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Conocer El MORPH AC18
Conocer El MORPH AC18
Use the Morph tool to create freeform elements within ArchiCAD, so you don’t have to
import special shapes from other programs.
The Morph tool is fully integrated into ArchiCAD, and works with a familiar logic and int
erface. Like other construction elements, a Morph’s essential structure derives from its B
uilding Material.
You can enable priority‐based connections between Morphs and other elements.
See Element Intersections and Merge Elements: Roofs, Shells, Morphs.
However, there are some Morph features that go beyond the other ArchiCAD constructio
n tools. Morph Geometry and Sub‐Elements
•Compared to traditional construction elements, the Morph has practically no geomet
ric limits: every edge and every surface can be moved and shaped in any direction, s
o you can create exactly the element you need to fit project‐specific situations.
•Morphs consist of one or more sub‐
elements: these can include faces and/or edges. For any Morph, you can edit the en
tire element as a whole, or any of its sub‐
elements separately, or in combination. A new selection logic is available to enable y
ou to edit sub‐elements. Morph Creation
•In addition to familiar input methods, the Convert Selection to Morph command en
ables the quick creation of a new single Morph out of existing elements.
•The Magic Wand is especially powerful with Morph creation: tap any surface (e.g. a
Mesh) to create a Morph.
•Unlike other construction elements, 2D Morph shapes can be created in the 3D win
dow (lines and planes). These can be used for sketching or documenting purposes.
Morph Settings
•In Morph Settings, you will notice that there are no numerical geometric parameter
s, apart from its default elevation.
•The Floor Plan and Section controls are similar to those of the Shell Tool. By defaul
t, Morphs (as well as Shells) are displayed on the Floor Plan in true 3D projection m
ode.
•Morph Selection Settings varies depending on whether you have selected an entire
Morph, or any combination of its sub‐elements (e.g. faces, edges). In sub‐
element selection, only the Model panel is available, and only the relevant controls a
re available, depending on whether you have selected edges, faces or a combination
thereof. Graphical Editing
•Morph creation and editing is most intuitive in the 3D window. Graphical interface
uses familiar methods and interactions: select any edge, grab any point or surface, or
any combination of their sub‐
elements, to modify the Morph with the help of the pet palette and
real‐
time feedback. Notice that Fillet and Chamfer are available for Morphs in the 3D win
dow, applied to any or all edges or corners.
•Morphs (like Shells) can be input onto any plane of the 3D window, and with many
editing interactions, you can also switch the editing plane as you go, so that there a
re few constraints.
•There are separate Solid Operation commands for Morphs. Unlike Solid Element Ope
rations, which create connections, Solid Morph Operations are not associative ‐ the fi
nal result of the operation is permanent.
•Morphs can participate in priority‐
based connections with other elements, provided that you merge them using the Des
ign > Connect > Merge Elements command. Morph Smoothing
Morph surfaces are defined by faces, and as you edit the Morph, its many segments ar
e automatically smoothed to create curved surfaces. In addition, a number of commands
allow you to transform the Morph with a single click, by smoothing or subdividing its s
ub‐
elements, and also gives you some control over the smoothing mechanism. These comm
ands and controls include:
•Smooth & Merge Faces
•Curve & Merge Edges
•Modify Segmentation
•Hard or Soft Edges: in the Info Box or Morph Settings, any edges can be individuall
y re‐
set to be “hard” or “soft”. By default, they are hard; if you reset an edge to be “so
ft,” then its adjacent faces will behave as though merged into a single, flexible face.
A soft edge is an internal sub‐
element that divides segmented faces. Such faces are displayed (in OpenGL and rend
ering) as smooth and curved. Texture Mapping for Morph Faces
As with other 3D elements, if you have applied a surface that includes a texture, you ca
n use the Align 3D Texture command to fine‐
tune the origin and rotation of the texture pattern. For the Morph, these options are al
so available individually and separately for each face.
Morph Selection
Morphs consist of multiple sub‐elements (faces and edges). Select Entire Morph
•Click on any part of the Morph to select the entire Morph element (including its su
b‐elements).
A selected Morph has only a single hotspot, which represents the point of its elevation
value.
•Check the Info Tag to see the sub‐elements that make up the selected Morph.
Area selection will select the entire Morph. Select Morph Sub‐Element
Use Ctrl+Shift to select just a sub‐
element (an edge or a face) of the Morph. (The cursor changes to a white arrow to ind
icate that you are selecting a sub‐element.)
Create a 2D Morph
Choose the Morph Tool from the Toolbox, then choose a Geometry Method from the In
fo Box.
Use the following methods to create 2D lines, polylines, curves and closed polygons on t
he Floor Plan or in the 3D Window.
•Polygonal
•Rectangular and Free‐Rotate Rectangular
•Curved ‐ Centerpoint and Radius
•Curved ‐ Circumference
The input process with these geometry methods works just like ArchiCAD’s 2D drawing t
ools.
The result, however, is a Morph face or a Morph line, rather than a 2D polygon or line:
it is displayed in the 3D window, but has no geometric parameters (e.g. thickness). You
can use the resulting 3D lines and surfaces for sketching or documenting purposes in t
he 3D window. Free‐Rotate Rectangle
The Free‐
Rotate Rectangle input method of the Morph tool allows you to draw the rectangle on
any plane in space.
1.In the 3D window, choose the Free‐Rotate Rectangle method.
2.Click twice to draw the first edge of the rectangle. You can draw this edge on any
plane in space.
3.Click to place the opposite corner of the rectangle. You can snap to any point in s
pace.
Create a Box Morph
Activate the Morph Tool and choose the Box geometry method.
In the 3D Window:
1.Choose the input plane. Either click to find the default plane, or choose another in
put plane based on existing elements or using the Editing Plane controls.
See Reposition Editing Plane.
If you click in “empty space”, the default input plane is at the base height define
d in Morph Default Settings.
2.Click twice to define the rectangular base of the Box Morph. (The base is always al
igned with the grid. You can rotate the grid to place the box at a different angle, or
you can place it and then rotate it afterwards.)
3.Drag the cursor to define the height of the Box Morph.
4.Click to complete.
On the Floor Plan or in Section:
1.Choose the Box geometry method from the Info Box.
2.Click twice to define the rectangular base of the Box Morph.
3. Enter an extrusion vector length ‐ the distance that will be the height of the Box
Morph.
Push‐Pull
1.Click on the flat face of a Morph. (Multi‐select sub‐elements to edit them simultaneously.)
2.From the pet palette, choose the Push‐Pull command.
Create a Morph‐Shaped Hole in Another Morph
This method works if you push a Morph all the way through another Morph, provided that both ends
of the “host” Morph are parallel faces.
For other kinds of geometries, use Boolean Operations on Morphs.
See Boolean Operations with Morphs.
1.On an existing Morph, use the Add command to draw a new Morph in the shape of the hole y
ou want.
See Add.
The new Morph becomes a sub‐
element of the existing Morph (since you used the Add command to draw it.)
2.Click on the sub‐element.
3.Use Push‐Pull to push the sub‐element through the Morph.
4.Click the cursor on an opposite edge to complete the Push.
Bulge
1.Click on any face of a Morph.
Note: Choose the clicked point carefully, because it will be the centerpoint of the circle out of
which you will draw the bulge.
2.From the pet palette, choose the Bulge command.
3.Drag the cursor to define the radius of the bulge.
•A small radius will give you a smaller, sharper outcropping.
•Use a larger radius for a more gentle rounded result.
4.Click to complete the radius.
5.Now drag the cursor to bulge the Morph in or out.
Add
Use the Add command to expand an existing Morph by drawing an additional Morph shape onto it. T
he result will be a single Morph that behaves as a single element.
Note: Alternatively, you can draw a separate Morph onto an existing one, without using the Ad
d command; in this case, the new Morph will operate independently of the old one. Later, if need
ed, you can use Create Morph from Selection or the “Union” Solid Morph Operation to merge the
se separate Morphs into one.
1.Click anywhere on a Morph or its sub‐
element. The new Morph input will begin at the point you clicked.
2.From the pet palette, choose the Add command.
3.Choose a geometry method from the Morph Info Box.
4.Draw the desired Morph.
Tube
Use the Tube command to extend any Morph face into a tube, changing directions and planes as ma
ny times as you like.
1.Click anywhere on a Morph face.
2.From the pet palette, choose the Tube command.
3.Start drawing the Tube, clicking to place each segment in turn.
Note: The first segment must be drawn perpendicular to the clicked face.
•You can use the Magic Wand to trace a path for the Tube around a closed polygon (provi
ded that the polygon plane and the tube profile plane are not in the same plane.)
•Change the editing plane as needed.
•To undo the last segment, use the Go back command from the pet palette.
Tube Reference Point
The point you clicked on the Morph face to bring up the pet palette is the reference point of the Tu
be (the point by which you drag the tube).
However, once you select the Tube command from the pet palette, you can click anywhere else on t
he face (or its contour) to use that newer clicked point as the reference point:
1.Select a Morph.
2.From any edge, bring up the Pet Palette and choose “Offset Edge.”
3.Drag the cursor, or choose a different editing plane. The Morph edge, plus its adjoining faces, wi
ll move along the chosen editing plane.
2.From any edge, bring up the Pet Palette and choose “Offset All Edges.”
3.Drag the cursor, or choose a different editing plane (only the adjoining planes are available). The
face adjoining the clicked edge (the face that lies on the editing plane) will be offset on all sides
along the chosen editing plane.
2.Click the edge you want to curve to bring up the Pet Palette, and choose “Curve Edge.”
3.Drag the cursor, or choose a different editing plane. The clicked edge, plus the adjoining face, wi
ll be curved along the chosen editing plane.
Move Morph Sub‐Element
Use this command to transform the Morph by dragging it by its sub‐element(s).
1.Select a sub‐element.
2.Use the Drag command from the pet palette.
3.Move the sub‐
element (and its connected faces/edges) along the editing plane. Change editing plane if needed.
Add Node to Morph
1.Bring up the pet palette on the edge of a selected Morph (or on a selected edge).
2.Use the Add Node command from the pet palette.
3.Move the node (and its connected faces/edges) along the editing plane. Change editing plane if
needed.
Fillet/Chamfer a Morph
You can fillet or chamfer the corners and edges of Morphs, in 2D or 3D windows.
Note that a fillet or chamfer operation has the effect of created one or more new Morph faces. Thes
e new faces will always “inherit” the default surface of the original Morph.
Fillet/Chamfer a Morph Corner
1.Select a Morph and bring up the pet palette at one of its corners.
2.Choose the Fillet/Chamfer Corner command and apply the desired options.
Fillet/Chamfer Morph Edges
1.Bring up the pet palette on the edge of a selected Morph (or on one or more selected edges).
Custom Resolution for Fillet
By default, the Fillet resolution is set to 4 (this is best displayed in wireframe):
Useful Commands for Transforming Morphs
Smooth & Merge Faces
Intersect Morph Faces (Generate Edges within a Morph)
Curve & Merge Edges
Combine Morph Faces for Smooth Editing Effect: Use “Soft” Edges
Box Stretch a Morph
Cover with Faces
•Preserve boundaries means that the bounding edges of the selected element(s) or sub‐
elements will stay intact, and only the inner parts are smoothed.
•Subdivision level: Use the slider to adjust how much triangulation (subdivision) you wish to achie
ve. Be aware that a higher subdivision level, used on complex or multiple Morphs, can lead to a h
igh polygon count that can affect model size and ArchiCAD performance.
Smooth a Solid Morph
With a solid Morph, you have no free‐
hanging edge boundaries, so all selected parts take part in the subdivision:
Combine Morph Faces for Smooth Editing Effect: Use “Soft” Edges
Morph editing often involves selecting and editing a sub‐
element (edge, node or face), which in turn affects the connecting faces of the Morph.
As the Morph changes shape, the connected faces, joined by a “hard” edge by default, behave as indi
vidual units, retaining their own geometries.
However, if you want the connected faces to “morph” smoothly, you can combine the distinct faces s
o that they henceforth behave as a unit while you edit them.
To do this, change the Edge settings (for any selected edges) from Hard (the default) to Soft. The eas
iest way to do this is to select any Edges, then click the Soft icon from the Info Box.
Faces connected by a “soft” edge behave as a single surface in Morph editing operations, and the sm
oothing algorithm is applied to them as a whole, resulting in a different editing effect:
Box Stretch a Morph
Use this command from the pet palette of a selected Morph, to stretch the entire Morph by its boun
ding box.
1.Select a Morph.
2.From the pet palette, choose the Box Stretch command.
A bounding box appears around the Morph.
From the appearing dialog box, choose whether the new faces should be based on
•Sharp edges
•Smooth surface
On an entire Morph:
If you have closed holes in the Morph, faces are generated to cover these holes.
On a series of selected edges forming a polygon:
•A Morph face is generated.
While you can also use the Add command from the pet palette, the Generate Faces command is diffe
rent because it works on any plane in space.
4.Apply Changes to: Once you have set the options as needed, choose the faces to which to appl
y these changes:
Note: These options are only available if you selected the entire Morph before bringing up the
pet palette. If you selected only one or more faces, then your changes are applied only to the sel
ected faces, and you have no other options here.
•Clicked Face will apply the chosen options (surface, texture mapping) only to the face you clicked
when bringing up the pet palette.
•All Similar Faces will apply the chosen options to all faces in the selected Morph which had the
same initial surfaces as the oe you changed. For example, if you change the of a face from yellow
to red, all faces in this Morph whose surface was yellow will also change to red.
•All Faces will apply the chosen options to all faces of the selected Morph.
5.Click OK to apply changes.
Custom Morph Surface: Feedback in Morph Settings
If you have customized any of the Morphs’s Face surfaces (in the Custom Face Settings dialog box), a
yellow “custom” icon appears alongside the surface setting control in Morph Settings, indicating that
one or more face surfaces have been changed from the general setting.
If you later change the Surface setting in Morph Settings while the dialog box is still open, the yellow
patch (indicating “custom face”) gets a red shadow. This means that the Morph’s surface setting is g
oing to change: do you want to apply this override to the custom faces too? If so, check the box at
the bottom of Morph Settings (Apply changes to custom faces/edges too). If you do not check the bo
x, your custom faces remain the way you set them.
These commands are available if the last selected is a Morph; these operations can only involve Morp
hs. (If you want to operate on non‐Morph elements, first convert those elements to Morphs.)
Unlike Solid Operations on other ArchiCAD elements, these operations are not associative ‐ the final re
sult of the operation is permanent. Union
1.Select the Morphs you wish to merge.
2.Issue the Boolean Operations > Union command.
Note: If you have only selected one Morph, it is considered the operator. You are prompted to
click another (Target) Morph with which to merge it.
3.As a result of this command, the Morphs in the selection will be merged into a single Morph el
ement.
The resulting Morph will use the attributes of the last selected Morph. Subtract
Use this Solid Morph Operation to subtract one Morph from another.
1.Select the Morph(s) you wish to subtract.
2.Issue the Boolean Operations > Subtract command (from the context menu) or Design > Modify
Morph > Subtract.
Note: If your original selection contains any non‐
Solid Morphs, you are warned of this. You can either proceed anyway ‐ this will leave the non‐
solid Morphs out of the operation ‐ or ask to Show non‐Solid Elements.
3.You are prompted to “Click a Morph from which to subtract the selection.”The clicked target Mo
rph can be a surface; it need not be solid.)
Note: If you try to click a target element that is not a Morph, the cursor changes to the “Do
not Enter” sign and you get a warning to that effect.
4.After the Subtract operation is completed, the Operator elements are deleted. The result is alway
s a Morph. Intersect
Use this command to intersect multiple solid Morphs and end up with a single Morph.
1.Select the Morphs you wish to intersect.
2.Issue the Boolean Operations > Intersect command (from the context menu) or Design > Modify
Morph > Intersect.
Note: If you have only selected one Morph, that element is considered the operator. You are p
rompted to click another (Target) Morph with which to intersect it.
3.As a result of this command, the intersecting portion of the originally selected Morphs are retain
ed, resulting in a single solid Morph.
The resulting Morph will use the attributes of the last selected Morph.
Box Mapping: this is the default, and the only option available if you have selected an entire Morph
(see Box Mapping below).
Planar: This option can only be chosen if your selection includes one or more faces. The “Planar” defi
nition means that you can vary the plane from which the texture is projected onto the selected face,
as well as set an individual texture alignment and origin for the face. Box Mapping
For a Morph selected as a whole, and for default Morphs, the texture mapping is always “Box.”
“Box” means the pattern is projected onto the Morph from six planes (as from a box). Any given pla
ne gets its texture from the direction of the closest of the six planes.
The origin of the texture is at Project Zero. Set Origin of Box Mapping
1.Select one or more Morphs.
2.Use Design > Align 3D Texture > Set Origin.
3.Click at the point (e.g. a corner) where you want the texture pattern to originate.
4.The origin is set. (If you selected multiple Morphs, the texture origin is in effect for all selected
Morphs.)
•If any of the Morphs is not solid, you get a warning, and the problematic Morphs (and their edg
es) are highlighted in the model.