salukitd Posted October 23, 2020 Share Posted October 23, 2020 Is there a tool to create poured concrete foottings? If not, how do you draw your footings? I just drew and outline then extrude along path around the slab. TIA for any help! Pat Quote Link to comment
zoomer Posted October 23, 2020 Share Posted October 23, 2020 I just use Wall Styles and Wall PIO Tool. Like a single Component 60 cm Concrete Wall. So I can also control their heights later by Story/Level Settings. (Below and above the actual House, I always have an additional Story set for footings and flat Slab Roof to control attic Walls and such by Story Levels) 1 Quote Link to comment
E|FA Posted October 23, 2020 Share Posted October 23, 2020 (edited) 13 minutes ago, zoomer said: So I can also control their heights later by Story/Level Settings. I do the same, except without using Story/Level in my models. You just need to set up your wall styles based on the system you're using. If you're looking for a way to show a structural slab with thickened edges: https://app-help.vectorworks.net/2021/eng/index.htm#t=VW2021_Guide%2FFloors_slabs%2FEditing_slab_geometry.htm Edited October 23, 2020 by E|FA Quote Link to comment
Tom W. Posted October 24, 2020 Share Posted October 24, 2020 Or if you want a raft foundation rather than strip foundations you can create the toe detail as an extrude along path then use 'Add 3D Object to Slab' command to incorporate it into your slab 3 Quote Link to comment
Tom W. Posted October 24, 2020 Share Posted October 24, 2020 However be aware that having done this + you need to reshape the slab the EAP element won't reshape with it, you have to reshape the extrude path as a separate operation... 1 Quote Link to comment
Inspectorjack Posted October 24, 2020 Share Posted October 24, 2020 18 hours ago, salukitd said: Is there a tool to create poured concrete foottings? If not, how do you draw your footings? I just drew and outline then extrude along path around the slab. TIA for any help! Pat I use the wall tool, and set the components of the footing to what I want by modifying a "standard" VW resource to what I want including a custom graphic attribute set for the sheet viewport to indicated the footings in the way contractors in my area are used to seeing them. Which is dashed lines with no fill paralleling around the foundation walls. 1 Quote Link to comment
Matt Overton Posted October 28, 2020 Share Posted October 28, 2020 On 10/24/2020 at 6:21 AM, salukitd said: Is there a tool to create poured concrete foottings? If not, how do you draw your footings? I just drew and outline then extrude along path around the slab. TIA for any help! Pat I'm using the Framing Member tool with symbols for the profile in a lot of situations that I use to use Extrude along path like this. Handles most situations except curves. 1 Quote Link to comment
Boh Posted October 28, 2020 Share Posted October 28, 2020 Sorry I really have to ask the question: do you really need to model footings? Sometimes perhaps, but generally For typical construction drawings the only views we would see them would be sections. If the footings are super simple to model then of course. Often however the footings are quite elaborate and much easier to just draw in the vp annotations of the section viewports. That said I have picked up a few tips from this thread for when I do model footings. 🤩 Quote Link to comment
Tom W. Posted October 28, 2020 Share Posted October 28, 2020 The issue of how far you go with the model + how much you detail directly in VP annotations is really interesting to a newcomer like me + I'm always keen to hear what other people do. My background is in construction/fabrication + doing v detailed 2D drawings so moving into 3D my natural inclination is to want to try + replicate that in the model, but I know from what I've seen/heard that this isn't necessarily the best approach: only model what is absolutely necessary. But easy to get carried away... Quote Link to comment
Boh Posted October 28, 2020 Share Posted October 28, 2020 As a learning process, and if you have the time it’s good to try your hand at modelling more than what you really need to. You learn stuff which will likely come in useful and the more you practice the quicker and more useful it becomes. That said, and as you say yourself @Tom W. it’s easy to get carried away. We do mostly architecture and our basic model set up consists of just walls, slabs, doors, windows, roofs, spouting, downpipes, decks, exterior balustrades. All that provides for pretty complete plans and elevations and a good start on sections. We sometimes might export it to twinmotion to get some nice 3D renders.. We are starting to model more interior equipment and furniture as Ou symbol library improves. The rest we generally cover in 2d annotations. Quote Link to comment
Tom W. Posted October 28, 2020 Share Posted October 28, 2020 Sound advice 👍 The fact is I'm really enjoying learning/using 3D so even if some of the detail isn't strictly necessary I'm having a ton of fun doing it! Besides, the way I drew in 2D for 12 years I realise now was so stupid (in terms of gaining the benefit of all that VW offered, even just for 2D workflow) that I'm finding I'm not spending any longer than I used to on (now) 3d models but obviously getting a hell of a lot more back in return. I'm heavily involved on the construction side (managing the works on site) so always want to see exactly how the building's going to be put together at design stage + often not going through a planning process so can get straight into the nitty gritty from the off. Whereas I know most architects it's a gradual process where detail gets added incrementally + often never gets taken to fully detailed construction drawings + are instead more indicative (if contractor design portions) Quote Link to comment
Popular Post line-weight Posted October 28, 2020 Popular Post Share Posted October 28, 2020 My experience also is that it's worth modelling as much as possible in 3d, and limiting the amount you do in 2D annotations. Although you might think that drawing in 3d would be more time consuming than 2d, often it isn't. So even, say, for a bit of detail that will only ever show in one section - that is, the only "payback" you get is in one viewport, sometimes it doesn't really add more drawing time. And you may gain some better design insight from constructing it in 3d. Sometimes the "only drawing what you need to" might amount to drawing some detail in 3d, but only at the point where you know you're going to take a section through the building. Again, you might think this would cause problems with things like elevations, but in practice, for elevations all that matters is what's on the immediate surface. It doesn't matter if, behind that surface, there are bits of the buildup that are modelled in greater or lesser detail. 5 Quote Link to comment
Tom W. Posted October 28, 2020 Share Posted October 28, 2020 This is really good to hear thank you Quote Link to comment
Jeff Prince Posted November 1, 2020 Share Posted November 1, 2020 @Boh As a person who has to coordinate with the underground structures of a building or infrastructure, I certainly appreciate accurately modeled footings 🙂 In my work, hidden structural and building services can cause a lot of trouble in the landscape if not coordinated. Some examples... Pools close to buildings, interior and exterior plantings over deck, green roofs, and exterior plantings near civil services or retaining structures are some of the many things that create coordination issues as a design evolves. This is especially true when I am creating landscape structures such as pools, shade systems, and pole mounted features that all have their own structural needs that need to work with the other disciplines. I had a stadium job in Kuwait a few years ago that had a bunch of underground structures (building basements, utility tunnels, vehicular ramps, and the typical architectural structural considerations. One day during VE, the mechanical team decided to redesign the underground ventilation services in 2D without consulting the rest of the team. That was a fun few weeks during collision detection... 1 Quote Link to comment
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