadows enabled, you should be using a 100% OpenGL compatible graphics card. (Results will depend on your OpenGL driver.) On Ground: Casts shadows onto the ground plane. From Edges: Casts shadows from stand-alone edges (lines drawn in space that are not connected to any faces). Time: Sets the date and time for shadow creation. The place you pick on the Location page of Model Info controls how the shadows are created. Light: Controls the tonal balance of the lighting in the SketchUp display. Adjust the Light slider for diffuse lighting, and the Dark slider for ambient lighting.

On this page you can count the numbers of certain types of objects in your model, such as edges, faces, or groups. You can obtain these numbers for the entire model or only components. If you check Show nested components, all objects within components will be included in the count. Purge unused: Removes any unused components, materials, image objects, layers, and other extraneous information from your file. Check Validity: Causes SketchUp to scan your model, report any invalid geometry, and attempt to fix any problems. The scan checks that: faces are bounded by a loops of at least 3 edges. a face has a pointer to the loops that bound it, and a loop has a pointer back to the face that it bounds. a face adheres to a plane equation. If not all vertices lie on the same plane, SketchUp tries to recompute the plane equation and then check to see if the vertices are on the re-computed plane. all edges that are used by a face are in the same component that the face is in. a face does not have zero area an edge does not have 2 ends at the same point. In some cases, Check Validity can fix things. For example, recomputing a plane equation for a face will correct the face. In other cases, there is nothing that can reasonably be done to fix the problem. For example, a face that does not have edges bounding it will be deleted.

268

Program Settings

Model Info > Text

Model Info > Tourguide

NOTE: All text options are detailed in the exercise "Text" on page
62.

These options are relevant for creating animations of saved pages. Enable page Transitions: Smoothly and dynamically transitions between adjacent pages. If not checked, the pages will switch immediately. Transition Time: The seconds for each transition. Page Delay: The amount of time each page will be visible (not including transition time).

Text: Click Choose Fonts to select the font, font size, and font style for the text. For text color, click the color box. Leader Lines End Point: Choose from 4 different types of end points.

Model Info > Units


Leader: A View-Based leader maintains its 2D orientation, and will disappear when any part of the leader is hidden. A Pushpin leader maintains 3D orientation, and is always visible as you orbit your model. Select All Text: Selects all text objects. Update Selected Text: If you have text objects selected, click this to apply new settings to those objects.

The units you set are used in the Value Control Box, and affect the dimensions and text labels you create. Length Units: Controls how lengths are measured and displayed. Format: Controls units and type of measurement that appears in the Value Control Box. Architectural: 3-2 15/16.

269

the SketchUp Version 4 Workbook

Decimal: 106.5, 3.25, 1042mm, etc. You can use Imperial or Metric units. Engineering: 32.5320 Only Imperial units (feet) are used. Precision: Depending on the type of unit, controls the degree of accuracy. You can use up to 1/64 and 6 decimal places. (For architectural work, you dont need more than 1/8 precision.) Enable length snapping: Enables you to snap to drawing increments set by the Snap Length (the box to the right). Snap Length must be greater than Precision. Display units format: Relevant for Decimal units. When creating dimensions, the unit will not be displayed after the dimension number. Force display of 0: Relevant for Architectural units. When creating dimensions, a zero will be displayed for inches, even when the value is an even foot value (12-0 vs. 12). Angle Units: Controls the measurements of angles. Precision: You can specify zero or one decimal place. Enable angle snapping: Enables you to snap to increments defined by the Snap Angle (the box to the right). This angle may be 1, 5, 10, 15, 30, or 45 degrees.

This places your preferences, including keyboard shortcuts, in a *.dat file. When saving, click Options if you want to specify which preferences are saved.

You can choose whether to save Accelerators (keyboard shortcuts or hotkeys), and File Locations.

Once exported, your preferences can then be imported later using Import.

Preferences > Drawing

Preferences
SketchUp Preferences are settings that apply to the application itself. You can open this window by selecting Window / Preferences (Mac: SketchUp / Preferences). (For settings that apply to the current model only, see "Model Info" on page 264.) In Windows, to save your preferences to a file that can be imported into SketchUp on another computer, click the arrow at the top of the window and select Export.

Click Style: Controls how you draw lines with the Line tool. Click-drag-release: Draw lines by clicking on a point, dragging the cursor, and ending the line when the mouse button is released. Auto detect: Both techniques will work - SketchUp will figure it out by how you draw. Click-move-click: Draw lines by clicking on each endpoint.

270

Program Settings

Continue line drawing: Automatically starts a new line at the endpoint of the previous line. Otherwise you are free to draw from any point. If you use Auto Detect, lines are continuous when using ClickMove-Click, but not with Click-Drag-Release. This way you can draw single or multiple lines at will. Display Crosshairs: Displays the red, green, and blue axes with the cursor when drawing. This can help orient you in 3D space, but will also add a lot of lines to the screen. Auto-activate paint tool (Mac only): Causes SketchUp to automatically activate the Paint tool after you select a color swatch.

Preferences > General

Preferences > Files


(Windows only)

Create backup: A backup file will be created each time you save your drawing. The backup is located in the same folder as the drawing, and has the extension *.skb. Auto save: Saves your drawing to a temporary file at a specified time interval (i.e. every 10 minutes). If your computer (or SketchUp - nothings perfect!) crashes, you may be prompted to open the recovery file instead of the original file. For large files, or if you are working on a slow computer or a laptop, recovery may be disruptive. Use large tool buttons: Great when working with high screen resolution, this enlarges all the SketchUp icons. Additional Mac options:

This page displays the default paths in which certain types of SketchUp files are stored. To change a path, select it and click Modify.

Cascade main windows: New drawing windows will appear cascaded below the previous drawing windows. If disabled, new windows will appear directly on top of previous windows. Save current window size: Saves the size of the current window as the default size for SketchUp.

271

the SketchUp Version 4 Workbook

Preferences > OpenGL

Capabilities (Windows only): Certain OpenGL modes do not fully support shadows cast on faces. Some modes may exhibit rendering artifacts in low precision modes. Please be careful when changing this setting; there is no way of knowing in advance whether the mode you choose will work properly. Survey: Guides you through a series of questions that allow @Last technical support to better identify certain problems. Details: Displays important information about your video card, resolution and color depth settings, OpenGL driver, and the current rendering mode that SketchUp is using. This information can be very helpful when diagnosing technical problems.

Use Hardware Acceleration: Enables SketchUp to use the 3D hardware acceleration features of your system. SketchUp defaults to using software rendering (acceleration disabled) While this option may impact speed and quality, it dramatically increases your chances of SketchUp working correctly. Also, if you are lucky enough to own a graphics card that truly supports OpenGL acceleration as advertised, all you have to do is enable the checkbox. Depending on your card and driver, hardware acceleration may only be available at certain resolutions and color depths. In Windows, you can control this in the Windows Control Panel / Display / Advanced / Performance. Please be careful when changing this setting! The majority of drivers shipped today do not fully support the OpenGL specification, yet routinely advertise otherwise. Correct Reversed Picking Driver Bug (Mac: Use face highlight workaround): Some drivers exhibit a strange bug that makes SketchUp select the reverse of faces with the Select tool. This setting provides a work-around. Do not change this setting unless you are experiencing this problem. Use Fast Feedback: For large models or complex renders due to shadows and materials, this setting can speed up your drawing. Fast Feedback will automatically engage only when rendering is slow. You may see a flicker when drawing large elements. Use Carmack's Reverse for shadows: Carmack's Reverse is a algorithm for stencil shadow volumes that solves the problem of when the viewer's "eye" enters the shadow volume. For more information on Carmack's Reverse, visit http://en.wikipedia.org/wiki/John_Carmack

Preferences > Shortcuts

You can set up keyboard shortcuts, otherwise known as accelerator keys or hotkeys, to enable you to reach commands faster than with the mouse or menu.
TIP: You can also set up shortcuts to toggle the display of windows such as Model Info, Entity Info, and Display Settings.

All the SketchUp commands are listed in the Commands menu. If a shortcut has already been defined for a command, it will appear in the Accelerators window. To add your own shortcut, select the command and place the cursor in the Add Accelerator field. Then simply type the shortcut (i.e. F2, G, Ctrl+B, Shift+Ctrl+P, etc.) and click Add. Numbers cannot be used, since they could be confused with data entered in the Value Control Box.

272

Program Settings

In Windows, the Default button is used when there is more than one shortcut assigned to a command. The default shortcut is the one that will appear in the menu.

In Windows, you can save your shortcuts by exporting all your preferences. See the general explanation under "Preferences" on page 270. Mac: Commands are listed under Function. Assigned shortcuts are listed under Key.

suit your needs (units, location, etc.), and save the file to a convenient directory. In the Template page of the Preferences, click Browse to find this template file. Now every time you create a new SketchUp document it will be created as a copy of your template file. The templates that appear in the drop-down menu on this page are either those that are stored in your template folders (~/Library/Application Support/SketchUp/Templates), or any other file that has ever been used as a template.

Toolbars
Windows users can customize the icons that appear by selecting View / Toolbars. Select a toolbar to toggle its display on and off.

Select the command and simply type the letter(s) you want assigned to it. The shortcut will appear in the field at the bottom of the pane. Do not press Return; simply click on another command to implement the shortcut.

Mac users can customize what icons appear on toolbars by selecting View / Customize Toolbar.

Preferences > Templates

You can set default settings and add your own base geometry to a file you want to use as a template. To make a template, open a new SketchUp document, modify it to

To remove icons, simply drag them off the bottom of the bar and they will disappear. To add icons, drag them into the toolbar where you want them placed. (This is a function of the OSX graphic interface called Aqua.)

273

the SketchUp Version 4 Workbook

Export and Import (Insert)


You can save (export) your model in multiple formats, and import certain formats into SketchUp. In most cases, the Import and Export windows have an Option button, by which you can control certain conversion settings. Please refer to SketchUps online help for descriptions of these options. File / Export / 3D Model A SketchUp model can be exported into the following formats: *.dwg, *.dxf, *.3ds (3D Studio) and *.wrl (VRML). When exporting, SketchUp uses the current units as a reference for translation. For instance, if the SketchUp unit setting is Decimal/Meters, SketchUp will export the DWG file accordingly, and AutoCAD must be set to Decimal in order for the units to translate correctly as meters. The exported file may be set to contain faces, edges (wires), and/or construction geometry. To change these settings, click the Options button of the Export window. File / Export / 2D Graphic You can export a SketchUp model into numerous graphic formats, listed in the picture below. Click on the Options button of the Export window for a list of adjustable parameters for each format.

File / Insert / Image You may want to import an image file so that you trace over a scan or photograph. You can insert images of the following formats: *.jpg, *.png, *.tif, *.tga, and *.bmp. The file is imported as an image object, which is basically a rectangle with the image mapped on it. You can move, rotate, or scale this rectangle, but it must remain a rectangle. Chapter 7 contains numerous examples on using inserted images as materials. By default, image objects retain the aspect ratio of their original file. You can press Shift while importing to change this. The image file becomes embedded into your SketchUp document, which enables you to send your SketchUp files to others without any information loss, but it also means that file size can increase dramatically. Therefore, be very careful not to insert immensely large files. You can also adjust resolution to control file size, or even convert the image to gray-scale. Another way to limit file size is to use compressed file formats such as *.jpg and *.png. Image objects have their own local (right-click) menu:

Entity Info: Displays a window containing information such as source file, dimensions, shadows, visibility, and layer. Explode: Enables you to use the image as a texture, and to project it onto a non-flat surface. File / Export / Section Slice See "Exporting Section Slices" on page 209. File / Export / Animation See "Exporting Animation" on page 275. File / Insert / Component You can insert a separate SketchUp file into the current drawing to be used as a component. Export: Enables you save the embedded image to a format you can edit in another graphics package. Reload: If you change the images source file, and the link still appears in the Entity Info, you can use Reload to update the image in SketchUp. Shadows: Cast will cause the image to cast shadows on other objects; Receive enables the image to receive shadows cast by other objects.

274

Program Settings

Unglue: If you attach an image to a face, the image cannot be removed from that face, unless you use Unglue. Use as Material: Creates a material from the image, and places the thumbnail in the In Model tab of the Material browser. File / Insert / Image as Texture: Similar to Insert / Image, but the image is applied directly to a face, and is automatically added to the In Model tab of the Material browser. The image is also tiled to fit the face to which it was applied. File / Insert / DWG/DXF You can import AutoCAD files with *.dwg and *dxf extensions, but SketchUp must translate the contents into usable drawing elements. Therefore, importing may take some time for large CAD files. Entities such as lines, arcs, circles, polylines, faces, entities with thickness, 3D Faces, and nested blocks are supported, but at this time SketchUp does not support solids, regions, splines, tapered width polylines, XREFS, hatching, dimensions, text, and proprietary ADT objects. These will be ignored on import. For descriptions of import options, please refer to SketchUps online help. Once a drawing is imported, you may have to use Zoom Extents to see it. Imported drawings come in with their layer system intact and all elements are grouped together.

TIP: Because importing a large file can be time-consuming, and because a large file can slow SketchUps performance, you may want to crop the imported file so as to import only necessary entities. You could also import different layers as different groups. You can then use Pages to control visibility.

Exporting Animation
If you create pages of your model and save them as a slide show, you can export the slide show as an animation file. This enables you to share your designs with those who do not have SketchUp. You can burn a DVD, so that you dont even need a computer to view the animation. For large and complex models, a movie file may play back more smoothly than the SketchUp slide show. And, you can use video editing applications to enhance your animation by adding music, voice, or text. The main disadvantage of animation export is the large resulting file size. While a typical *.skp file is small and easy to transmit via the web, the video from such a file could be prohibitively large. Therefore, it helps to know how you can control video file size, primarily by manipulating frame size and frame rate.
TIP: Before creating an animation file, read about animation and exporting animation in the SketchUp online help.

To create an animation file, select File / Export / Animation. Select the file type from the drop-down menu.

275

the SketchUp Version 4 Workbook

To specify output parameters, click Options.

televisions, plasma displays, and so forth. Locking this aspect ratio maintains a fixed proportion of video at any frame size. Frame Rate: A setting between 8 and 10 frames per second is considered the minimum required for convincing movement, between 12 and 15 is good for keeping file size down while providing smooth playback, and between 24 and 30 is considered full speed. A setting of 3 fps is a great way to quickly create draft quality test videos.
NOTE: Certain applications have exact frame rate requirements, such as 29.97 fps for television in the US and other countries, 25 fps for television in Europe, 24 fps for film, etc.

Format (Mac): Specify the codec (compression plug-in) and adjust quality settings. There are preset configurations designed for common cases, or you can select Custom to specify settings.

Loop to Starting Page: Generates an additional video segment that transitions from the last page back to the first, making an infinite loop. Codec: Enables you to specify which codec (compression plug-in) to apply to your video, as well as adjust quality settings. For detailed information, refer to the Codec List and Video Compression pages in SketchUps online help. Play When Finished: SketchUp will start your default video player and play the file immediately after it is created. Anti-alias: The technique by which software softens the transition between the edge of an object and the background. Without anti-aliasing, the edge is composed of a single color while the background is a different single color. The result on a diagonal line is a stepped or jagged look; a vertical or horizontal line could have a harsh edge. Anti-aliasing samples the edge color and the background color and interposes a range of transitional colors between them so that the edge 'blends' into the background in such a way as to minimize the jagged effect. This creates a much more realistic image, but requires more processing power. So, while anti-aliasing is highly desirable in a still image, it takes a heavy processor to run a smooth animation that has been anti-aliased.

Width / Height: Frame size in pixels. 320x240 is a good size for CD-ROM and for transfer to videotape. 640x480 is considered a full screen frame size, and usually requires robust compression. Values larger than 640x480 are not recommended unless specifically required. Aspect Ratio: A 4:3 ratio is standard for television, most computer screens, and pre-1950 movies. A 16:9 ratio is the standard for wide screen displays, including digital

276

13 Ruby Scripting
Ruby scripting is a new feature in Version 4, and will thrill the scripting gurus out there. This chapter will not cover how to program in the Ruby language - that would take another book. Besides, information on creating code is available elsewhere. This chapter will explain how use the Ruby console, and to create some very basic scripts and routines (methods). It also shows how to implement the scripts that are provided with SketchUp, and how to make basic changes. At the end of the chapter is some information on obtaining scripts created by other SketchUp users.. Press Enter, and a window with your text appears on the screen.

SketchUp Ruby Basics


Within SketchUp, select Help / Ruby Help for some basic information. You can also open the file index.html located in the Ruby\Docs folder, under the SketchUp installation. This section will include some of the information from the Help system, with some embellishment.

Now for a slightly more useful script - one that draws a line between 2 specific points. This involves first defining 2 sets of numbers - one for each point. Each set of numbers is listed under a unique a name, also called a variable. SketchUps Ruby Help page includes this example, but well do it slightly differently here to show that you can use different variable names. Type these 4 lines, pressing Enter after each one.

from = [10,0,0] to = [30,20,0] model = Sketchup.active_model model.entities.add_line(from,to)


You can use names (variables) other than from and to, as long as you keep them consistent in the 4th line. Not all terms and characters can be used. For instance, end is actually a command in Ruby, so you cant use it as a variable. Be aware that Ruby is also case-sensitive. Each line you enter appears in the console with verification text below it. (Errors will appear here if you make a mistake.)

Entering Code on the Ruby Console


First, open the Ruby Console within SketchUp by selecting Window / Ruby Console. You can type in lines of code here, or use the console to run scripts saved within text files. Well start with the first option - entering code directly in the console. To create a SketchUp message window with some text in it, type this line at the bottom of the console (you can use whatever text you want between the quotation marks.):

UI.messagebox("Hello, World")

277

the SketchUp Version 4 Workbook

The last line of code is what actually creates the line from from to to. After you enter the last line of code, the line is created.

The variables can be changed by entering new values. Change to and recreate the line by entering these 2 lines:

Name this script file something like line_from_to.rb and save it in the Plugins folder. (You could also add these 6 lines to an existing script file in the Plugins folder.) Now close and restart SketchUp. If there are errors in the script, the Ruby console will open and show you an error message to let you know. If the console doesnt open, your script is OK. To run the script, open the Ruby console and type the name of the method: line_from_to.

to = [100,20,0] model.entities.add_line(from,to)
This creates a second line, starting from the original from point to the new to point. This creates the line as before, from the defined from point to the defined to point.

Creating a Script that Requires User Input Creating a Script


Every time you want to create a line between 2 points, you will not want to bother typing in these 4 lines. This time we will save these lines to a text file, and then run it from within SketchUp. This is a script - a file external to SketchUp that can be called when needed. The script is a text file with the extension rb. It will be placed in the SketchUp\Plugins folder, since scripts in this folder are loaded automatically when SketchUp is launched. Create a text file with the 6 lines below. This creates a routine, referred to in SketchUp as a method. The first line assigns the name line_from_to to the method, and the last line tells SketchUp to end the method. What if you want to create a line between 2 points with different coordinates each time? We can change the script to include prompts, then take the input values to run the same line creation tool. The line_from_to.rb script will now include some extra lines. Here is the new script, in which each line is numbered for reference. (Do not include these numbers in your actual script!) 1. def line_from_to 2. prompts = ["From X", "From Y",

"From Z", "To X", "To Y", "To Z"]


3. values = [0.inch, 0.inch, 0.inch,

def line_from_to from = [0, 10, 0] to = [30,20,0] model = Sketchup.active_model model.entities.add_line(from, to) end

10.inch, 0.inch, 0.inch]


4. results = inputbox prompts,

values, "Start and End Points"


5. fromx, fromy, fromz, tox, toy,

toz = results
6. from = [fromx, fromy, fromz] 7. to = [tox, toy, toz] 8. model = Sketchup.active_model

278

Ruby Scripting

9. model.entities.add_line(from,

Lines 6 and 7:

to)
10. end Here are the explanations of the new lines of code: Line 1:

from = [fromx, fromy, fromz] to = [tox, toy, toz]


Defines start point from and end point to, based on the input variables. Lines 8, 9, and 10:

def line_from_to
Same as before, assigns a name to the method. Line 2:

model = Sketchup.active_model model.entities.add_line(from, to) end


Same as before - creates the line from the from point to the to point.
TIP: If you want to add text in your script that will not be read as code, simply place a # symbol at the start of the line. This is helpful when you want to add text to explain what the lines of code are for.

prompts = ["From X", "From Y", "From Z", "To X", "To Y", "To Z"]
Defines the names of the 6 values the user will be prompted for. Line 3:

values = [0.inch, 0.inch, 0.inch, 10.inch, 0.inch, 0.inch]


Defines initial, default values. Its a good idea to include units, because the inputbox method tries to return the same kind of object that you give it. If the default values are lengths, then it will parse your entries as lengths. This means that if your units are set to metric, the script will parse the entered values in the correct units. You can also enter values in other units, like 10' 6" or 100cm . Line 4:

Now close and restart SketchUp once again and run line_from_to. You now get a prompt window asking for two sets of coordinates, which have default values.

results = inputbox prompts, values, "Start and End Points"


Creates the prompt window that will ask the user to define the 6 values. Line 5:

fromx, fromy, fromz, tox, toy, toz = results


Assigns variable names to the 6 input values, in order of input.

279

the SketchUp Version 4 Workbook

Change the values as needed. . .

Line 12:

UI.menu("Draw").add_item("Line between two points") { line_from_to }


Adds an item to the Draw menu called Line between two points, that runs the line_from_to script. Line 13:

end
. . . and click OK to create your custom line. Close and restart once again, and now the tool appears in the Draw menu:

If this is a tool you will use often, you probably dont want to run it each time via the Ruby console. Here is how you can add the tool to one of the SketchUp menus for easy access. In the script file, add these 3 lines at the end (after the last end line): 11. if( not

Heres how the entire script file should look, with no comment lines:

file_loaded?("linefromto.rb") )
12 UI.menu("Draw").add_item("Line

between two points") { line_from_to }


13 end Explanations: Line 11:

Lines can be indented, and line spaces added, with no effect to the code itself.

if( not file_loaded?("linefromto.rb") )


Checks to see that the file is already loaded so that it is only added to the menu once.

280

Ruby Scripting

Using the Help Files to Create Code


As an example of another very simple script, we will create a vertical cylinder. This involves 3 steps: Creating a circle in the red-green plane, completing a face within the circle, and Push/Pulling it up. The provided Help files can tell you what the syntax should be for each command. Here is the complete script. Explanations of each line follow:

Next, we will draw the circle. We need to consult the Help file for the syntax of the add_circle command. Open Help / Ruby Help and click the link for SketchUp Ruby Method Index.

Scroll to the adds and locate add_circle. Click Entities.

Here is the syntax you need to provide in the code: First, like in the line_from_to script, create a UI box that asks for all the needed values. This method will be called vertical_cylinder. Remember, do not include the line numbers below in your actual script. 1. def vertical_cylinder 2. prompts = ["Radius", "Height"] 3. values = [10.inch, 2.feet] 4. results = inputbox prompts,

values, "Cylinder settings"


5. radius, height = results 6. center = [0, 0, 0] (Line 6 sets the center of the base at the origin.)

You need to provide a center point, normal vector, radius, and, optionally, the number of circle segments. The input box of this script doesnt ask for the number of segments, so the default value of 24 will be used. To get the syntax for a vector, this time consult the Ruby Class Index.

281

the SketchUp Version 4 Workbook

Click Vector 3D.

Creates the circle for the cylinder base based on the center point, normal vector, and radius. The 24 edges created by this command are grouped under the name baseedges.

Now we will create a face within the base circle edges. Look up add_face. With the second option you can define an array of edges, which is what basecircle is. There are 3 ways you can create a new vector. We will use the second one, because we know the coordinates of the vector parallel to the X, Y plane..

Continue the code: 7. vec = Geom::Vector3d.new(0, 0, 1) 8. model = Sketchup.active_model 9. entities = model.entities 10. baseedges =

11. baseface = entities.add_face

baseedges
Creates a face called baseface from the baseedges edges.

entities.add_circle(center, vec, radius)


Explanations: Line 7:

Now look up pushpull.

vec = Geom::Vector3d.new(0, 0, 1)
Creates a vector along to the Z axis - normal to the X-Y plane. Lines 8 and 9:

The distance value is what the user entered as height. The face is the one just created, called baseface. 12. baseface.pushpull height 13. end

model = Sketchup.active_model entities = model.entities


These two lines initialize whats included in model and entities.. Line 10:

If you run the vertical_cylinder script now, it will work but the cylinder will be created downward. If you want it upward, add the following line before the pushpull line (before Line 12):

height = -height if baseface.normal.dot(vec) < 0

baseedges = entities.add_circle(center, vec, radius)

282

Ruby Scripting

Make sure the script file is in the Plugins folder, and run the script in the Ruby console:

In the Examples folder, you should have these 6 scripts:

Type in the values, or leave the defaults:

And get your vertical cylinder.

Scripts can be loaded via the Ruby Console (Window / Ruby Console). All scripts in the Plugins folder are automatically loaded. To verify this, type in the following: load utilities.rb (exact syntax is important!).

Provided Scripts
SketchUp comes with several scripts already provided, Some of these are placed in the Plugins folder of the SketchUp installation. There should be 3 scripts in this folder, plus a sub-folder named Examples.

Press Enter, and true appears in the window. This indicates the script is already loaded and can be run at any time.

Scripts in sub-folders (like Examples) are not automatically loaded; you need to type in some code to load them. The syntax for this is: require examples/box.rb (substituting sub-folder or script names as needed).

283

the SketchUp Version 4 Workbook

Because there is a box.rb script in the Examples folder, and it is successfully loaded, you get another true.

Now check the Tools menu - the Box function is not there yet.

Some scripts are coded to run directly from the SketchUp menu, so that you dont have to type in the script name each time in the Ruby console. As an example, open the box.rb file in a text editor. Scroll to the bottom, and find the following line.

The update only takes effect after you close and restart SketchUp. If you want to load box.rb automatically, simply move the script into Plugins. Or you can use the require syntax again. Now Box appears under Tools.

There is no Create menu, but it makes sense to place a box tool in the Tools menu. So change Create to Tools, and save the file.

284

Ruby Scripting

Run this function - it enables you to create a box with specified lengths on all 3 sides.

animation.rb
This script creates two new functions, one for spinning the model and one to stop spinning it. The last section of the script is the code that assigns command names and places them in menus. By default, the Spin View and Stop Spinning commands are placed in the Camera menu.

Some users prefer to keep all scripts under Plugins, so that they do not need to be loaded each time.

You can manipulate this code if you want the rotation to stop after one 360-degree rotation. Locate this group of lines in the code:

You may also want to keep all scripts in the same SketchUp menu. You can use the name Plugins or Ruby or Macros. This way, youll know whats included with SketchUp, and whats extra.

Uncomment the line frame < 360 by removing the # symbol. Erase or comment-out the next true line.

Whats Included
This section describes the scripts that are included with SketchUp. You can open a script in any word processing program. Any line that starts with the # symbol is not read as code - it provides explanatory information for the user. If you are looking for a way to learn how to use Ruby in SketchUp, its a good idea to look through these files. The scripts contain numerous comment lines to explain the code lines. You can test your understanding by changing some things around, and you can also use these files as a base for new script files. Save the file, restart SketchUp, and run Animation / Spin View again. Now the model only goes around once.

285

the SketchUp Version 4 Workbook

attributes.rb
This script contains 3 commands that you can use to calculate area costs based on materials and selected faces. The commands are placed, by default, in the Plugins menu under Cost.

To assign a unit cost to specific faces, regardless of material, first select the face(s). Then run Assign Estimate to Faces. In this case, only the 6 x 10 face was selected.

As an example, the following model uses 2 materials and has one rectangular face with no assigned material.

To get the entire cost, run Compute Estimate.

Run Assign Estimate to Material to assign a unit cost to any material in the In Model tab of the Material browser.

Check the results: Top face: area = 200 cost = 200 x $1.20 = $240 Side faces: area = 2(200) + 2(400) - 60 = 1140 cost = 1140 x $2.70 = 3,078 area = 60 cost = 60 x $3.00 = $180

Inner face:

Total cost = $240 + $3,078 + $180 = $3,498 The bottom face has no material and was not assigned its own cost, and therefore is not included in the cost estimate. If you make changes to any of the faces, simply re-run Compute Estimate for the new cost.

286

Ruby Scripting

box.rb
As described above, this script creates a box with specific dimensions. By default, Box is located in the Tools menu.

examples.rb
This file contains explanations of what can be found in some of the other script files, as well as a few short examples of additional scripts: setLayer(layerName): First, select objects you want to move to another layer. Then use the syntax setLayer "layername". If the layer you type does not exist, it will be created. totalArea: Calculates the total area of all faces in the model. perimeter: Calculates the perimeter of all selected faces. Edges that are common to more than one face are only counted once.

If you investigate the lines of the code for this script, you will see that it basically creates a rectangle using two 2 of the dimensions, then uses Push/Pull to extrude the rectangle to the third dimension.

linetool.rb
This file contains a class called linetool. To implement it, you can type linetool in the Ruby console. With this class active, SketchUp works as if the Line tool is active, but you create construction lines instead of edges.

contextmenu.rb
This script enables you to add a construction point at the center of an arc or circle. First, it checks whether the right-clicked object is in fact a single arc. If it is, the item Point at Center is added to the context menu.

selection.rb
This file contains several scripts that enable you to manipulate selection sets. Type any of these script names into the Ruby console to run them. invert_selection: First select some entities, then run this script. The selection set is inverted - all unselected entities become selected, and vice-versa. hide_rest: Hides everything that is not selected. This is very handy if you want to display only a few selected objects in a large model. do_select: This script can be typed with expressions that enable you to select objects with certain characteristics. You can select by layer, by type, etc., and combine variables to get even more specific.

do_select {|e| e.layer.name == "Joe"}


Selects all objects on layer Joe.

do_select {|e| e.layer.name == "Joe" || e.layer.name == "Bob"}


Selects all objects either on layer Joe or Bob.

do_select {|e| (e.layer.name =~ /W.*/) == 0}


Select objects on layers that start with the letter W.

287

the SketchUp Version 4 Workbook

do_select {|e| e.kinf_of?(Sketchup::Edge)}


Selects all edges.

utilities.rb
This file contains several scripts, 3 of which are placed by default in the Tools / Utilities menu.

do_select {|e| e.kind_of(Sketchup::Edge) && e.layer.name == "Joe"}


Selects all edges on layer Joe. select_by_layer: Brings up a window that lists all the layers used in the model. Select the layer, click OK, and all objects on that layer are selected.

select_by_material: Brings up a window that lists all the materials used in the model. Select the material, click OK, and all objects on that layer are selected.

create_face_from_selection: First select all edges that surround the face you want to create. Then run the script, or select Tools / Utilities / Create Face. As long as the edges form a closed loop and are all on the same plane, the face will be created. This is handy, for example, when you want to close the top of a cylinder without redrawing one of the many circle segments.

sketchup.rb
This file contains some general scripts that are often used by other scripts.

288

Ruby Scripting

TrackMouseTool: Shows coordinates of points and screen positions, as well as lengths of selected edges and areas of selected faces. You can access this tool via Tools / Utilities / Query Tool. To use the tool, simply hover over a point, such as an endpoint, midpoint, or center point, to get its coordinates.

Where to Find More Ruby Scripts


The first place to check for more scripts is the SketchUp User Forum (www.sketchup.com/forum). Click the link to the Ruby Forum, where users have posted their scripts for public use. Youll find scripts to create windows, spiral stairs, helixes, fog - the possibilities (and scripts) are endless. You dont have to be a programmer, or even proficient at SketchUp, to download and use these. One user-created repository for scripts can be found at http://su.plugins.ro/. A general repository for SketchUp models, components, and materials is www.objectivenetworks.net. As of this writing, there is no category yet for sharing scripts, but keep an eye on this site for future updates. Its also possible that @Last will be providing a Ruby library in the future, on their own website (www.sketchup.com). In the future there will probably be many places you can find scripts, but at the moment Ruby is a relatively new feature and only a few talented users have delved into it.

How to Download a Script from the Internet


If youve found a script on a website that you want to save, right-click on the link and select Save Target As.

You can also hover on a face to get the coordinate of the cursor, as well as the area of the face. For a curved face, the area is calculated for individual segments, not the entire face.

289

the SketchUp Version 4 Workbook

If you want the script to load automatically, save it to the Plugins folder. If you download from the SketchUp website, the saved file is always named download.php.

Now when you restart SketchUp, the scrip will be loaded. This example loaded extend.rb, a script that extends one or more lines to the nearest intersecting line. It works through the context menu: select the lines to extend, then right-click and select Extend to nearest.

In this case, simply change the filename, making sure it has the *.rb extension.

290

Index
Numerics
2D components . . .190 2D Graphic export . . .274 3D Model export . . .274 3DS Export . . .274 Axes . . .55 Aligning . . .56 Displaying . . .55 Moving . . .56 Resetting . . .56 Using with dimensions . . .75 with Scale tool . . .53 Axis colors . . .8 Axis inference . . .4 Axonometric projection . . .264 Colors . . .264 Faces . . .264 Component Browser . . .134 Components . . .143 Aligning faces . . .250 Cutting faces . . .148 Materials of . . .178 Nested . . .151 Settings . . .265 Using Follow Me . . .92 Compute estimate . . .286 Connected Faces . . .28 Breaking . . .127 Constraint See Inferences Construction lines . . .32, . . .37 Contextmenu script . . .287 Continue line drawing . . .271 Convert to Polygon . . .20, . . .24 Coplanar . . .60 Copy . . .41 Exact dimensions . . .236 Rotating . . .50 Correct Reversed Picking Driver Bug . . .272 Cost estimate . . .286 Create Backup . . .271 Create face . . .288 Create Group from Slice . . .205, . . .209 Crosshairs . . .271 Current window size . . .271 Curved objects . . .251 Curved walls Windows . . .155 Customizing Shortcut keys . . .272 Templates . . .273 Toolbars . . .273 Cut Opening . . .143 Cutting faces . . .148 Nested components . . .151 Cutting with Groups . . .132

A
Acceleration . . .272 Accelerator keys . . .3, . . .272 Accelerators . . .270 Active Cut . . .207 Active sections . . .213 Add folder . . .144 Add Section Plane . . .203 Align Axes . . .56 Align to Dimension Line . . .71 Align View . . .205 Aligning dimensions . . .67 Aligning faces . . .250 All Connected . . .28 Always face camera . . .190 Angle between normals . . .59 Angle of vision . . .216 Angled . . .37 Angles Measuring . . .37 Animation . . .275 Animation script . . .285 Anti-alias . . .276 Apse . . .247 Arc . . .20 Finding center of . . .22 Tangent to edge . . .21 Arc dimensions . . .68 Architectural units . . .269 Area measurements . . .243 Area of all faces . . .287 Assign estimate . . .286 Associated dimensions . . .72, . . .266 Attributes script . . .286 Auto Detect . . .270 Auto Recovery . . .271 Auto Save . . .271 AutoCAD file import . . .275 Autofold . . .42

B
Background color . . .264 Backup files . . .271 Blank edges . . .263 Blue axis . . .6 Boolean functions . . .96 Bounding Edges . . .28 Box script . . .287 Box selecting . . .25 Breaking connections . . .127 Brightness . . .161 Browser Components . . .134 Materials . . .159 Buttons . . .271 By axis . . .8 Axis edge color . . .263

C
Camera Position . . .223 Capabilities . . .272 Carmacks reverse . . .272 Cascade . . .271 Cast shadows . . .227, . . .268 Center of a circle . . .16 Center of arc . . .22 Chamfer . . .16 Changing . . .17 Check Validity . . .268 Circle . . .16 Dimensions . . .69 Finding center of Inferences Center . . .16 Click style . . .270 Codec . . .276 Color by Layer . . .220 Color by layer . . .220 Color Wheel . . .160 Colorize . . .171

D
Decimal units . . .270 Default components . . .136 Defined components . . .136 Delta distance . . .230 Diameter dimensions . . .69 Diameter prefix . . .70, . . .265

291

the SketchUp Version 4 Workbook

Dimensions . . .66 Changing axes . . .75 Exact . . .229 Settings . . .265 Troubleshooting . . .266 Display crosshairs . . .271 Display settings . . .266 Display shadows . . .227, . . .268 Display units format . . .66, . . .270 Distance Measuring . . .32 Dividing faces . . .6 Domed apse . . .247 Double inferences . . .5 Double-click . . .28 Drag handles . . .51 Draw notes and labels . . .62 Drawing preferences . . .270 Drawing tools Arc . . .20 Circle . . .16 Freehand . . .24 Line . . .3 Polygon . . .16 Rectangle . . .9 DWG Export . . .274 DWG Import . . .275 DXF Export . . .274 DXF Import . . .275 Dynamic rotate . . .2

Extension (edges) . . .262 Extrude . . .12 Eye height . . .216

F
Face camera . . .190 Face color . . .264 Face highlight workaround . . .272 Faces Aligning . . .250 Connected . . .127 Dividing . . .6 Healing . . .7 Fade . . .265 Fast Feedback . . .272 Faster . . .263 Field of view . . .2 File preferences . . .271 File settings . . .266 Floor plans . . .209 Focal length . . .2, . . .216 Fog . . .175 Follow Me . . .85 With components . . .92 With groups . . .89 Force Display of 0" . . .73, . . .270 Foreshortened dimensions . . .68, . . .266 Format (units) . . .269 Frame rate . . .276 Freehand . . .24 With Shift key . . .25 From Point inference . . .4

Hardware Acceleration . . .272 Healing faces . . .7 Hemisphere . . .94 Hidden leaders . . .65 Hidden line . . .261 Hide rest . . .287 Hide when foreshortened . . .68, . . .266 Hide when too small . . .73, . . .266 Hiding edges . . .57 Highlight non-associated dimensions . . .72, . . .266 Horizontal on Screen . . .71 Hotkeys . . .3, . . .272 HSB . . .161 HSL . . .161 Hue . . .161

I
Icons . . .271 Customizing . . .273 Image Exporting from SketchUp . . .274 Importing . . .274 Image export . . .274 Images for materials . . .162 Import Insert . . .274 Importing DWG/DXF . . .275 Image . . .274 In Model Components . . .136 Materials . . .163 Inaccurate dimensions . . .72 Include in slideshow . . .224 Inferences Double . . .5 From Point . . .4 Golden section . . .11 Locking . . .5 Midpoint . . .4 On Axis . . .4 Parallel . . .5 Perpendicular . . .5 Square . . .11 Tangent at vertex . . .21 Tangent to Edge . . .21 Inserting components . . .135, . . .136 Interior design . . .206 Intersect with Model . . .96 Invert selection . . .287 Irregular objects . . .251

E
Edge color by direction . . .8 Edge dimensions . . .67 Edit text . . .64 Editing groups . . .130 Enable length snapping . . .229, . . .270 Enable Page Transitions . . .269 Enable Transparency . . .263 Endpoints . . .266 Engineering units . . .270 Equidistant . . .16 Erase . . .30 Estimate costs . . .286 Exact dimensions . . .229 Examples script . . .287 Expert . . .276 Explode Curve . . .20, . . .23, . . .24 Export . . .274 Exporting Animation . . .275 Embedded image . . .274 Sections . . .209

G
Golden section . . .11 Gradient . . .264 Graphic export . . .274 Ground . . .265 Transparency . . .265 Groups . . .127 Cutting with . . .132 Editing . . .130 Manipulating . . .129 Materials of . . .175 Moving . . .130 Rotating . . .130 Scaling . . .131 Using Follow Me . . .89 GUI . . .1

H
Half circle . . .22 Handles for dragging . . .51

292

Index

J
Jitter lines . . .263

K
Keyboard shortcuts . . .3, . . .272

L
Labels and notes . . .62 Lathed objects . . .94 Latitude . . .227 Layer Manager . . .219 Layers . . .219 purging . . .220 Select by . . .287 Leader lines . . .266 Leaders . . .62 Length Measuring . . .32, . . .243 Length snapping . . .229, . . .270 Line . . .3 Dividing a face with . . .6 Exact slope . . .230 Linetool script . . .287 Location . . .227, . . .267 Locking inferences . . .5 Longitude . . .227 Look Around . . .2, . . .216 Loop to starting page . . .276 Luminance . . .161

Model Info . . .264 Color . . .264 Components . . .265 Dimensions . . .265 Display . . .266 File . . .266 Location . . .267 Section planes . . .267 Shadows . . .268 Statistics . . .268 Text . . .269 Tourguide . . .269 Units . . .269 Moulding miters . . .210 Move . . .39 Exact dimensions . . .235 Move Camera . . .2 Movie files . . .275 Moving axes . . .56 Moving groups . . .130 Multiple active sections . . .213 My Textures . . .162

N
Nested components . . .138, . . .151 Nicer . . .263 Non-associated dimensions . . .72, . . .266 Non-uniform scaling . . .51 North direction . . .227 Notes and labels . . .62

Perpendicular inference . . .5 Perspective mode . . .264 Phi . . .11 Picking Driver Bug . . .272 Picture export . . .274 Point at center . . .18, . . .22 Polygon . . .16 Position Camera . . .223 Precision of units . . .270 Predefined components . . .136 Preferences . . .270 Drawing . . .270 Files . . .271 OpenGL . . .272 Shortcuts . . .272 Templates . . .273 Prefix for dimensions . . .70, . . .265 Problem dimensions . . .72 Profile objects . . .251 Profiles (edges) . . .262 Protractor . . .37 Exact dimensions . . .232 Purge layers . . .220 Purge unused . . .139, . . .165, . . .268 Push/Pull . . .12 Exact dimensions . . .234 with Ctrl key . . .15 Pushpin leader . . .63, . . .269

Q
Quality . . .263 Query tool . . .288

M
Make Component . . .143 Manipulating the view . . .2 Manual dimensions . . .72 Marquee selection . . .27 Material display . . .262 Materials Applying . . .163 Browser . . .159 Editing texture image . . .166 Importing images . . .162 Of components . . .178 Of groups . . .175 Select by . . .287 Transparency . . .169 Measure tool . . .32 Measuring Angles . . .37 Length and area . . .243 Midpoint inference . . .4 Mirroring . . .157 Mitering . . .210

O
Offset . . .54 On Axis . . .4 Opacity . . .170 OpenGL preferences . . .272 Orbit . . .2, . . .6 Oval . . .51 Overriding dimensions . . .72

R
Radius . . .17 Radius dimensions . . .68 Radius prefix . . .70, . . .265 Raster image export . . .274 Recovery files . . .271 Rectangle . . .9 Exact dimensions . . .231, . . .234 Vertical . . .10 Relative distance . . .230 Render settings . . .266 Reset axes . . .56 Resize . . .51 Reverse Faces . . .264 Reverse section . . .205 Reversed Picking Driver Bug . . .272 Revolved objects . . .94 RGB . . .161

P
Page delay . . .269 Page Properties . . .224 Page transitions . . .269 Pages . . .207, . . .218 Updating . . .221 Pan . . .2 Paraline mode . . .264 Parallel dimensions . . .69 Parallel inference . . .5 Pencil . . .3 Perimeter . . .287

293

the SketchUp Version 4 Workbook

Rotate . . .2, . . .48 Groups . . .130 Round objects . . .94

S
Saturation . . .161 Save Backup File . . .271 Save current window size . . .271 Saving automatically . . .271 Scale . . .51 3D exact values . . .245 Changing axes . . .53 Exact values . . .235 Scaling groups . . .131 Screen . . .1 Section plane Reverse . . .205 Section plane settings . . .267 Section planes . . .203 Align View . . .205 Interior design . . .206 Simultaneous . . .213 Sections Exporting . . .209 Select . . .25 Select All Text . . .269 Select by layer . . .287 Select by material . . .287 Selection script . . .287 Semi circle . . .22 Set Camera Position . . .223 Shaded . . .262 Shaded with textures . . .262 Shadows . . .226, . . .268 Shortcut keys . . .3 Shortcuts . . .272 Show ground from below . . .265 Show nested . . .138 Show nested components . . .268 Show Radius/Diam Prefix . . .70, . . .265 Sketching . . .24 Sky . . .265 Slideshow . . .208, . . .224 Slope of a line . . .230 Small dimensions . . .73, . . .266 Smoothing edges . . .57 Snapping . . .229, . . .270 Soften . . .58 Soften coplanar . . .60 Sorting . . .263 Spectrum . . .160 Sphere . . .94 Spin view . . .285

Square . . .11 Square inference . . .11 Statistics . . .268 Stickiness of faces . . .127 Suffix for dimensions . . .70 Sunlight and Shadows . . .227 Suppress Units Display . . .66 Survey . . .272

Use Hardware Acceleration . . .272 Use large tool buttons . . .271 User Interface . . .1 Utilities script . . .288

V
Validity . . .268 Vertical axis . . .6 Video . . .275 View change . . .217 View-based leader . . .62, . . .269 Viewing tools . . .2 Vision angle . . .216 VRML Export . . .274

T
Tangent arcs . . .21 Tape Measure . . .32 Templates . . .273 Text . . .62 Settings . . .269 Texture display . . .262 Textures See Materials Tilda symbol . . .72 Toggle Section Cuts . . .204 Toggle Section Plane Display . . .204 Toggle Shadows . . .227 Tool buttons . . .271 Toolbars, customizing . . .273 Total area . . .287 Tour guide . . .224 Tour Guide settings . . .225 Tourguide . . .269 Trackmouse script . . .288 Transitions . . .269 Transparency . . .263 Ground . . .265 Transparent materials . . .169 Triple-click . . .28 Troubleshooting Dimensions . . .266 Turn . . .2

W
Walk . . .2, . . .215 Window selection . . .25, . . .27 Window size . . .271 Window zoom . . .3 Windows . . .143 Cutting faces . . .148 in curved walls . . .155 Wireframe . . .261 WRL Export . . .274

X
X-Ray . . .262

Z
Zero inch display . . .270 Zoom . . .2 Zoom Extents . . .3 Zoom window . . .3

U
Unblank . . .58 Undo last camera change . . .217 Undo View Change . . .217 Unglue . . .275 Unhide . . .58 Uniform scaling . . .51 Units . . .229, . . .269 Unsoften . . .61 Unused components . . .139 Update page . . .221 Update selected text . . .269 Use Carmacks Reverse . . .272 Use face highlight workaround . . .272 Use Fast Feedback . . .272

294

About the Authors


Bonnie Roskes, P.E. is a structural engineer by education and training, and has worked for several years in the software documentation arena, specializing in CAD, CAM, CAE, and engineering applications. She has written user guides, reference manuals, online help systems, tutorials, training guides, and software demos for a large client list. Her BSE and MSE are from Johns Hopkins University. In addition to this SketchUp book, there is one for Versions 2 and 3, and she has written books on the CAD/CAM application OneCNC. Several more are already in the works, including several more on SketchUp and one for DataCAD, as well as other applications. Comments, feedback, and suggestions are always welcome. Bob deWitt got his start working for 15 years doing freelance work in commercial art, illustration and film animation in Arizona, Utah, and California. After this, he pursued one of his first loves when, 18 years ago, he began teaching Fine Arts at Utah Valley State College in Orem, Utah. He holds degrees from Brigham Young University in both Studio Art and Art History. He long ago developed an abiding fascination for creating computerized imagery, and eagerly shares his enthusiasm for SketchUp through his participation in the preparation of this book. He also takes credit for the cover design, including the model.

For questions, comments, and information on updates, contact Bonnie Roskes 202-243-1046 bonnie.roskes@verizon.net For information on more books by Bonnie Roskes, see www.f1help.biz/ccp51

Published by: Conceptual Product Development, Inc. www.docwalt.com 973-364-1120

You might also like