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Vectorworks Fundamentals Users Guide

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manual.
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Contributions
Contributions were provided by Biplab Sarkar, Dave
Donley, Wes Gardner, Eric Gilbey, Gunther Miller, Don
Ward, Andrew Bell, and Tim Connors.
Riccardo Martires MasterWorks contest file submission
was used as the basis for a variety of illustrations.
Evanston Green Townhomes file used as the basis for
illustrations 2008 Nathan Kipnis Architects, Inc.
Registration and Updates
If you have not already done so, please register your copy
of the Vectorworks software with Nemetschek
Vectorworks at http://register.nemetschek.net.
If you would like to receive automatic notification of
Vectorworks software updates, you can select to
automatically check for updates on a weekly or monthly
basis from the Session tab of Vectorworks preferences
(See Session Preferences on page 20 in the Vectorworks
Fundamentals Users Guide.)
Vectorworks License Agreement
The license agreement binding the use of this software can
be found in the Vectorworks ReleaseNotes directory or by
clicking License in the About Vectorworks dialog box.
Table of Contents
Preface .................................................................................................................................................. i
Installing Vectorworks Products................................................................................................................................... i
Updating Vectorworks Products ..................................................................................................................................ii
New Features ..............................................................................................................................................................ii
Learning Vectorworks .................................................................................................................................................xi
Technical Support and Training................................................................................................................................ xiii

1 Introduction ....................................................................................................................................... 1
Understanding Vectorworks........................................................................................................................................ 1
The Fundamentals Workspace................................................................................................................................... 3
The View Bar .............................................................................................................................................................. 6
Palettes and Tool Sets................................................................................................................................................ 9
Palette Layout Options ............................................................................................................................................. 10
List Box Functionality................................................................................................................................................ 13
Additional Key Functionality...................................................................................................................................... 14
Screen Tips............................................................................................................................................................... 15
Object Editing Mode ................................................................................................................................................. 16
Setting Vectorworks Preferences ............................................................................................................................. 17
Setting Document Preferences................................................................................................................................. 30
Setting Quick Preferences ........................................................................................................................................ 35
Context Menus.......................................................................................................................................................... 37

2 Getting Started ................................................................................................................................ 43


Creating a New File .................................................................................................................................................. 43
Opening a File .......................................................................................................................................................... 43
Previewing Vectorworks Files from the Operating System....................................................................................... 45
Closing a File ............................................................................................................................................................ 47
Saving a File ............................................................................................................................................................. 47
Reverting to the Last Saved Version ........................................................................................................................ 49
Converting Previous Version Files............................................................................................................................ 49
Exiting Vectorworks .................................................................................................................................................. 54
Drawing Techniques ................................................................................................................................................. 54
Undoing and Redoing Actions .................................................................................................................................. 55
Moving Around.......................................................................................................................................................... 56
Selecting Objects...................................................................................................................................................... 60
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Setting Up the Drawing............................................................................................................................................. 73


Setting Default Object Attributes............................................................................................................................... 81
Creating Templates .................................................................................................................................................. 81
Printing...................................................................................................................................................................... 82
Using Drawing Tablets.............................................................................................................................................. 87

3 Drawing Structure ........................................................................................................................... 89


Organizing the Drawing ............................................................................................................................................ 89
Managing Layers ...................................................................................................................................................... 94
Managing Classes .................................................................................................................................................. 106
Setting Class and Design Layer Options ................................................................................................................ 114
Managing Viewports ............................................................................................................................................... 114
Managing Saved Views .......................................................................................................................................... 115
Setting Visibilities.................................................................................................................................................... 118
Workgroup Referencing.......................................................................................................................................... 121

4 Drawing with Snapping ................................................................................................................ 133


Setting Snapping Parameters................................................................................................................................. 133
Drawing with Snapping ........................................................................................................................................... 146
SmartCursor Cues .................................................................................................................................................. 151

5 Using Vectorworks Resources .................................................................................................... 155


Libraries .................................................................................................................................................................. 155
Using the Resource Browser .................................................................................................................................. 157
Understanding Symbols.......................................................................................................................................... 169
Creating New Symbols ........................................................................................................................................... 172
Inserting Symbols ................................................................................................................................................... 175
Editing Symbols ...................................................................................................................................................... 179
Record Formats ...................................................................................................................................................... 188
Global Symbol Commands ..................................................................................................................................... 196

6 Creating Objects ........................................................................................................................... 201


Vectorworks Modeling Environment ...................................................................................................................... 201
Using the Data Bar ................................................................................................................................................. 203
Creating Lines......................................................................................................................................................... 207
Creating Rectangles ............................................................................................................................................... 212
Table of Contents | iii

Creating Rounded Rectangles................................................................................................................................ 214


Creating Circles ...................................................................................................................................................... 217
Creating Ovals ........................................................................................................................................................ 220
Creating Arcs .......................................................................................................................................................... 221
Creating Quarter Arcs............................................................................................................................................. 226
Creating Polylines................................................................................................................................................... 226
Creating Triangles ................................................................................................................................................. 232
Creating 2D Polygons............................................................................................................................................. 233
Creating 3D Polygons............................................................................................................................................. 240
Closing and Opening Polygons and Polylines ........................................................................................................ 240
Creating Spheres.................................................................................................................................................... 241
Creating Hemispheres ............................................................................................................................................ 242
Creating Cones....................................................................................................................................................... 243
Creating Loci........................................................................................................................................................... 244

7 Editing Objects.............................................................................................................................. 247


Editing Object Information ...................................................................................................................................... 247
Moving Objects ....................................................................................................................................................... 254
Cutting, Copying, and Pasting Objects ................................................................................................................... 258
Removing Objects .................................................................................................................................................. 260
Duplicating Objects................................................................................................................................................. 263
Smoothing Objects ................................................................................................................................................. 269
Composing and Decomposing Objects and Surfaces ............................................................................................ 269
Selecting Connected Objects ................................................................................................................................. 270
Locking and Unlocking Objects .............................................................................................................................. 271
Rotating Objects ..................................................................................................................................................... 271
Mirroring Objects .................................................................................................................................................... 275
Converting Objects ................................................................................................................................................. 277
Grouping Objects.................................................................................................................................................... 279
Aligning and Distributing Objects............................................................................................................................ 281
Compressing Images.............................................................................................................................................. 285
Tracing Bitmaps...................................................................................................................................................... 286

8 Object Operations ......................................................................................................................... 289


Extruding Objects ................................................................................................................................................... 289
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Sweeping Objects................................................................................................................................................... 292


Reshaping Objects ................................................................................................................................................. 293
Offsetting Objects .................................................................................................................................................. 306
Trimming and Clipping Objects............................................................................................................................... 309
Resizing Objects..................................................................................................................................................... 311
Shearing Objects .................................................................................................................................................... 314
Joining Objects ....................................................................................................................................................... 314
Combining and Connecting Objects ....................................................................................................................... 316
Splitting Objects and NURBS Surfaces .................................................................................................................. 321
Creating Fillets and Chamfers ................................................................................................................................ 326
Editing Object Surfaces .......................................................................................................................................... 329
Obtaining Engineering Properties........................................................................................................................... 335
Obtaining Volumetric Properties ............................................................................................................................. 336
Drafting Aids ........................................................................................................................................................... 337

9 Adding Text and Annotation ........................................................................................................ 343


Inserting Text .......................................................................................................................................................... 343
Modifying Text ........................................................................................................................................................ 347
Using Text Styles.................................................................................................................................................... 353
Checking Spelling ................................................................................................................................................... 355
Finding and Replacing Text .................................................................................................................................... 358
Creating Hyperlinks ................................................................................................................................................ 359
Inserting Callouts .................................................................................................................................................... 361
Inserting a Leader Line ........................................................................................................................................... 365
Adding a Sheet Border ........................................................................................................................................... 366
Using Notation Objects ........................................................................................................................................... 374

10 Advanced 3D Modeling............................................................................................................... 381


3D Power Pack Fundamentals ............................................................................................................................... 381
Creating NURBS Curves ........................................................................................................................................ 387
NURBS Surfaces .................................................................................................................................................... 389
Extracting Geometry ............................................................................................................................................... 404
NURBS Surface-curve Interaction .......................................................................................................................... 406
Creating Helix-Spirals ............................................................................................................................................. 415
Creating Contours................................................................................................................................................... 416
Table of Contents | v

Direct Modeling with the Push/Pull Tool ................................................................................................................. 417


Tapering Faces....................................................................................................................................................... 419
Twisting Solids........................................................................................................................................................ 421
Chamfering Solid Edges ......................................................................................................................................... 422
Filleting Solid Edges ............................................................................................................................................... 424
Creating a Shell from Solids, NURBS Surfaces, and Planar Objects..................................................................... 425
Stitching and Trimming Surfaces............................................................................................................................ 427
Converting to Generic Solids .................................................................................................................................. 428

11 Creating Building Elements ....................................................................................................... 429


Creating Floors ....................................................................................................................................................... 429
Creating Walls ........................................................................................................................................................ 429
Editing Walls ........................................................................................................................................................... 445
Creating Roof Faces............................................................................................................................................... 453
Creating Roof Objects ............................................................................................................................................ 458
Adding Roof Elements to Roof Objects and Roof Faces........................................................................................ 466

12 Adding Building Elements ......................................................................................................... 473


Structural Shapes and Details ................................................................................................................................ 473
Inserting and Editing Symbols Within a Wall .......................................................................................................... 486
Creating Columns ................................................................................................................................................... 496
Creating Simple Stairs ............................................................................................................................................ 498

13 Applying Object Attributes......................................................................................................... 501


The Attributes Palette ............................................................................................................................................. 501
Transferring Attributes ............................................................................................................................................ 502
Fill Attributes ........................................................................................................................................................... 505
Pen Attributes ......................................................................................................................................................... 507
Opacity Attributes ................................................................................................................................................... 508
Line Thickness Attributes........................................................................................................................................ 509
Marker Attributes .................................................................................................................................................... 510
Using Hatch Fills..................................................................................................................................................... 513
Using Tile Fills ........................................................................................................................................................ 519
Using Gradient Fills ................................................................................................................................................ 523
Using Image Fills .................................................................................................................................................... 527
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Mapping Fills with the Attribute Mapping Tool ........................................................................................................ 531


Using Line Types .................................................................................................................................................... 536
Applying Colors....................................................................................................................................................... 540

14 Viewing the Drawing ................................................................................................................... 549


Using Standard Views ............................................................................................................................................ 549
Projection................................................................................................................................................................ 551
Perspective ............................................................................................................................................................. 552
Simulating Movement ............................................................................................................................................. 553
Unified Layer View.................................................................................................................................................. 561
Setting a 3D View ................................................................................................................................................... 563
Viewing a Model with the Clip Cube ....................................................................................................................... 564
Changing an Objects Class or Layer Visibility ....................................................................................................... 566
Setting a Camera View in Renderworks ................................................................................................................. 569
Fit to Objects........................................................................................................................................................... 574
Fit to Page Area...................................................................................................................................................... 575
Viewing History ....................................................................................................................................................... 575
Using Working Planes ............................................................................................................................................ 575

15 Creating and Mapping Textures................................................................................................. 589


Renderworks Commands and Tools ...................................................................................................................... 589
Textures and Shaders ............................................................................................................................................ 590
Creating Textures ................................................................................................................................................... 591
Editing Textures and Shaders ................................................................................................................................ 603
Creating Image Prop Objects ................................................................................................................................. 608
Adding 3D Plants .................................................................................................................................................... 610
Creating Layer Backgrounds .................................................................................................................................. 611
Applying and Mapping Textures ............................................................................................................................. 616
Applying Textures to Symbols, Walls, and Roofs ................................................................................................... 631
Applying Renderworks Backgrounds...................................................................................................................... 636

16 Rendering the Drawing............................................................................................................... 639


Rendering Overview ............................................................................................................................................... 639
Adding Light............................................................................................................................................................ 640
Advanced Renderworks Lighting ............................................................................................................................ 653
Table of Contents | vii

Preparing to Render ............................................................................................................................................... 660


Rendering with Vectorworks ................................................................................................................................... 660
Rendering with Renderworks.................................................................................................................................. 666
Rendering a Selected Area..................................................................................................................................... 680
Batch Rendering ..................................................................................................................................................... 681
Managing Lights and Cameras with the Visualization Palette ................................................................................ 684

17 Dimensioning and Constraints .................................................................................................. 687


Dimensioning .......................................................................................................................................................... 687
Marking Object Centers .......................................................................................................................................... 701
Angular Dimensioning............................................................................................................................................. 702
Arc Length Dimensioning........................................................................................................................................ 704
Converting Objects to Dimensions ......................................................................................................................... 705
Modifying Dimensions............................................................................................................................................. 706
Measuring Distance ................................................................................................................................................ 713
Parametric Constraints ........................................................................................................................................... 715

18 Presenting Vectorworks Drawings ............................................................................................ 727


Animating Drawings with QuickTime ...................................................................................................................... 727
Presenting Drawings with Sheet Layer Viewports .................................................................................................. 734
Cutting Sections...................................................................................................................................................... 754
Layer Linking .......................................................................................................................................................... 755
Aligning Layer Views .............................................................................................................................................. 758

19 Importing and Exporting Files ................................................................................................... 761


Importing Files ........................................................................................................................................................ 761
Exporting Files ........................................................................................................................................................ 764
Exporting a Rendered Drawing............................................................................................................................... 772
DXF, DWG, and DWF File Formats........................................................................................................................ 776
DXF/DWG and DWF File Import............................................................................................................................. 779
DXF/DWG and DWF File Export ............................................................................................................................ 794
Batch Publishing ..................................................................................................................................................... 806

20 Worksheets.................................................................................................................................. 811
Creating Worksheets .............................................................................................................................................. 811
Using Worksheets................................................................................................................................................... 814
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Entering Data in Spreadsheet Cells........................................................................................................................ 827


Entering Data in Database Rows............................................................................................................................ 833
Worksheet Functions .............................................................................................................................................. 837
Importing Worksheets............................................................................................................................................. 844
Exporting Worksheets............................................................................................................................................. 845
Worksheets as Graphic Objects ............................................................................................................................. 846

21 Using Scripts ............................................................................................................................... 847


Creating Custom Selection Scripts ......................................................................................................................... 847
Creating Custom Tool/Attribute Scripts .................................................................................................................. 848
Creating and Editing Script Palettes and Scripts .................................................................................................... 849
Running Scripts ...................................................................................................................................................... 854
Scripted Plug-ins..................................................................................................................................................... 856
The VectorScript Debugger .................................................................................................................................... 868

A Using the Workspace Editor........................................................................................................ 869


Creating or Editing a Workspace ............................................................................................................................ 869
Updating Custom Workspaces and Plug-in Objects............................................................................................... 878

B Standards ...................................................................................................................................... 881


Cursors in Vectorworks Fundamentals................................................................................................................... 881
Vectorworks Circle/Arc Conventions ...................................................................................................................... 887
Survey Bearings ..................................................................................................................................................... 887
Correlated Color Temperature................................................................................................................................ 887
Architectural Scale.................................................................................................................................................. 888
Vectorworks Equivalent to AutoCAD Terms and Concepts.................................................................................... 888

C Renderworks Shader Definitions ................................................................................................ 891


Shader Types ......................................................................................................................................................... 891

Index................................................................................................................................................. 913
Preface
Welcome to Vectorworks Fundamentals softwarea CAD program that includes all the 2D and 3D tools and
technology you need in one easy-to-use, cost-effective package. In addition to precision drafting, it provides powerful
tools for 3D modeling that can be used to create, present, and even manufacture designs. Built-in database and
worksheet capabilities help track costs and materials. A host of import and export formats makes it easy to share files.
The Vectorworks Fundamentals product also includes extensive symbol libraries, default drawing resources, and a
built-in scripting environment that can be used to automate routine tasks.

Installing Vectorworks Products


The Vectorworks installation program lists the installation system requirements, any known installation issues, and any
information that did not make it into the documentation. To ensure a smooth installation, confirm that system
requirements are met and take note of any issues or incompatibilities prior to installing the software.
The installation program can install the Vectorworks Designer, Renderworks, Architect, Landmark, Spotlight, and
Fundamentals products in any combination. The program determines which products to install based on the serial
number.
The installation process includes an option to add content libraries, including industry-specific content. If this content
is not added during installation, it can be added later by selecting Help > Download Content and following the
installation prompts; see Libraries on page 155.
Your software license allows for one copy to be made for backup purposes. The Vectorworks software should be
backed up on a regular basis. These backups are invaluable in restoring user-customized settings that may be
potentially lost by computer failure.

Adding and Removing Serial Numbers


During installation you are typically required to enter the serial number, which is provided with the Vectorworks
software. If you are not prompted to enter the serial number during installation, you must enter it the first time the
program is accessed. You may also need to update a serial number to enable more products.
To add a serial number:
1. Open the Vectorworks program.
The Serial Numbers dialog box opens the first time the program is accessed. Thereafter, it is accessed by clicking
Serial Numbers from the Session tab of Vectorworks preferences.

2. Click Add.
The Add New Serial Number dialog box opens.
3. Enter the serial number exactly as it appears on the label. The serial number is case sensitive. The letters o and i
are not used in serial numbers; enter zero or one instead.
4. Click Add.
ii | Preface

The list of Enabled Products in the Serial Numbers dialog box displays all products enabled by this serial
number. For security, serial numbers that begin with the letter A are partially hidden wherever they display in
Vectorworks.
5. Only one serial number can be applied at a time. When the serial number is set, click Done.
To remove a serial number:
1. Click Serial Numbers from the Session tab of Vectorworks preferences.
The Serial Numbers dialog box opens.
2. Select the serial number to remove, and then click Remove.
3. Click Done.

Viewing the Vectorworks License Agreement


The license agreement for the Vectorworks software can be viewed at any time.
To view the license agreement:
1. On Windows, select Help > About Vectorworks, or on Macintosh select Vectorworks > About Vectorworks.
2. Click License to display the license agreement text.
3. Click OK twice to return to the program.

Network Protection
When you run multiple copies of the Vectorworks program across a network, serial numbers are checked when the
program is launched, and also periodically throughout the session.
If the same serial number is found to be in use, the All Serial Numbers In Use dialog box opens. From this dialog box,
click User Information to display the User Name, if given, and the IP address of the other location. Click Edit
Numbers to delete the existing serial number and enter a new one. Once the situation is resolved, click Retry
Numbers to regain access to the program. If the serial number is still in use after three attempts, the program
automatically shuts down.

Updating Vectorworks Products


Vectorworks software updates are called Service Packs, and are considered maintenance releases. There are several
ways to obtain updates:
Click Check for Updates from Help > About Vectorworks. Alternatively, select Help > Check for Updates
(Windows) or Vectorworks > Check for Updates (Macintosh).
A dialog box opens to indicate whether the software is up to date, or if an update is available. If an update is
available, click More Info to open a web browser to display and download available updates. If it is inconvenient
to update the software at this time, click Cancel.
Select to Automatically check for updates on a weekly or monthly basis from the Session tab of Vectorworks
preferences (see Session Preferences on page 20).
Updates are available for download at www.vectorworks.net/downloads

New Features
This release includes many new features and significant enhancements to the Vectorworks Fundamentals and
Renderworks products, the Fundamentals workspace, and the product documentation, as described in the following
sections.
Preface | iii

New Vectorworks Fundamentals Features


The following table contains a list of new and improved features for the release of the Vectorworks 2014 software, and
indicates the section where the functionality is documented.

Feature Purpose Location


Context-sensitive help and PDF The Vectorworks help system, keyboard shortcut Not applicable
files file, and PDF files have been updated to reflect
version 2014 functionality
Access to online resources You can now access Vectorworks online Technical Support and
resources directly from the Vectorworks Training on page xiii and
application (Internet access required). The Help Libraries on page 155
menu offers new links to the Getting Started
Guides, Knowledgebase, Vectorworks Cloud
Services, and Vectorworks Service Select
websites. Content libraries, including
industry-specific content, can be downloaded
using the new Download Content command on
the Help menu.
Nudge objects alert message To help avoid accidental object nudging, a new Edit Preferences on
and ability to disable arrow key option displays a message in the Message bar page 17
functions for certain editing when nudging. In addition, any arrow key
options operator can now be disabled in Vectorworks
preferences.
Fast interactive display 3D modeling in OpenGL rendered views is now 3D Preferences on
responsive and intuitive; there is no longer any page 23, X-ray Select
need to switch to wireframe mode for modeling Mode on page 64,
and navigation. Interactive feedback for selection Selection and Pre-selection
and snapping is consistent with the improved Indicators on page 66,
performance and the solid feeling. Geometry OpenGL on page 662
that is hidden by solid rendered objects can be
easily accessed with the innovative X-ray Select
mode of the Selection tool.
Option to turn off out-of-date A new document preference allows you to turn Display Preferences on
borders of viewports off the red and white striped border that indicates page 30 and Setting Quick
a viewport is out of date, to reduce visual Preferences on page 35
distractions and lend polish to demonstrations
Improved DPI output Terminology for print and export resolutions has Resolution Preferences on
terminology been clarified to help differentiate between the page 33; Printing a File on
resolution settings for raster renderings and for page 84; Setting Sheet
the rest of the Vectorworks output Layer Properties on
page 104; and Exporting
Files on page 764
Recalculate worksheets before A new option in the Print dialog box helps keep Printing a File on page 84
printing output up-to-date by automatically recalculating
worksheets before printing
iv | Preface

Feature Purpose Location


Create new layers and classes Layers and classes can now be created directly Creating Layers on
from additional locations from the Object Info palette and from the layers page 95; Creating Classes
and classes lists on the View bar on page 107
Create Symbol dialog box Leave Instance In Place is now on by default. Creating New Symbols on
improvements The new Assign to Class function allows you to page 172
assign the symbol to an existing class or create a
new custom class for the symbol.
New alert message for flipped The Show other objects while in editing modes Editing Symbol
symbol editing Vectorworks preference does not work when Definitions on page 181
editing a symbol definition from a flipped symbol and Object Editing Mode
instance; an alert message displays when this on page 16
operation is attempted
New commands to split and Better management of record formats is now Splitting and Merging
merge record formats possible with two new commands. Unwieldy Record Formats on
record formats with too many fields can be split. page 194
Unnecessary record formats can be eliminated by
merging their fields into existing formats.
Improve Data bar usability for Data bar entry during click-drag operations is Drawing with the Data
the Selection tool easier now that you can release the mouse button Bar on page 204 and
after activating the Data bar. Also, when using the Smart Points Snapping on
Selection tool to move an object while a datum is page 140
active, the Data bar measurements are relative to
the datum.
New Data bar and datum A new option automatically displays the floating Data Bar and Edit Group
operations Data bar when a datum is created. You can now Options on page 205;
also activate the Data bar for drawing by tabbing Creating Vector Locks on
into the first field before clicking to begin page 149; and Drawing
drawing. with the Data Bar on
page 204
New mode for Oval tool The Oval tool now has a create by center mode Oval by Center on
that allows you to define the center, then the page 221
major and minor radii of the oval
Object Info palette displays the The Object Info palette Shape tab now displays Editing Object
Z coordinate for 2D/3D the Z coordinate for 2D/3D symbols in Top/Plan Information on page 247
symbols in Top/Plan view view for a streamlined workflow between views
Select Vertex in Object Info For vertex-based objects, a new context menu Editing Vertex-Based
Palette context menu command command speeds object editing by letting you Objects on page 252
directly select the vertex to be edited on the
Object Info palette rather than scrolling through
multiple vertices
Rotation-sensitive width and The width and height indicators on the Object Rotating Objects on
height labels for rectangles, Info palettes Shape tab automatically adjust as page 271
rounded rectangles, and ovals needed while rotating rectangles, rounded
rectangles, and ovals
Preface | v

Feature Purpose Location


Preview for Mirror tool When mirroring across an axis, the Mirror tool Mirroring Objects on
now provides a preview of the mirrored items page 275
placement
Align Leader Line The Align Leader Lines dialog box now has a Aligning and Distributing
improvements Move shoulder points option to control whether Leader Lines on page 283
the shoulder points are moved when lines are
aligned by their label points. Also, a new diagram
clarifies where the shoulder and label points are.
Reshape tool enhancements The Reshape tool now works with rectangles, 2D Reshape Modes on
rounded rectangles, and ovals. A new 2D mode page 294
allows you to move an objects edge without
changing the adjacent angles; this mode also
reshapes path-based plug-ins. Double-clicking
eligible 2D objects with the Selection tool now
automatically activates the Reshape tool.
Clip tool selection option The Clip tool can now select objects when a Clip Tool on page 310
modifier key is pressed, similar to other tools
with this ability
New selection modes for Split The new modes allow you to split or trim only the Splitting Objects and
and Trim tools currently selected object(s) NURBS Surfaces on
page 321; Trim Tool on
page 309
Retain subtracting/sectioning The Subtract Solids and Section Solids Subtracting Solids on
objects option in Subtract commands now have an option to retain the page 333 and Sectioning
Solids and Section Solids subtracting/sectioning object Solids on page 334
commands
Ability to simplify polygons A new Simplify Polys command can reduce file Simplifying Polygons and
and polylines size and shorten processing time by eliminating Polylines on page 341
extra corner vertices in complex 2D polygons, 3D
polygons, and polylines
Resizable Format Text and The now resizable Format Text and Create Text Formatting Text on
Create Text Style dialog boxes Style dialog boxes now display a preview of page 348 and Creating Text
display font preview selected text attributes Styles on page 353
Circle bubble style for callouts The Callout tool now offers a circle bubble style Creating a Callout Object
option on page 362
New Taper Face tool The Taper Face tool tapers faces of solid objects Tapering Faces on
to a specified angle, with respect to a selected page 419
reference plane
Twist tool The new Twist tool makes it easy to explore Twisting Solids on
sculptural shapes by twisting solids, NURBS page 421
surfaces, and faces of solids to a specified angle
Shell planar objects You can now create a shell solid from a planar Shell from a Planar Object
object without first running the Create Surface on page 427
from Curves command
vi | Preface

Feature Purpose Location


Add the Splayed option in Previously, the Splayed setting for the hole miter Creating Roof Faces on
Create Roof Face dialog box was only available from the Object Info palette page 453
Gable end roof improvements Gable walls are created in a roof object when a Editing Roof Objects on
default eave roof edge is changed to be either a page 460, and Changing the
gable or Dutch hip edge. New settings control the Roof Edge Shape on
wall thickness and whether the wall is shown or page 460
hidden.
Wall settings on the Object Info palette apply to
all gable or Dutch hip walls in the roof; to adjust
each gable wall individually, use the Edit Roof
Settings dialog box.
Additionally, the Render tab of the Object Info
palette (Renderworks required) now has options
to apply different textures to gable, Dutch hip,
and dormer walls.
Roof clipping improvements Roof objects can now be clipped with the Clip Creating Cutouts in a Roof
Surface command and the Clip tool Object on page 463
Attribute palette opacity The Attribute palette now provides a preview of Opacity Attributes on
preview opacity settings for 2D objects page 508
Walkthrough tool New modes make it easier to access all of the Walkthrough on page 555
enhancements Walkthrough tools available functions and to
control the simulation
Unified view functionality now The Unified View and Unified View Options Unified Layer View on
available in Vectorworks commands, previously only available to page 561
Fundamentals Vectorworks Design Series users, can now be
accessed in Vectorworks Fundamentals
Visibility tool now available in The Visibility tool, previously only available to Changing an Objects Class
Vectorworks Fundamentals Vectorworks Design Series users, can now be or Layer Visibility on
accessed in Vectorworks Fundamentals page 566
Selection of invisible objects When the Visibility tool is active, you can now Changing an Objects Class
with the Visibility tool press the tools shortcut key (V by default) to or Layer Visibility on
temporarily make all classes or layers visible page 566
Hidden line rendering Hidden line rendering processing speed is Rendering with
performance improvements dramatically improved on Macintosh OS X; Vectorworks on page 660
Vectorworks 2013 made similar improvements on
Windows
Change hidden line rendering The hidden line rendering smoothing angle Rendering with
smoothing angle default default value has been changed to 1.00 degree, to Vectorworks on page 660
eliminate lines between nearly planar faces
Dimensioning support for The Radial Dimension, Angular Dimension, Radial Dimensioning on
objects in groups, symbols and and Center Mark tools now work for objects in page 699, Angular
plug-ins groups, symbols, and plug-ins Dimensioning on page 702,
and Marking Object
Centers on page 701
Preface | vii

Feature Purpose Location


Consolidate the single linear The functionality differences between single Modifying Dimensions on
dimension and chain linear linear dimensions and chain linear dimensions page 706
dimension objects have mostly been removed:
All linear dimensions are now named
Dimension in the Object Info palette
The Add Dimension command (on the context
menu) can be used to add a dimension to both
single and chain linear dimensions
The Flip Text parameter (on the Object Info
palette) can now be used to mirror the text for
both single and chain linear dimensions
Chain dimensions are still different from single
dimensions in that they can all be moved at once,
and their attributes and properties can be changed
as a group.
Text offset for non-aligned For linear dimensions that have the Text Editing Dimension
linear dimension text Rot(ation) set to Horizontal or Horiz/Vert, you Properties on page 706
can now offset the dimension text from the
dimension line. Previously, non-aligned text was
always centered over the dimension line.
Model space measurement for The Tape Measure tool can now measure items Measuring in Units on
sheet layer viewports in sheet layer viewports, in addition to design page 713
layers
Cropping for bitmap objects Imported bitmap objects can now be cropped, Cropping Imported
similar to the way viewports are cropped Images on page 763
New option to export from all You can now export all visible objects in all Exporting in Parasolid X_T
visible layers in Export layers of a Vectorworks file simply by selecting a Format on page 771
Parasolid X_T command new option on the Export Parasolid X_T Options
dialog box
Support for DXF/DWG 2013/ Vectorworks now supports DXF/DWG version DXF, DWG, and DWF File
2014 files 2013/2014 for both import and export Formats on page 776
Import settings are saved in the The import log file now includes a list of the Importing DXF/DWG and
DXF/DWG and DWF import settings that were used for the import. Also, an DWF Files on page 780
log file import results dialog box now displays after and Importing a Single
single file imports, which provides access to the DXF/DWG or DWF File
import log file. on page 782
New option to import DXF/ During import of a single DXF/DWG or DWF DXF/DWG and DWF
DWG or DWF files by file, the Reference option imports the data into a Import Options on
reference new referenced design layer; Vectorworks Design page 783, and DXF/DWG
Series users have the option to import the data and DWF References on
into a referenced design layer viewport instead page 791
viii | Preface

Feature Purpose Location


Improvements to the dialog Titles, field names, and help strings are now clear DXF/DWG and DWF
boxes for DXF/DWG and DWF and consistent as to which formats are relevant Import Options on
import and export options page 783 and DXF/DWG
and DWF Export Options
on page 798
Support for named colors Vectorworks now retains color names for both Not applicable
during import and export of import and export to DXF/DWG or DWF. All
DXF/DWG files named DXF/DWG true colors are imported as
named Vectorworks colors. During export, select
the Use True Colors option to retain the
Vectorworks color names.
Changes to the DWF Export The dialog box has been updated to be more clear DXF/DWG and DWF
Options dialog box about which options do not apply to DWF export Export Options on
page 798
Improved export of complex All Vectorworks complex line types can now DXF/DWG and DWF
line types to DXF/DWG and export to DXF/DWG and DWF as true line types; Export Options on
DWF format a new option allows you to export complex line page 798
types as anonymous blocks, when you need to
preserve the exact Vectorworks view of the
drawing. Previously, complex line types with
arbitrary geometry would always export as
anonymous blocks, and other complex line types
would always export as true line types.
Preserve mapped fonts during A new option allows you to preserve mapped DXF/DWG and DWF
DXF/DWG and DWF export fonts upon export to DXF/DWG or DWF. Export Options on
Previously, files were always exported with the page 798
original font, which would then display with a
generic font when you opened the file again on
the same machine.
New Publish command This new command replaces the Export DXF/ Batch Publishing on
DWG or DWF (Batch) command. This page 806
combined functionality allows you to publish to
multiple formats with a single batch job.
New VSEL criterion for object Search criteria are used in scripts and worksheets Retrieving Object
selection states to find specific drawing objects. Previously, the Attributes in a Worksheet
only search criterion to find selected objects was on page 836
SEL, which counts objects that are actually
non-selectable, such as the individual items
within a group. The new search criterion VSEL
counts only visibly selected objects.
Sub-string function in A new worksheet function splits a string into an Worksheet Functions on
worksheet formula array using the specified delimiter page 837
Preface | ix

Feature Purpose Location


Vectorworks Scripting with The Python 3 scripting language is now available Using Scripts on
Python 3 to Vectorworks software users and third-party page 847, Session
developers. This popular and modern scripting Preferences on page 20
language will make it even easier for you to
customize and automate your workflows.
Although some commands have been renamed to
no longer specifically refer to VectorScript,
VectorScript is still available for those who prefer
to use it; Python scripting is an addition.
A new developer mode on the Session tab of
Vectorworks preferences replaces the former VS
Compiler command.
Plug-in manager The VectorScript Plug-in Editor has been Creating Scripted Plug-Ins
replaced by the Plug-in Manager, which offers on page 857
improved ease of use for creating, editing, and
managing plug-ins that are based on the SDK,
Python, or VectorScript
New keyboard shortcuts New keyboard shortcuts are available for the Add PDF available from the
Surface, Clip Surface, Intersect Surface, and Help system Table of
Compose commands under the Modify menu Contents and Creating or
Editing a Workspace on
page 869
Contextual Help system The contextual Help system was re-engineered Vectorworks Help System
improvements for consistent context-sensitive help access,
keeping information at your fingertips when you
need it

New Renderworks Features


The following table contains a list of new and improved features for this release, and indicates the section where the
functionality is documented.

Feature Purpose Location


Displacement mapping Bump shaders now add realism with Importing Images for
displacement mapping, which shows bumpy Bump Shaders on
details that project outward from the surface page 601, Creating
for an embossed effect Renderworks Styles on
page 669, Custom
Renderworks Options on
page 673, and Bump
Shaders on page 910
New image feature for brick shaders You can now present more realistic-looking Shader Types on page 891
brick walls thanks to an image feature that
creates a non-repeating pattern
x | Preface

Documentation Improvements
The following table lists major improvements to the documentation since the last major release.

Improvement Purpose Location


Improved appearance The text fonts and page size in the PDF version All
have changed to refresh the documentation and
provide better legibility and PDF printing. Tool
icons and mode bar graphics have been updated
for consistency.
Improved sections about user The difference between user folders and User Folders Preferences
folders and workgroup workgroup and project folders has been clarified on page 27 in this guide and
referencing Sharing Custom Content
Using Workgroup Folders
on page 37 in the
Vectorworks Design Series
Users Guide
Removed lists of libraries and Since the application now includes a Libraries on page 155
specific library references comprehensive PDF listing all library content,
we have removed the lists from the
documentation. Certain appendices have been
consolidated. A restructured section about
libraries in the Resource Browser section
provides relevant information.
Scripting section re-written Along with the new Python 3 scripting language Using Scripts on page 847
availability in Vectorworks 2014, the entire
chapter on scripting has been re-written and
improved
Documented older plug-in Certain older plug-in items that have historically Various locations
objects not been documented due to their simplicity
have been documented for this version: Comm
Device tool, Data Stamp tool, Ramp tool, and
the Straight Handrail and Curved Handrail
tools.
Information for the AutoCAD A new section of the documentation assists users Vectorworks Equivalent to
user transitioning to with similarities and differences between the AutoCAD Terms and
Vectorworks two programs, and provides the Vectorworks Concepts on page 888
equivalent to AutoCAD terms and concepts
Spotlight section improved Along with the various new Vectorworks Creating the Lighting
Spotlight version 2014 features, the lighting Design on page 439 in the
position and lighting instrument documentation Vectorworks Design Series
has been re-organized and improved Users Guide
Human Figure tool The custom position descriptions have been Specifying a Custom
descriptions improved, with more detail about what happens Figure Position on
when the slider moves left or right page 702 in the Vectorworks
Design Series Users Guide
Preface | xi

Improvement Purpose Location


New glossary A glossary of Vectorworks software terms has Vectorworks Help system
been added to the help system. Glossary terms
display in dark gray italic. When practical, the
glossary definition automatically displays in a
tooltip when hovering over an included term.
New links to videos Where relevant, additional links to instructional Vectorworks Help system
videos located on the Vectorworks channel have
been added, to assist with comprehension. You
can find a list of all video links in the index
under Video Tips.
VectorScript Language Guide The VectorScript Language Guide is no longer http://
deprecated part of the Vectorworks Help system. Portions of developer.vectorworks.net
the guide that pertain to both VectorScript and and http://
the new Python scripting feature are now developer.vectorworks.net/
available on the developers wiki. A PDF of the index.php?title=VectorScript
VectorScript-only, legacy documentation is also
available from the wiki.

Learning Vectorworks
There are a number of ways to learn how to use the Vectorworks program, including training CDs, both online help and
PDF versions of the user guides, and both online and classroom training.

Users Guides
This guide is the Vectorworks Fundamentals Users Guide. It is a comprehensive reference for all users describing
the core tools, commands, and features in the Vectorworks Fundamentals product. The guide also describes the
presentation capabilities of the Renderworks product, for users who purchased it.
The Vectorworks Design Series Users Guide describes the features in the Vectorworks Architect, Landmark,
Spotlight, and Designer products. It is designed for users who have purchased one or more Design Series products.
The following table describes the conventions used in the guides. All instructions in the guides are based on
click-click drawing.

Convention Meaning
Indicates functionality that exists in the Vectorworks Architect and Designer
products only
Indicates functionality that exists in the Vectorworks Landmark and Designer
products only
Indicates functionality that exists in the Vectorworks Spotlight and Designer
products only
Indicates functionality that exists in the Vectorworks Architect, Landmark, and
Designer products only
Indicates functionality that exists in the Vectorworks Architect, Spotlight, and
Designer products only
xii | Preface

Convention Meaning
Indicates functionality that exists in the Vectorworks Landmark, Spotlight, and
Designer products only

Indicates functionality that exists in all of the Vectorworks Design Series products
as well as Designer
Indicates functionality that exists in the Renderworks product only

(Macintosh) Macintosh-specific instruction


(Windows) Windows-specific instruction
Enter (Windows)/ To reduce unnecessary wordiness, both operating system terms will not be used; we
return (Macintosh) and have standardized upon Enter and Backspace. The meaning should be evident
Backspace (Windows)/ for users of either operating system.
delete (Macintosh)
bold text Indicates a specific button, command, class, or explicitly named item
blue indented text Indicates a note, tip, or warning
click Click the mouse button and release. The left button is always implied in Windows.
double-click Click two times quickly on the mouse button and release
right-click Click with the right mouse button and release; on the Macintosh, hold down the Ctrl
key and click the mouse
Key and mouse Hold down the key(s) and click; in this example, hold down the Shift key and click
combination, as in
Shift-click
Key combination, as in Hold down the key(s) and press the specified letter or number key; in this example,
Alt+Shift+D hold down both the Alt and Shift keys, and press the D key
click-click Click the mouse button once and release. Move the cursor to the desired location
and click again. This is the default drawing preference for the program at
installation. See Edit Preferences on page 17 to change the drawing preference to
click-drag.
click-drag Click once with the mouse button and do not release. Drag (move) the cursor to a
desired location and then release.
select Click on an object with the mouse, or click-drag over an object with marquee
selection, to highlight it. The object is highlighted, and/or handles display on the
object to indicate that it is currently active. This term also refers to executing menu
commands.
Context menu A menu command accessed by a Ctrl-click (Macintosh) or right-click (Windows)

Vectorworks Help System


The help system allows quick access to comprehensive reference information about the Vectorworks program.
Commands, tools, and dialog boxes are linked to the appropriate help topic, providing instant information.
The help system also offers links to related topics, allows full text searches, and contains an index, glossary, and table
of contents to topics across all products.
The Vectorworks help system includes the following volumes:
Preface | xiii

Welcome: Instructions for using the help system


Vectorworks Fundamentals: Context-sensitive online version of the Vectorworks Fundamentals Users Guide
Vectorworks Design Series: Context-sensitive online version of the Vectorworks Design Series Users Guide
Vectorworks Shortcuts: Lists keyboard and mouse shortcuts, and indicates which ones can be customized
PDF Files: Provides links to complete user guide PDFs and other helpful files
To access the help system, select Help > Vectorworks Help from within the program. In the help system Table of
Contents, open the Welcome book for complete instructions on how to use the system.

Technical Support and Training


There are a variety of technical support and training options available to you to ensure your success with the
Vectorworks product and to support your business needs.
The Help menu has links to the Getting Started Guides, Vectorworks Knowledgebase Search, Vectorworks Cloud
Services, and Vectorworks Service Select websites (Internet access required).

Technical Support
Technical support is available for registered users in several ways. International users should contact their local reseller
for details concerning technical support; for reseller information, see www.vectorworks.net/international
United States users can contact Technical Support using the following methods:
Call 443.542.0411
Send an email to tech@vectorworks.net
Visit the technical support knowledgebase at kbase.vectorworks.net
When you contact Technical Support, provide a brief description of the problem that includes specific details about
what actions were taken prior to the problems occurrence. The more information you can give your support specialist,
the easier it will be to solve your problem quickly.
When you contact Technical Support by phone, please have access to your computer and be ready to tell the specialist:
Vectorworks software serial number
Vectorworks software version number
Operating system
Type of computer being used
Amount of RAM installed in the computer
List of any recent changes to the computers setup (such as new fonts, software, or hardware)

Troubleshooting
Troubleshooting a problem prior to calling Technical Support will also aid in a speedy resolution. Basic
troubleshooting tips include:
Test to see if the problem occurs in a new, blank file
Test to see if the problem occurs system wide (especially print and font problems)
Copy and paste part of the document to a new file to see if the problem persists
Run the computer in Safe Mode (Windows) to see if there is a system conflict
Check the community message board to see if the problem has already been reported or resolved:
techboard.vectorworks.net

Training
For details about training options, visit www.vectorworks.net/training
Tutorial manuals
One-on one online training
xiv | Preface

Customized on site training


Hands-on classroom training
To contact a training specialist, call 1.877.202.8871 (in the United States) or send an email to
training@vectorworks.net

Other Resources
The following additional resources are available to Nemetschek Vectorworks users:
Documentation updates through the online help Auto Update Content or Check for Updates features
Vectorworks community board - techboard.vectorworks.net
Vectorworks YouTube channel - www.youtube.com/vectorworks
Independent local user groups - www.vectorworks.net/community/usergroups.php
Planet Vectorworks, our company news site- planet.vectorworks.net
Various social media sites, such as Facebook, Twitter, Delicious, LinkedIn, and Flickr
LISTSERV user lists - www.vectorworks.net/community/mailinglists.php

Vectorworks Service Select


Vectorworks Service Select is a software service agreement that allows subscribers to purchase Vectorworks software
at a fraction of the cost of a new license. In addition to providing the most cost-effective way of owning Vectorworks
software, Vectorworks Service Select provides benefits such as additional brand name and generic libraries available
only to subscribers, learning resources, preferred support status, and predictability for your budget. Support and
training resources include phone support and exclusive video libraries with tech tips and tutorials. When you are in an
active Vectorworks Service Select agreement, youll receive upgrades to your Vectorworks software and incremental
product enhancements. Youll be the first to know of new releases and always have access to the latest Vectorworks
products. To learn more about Vectorworks Service Select, visit http://serviceselect.vectorworks.net/learn-more

Vectorworks Cloud Services


Discover the freedom to share files and make design decisions from any location with Vectorworks Cloud Services, a
member benefit for Vectorworks Service Select subscribers. With these powerful desktop and mobile applications,
changes to your Vectorworks files are automatically synchronized to your private cloud storage, allowing you to
browse and share your latest designs from any web-enabled device. Vectorworks Cloud Services also saves time by
providing a cloud-based workflow for creating presentations, shifting calculations needed to generate sections,
elevations, renderings, and BIM data from the desktop to the cloud. Plus, you can store your files in the cloud and
access them anytime and anywhere with up to 5GB of free storage. Accessibility options including a desktop
application and the Vectorworks Nomad iOS, Android, and Kindle Fire apps allow you to view, mark up, share,
and synchronize Vectorworks files across devices. Learn more about Vectorworks Cloud Services at
http://www.vectorworks.net/cloudservices and check its availability in your location by visiting:
http://serviceselect.vectorworks.net/learn-more

Knowledgebase
One of the primary technical support resources available to you is our Knowledgebase. This resource provides answers
to the most common technical questions, as well as video tutorials and tech tips, all in a central location. Use the search
box to find specific information or browse by categories. Youll also see information organized by the most popular
articles, recent entries, and more. Access our Knowledgebase at http://kbase.vectorworks.net

Getting Started Guides


These videos and printed guides will provide you with a strong base as you learn to use Vectorworks software to
design, communicate, and document your ideas. There is one guide per product, but we encourage you review each of
them, especially Vectorworks Fundamentals and Renderworks, because they contain tips that can be applied to almost
any design field. View an introduction and learn more about these resources by visiting: http://www.vectorworks.net/
training/getting-started-guides
Preface | xv
xvi | Preface
Introduction 1
Understanding Vectorworks
This section describes the core concepts of the Vectorworks program; each concept is described briefly in this
overview. The actual implementation of these concepts are described thoroughly in their relevant sections. Where
possible, the relevant sections are referenced.

Intuitive Design and Drafting Package


The Vectorworks program is an essential graphic design tool for anyone who wishes to use CAD software immediately.
The program emphasizes rapid, accurate drawing and easy object selection. This ease of use minimizes the learning
curve, so that ideas can be converted into drawings quickly.

Modeling Environment
The Parasolid modeling kernel (a Siemens PLM product) was integrated into the program starting with version 2009.
This kernel provides the geometric foundation for sophisticated modeling operations. The Parasolid kernel provides
robustness, consistency, and high performance in modeling as well as drafting operations.
In most CAD programs, it is possible to create either a 2D or a 3D drawing. The Vectorworks program allows you to do
both, with drafting, modeling, and editing occurring in any view.

Symbols
Hybrid symbols display a 2D or 3D representation depending on the view. The software includes symbol libraries,
which contain a number of pre-configured hybrid symbols; alternatively, create your own symbols.
A good example of a hybrid object is a door. It displays as a line drawing in Top/Plan view and as a fully formed door
in a 3D view.

Top/Plan View 3D View

One advantage of working with symbols is that 3D models are automatically created from 2D drawings. For more
information on symbols, see Understanding Symbols on page 169.
2 | Chapter 1: Introduction

SmartCursor

Datum

Intersection

Design with precision using the SmartCursor. By providing a series of cues (including text displayed at the cursors
current location) that update with every move of the mouse, the drawing options are clear. Use the SmartCursor to
create snaps to specific points relative to other objects or to temporarily set a new origin (datum). Draw exact
perpendicular lines, angles, and more. The SmartCursor is described in detail in Drawing with Snapping on
page 133.

Image Preview
An image preview is used for a variety of functions, including drawing objects, placing objects, and the SmartCursor.
The image preview is the image displayed as the object is drawn, after a tool has been selected or an operation has been
invoked, but before the object is physically placed in the drawing. The image preview may exactly resemble the object
to be placed, or it may be a representation of that object, such as its bounding box. During the drawing process, the
image preview contains a feedback segment, which gathers information for display in the Data bar. The program also
uses this segment to properly invoke SmartCursor cues.

Layers, Classes, and Views


Layers and classes provide the framework for drawings. Viewports and views display and present drawings. These
features work together to provide flexible organizational and viewing capabilities.
Design layers (where drawings are created) can have height. If a wall is eight feet high, the design layer can be as
well. This allows for a true 3D representation of a model. Show and hide design layers as needed, to display certain
aspects of a design. Objects placed together in design layers are related in space. Design layers help automate some
aspects of wall creation as well as provide other advantages. Each design layer can have a different scale. Special
sheet layers are used for creating viewports; these are multiple linked views of a drawing, complete with annotation,
and ready for the presentation of a final design to a client. In the Vectorworks Design Series products, viewports also
can be created on design layers. A design layer viewport can show one or more design layers from its own file, or from
an external file.
Classes associate objects across layers; they classify objects and can have specific display attributes, such as color.
Classes are used to speed the drawing process, since attributes can be specified at object creation, and to control the
visibility of these related groups. Each object can only be assigned one class, but each object can be composed of other
nested objects, which can each be assigned a different class.
A particular view of the drawing, such as one which shows only certain layers and classes, can be saved. Take a
snapshot of a combination of layers and classes and then print the view. Layers, classes, and views are described in
detail in Drawing Structure on page 89.

Viewports
When a design is complete, it typically needs to be presented to a client with views from several different directions,
complete with details, annotations, dimensions, and title blocks. To accomplish this in the Vectorworks program, create
viewport objects, which can show other design layers in this file, or even design layers in other files.
The Fundamentals Workspace | 3

Viewports can display entire as well as cropped views of a drawing, with specified layer and class visibility settings,
projection, render mode, and orientation parameters. If the drawing changes, the viewports can be easily updated to
reflect the changes.
In both the Vectorworks Fundamentals and the Vectorworks Design Series products, you can create one or more
viewports on a sheet layer, and each viewport can show one or more design layers from the current file. Additionally,
the Vectorworks Design Series products allow you to create one or more viewports on a design layer, and the design
layers shown can be either from the current file, or referenced from another file.
Viewports are described in Presenting Drawings with Sheet Layer Viewports on page 734 in this guide, and in
Presenting Drawings with Design Layer Viewports on page 723 in the Vectorworks Design Series Users Guide.

Planes and 3D Space


Each drawing layer has an associated layer plane. This active layer plane is permanently placed and can be used as a
constant reference point for drawing in 3D space. A second plane can be placed at a specific angle or rotation to create
a 3D object relative to that plane. This modifiable plane is called a working plane. Working planes are described in
detail in Using Working Planes on page 575.

Scripting
The Vectorworks program includes comprehensive script capability through the SDK (using C++), or with the Python
or VectorScript language. Use existing scripts or create your own. Script resources can be saved within files, or you can
create customized plug-in tools, commands, and objects that fit your needs. You can save valuable time and effort by
creating reusable functions for drawings with scripts. See Using Scripts on page 847 for details.
A comprehensive source of developer oriented documentation related to the SDK, Python, and VectorScript is located
at http://developer.vectorworks.net

Worksheets
The Vectorworks program has comprehensive worksheet and database functionality. Object attributes and records can
be listed in a worksheet, and spreadsheet calculations can be performed on this data. For example, list all the rooms in
a drawing, and automatically calculate the number of bedrooms. Create a worksheet listing the items required to
furnish the rooms and the cost. Worksheets are described in Creating Worksheets on page 811.

The Fundamentals Workspace


When the Vectorworks Fundamentals program is started, the main window opens with a new, blank file; the
Fundamentals workspace is selected, and contains menus, palettes, and tool sets in a default layout. During a work
session, palettes may be opened, closed, and moved around as necessary. When the application is closed, the last
workspace settings are preserved and restored for the next session.
Custom workspaces can be created, as described in Creating or Editing a Workspace on page 869. To switch to
another workspace, select Tools > Workspaces, and then select the workspace from the list of those available.
4 | Chapter 1: Introduction

Object Info palette - the Render tab


Quick displays if Renderworks is
Preferences View bar
File name menu installed, or if the Design Series
Vectorworks version Tool bar View bar menu uses sketch rendering

Menu bar
Data Bar
Basic and Edit
palette Group
Options list
Rulers
Zoom Line
Thickness
preference
shortcut
Attributes
palette Vertical
scroll bar

Resource
Browser
Snapping
palette
Floating
Data bar

Tool Sets
palette

Message bar
menu
Message bar Horizontal scroll bar Print area border

Vectorworks Application Window on Windows


The Fundamentals Workspace | 5

Vectorworks Application Window on Macintosh

Windows, palettes, tool sets, and dialog boxes that contain a sizing handle in their bottom right corner can be resized;
click-drag the sizing handle to the desired location.
The following table describes some of the workspace features common to all Vectorworks products.

Component Description
Menu bar Contains pull-down menus that access Vectorworks commands
Title bar All windows, palettes, tool sets, and dialog boxes have a title bar; click and drag any
title bar to move the item to the desired location. See Palette Layout Options on
page 10.
Data bar Depending on the tool and on the action being performed, the Data bar displays
information such as coordinate data, length, and angle. Use the Data Bar and Edit
Group Options list to set the Data bar either to float with the cursor, or to be
stationary on the Data bar. See Using the Data Bar on page 203 for more
information. These options can also be set from the selections listed under Windows
> Data Bar Options.
Tool bar Displays the various modes of the active tool; click a mode to select it. The bar also
displays mode information and accesses the tool preferences, if any. The Tool bar is
divided into sections grouped by mode function. To move easily through the mode
sections from the keyboard, press the U, I, O, P, [ (left bracket), and ] (right bracket)
keys. Each key corresponds to a consecutive Tool bar section (see the Mode
Modifier shortcuts in Modifying Snapping and Mode Shortcuts on page 876).
6 | Chapter 1: Introduction

Component Description
View bar Contains buttons and pull-down menus that control the view in various ways (see
The View Bar on page 6)
Message bar Displays tool explanations, undo messages, minor alerts, and a progress bar (when
applicable). To also display cursor location fields on the Message bar, click the
triangle at the far right of the bar; select the option to display all positional fields,
only cursor-based location fields, or no cursor location fields.
Drawing area This is the open portion in the middle of the Vectorworks application window where
drawings are created; it includes both the print area and the space that surrounds it
Print area Within the drawing area, a gray border defines the print area, if shown. Only the
objects that are included within the print area are printed. The print area is divided
into pages; each page equals a physical sheet of paper to be printed. A print margin
is built in for each page (see The Print Area on page 82).
Rulers Based on the current measurement system, rulers make it easier to precisely create
and place objects within the drawing.
The 0,0 point on the rulers represents the origin of the working plane axes. The Set
Origin command moves the working plane origin to the layer plane origin (see Set
Origin on page 80).
The rulers can be hidden with an option in the Vectorworks preferences (see Setting
Vectorworks Preferences on page 17).
Grids Based on the current measurement system, two grid systems make it easier to
precisely create and place objects within the file. To hide the reference grid, deselect
Show Grid Lines (see Snap and Reference Grids on page 78).

Vectorworks Fundamentals and Vectorworks Design Series Workspaces


When Vectorworks Design Series products are installed, additional workspaces are available in addition to the
Fundamentals workspace.
The Fundamentals workspace commands and tools also appear in Design Series workspaces. In some cases, command
or tool functionality is extended in the Vectorworks Design Series products, and the location in the workspace may be
different. If a command or tool is described in the Vectorworks Fundamentals portion of the documentation, the
description includes a statement about which Vectorworks Design Series product is required; where applicable, a
cross-reference link refers to additional information in the Vectorworks Design Series portion of the documentation.
Examples include straight and round walls, windows, doors, columns, sheet borders, callouts, objects from shapes, and
roof object creation.
See Creating Design Series Slabs and Walls on page 97 and Creating the Building Shell on page 135 in the
Vectorworks Design Series Users Guide for a list of commands that appear in different locations in the Fundamentals
and Architect, Landmark, or Spotlight workspaces.

The View Bar


The View bar is located along the top of the application window. It provides quick access to various options that affect
the drawing view. Some View bar items have equivalent menu commands.
The selections made in the View bar menu determine what displays on the View bar.
The View Bar | 7

Shortcut to either the Design Layers Shortcut to the


tab or the Sheet Layers tab of the Layer Scale
Next View Organization dialog box dialog box

Previous Classes Layers Look At Working Saved Views


View Plane menu

Shortcut to the Classes Active Planes list Current Layer Scale


tab of the Organization (display only)
dialog box

Current Render Mode/


Fit to Page Area Working Plane Views Render Modes list/
Available render options
Active Layer
Fit to Objects Plane Views

Zoom In/Out Current View/ Unified View


Current Zoom Standard
Views list
Rotated View options
(Vectorworks Design View bar menu
Series required)

Component Description
Previous View Displays the previous view that was created by a pan, zoom, or scroll in the drawing area;
Vectorworks keeps track of up to 50 views
Next View Displays the next view; Vectorworks keeps track of up to 50 views
Classes tab shortcut Opens the Classes tab of the Organization dialog box
Classes Displays the active class, activates a class that is selected from the list of existing classes
in the file, or enables a new class to be created.
When a new class is created, it does not automatically become the active class.
An icon to the left of each name indicates the current visibility setting of the class (see
Setting Visibilities on page 118 for more information). A triangle next to the class
name indicates that the class has subgroups that can be selected individually (for
example, a wall class with exterior and interior subgroups).
Design Layers tab/Sheet Depending on whether a Design Layer or a Sheet Layer is active, opens either the Design
Layers tab shortcut Layers tab or the Sheet Layers tab of the Organization dialog box
8 | Chapter 1: Introduction

Component Description
Layers Displays the active layer, activates a design layer or sheet layer that is selected from the
list of existing layers in the file, or enables a new layer to be created.
When a new layer is created, it becomes the active layer.
The area to the left of each name indicates the view and visibility of the layer. Depending
on the view, any of the following icons can display for design layers; sheet layers are
always in Top/Plan view:

Top/Plan view Any standard view Plan Rotation active (Vectorworks


other than Top/Plan Design Series required)

The visibility of the layer is indicated as follows:


Black icon the layer is visible
Gray icon the layer is grayed
No icon the layer is invisible
Active Planes list Displays the active plane. Depending on the current tool, view, and presence of named
working planes, also activates a plane that is selected from the list. See The Active
Planes List on page 577.
Look At Working Plane Changes the view to be perpendicular to the working plane; in other words, rotates the
X, Y axes to the screen X and screen Y position
Saved Views menu Activates a saved view that is selected from the list. Select Edit View to open the Saved
Views tab of the Organization dialog box, or select Save View to open the Save View
dialog box; see Creating or Editing Saved Views Using the Saved Views Menu on
page 118.
Layer Scale shortcut Opens the Layer Scale dialog box; the scale of the active design layer displays to the
right. See Changing the Scale of the Drawing or the Active Design Layer on page 74.
Fit to Page Area Displays the whole drawing (all pages) in the drawing window; see Fit to Page Area on
page 575
Fit to Objects Zooms in or out so that all of the objects in a drawing are visible. If an object or objects
are currently selected, the zoom is relative to those object(s); see Fit to Objects on
page 574.
Zoom In/Out Click to double the magnification of the drawing; to reduce the magnification of the
drawing by one-half, use Alt-click (Windows) or Option-click (Macintosh). The zoom
centers on any objects that are selected; if nothing is selected, the zoom centers on the
last empty spot that was clicked. See Zooming from the View Bar on page 58.
Current Zoom Zooms in or out by the zoom factor that is selected or entered; this option is available
when the Zoom - Long option is selected on the View bar menu
Working Plane Views Displays global coordinate views based on X, Y, and Z axes. In any standard view, and
when switching views, such as to Top or Front, the view is based on the working plane
position rather than the layer plane position. For a rotated top/plan view (Vectorworks
Design Series required), switching to a view such as Front will take into account the
rotated plan view and display a rotated Front view.
Palettes and Tool Sets | 9

Component Description
Active Layer Plane Displays working plane coordinate views (such as Top or Front) based on X, Y, and Z
Views axes. In any standard view, and when switching views, the view is based on the active
layer plane position.
If switching from a rotated top/plan view (Vectorworks Design Series required), an
alert message provides the option to enable Working Plane Views mode instead.
Current View/ Standard Displays the current view, and activates a standard view (such as Top) that is selected
Views list from the list; see Using Standard Views on page 549. If the view is not standard (for
example, if the Flyover tool was used), Custom View displays.
Rotated View Rotates the plan view by the angle specified; see Rotating the Plan on page 721 in the
(Vectorworks Design Vectorworks Design Series Users Guide
Series required)
Unified View Toggles Unified View mode; see Unified Layer View on page 561
Current Render Mode If the current render mode has options, displays the appropriate options dialog box; this
Options option is available when the Render Mode - Long option is selected on the View bar
menu
Current Render Mode/ Displays the current render mode, and activates a render mode selected from the list;
Render Modes list select Options for Other Render Modes to access the options for a particular mode. See
Rendering with Vectorworks on page 660 and Renderworks Rendering Modes on
page 666.
View bar menu Selects the options to display on the View bar

Palettes and Tool Sets


The Fundamentals workspace contains various palettes for creating and editing objects. Basic and Tool Sets are tool
palettes, which have special functionality, as described in Tool Palette Features on page 11. If a keyboard shortcut is
currently assigned to a menu command or tool, the shortcut displays when the mouse hovers over the command or tool;
to set up or modify keyboard shortcuts, see Modifying Menus and Commands on page 870.
Depending on the initial settings, some palettes may be hidden when the program is launched.

Palette / Tool Set Purpose


Snapping Contains SmartCursor snapping controls that can be toggled on or off; see Setting
Snapping Parameters on page 133
Attributes Contains a selection of colors, fills, pens, and other object attributes; see The Attributes
Palette on page 501
Object Info Lists context-sensitive object information for viewing and editing; see Editing Object
Information on page 247
Working Planes Contains controls for adding and modifying working planes; see The Working Planes
Palette on page 584
Resource Browser Accesses the resources available for use in drawings, including gradient fills, hatch
patterns, image fills, record formats, scripts and script palettes, symbols and symbol
folders, worksheets, textures, backgrounds, and more. See Using the Resource
Browser on page 157.
Visualization Accesses all lights and cameras in the file; see Managing Lights and Cameras with the
(Renderworks required) Visualization Palette on page 684
10 | Chapter 1: Introduction

Palette / Tool Set Purpose


Basic Contains a single set of basic object creation and editing tools; the palette can be
customized through the Workspace Editor
Tool Sets In the Fundamentals workspace, the palette includes the following tool sets, whose tools
are grouped by similar functionality; the palette and its tool sets can be customized
through the Workspace Editor
3D Modeling Contains tools for creating and editing 3D objects, including solids and NURBS
Visualization Contains tools for changing the drawing view in different ways, including the
Walkthrough and Light tools
Dims / Notes Contains tools for adding dimension and label objects
Walls Contains basic wall creation tools
Detailing Contains tools for adding architectural detail objects, such as tubing
Script Palettes Contains palettes with script resources

Palette Layout Options


The default palette layout can be customized. Use the Window > Palettes menu to display or hide palettes.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the drawing area, and select Palettes from the
document context menu.
Click on the title bar of any displayed palette and drag it to the desired location. Most palettes can be resized by the
standard Windows or Macintosh resize method. Palette size, position, and visibility are saved upon exiting the
program.
Palette positions and a variety of settings can be user specified, as described in Modifying Palette Positions and
Settings on page 877. Save palette positions and settings by selecting Window > Palettes > Save Palette Positions.
To revert the palette position and settings back to the settings established when the custom workspace was created (in
the User Data and Preferences folder), click Reset Saved Settings from the Session tab of Vectorworks preferences
(see Session Preferences on page 20).

Specifying Macintosh Palette Margins


On the Macintosh, the palettes can be placed in a margin on either side of the drawing area. When the palette margins
are in use, the drawing area cannot expand past a fixed size, which allows the palettes to remain out of the way. The
palette margin area can be turned on and off in the Vectorworks preferences as described in Setting Vectorworks
Preferences on page 17.

Minimizing Palettes
To increase the available drawing area, palettes can be minimized while not in use, and then maximized when needed.
On Macintosh, click the palettes yellow title bar button or double-click the palettes title bar to minimize the palette.
Repeat the process to maximize the palette.
On Windows, click the palettes pin icon in the title bar to toggle between minimized (horizontal pin icon) and
maximized (vertical pin icon) display. Move the cursor over a minimized title bar to temporarily maximize the palette;
move the cursor off the palette to minimize it again.
Palette Layout Options | 11

Minimized palette Maximized palette

Docking Windows Palettes


In Windows, most palettes can be docked to any of the four drawing window edges, or snapped to other docked
palettes. The Object Info, Resource Browser, Attributes palette, and Working Planes palettes can only be docked to the
left and right window edges.
The ability to dock palettes is enabled by default in the Session tab of the Vectorworks Preferences dialog box. Deselect
this option to disable docking. See Setting Vectorworks Preferences on page 17 for more information.
To dock or undock a palette by double-clicking:
1. Double-click a palettes title bar.
If the palette was undocked, double-clicking docks it in its previous location. If the palette was docked,
double-clicking undocks it and moves it to its previous location in the drawing area.
2. To toggle the docked/undocked status, double-click the palettes title bar again, as necessary.
To dock a palette by dragging it:
1. Drag the title bar of the desired palette toward the edge of the window.
The palettes view switches to a gray outline. When the palette is in range of a window edge, the outline changes
shape to represent the new docked shape.
2. Move the palettes outline to the edge of the docking location and release. Currently docked palettes adjust their
location along the edge to accommodate the new palette.
To prevent a palette from docking, hold down the Ctrl key while dragging the palette near an edge.
To undock a palette by dragging it:
1. Drag the title bar of the desired palette away from the edge.
The palettes view switches to a gray outline. When the palette is out of window edge range, the outline changes
shape to represent the new undocked shape.
2. Drag the palette to the desired location within the drawing area.

Tool Palette Features


Both the standard tool palettes (Basic and Tool Sets) and any custom tool palettes have special features that other
palettes do not. Tool palettes and their tool sets can be created and customized using the Workspace Editor (see
Creating or Editing a Workspace on page 869).

Pop-out Tools
On tool palettes, an arrow on the right side of a tool icon or label indicates additional, related pop-out tools. Click and
hold down the mouse button to open the menu of pop-out tools.
12 | Chapter 1: Introduction

Utility Menus
Each tool palette has a button at the bottom that opens a utility menu, which controls the palette and tool display.

Menu / Command Action


View Tools As
Icons Display only an icon for each tool
Icons and Text Display both an icon and a text label for each tool
Text Display only a text label for each tool
Sort Tools By
Manual Placement Display tools in the order appearing in the Workspace Editor
Ascending Alphabetical Display tools in ascending alphabetical order according to text labels
Descending Alphabetical Display tools in descending alphabetical order according to text labels
View Tool Sets As (These options are available only for tool palettes with multiple tool sets)
Icons Display only an icon for each tool set in the palette
Icons and Text Display both an icon and a text label for each tool set in the palette
Text Display only a text label for each tool set in the palette
Sort Tool Sets By (These options are available only for tool palettes with multiple tool sets)
List Box Functionality | 13

Menu / Command Action


Manual Placement Display tool sets in the order appearing in the Workspace Editor
Ascending Alphabetical Display tool sets in ascending alphabetical order according to text labels
Descending Alphabetical Display tool sets in descending alphabetical order according to text labels
Place Tool Sets At (These options are available only for tool palettes with multiple tool sets)
Top of Palette Display tool set selection buttons at the top of the tool palette
Bottom of Palette Display tool set selection buttons at the bottom of the tool palette
Customize Opens the Workspace Editor Options dialog box (see Creating or Editing a
Workspace on page 869 for details)

Tool Set Selection Buttons and Tear-off Palettes


If a tool palette has multiple tool sets (as does the Tool Sets palette), selection buttons for each tool set display on the
palette. To display a tool sets tools, click the appropriate button. The button is highlighted to indicate which tool set is
active.
To see multiple tool sets at once, drag a tool sets selection button off the main palette. This creates a separate,
temporary palette for the tool set, with a perforated top edge. Like other palettes, these tear-off palettes can be
docked, resized, and minimized. To close a tear-off palette, click its close button. On Windows, a docked tear-off
palette does not have a perforated edge; instead, it has a special close button in the shape of a curved arrow.

Click the Visualization tool set


button to display its tools

Drag the Walls tool set button off


the Tool Sets palette to create a
Walls tear-off palette

List Box Functionality


Dialog boxes that contain long lists of information (such as the Organization dialog box) may have some or all of the
following functionality.

Task Action
Change the lists sort key Click the heading of the column to sort by; an arrow appears on the right side of
the column heading to indicate that it is the sort key
Change a columns sort order Click the column heading; the sort arrow in the heading indicates whether the
current sort is ascending or descending
Resize a column Click the vertical line on the right side of a columns heading and drag it left or
right
Select a group of items Click the first item, and then Shift-click the last item in the group
Select multiple items Click the first item, and then Command-click (Macintosh) or Ctrl-click
individually (Windows) each additional item
Select an item on the list Type the first letter(s) of the desired items name
14 | Chapter 1: Introduction

Task Action
Edit an item on the list Double-click the desired item
Open a context menu for an Ctrl-click (Macintosh) or right-click (Windows) the desired item
item on the list
For lists with a Visibility Option-click (Macintosh) or Alt-click (Windows) the desired setting
column, set the same visibility
for all items on the list
Display lists in hierarchical Currently, for the Classes tab of the Organization dialog box and Navigation
order palette (Vectorworks Design Series required), there is an option to display classes
(up to four levels) in hierarchical order, similar to how they display on the Classes
pop-up menus. The dialog box and palette display options are saved separately.
See Displaying Classes in Hierarchical Order on page 93, Context Menus on
page 37, and The Navigation Palette on page 599 in the Vectorworks Design
Series Users Guide.

Click the heading of a column The arrow indicates the current sort key and
sort order; click the column heading to reverse Drag the vertical line on the right
without the sort arrow (as side of a column heading to adjust
applicable) to sort the list by that the sort order; not available for classes sorted
in hierarchical order, or stories (Vectorworks the column size
column
Design Series required)

Option-click (Macintosh) or
Alt-click (Windows) one of
the Visibility columns to set
that visibility for all items on
the list

Type the first letter


of an items name
to select it

Additional Key Functionality


In the Vectorworks program, several keys have additional functionality beyond the standard conventions:

Key Usage
Esc Cancels the current operation. When a dialog box is open, this is the equivalent of
pressing the Cancel button. In the Data bar or Object Info palette, cancels the entry in a
field and returns the focus to the drawing area. Cancels rendering. Clears smart points.
Deselects the working plane.
Screen Tips | 15

Key Usage
Return (Macintosh) / When a dialog box is open, this is the equivalent to pressing the Done or OK button. In
Enter (Windows) a field in the Data bar or Object Info palette, this accepts the information and returns
the focus to the drawing area.
In the Object Info palette, press Shift+return (Macintosh) or Shift+Enter (Windows) to
save the entry and keep the focus in the same field, so that you can enter a different
value if necessary.
Tab Moves the cursor from one field to the next in the Data bar, Object Info palette, and
dialog boxes
Delete (Macintosh) / Removes the last segment of or cancels the creation of an object being drawn
Backspace (Windows)
Ctrl (Windows) Prevents palettes from docking when they are moved near an edge
Space Bar Engages the Pause/Boomerang mode. Holding down the Space Bar temporarily pauses
the current tool. A second tool can then be selected and used. Release the Space Bar to
return to the previous tool.
Command (Macintosh) / Briefly expands the currently selected screen tip
Shift (Windows)

Using Arithmetic Expressions


Arithmetic expressions can be entered into most of the edit fields, including the Object Info palettes Shape tab and the
Data bar. For this reason, the dash (-) cannot be used as a separator between feet and inches.
Parentheses can be used to override the default operator precedence. For example:
1 + 2 * 3 = 7 (without parentheses)
(1 + 2) * 3 = 9 (with parentheses)
Values can be entered in any unit; the program converts it into the current unit. For example, if the current unit is Inches
and an entry of 4+3 cm is made into the Object Info palette X field, the program converts the units automatically. The
result, 5.1811, is displayed.

Screen Tips
Screen tips are available throughout the program to identify items such as tool, mode, and snapping names. To view a
screen tip, hold the cursor briefly over the item in question.

Certain items have screen tips that can be collapsed (default) and expanded. When collapsed, only the name of the item
displays. When expanded, additional help information is displayed below the name. To expand screen tips, hold the
Command key (Macintosh) or Shift key (Windows) while the screen tip is visible.
On Windows, screen tips can also be collapsed or expanded by clicking on the disclosure arrow. When a screen tip is
expanded, it remains expanded until it is manually collapsed again. Screen tips for all other items are expanded until a
tip is collapsed again.
16 | Chapter 1: Introduction

Disclosure arrow

Collapsed screen tip Expanded screen tip

Object Editing Mode


Various types of complex objects are edited within a special editing mode in which you edit the components that make
up the object. When this editing mode is activated, an Edit window with a colored border displays in the drawing area.
Once the edits are complete, exit the object to return to the regular drawing mode.
Depending on the type of object being edited, the Edit window can show the edited object in context with the other
objects in the drawing.
The Edit window shows only the object being edited for the following types of objects: extrudes, multiple
extrudes, tapered extrudes, sweeps, meshes, floors, roof faces, and symbol definitions edited from the Resource
Browser or from a sheet layer.
The Edit window can show other objects from the drawing while the following types of objects are being edited:
groups, solids, viewports, and symbol definitions that are edited by clicking a symbol instance in a design layer.
To enable this feature, select the option to Show other objects while in editing modes in the Display tab of the
Vectorworks preferences (see Display Preferences on page 18). To show the other objects in a less obtrusive
way, also select the Gray other objects option.
The Show other objects while in editing modes preference does not work when editing a symbol definition from
a flipped symbol instance; an alert message displays when this operation is attempted.
To set options for the object editing mode, use the Data Bar and Edit Group Options list on the Tool bar, or select
Window > Edit Group Options. See Data Bar and Edit Group Options on page 205 for details.
To edit an object:
1. Select the object to edit.
2. From the Modify menu, select the Edit command for the object (for example, Edit Symbol or Edit Extrude).
Alternatively, double-click on the object, or right-click (Windows) or Ctrl-click (Macintosh) on the object, and
then select Edit from the context menu.
3. For certain objects, only one component of the object can be edited at a time. When one of these objects is
selected, one of the following dialog boxes opens to allow you to select which component to edit. Select a
component to edit and click OK.
Symbol: Edit Symbol dialog box
Viewport: Edit Viewport dialog box
Path or profile object: Choose Component dialog box
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the object, and select a command from the
context menu to edit the component directly. For example, to edit the path or profile of a plug-in object directly,
select Edit Path or Edit Profile from the context menu.
4. The Edit window displays the item to be edited. A colored border around the drawing window indicates the
editing mode is active. The Exit command becomes available from the Modify menu, and the Exit button is
visible in the top right corner of the drawing window.
5. Make the changes to the object.
Setting Vectorworks Preferences | 17

If other objects in the drawing are displayed, the objects on other layers respect the layer options settings (for
showing and snapping to objects in other layers) and the layer visibility settings. Other objects on the same layer
as the edited object are snappable. One exception to this is when editing page-based (green) symbols, which are
edited at a 1:1 scale; other objects which are not at a 1:1 scale are not snappable.
In addition, the view can be switched between regular and unified view mode as needed. (See Unified Layer
View on page 561 for more information.)
6. Click the Exit button to return to the regular drawing mode. (If a nested object is being edited, the Exit button
exits back to the next level.)

Setting Vectorworks Preferences


Vectorworks preferences are options that apply to every file you open, every time you run the program.
To change the Vectorworks preference settings:
1. Select Tools > Options > Vectorworks Preferences.
The Vectorworks Preferences dialog box opens. There are seven preferences tabs (Edit, Display, Session, 3D,
Autosave, Interactive, and User Folders).
2. Click one of the tabs to set the Vectorworks preferences for that tab.
3. Click OK to save the settings.

Edit Preferences
Click the Edit tab to set preferences that control various edit functions in the program.

Parameter Description
Click drag drawing Lets you draw objects with the click-drag method rather than the click-click method
(click-click is the default). Click once with the mouse button and do not release; drag the
cursor to a desired location and then release. See Using the Mouse on page 54.
Eight reshape Shows eight handles (four corner and four center) on most objects; deselect the option to
handles display only four corner handles
Offset duplications When you use the Duplicate command, places the duplicate object so that it is offset from
the original object; deselect the option to place duplicates directly over the original
18 | Chapter 1: Introduction

Parameter Description
Auto join walls When you use the Wall tool, automatically joins walls at corners and intersections; when
walls are separated, their ends automatically heal; when walls have core components,
components also automatically join (see Automatically Joining Walls on page 437)
Separate sheet views Saves the view origin and zoom factor for each sheet layer; deselect the option to use the
same view for all design layers and sheet layers
Mouse wheel zooms Sets the default behavior of the mouse wheel and the Mighty Mouse scroll ball. When
selected, the wheel zooms by default; when deselected, the wheel scrolls by default. See
Zooming with the Mouse Wheel on page 58 and Scrolling with the Mouse Wheel on
page 60 for details.
Allow ctrl-click/ When selected, allows a Ctrl-click (Windows) or Option-click (Macintosh) with the
option-click in-place Selection tool to create a duplicate copy of a selected object in place. Since it is simple to
duplication inadvertently create duplicate objects that cannot be easily detected, leaving this option
deselected is recommended; it is deselected by default. Regardless of the setting made here,
duplicates can be created with a Ctrl-click/drag or Option-click/drag.
Edit text horizontally Always displays the text editing box in a horizontal position, even when the text is rotated
by default (see Creating Rotated Text on page 345)
2D conversion Sets the number of segments that will be used to represent polylines and circles when you
resolution draw and edit objects
Default compression Specifies the default image compression to apply to images in a viewport cache and to
images created by the Render Bitmap tool (Renderworks required). PNG compression
provides the best image quality but produces larger files, while JPEG creates smaller files,
but with possible loss of detail. PNG is selected by default.
Allow interactive 2D Specifies whether the Selection tool, in Interactive Scaling mode, is allowed to resize
symbol scaling symbol instances; if allowed, a warning can be displayed to avoid inadvertently scaling
symbol. If Never is selected, symbols can still be resized from the Object Info palette; see
Scaling Symbols from the Object Info Palette on page 313.
Arrow Keys Select an arrow and modifier key combination as a shortcut for four common operations;
each key combination can be assigned to only one operation. Alternatively, disable the
ability to use arrow key combinations to perform any of these functions.
Switch active Select the key combination that switches the active layer (up and down arrows) and the
layer/class active class (left and right arrows)
Pan drawing Select the key combination that pans the drawing by half of the area currently in view
Nudge objects Select the key combination that nudges objects by one pixel, and select whether to display
an alert on the Message bar when nudging items to avoid accidentally moving objects
Move objects Select the key combination that moves objects, and select whether to move objects by the
snap grid distance or by the specified custom distance

Display Preferences
Click the Display tab to set the display preferences.
Setting Vectorworks Preferences | 19

Parameter Description
Rulers Shows the rulers
Colored axes in Top/Plan view Displays X (red) and Y (green) axes in 2D Top/Plan view
Scroll bars Shows the scroll bars
Black background Uses a black drawing background instead of the default settings
Zoom line thickness Lines in the drawing appear thicker when you zoom in; the screens redraw slower
if Quartz (Macintosh) or GDI+ (Windows) imaging is enabled
Create text without fill When you create text objects, dimension objects, and some plug-in objects that
contain text, the text block has no fill, even if the default attributes are set to add a
fill to new objects. This prevents objects beneath the text from being obscured.
Show parametric constraints Displays parametric constraints
Show other objects while in When certain complex objects are edited, an Edit window with a colored border
editing modes displays in the drawing area.
When you edit solids, groups, symbols (in the drawing only), or viewports in the
Edit window, select this option to make the other objects from the drawing visible
and snappable during editing; deselect the option to show only the object being
edited. (See Object Editing Mode on page 16 for more information.)
This option does not apply to other types of objects that are edited from the Edit
window, including extrudes, multiple extrudes, tapered extrudes, sweeps, meshes,
floors, and roof faces. For symbols, the option applies only when you edit a
symbol definition by clicking on a symbol instance in a design layer.
Gray other objects If Show other objects while in editing modes is selected, select this option to
gray the objects in the drawing that are not being edited
Use VectorCaching for faster Caches vector information for complex document entities, such as polylines and
drawing hatches; while this makes screen redraws faster, it also can potentially increase
RAM requirements by up to 50 percent
20 | Chapter 1: Introduction

Parameter Description
Center on objects after view When the view is changed to one of the standard views (such as Top or Left
change Isometric), automatically centers the view on the extent of the model that was
visible in the previous view; when objects are selected, centers the view on the
selection
Quartz imaging (Macintosh) or Draws lines of equal thickness with round end caps; also provides these features:
GDI+ imaging (Windows) fills in 3D planar objects
variable object opacity
layer transparency
anti-aliasing
object transparency in X-ray Select mode
better support for large-format printouts
PDF export (see Exporting Files on page 764)
Anti-aliasing When Quartz (Macintosh) or GDI+ (Windows) imaging is enabled, blends the
edges of fills and lines for a smoother appearance
Use Enhanced Navigation This preference provides more graphical information as you navigate in your
Graphics drawing (for example, during pan, zoom, flyover, and walkthrough). It also
provides more on-screen clarity and detail as you navigate between views.
If your hardware cannot support this feature, it can be deselected.
Display light objects Controls the visibility of light objects; hide light objects to reduce screen clutter
but maintain light effects
Always Light objects are always visible
Only in wireframe Light objects are only visible in Wireframe mode; otherwise, they are hidden
Never Light objects are hidden regardless of the render mode
Display 3D loci Controls the visibility of 3D loci
Always 3D loci are always visible
Only in wireframe 3D loci are only visible in Wireframe mode; otherwise, they are hidden
Never 3D loci are hidden regardless of the render mode
Edit Font Mappings Specifies the replacement fonts for fonts that are not available. Font mappings can
be changed or deleted. If mappings are deleted, the Font Mappings dialog box
appears so that unavailable fonts can be mapped.

Session Preferences
Click the Session tab to set general Vectorworks preferences.
Setting Vectorworks Preferences | 21

Parameter Description
Use sound Supplements the visual SmartCursor cues with audible cues; move the slider bar left
(to reduce) or right (to increase) the program volume relative to the system volume
Log time in program Records in a log file the time spent in the program, as well as the time spent to open
and close documents; the date format depends on the language and regional settings in
the operating system. The log file is called VW User Log.txt, and it is created in the
User Data and Preferences Folder (which displays on the User Folders tab of
Vectorworks preferences).
Display minor alerts on Displays minor warnings on the Message bar instead of in a dialog box
message bar
Run scripts in developer For plug-in development, controls the display of warning messages during script
mode execution. This is a convenient way for advanced developers to speed up the
development process. By default, the scripts of scripted plug-in objects, tools, and
menus are compiled once and stored in memory. The object, tool, or menu command
memory cache is executed when the script is invoked. However, in developer mode,
the script is compiled each time so that script changes are executed immediately and
the developer does not need to restart the application to view changes.
For Python scripts, warning messages are displayed along with Python log data, and
initialization code (extended properties set in the script options) are called on each
run. For VectorScripts, plug-ins are compiled on each run and warning messages are
displayed. Plug-ins may work more slowly when this option is enabled.
Maximum number of Sets how many undo operations are kept in memory; the maximum number of undos
undos is 100
Issue undo warnings Presents a dialog box when an action that cannot be undone is about to be performed
22 | Chapter 1: Introduction

Parameter Description
Undo view changes Sets how the program handles view changes when you undo actions
Never - ignores all operations that are strictly view changes
Grouping All View Changes - treats all consecutive view changes as one single
undoable action
Grouping Similar View Changes - treats similar consecutive view changes as a
single undoable action
Individually - treats each individual view change as an undoable action
Enable palette docking Lets you dock palettes; deselect the option to disable docks and to undock all active
(Windows) palettes
Automatically append file Appends the appropriate file extension (.vwx, or .sta for template files) to a newly
extensions (Macintosh) created drawing file on a Macintosh
Display default content Enables pre-defined content (such as hatches and gradients) to display for selection
throughout the program
Create a new document on Creates a new, untitled file when the program is launched. The new file is based on the
startup Default.sta template file (if one exists); otherwise, it is blank.
Change active layer for When the Create Similar Object command is invoked, changes the active layer to be
Similar Object Creation that of the source object. Select this option to create the new object on the same layer
(Vectorworks Design as the source object. See Creating Similar Objects on page 699 in the Vectorworks
Series required) Design Series Users Guide.
Enable Mac OS restore For Macintosh OS X 10.7 and later, enables the operating system to automatically
windows functionality for restore previously open files when re-launching Vectorworks. Keep this option
Vectorworks (Macintosh) deselected when working with several different versions of Vectorworks, to prevent
older versions from unsuccessfully attempting to open newer version files. This
option is not available on Windows or versions of the Macintosh operating system
prior to 10.7.
Setting Vectorworks Preferences | 23

Parameter Description
Check for updates Select how often the program should check for available software updates. When the
specified update check interval has elapsed, an alert dialog box displays if a new
Service Pack (maintenance release) or major release of the Vectorworks software is
available.
If both a Service Pack and major release are available simultaneously, the system
will send notification about the Service Pack first, followed by notification about
the major release in the next session.
Click More Info (or Tell Me More) in the alert dialog box to open a web browser
to display and download the available update. You must exit the program to
successfully install the software update
If it is not convenient to update the software at this time, click Not Now (or
Remind Me Later) in the alert dialog box. The alert dialog box will redisplay
when the specified update check interval has elapsed.
To disable notifications of a major release until the next major release is available,
click Not Interested.
If the program is unable to connect to the update server, it attempts to connect once a
day for seven days after the original failed attempt. If a connection to the update
server still cannot be established, a dialog box opens to suggest running a manual
update. If the Check for Updates command is run after the automatic update check
fails, the next automatic update check occurs the day after the manual check.
Error reporting Optionally sends information about application crashes and other basic usage
statistics to Nemetschek Vectorworks. Crash details allow our programmers to receive
crash notifications, including the area of the program where the crash occurred. Usage
patterns help us see what events led up to a particular crash.This reporting assists us
with product development while maintaining user privacy; to allay any concerns you
may have, we never see the data in your drawings, and the reporting has no impact on
your software operations.
Serial Numbers Opens the Serial Numbers dialog box to add or remove serial numbers for all installed
Nemetschek Vectorworks products (see Adding and Removing Serial Numbers on
page i)
Reset Saved Settings Reverts to default settings instead of user-specified settings for tool modes, dialog box
positions, and dialog box values. For palette positions and settings, reverts to the
settings established when the custom workspace was created (in the User Data and
Preferences folder).
In the dialog box that opens, select whether to reset settings for always performing the
selected action in alert dialog boxes. Also select whether to reset settings for all tool
modes, dialog box positions, dialog box values, and palette positions and settings.
Click OK to return to the Vectorworks Preferences dialog box.
Palette margins Sets whether the document window leaves a space for palettes when the window is
(Macintosh) opened

3D Preferences
Click the 3D tab to set preferences for 3D edits.
24 | Chapter 1: Introduction

Parameter Description
3D Rotation Sets the detail level that displays while the 3D view is rotated. Select Detailed to display
objects completely, but to rotate slower. Select Responsive to rotate faster, but to display
objects with less detail during the rotation.
Retain Rendering Determines the degree to which the program retains the rendered model in memory during
Model 3D rotation. Select Never to force the model to always display in Wireframe mode; select
Always to force the model to remain rendered.
3D conversion Sets the segmentation resolution used to display curved 3D objects; affects extruded and
resolution swept polylines, circles, and arcs
Use Enhanced Enhanced shadows are highly accurate shadows used in OpenGL rendering with shadows
OpenGL Shadows (Renderworks required). If the graphics card and video hardware is capable of displaying
(Renderworks enhanced shadows in OpenGL, this option should be enabled. A video card which is
required) capable of displaying enhanced shadows, but with 128 MB or less of video RAM (VRAM),
may lead to quality or stability issues during OpenGL rendering with shadows; if this is the
case, disable this option. This option is not available when the video card and/or hardware
is not capable of enhanced OpenGL shadow display.
Use occluded In rendered views, solid objects occlude, or hide, objects behind them. Keep this option
selection and enabled to more easily select, and snap to, solid objects without interference from hidden
snapping geometry. To access hidden geometry, use the X-ray Select mode of the Selection tool, turn
on the clip cube, or switch to Wireframe render mode.

Occluded selection and snapping enabled Occluded selection and snapping disabled
Setting Vectorworks Preferences | 25

Autosave Preferences
Click the Autosave tab to set preferences for automatic file saves and backups.

Parameter Description
Autosave every Enables the Autosave feature; also sets the number of minutes or operations between
autosaves
Confirm before save Before each save, opens a dialog box so that you can choose either to save or to continue
to work without a save. The timer/counter resets regardless of which option is selected.
See Automatically Saving Files on page 48.
Overwrite original file Writes over the original file with the latest changes during a save
Autosave a backup Automatically saves a backup copy of the file either to a folder named VW Backup (in
copy to the same folder as the original file) or to a custom location, such as a network drive (click
Choose to select a folder). The original file is not saved automatically; to save it, use one
of the save commands on the File menu.
Backup files have unique names that include the word Backup and a date and time
stamp appended to the original file name. Use backup file(s) to restore a project if
something happens to the original file.
Keep the ___ most If Autosave a backup copy to is selected, specifies the maximum number of backup
recent backups files to keep; the oldest backup file is replaced when a new backup is made

Interactive Preferences
Click the Interactive tab to set preferences for the display of the interactive drawing features, such as the cursor,
selection boxes, and selection highlighting. See Drawing with Snapping on page 133 for more information about
snapping. See Selection and Pre-selection Indicators on page 66 for more information about highlighting.
26 | Chapter 1: Introduction

Parameter Description
Cursor
Full screen cursor Displays a crosshair cursor that extends to the edges of the drawing area
Show selection box Displays a box beneath the cursor that indicates the active selection area; an object
beneath the box can be selected when the mouse is clicked
Show snap box Displays a box around the cursor that indicates the area in which to find possible snap
points; when a snap point is beneath the box, it can be snapped to
Show acquisition hints Show graphical hints near the cursor when smart points, edges, and vector locks can be
acquired (see Snapping Indicators on page 147)
Selection box size Controls the size of the selection box, if Show selection box is selected; must be
smaller than the snap box. The actual size of the selection box is shown.
Snap box size Controls the size of the snap box, if Show snap box is selected; must be larger than the
selection box. The actual size of the snap box is shown.
Highlighting
Selection highlighting When enabled, objects that are selected are highlighted with the specified colors and
patterns, and square handles indicate points that can be used to reshape objects with the
tool that is currently active.
When this option is disabled, square handles indicate objects that are selected, and the
handles may or may not be reshape points.
Animation If Selection highlighting is selected, specify how the selection highlights will be
animated when the cursor moves out of the drawing window or over a palette:
Off turns off all animation of highlights
On pulses the highlight continuously
Burst briefly highlights with 100% opacity
Cursor pre-selection Highlights any object that can be selected when the cursor is over the object
highlighting
Highlighting timer When a drawing object is beneath the cursor, specifies the number of seconds to delay
before pre-selection highlighting begins
Setting Vectorworks Preferences | 27

Parameter Description
Marquee pre-selection As a selection marquee is drawn over objects, highlights any object that will be
highlighting selected
Snapped object Highlights the geometry that generated the current snap
highlighting
Tool highlighting Highlights any object that can be modified or used by the current tool when the cursor
is over the object
Interactive Appearance Opens a dialog box to change the appearance of the interactive elements in
Settings Vectorworks, including general elements, object highlighting, SmartCursor elements,
and snap points; see Configuring Interactive Display on page 68

User Folders Preferences


You can designate which folder will hold your user data and preferences files. The subfolders within this folder mirror
several of the standard subfolders in the Vectorworks application folder (Libraries, Plug-Ins, Settings, Workspaces, and
so on).
This duplication of folders in separate locations makes it easy for users to do the following:
Back up (or transfer to another computer) custom content and preferences
Work in an environment where user permissions are limited (such as a school lab)
Switch between users on the same computer
Update the Vectorworks software with no loss of custom files
The Vectorworks provides a variety of content to aid in drawing, but you can also create custom content and place it in
your user folder (see Creating Custom Default Content Libraries on page 155). When the Vectorworks program
presents content in a palette or dialog box, it includes content from your user folder as well as the content it ships with.
For example, when you select Modify > Hatch to edit a hatch, the Hatches dialog box shows default hatches from the
Vectorworks folder (where the software is installed), and your user folder.
If the same file name exists in more than one folder, only the content from one of the files is shown in the Vectorworks
program, according to the following priority: user folder, application folder. For example, if the following files exist,
only hatches from the file in the user folder show in the hatch list in the Attributes palette in the Vectorworks program.
[User]\Libraries\Defaults\Attributes - Hatches\Hatches_Default.vwx
[Vectorworks]\Libraries\Defaults\Attributes - Hatches\Hatches_Default.vwx
If Vectorworks Design Series products are installed, you can also access custom content from shared workgroup
folders on a network; see Sharing Custom Content Using Workgroup Folders on page 37 in the Vectorworks
Design Series Users Guide.
Click the User Folders tab to specify the user folder.
28 | Chapter 1: Introduction

Workgroup folder functionality


(Vectorworks Design Series required)

Parameter Description
User Data and Preferences Specifies the folder that contains program preferences, log files, workspaces,
Folder and any personal content you create. This might be a folder on the local
computer, or on a USB drive or network drive; this allows you to run
Vectorworks from any computer.
Choose Click Choose to change the user data folder. The program must be restarted if
you change the location of the user data. See User Data and Preferences
Folder on page 28 for details.
Explore (Windows) or Reveal To look at the contents of the current folder, click Explore (to open Windows
in Finder (Macintosh) Explorer) or click Reveal in Finder (to open Macintosh Finder)

User Data and Preferences Folder


The User Data and Preferences folder contains the Vectorworks files that are created and used by you. Within this
folder, the program automatically creates subfolders for Libraries, Plant Database (Vectorworks Landmark required),
Plug-Ins, Settings, VWHelp, and Workspaces. The following customizations are automatically saved to the user folder.
Vectorworks Preferences settings
Workspace Editor changes
Log files
Resource Browser Favorite files
SmartCursor settings
Saved export and import options for DXF/DWG files
Saved settings for the Eyedropper and Select Similar tools
Settings for certain plug-ins, such as the Stair and Space tools
Dialog box and palette positions
You can also manually add custom files to the Libraries folder, to have resources such as symbols and hatches display
as favorites in the Resource Browser, or as default content in dialog boxes and palettes. See Libraries on page 155 for
more information.
The program defaults the following locations for the user data folder, but they can be changed. Note that, by default,
Windows hides the application data folder; if you want to use the default location, adjust the folder options in Microsoft
Explorer to make hidden folders visible. Because the user folder is outside of the Vectorworks installation folder, your
data and preferences remain undisturbed when the Vectorworks program is updated.
Setting Vectorworks Preferences | 29

Macintosh: /Users/<Username>/Library/Application Support/Vectorworks/2014/


Windows XP: C:\Documents and Settings\<Username>\Application Data\Nemetschek\Vectorworks\2014\
Windows C:\Users\<Username>\AppData\Roaming\Nemetschek\Vectorworks\2014\
Vista/7/8:

To easily access the user folder, use the file list in the Resource Browser. See Accessing Existing Resources on
page 162 for more information.

Click to open the file list

Select User Libraries to


access your user folder

Accessing the user folder from the Resource Browser

To change the user data folder:


1. From the User Folders tab, click Choose.
2. A confirmation dialog box displays. Click Yes to continue with the folder change.
3. Select a folder from the dialog box that opens, and click OK (Windows) or Choose (Macintosh).
4. Another confirmation dialog box displays. Click Yes to copy the user data to the new location, or click No to use
the Vectorworks defaults.
5. If you copy the data to the new location, and the destination folder already contains a file with the same name as a
file in the source folder, the program displays a notice that files in the destination folder will be overridden. Click
Yes to continue.
6. If any unsaved files are currently open, you are prompted to save them. Click Yes to continue.
7. The program copies the files to the new location and then closes automatically.
8. Restart the program.

Workgroup and Project Folders


If Vectorworks Design Series products are installed, a section for Workgroup and Project folders displays at the bottom
of the User Folders tab. This feature allows you to access content for the Vectorworks program from a location that is
shared with other users. To share customizations with other users, place the files in a network folder, and then notify
other users so they can designate that folder as a workgroup folder. See Sharing Custom Content Using Workgroup
Folders on page 37 in the Vectorworks Design Series Users Guide for details.

Resetting Vectorworks Preferences


Click the Reset button at the bottom of the Vectorworks Preferences dialog box to reset the preferences to their
defaults; this also clears the most recently opened files list and the font mapping table. Serial number(s), user name,
and company name are left intact. This operation cannot be undone.
30 | Chapter 1: Introduction

Setting Document Preferences


Document preferences apply only to the current drawing, and they remain in effect until they are changed. When you
create a template, the current document preferences are saved with the template (see Using Drawing Tablets on
page 87).
To change the preference settings in the document:
1. Select File > Document Settings > Document Preferences.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) in the drawing area, and select Document
Preferences from the document context menu.
The Document Preferences dialog box opens, with the following tabs: Display, Dimensions, Resolution, Plane
Mode, and Plan Shadows (Vectorworks Architect or Landmark required for Plan Shadows).
2. Click one of the tabs to set the document preferences for that tab.

Display Preferences
Click the Display tab to set the display preferences.
Setting Document Preferences | 31

Parameter Description
Black and white only Draws objects using only the colors black and white (black items display as black, and
all colorsincluding graydisplay as white); this choice overrides any other color
settings (including viewport settings) and is used mainly for printing on black and white
printers.
To create a grayscale effect for prints and PDFs when this feature is enabled, use
pattern fills instead of solid color fills. Set the pattern foreground color to black,
and set the background color to any other color. Patterns 4 through 9 in the pattern
fill selection box display as various shades of gray.

These six patterns


display as grays in
prints and PDFs

Hide details when layer Select to hide wall components and stair details when the layer is set to, or is below, the
scale < = 1: scale ratio specified (this setting does not affect wall component display in viewports;
see Advanced Sheet Layer Viewport Properties on page 740 to show or hide
components in viewports)
Save viewport cache Indicates whether to save viewport caches in the file; saving the cache may increase file
size, but saves time when files that contain viewports are opened. If deselected, any
viewports will require updating when the file is opened, but file size is reduced. Note
that the viewport cache(s) are already compressed to PNG or JPEG format to save space
(the format depends on the selection in Vectorworks preferences; see Edit Preferences
on page 17 for more information).
Display viewport Choose whether to display a red and white striped border around sheet layer viewports
out-of-date border and design layer section viewports that do not reflect the most recent changes to a
drawing. Regardless of this selection, the Update buttons text displays in red on the
Object Info palette when the viewport needs to be updated (see Status of a Sheet Layer
Viewport on page 741 in this guide and Status of Section Viewports and Section
Lines on page 754 in the Vectorworks Design Series Users Guide).
Save site model cache Stores a filtered copy of the triangulated source data and the existing and proposed site
(Vectorworks Design model(s), so that the site model updates more efficiently. If disabled, updating the site
Series required) model causes the source data to be recalculated, but file size is reduced.

Use layer colors When specific pen and fill colors have been set for a design layer, draws all objects on
that layer with the specified colors (see Setting the Design Layer Color on page 102)
Mesh smoothing with Smooths mesh objects rendered with OpenGL or Renderworks; enter a higher crease
crease angle angle value for a smoother surface (valid values are 0 to 180)
Use automatic drawing Automatically coordinates and updates sheet numbers and drawing numbers among
coordination sheet borders, drawing labels, and section markers
(Vectorworks Design
Series required)
Adjust flipped text Re-orients mirrored, rotated, and flipped text in symbols, plug-in objects, and text
objects so that the text is always readable
32 | Chapter 1: Introduction

Dimension Preferences
Click the Dimensions tab to set the dimension preferences.

Parameter Description
Associate dimensions Associates dimensions with the applicable objects. When a dimension is associated with an
object, the dimension automatically updates when the object it is applied to is modified. For
more information about associative dimensioning, see Dimensioning on page 687.
Auto associate Select this option to automatically associate a dimension to the top-most object when more
than one object shares a dimension endpoint
Create dimensions in Assigns dimensions to the Dimension class as they are created (default setting). If
dimension class deselected, created dimensions are assigned to the active class.
Dimension Standard Select the default Dimension Standard to use, or click Custom to add a custom dimension
standard (see Using Custom Dimension Standards on page 687).
Changing the dimension standard does not affect dimensions that have already been placed
on the drawing.
Dimension Slash Sets the desired Thickness of the slash at each end of a dimension, in points, mils, or
millimeters

Default dimension standards are presented in the following table.

Standard Description Text Placement Marker Style Text Rotation


Above Within Slash Arrow Aligned Horiz.
Dim. Line Dim. Line
Arch Architectural Standards X X X
ASME American Society of Mechanical X X X
Engineers
BSI British Standards Institute X X X
DIN German Standards X X X
Setting Document Preferences | 33

Standard Description Text Placement Marker Style Text Rotation


Above Within Slash Arrow Aligned Horiz.
Dim. Line Dim. Line
ISO International Standards Organization X X X
JIS Japanese Industrial Standards X X X
SIA Swiss Standards X X X
ASME Dual American Society of Mechanical X X X
Side By Side Engineers
ASME Dual American Society of Mechanical X X X
Stacked Engineers

Resolution Preferences
Click the Resolution tab to set the resolution preferences.

Parameter Description
Rotated Text Display Sets how rotated text is displayed: Highest quality shows rotated text at the best quality
available, Normal quality shows rotated text slightly jagged, and Bounding box shows
only a bounding box representing the texts location
Bitmap Display Sets how bitmaps are displayed: Full resolution shows bitmaps at the best resolution
available, Reduced resolution shows bitmaps at a reduced detail, and Bounding box
shows only a bounding box representing the bitmaps location. Reduce the resolution to
save time when using the Pan tool or scroll bars.
Output
34 | Chapter 1: Introduction

Parameter Description
Design layer raster Sets the resolution for renderings when the Print command is used.
rendering DPI This setting controls only the design layer Open GL and Renderworks (if installed)
rendering resolution for print; it significantly affects the output file size. Any PICT/PDF
rasterization and Vectorworks geometry will print at the resolution of the printer. For
bitmaps and rendered viewports, each sheet layers DPI setting determines the upper limit
for print resolution. See Setting the Print Resolution on page 86 for more information.

Plane Mode Preferences


Click the Plane Mode tab to set the plane mode preference, depending on how you prefer to work and what you are
drawing. Planar tools, such as the Rectangle tool, normally can operate in either the screen plane or in the current
working plane, which is usually the layer plane. With this preference setting, planar tools can be set to operate in the
screen plane only, active 3D working plane only, or any available plane, depending on the option selected. This setting
does not affect tools that require an active working plane, such as the NURBS Curve tool, tools like the Split tool that
always operate in the screen plane, or tools that are not affected by the planar choice, such as the Eyedropper tool.
The plane mode preference does not affect the Object Info palette planes list.

Parameter Description
Screen Plane Only Planar tools operate on the screen plane only; all created 2D objects are set to the screen
plane. When a planar tool is active, only the screen plane can be selected from the Active
Planes list on the View bar.
Working Plane Only Planar tools operate on the active 3D plane, which is usually the layer plane. All created
2D objects are set to the active 3D plane, and when a planar tool is active, the screen plane
cannot be selected from the Active Planes list on the View bar.
Screen Plane or When a planar tool is active, either screen plane or any of the available 3D planes can be
Working Plane selected from the Active Planes list on the View bar
Setting Quick Preferences | 35

Plan Shadows Preferences


Click the Plan Shadows tab (Vectorworks Architect or Landmark required) to set the shadow style preferences for
plants and massing models. These preferences apply in Top/Plan view for plants that are set to use the document
preference shadow settings (available only in Vectorworks Landmark; see Plant Definition - Render Pane on
page 380 in the Vectorworks Design Series Users Guide) and for massing models set to display shadows (see
Creating a Massing Model on page 319 in the Vectorworks Design Series Users Guide).

Parameter Description
Shadow Settings
Offset Enter a value for the shadow offset
Offset Units Select the shadow offset units.
Factor of Object Height calculates the offset based on the objects height and the
offset value.
Angle Set the shadow angle by entering a value between -180 to 180 or by using the slider.
0 is straight up.
Fill Style Select a fill style for the shadow
Color/Resource/Class Depending on the fill style selected, select a fill color, resource (hatch, image, gradient,
tile), or class for the shadow (see Applying Object Attributes on page 501)
Opacity Set the shadow opacity by entering a value between 0 and 100% or by using the slider
Use Class Opacity Select to use the objects class opacity setting (see Setting Class Properties on
page 109)
Top/Plan Preview Provides a dynamic representation of the shadow values selected

Setting Quick Preferences


The most commonly used Vectorworks, document, and interactive preferences are available for access from buttons on
the Tool bar. Other commonly used settings, such as those for the clip cube, are similarly available. The Quick
Preferences menu controls which buttons display on the Tool bar. The Data Bar and Edit Group Options list and the
Zoom Line Thickness preference are enabled by default on the Quick Preferences menu.
36 | Chapter 1: Introduction

Select the desired item to display its shortcut button on the Tool bar, if it is not already present. A check mark to the left
of an item indicates that it is selected. Buttons display in the order the item was selected, so the first selected item
displays the furthest left on the Tool bar. If the application window is resized, the Tool bar will truncate the display of
buttons when necessary and replace them with ellipses on the right.
Quick Preferences menu

Menu Commands Description of Button Functionality


Auto Join Walls Displays the Auto Join Walls preference button (see Edit Preferences on page 17)

Autosave Displays the Autosave preference button (see Autosave Preferences on page 25)

Black and White Only Displays the Black and White Only preference button (see Display Preferences on
page 30)

Black Background Displays the Black Background preference button (see Display Preferences on
page 18)

Data Bar and Edit Group Displays the Data Bar and Edit Group Options list (see Data Bar and Edit Group
Options Options on page 205)
Context Menus | 37

Menu Commands Description of Button Functionality


Display Light Objects Displays the Display Light Objects list, to specify whether lights are visible always,
never, or only in Wireframe mode (see Display Preferences on page 18). The displayed
icon matches the currently selected option.
Display Viewport Displays the Display Viewport Out-of-date Borders preference button (see Display
Out-of-date Borders Preferences on page 30)

Hide Details Displays the Hide Details preference button (see Display Preferences on page 30)

Show Acquisition Hints Displays the Show Acquisition Hints preference button (see Interactive Preferences
on page 25)

Show Clip Cube Displays the Show Clip Cube button (see Viewing a Model with the Clip Cube on
page 564)

Show Grid Displays the Show Grid preference button (see Grid Snapping on page 135)

Show Other Objects Displays the Show Other Objects While in Edit Modes preference button (see
While in Edit Modes Display Preferences on page 18)

Show Page Boundary Displays the Show Page Boundary preference button (see Page Setup on page 82)

Show Rulers Displays the Show Rulers preference button (see Display Preferences on page 18)

Use Layer Colors Displays the Use Layer Colors preference button (see Display Preferences on
page 30)

Zoom Line Thickness Displays the Zoom Line Thickness preference button (see Display Preferences on
page 18)

Document Preferences Opens the Document Preferences dialog box (see Setting Document Preferences on
page 30)
Vectorworks Preferences Opens the Vectorworks Preferences dialog box (see Setting Vectorworks Preferences
on page 17)

Context Menus
Click on an object, plug-in object, the drawing area, or a section of the Resource Browser with a right-click (Windows)
or Ctrl-click (Macintosh), to display a menu containing context-sensitive commands that pertain to the selected item or
38 | Chapter 1: Introduction

items. If several similar items are selected, only the applicable context menu commands become available to all the
items in the selection.
Document and object context menus can be customized to include frequently-needed commands; see Modifying
Context Menus on page 873.
Many context menu commands are also available from the menu command lists, and are described in those sections.
However, certain commands are available exclusively from a context menu; these commands are listed here.
This list is not exhaustive, as the capability is continuously being extended to additional commands and tools.

Item and Context Commands Description


Document
Activate Class Activates the class or layer of the object nearest to the last mouse click.
Activate Layer These commands provide quick access to the class or layer of any object
currently displayed.
Force Select Activates the class, layer, or both (as necessary), and selects the object
nearest to the last mouse click
Active Layer Scale Accesses the Layer Scale dialog box; from there, change the scale of the
active design layer (or all design layers)
Object
Activate Class Activates the class or layer of the object clicked upon, even if the object
Activate Layer could not normally be selected due to a different layer scale, or the current
class or layer option settings. These commands provide quick access to the
class or layer of any object currently displayed.
Force Select Activates the objects class, layer, or both (as necessary) and selects the
object, even if the object could not normally be selected due to a different
layer scale, or the current class or layer option settings
Create Similar Object Creates an object that matches an object that is already in the drawing. See
(Vectorworks Design Series Creating Similar Objects on page 699 in the Vectorworks Design Series
required) Users Guide.
Properties Accesses the objects properties dialog box, which is similar to the Object
Info palette; it contains information specific to the selected object
Select Vertex in Object Info For vertex-based objects, selects a specific vertex for editing on the Object
Palette Info palette; see Editing Vertex-Based Objects on page 252
Classes in the Navigation palette
(Vectorworks Design Series
required) and Organization dialog
box
Collapse All When classes are displayed in hierarchical order, collapses the list to display
only top-level classes (those with no dash in the name) and class group
headers
Expand All When classes are displayed in hierarchical order, displays a list of all classes
in the file
Hierarchical Display Toggles the hierarchical display of classes on or off
Clip cube (vertical faces only)
Context Menus | 39

Item and Context Commands Description


Create Section Viewport Opens the Create Section Viewport dialog box
(Vectorworks Design Series
required)
Update Section Viewport While editing a section viewport with a clip cube, access this command
(Vectorworks Design Series from the vertical face where the section line is located, to update the section
required) viewport with the latest changes
Polyline or Path object with arc
vertex or vertices
Convert Arc to Radius Polyline Converts the arc vertices of an object to radius vertices, for easier editing;
see Converting Polyline Vertices from Arc to Radius on page 301
Plug-In Objects
Edit Profile, Edit Path If permitted by the object type, allows you to switch from editing the path to
editing the profile. Similarly, if editing the profile, use the context menu to
switch to path editing.
Symbol
Replace Similar to the Replace button on the Object Info palette, accesses the
Choose a Symbol dialog box for replacing the symbol instance with a
different symbol
Edit 2D Component, Edit 3D Edits the 2D or 3D component, or the 3D wall hole component of the
Component, or Edit 3D Wall symbol instance; if editing one of the components, the context menu allows
Hole Component you to switch directly to editing the other component
Resource
Locate in Resource Browser When executed from the drawing, on a resource (or object containing a
resource, such as a rectangle with a hatch), this context menu command
locates, navigates to, and selects that resource in the Resource Browser; see
Locating Specific Resources on page 167
Sheet Border
Show Grids Toggles between showing and hiding grid text and lines in the sheet border
margin
Title Block Opens the Import Title Block dialog box, for adding a title block to the sheet
border; see Adding a Title Block on page 370
Wall or Round Wall
Join Activates the Wall Join tool for joining wall segments; see Joining Walls
on page 450. The tool defaults to the mode used previously with the tool.
Remove Break Activates the Remove Wall Breaks tool to clean up wall breaks or gaps; see
Removing Wall Breaks on page 450
40 | Chapter 1: Introduction

Item and Context Commands Description


Viewport
Edit Annotations, Edit Crop, Edit Provide shortcuts to edit the viewports annotations, crop, design layer, or
Design Layer, Edit Camera camera, bypassing the Edit Viewport dialog box (see Cropping Sheet Layer
Viewports on page 746). The context menu commands can also be
accessed when in an edit viewport mode (for example, to switch directly
from editing a crop to editing annotations). For the Edit Design Layer
context command, if the right-clicked object does not belong to a design
layer, the Edit Viewport dialog box opens.
Exit Viewport Exits the viewport directly to the design layer when editing a design layer
from a sheet layer viewport. The Exit Viewport command is only available
if Navigate Back to Viewport is selected from the Edit Viewport dialog
box.
Update Updates the viewport, similar to the Update button on the Object Info
palette
Light
Turn On/Off Toggles the light on or off
Set Light to View, Set View to For directional, spot, or custom (Renderworks required) lights, sets the
Light orientation of the light to that of the current view, or the orientation of the
view to that of the light
Dimension
Disassociate Removes the association between the clicked dimension and the
dimensioned object; see Associative Dimensioning on page 691
Chain Dimension For more information on editing chain dimensions, see Editing Dimensions
with the Context Menu on page 708
Add Dimension Adds a dimension or witness line to the chain
Delete Segment/Witness Line Deletes dimension or witness line
Hyperlink
Open Link Executes the hyperlinks function; see Inserting a Hyperlink on page 359
Line Type Resource
Display Repetitions While editing the line type geometry, toggles the display of the repetitions
of the line type object(s); see Defining Line Types on page 536
Tile Resource
Display Tile Repetitions While editing the tile geometry, toggles the display of the repetitions of the
tile pattern object(s); see Defining Tiles on page 520
Layer Link
Convert to Viewport Converts the layer link to a design layer viewport
(Vectorworks Design Series
required)
Edit Crop Enters crop mode for a cropped layer link Cropping Layer Links on
page 757
Edit Design Layer Returns to the design layer of the object in the layer link
Context Menus | 41

Item and Context Commands Description


Site Model
(Vectorworks Design Series
required)
Edit Site Model Source Data Accesses the source data in Edit Group mode (see Setting Site Model
Properties on page 301 in the Vectorworks Design Series Users Guide)
Edit Site Model Crop Accesses an editing mode for creating a custom border, cropping the site
model (see Cropping a Site Model on page 303 in the Vectorworks Design
Series Users Guide)
Update Updates the site model, similar to the Update button on the Object Info
palette
Surface Array
(Vectorworks Design Series
required)
Edit Base Surface Accesses an editing mode for the base surface that was used to create the
array (see Creating a Surface Array on page 710 in the Vectorworks
Design Series Users Guide)
Edit Array Items Accesses an editing mode for the array item(s) that were used to create the
array (see Creating a Surface Array on page 710 in the Vectorworks
Design Series Users Guide)
Plants
(Vectorworks Landmark required)
Create Plant from Object Creates a plant definition for the current plant symbol
Replace Plant Replaces the plant symbol, similar to the Replace Plant button on the
Object Info palette
Export Plant Exports the selected plant to the specified location; see Exporting Custom
Resources on page 616 in the Vectorworks Design Series Users Guide
Hardscape
(Vectorworks Landmark required)
Convert to Boundary Converts a pathway hardscape object to a boundary hardscape object
Convert to Pathway Converts a boundary hardscape object to a pathway hardscape object
Lighting instrument
(Vectorworks Spotlight required)
Focus Instruments at Next Click Focuses selected instruments at an existing focus point, or creates a new one
Locate Label Legend in Resource Identifies which label legend is assigned to a selected lighting instrument;
Browser some label legend attributes can then be edited directly from the Resource
Browser, while others are accessed through the Label Legend Manager
Select Focused Lighting Devices Selects all lighting instruments that are focused at a specific focus point

Double-clicking on an object performs the same function as selecting Edit from the context menu (it also reactivates
the working plane on which a planar object was created).
42 | Chapter 1: Introduction
Getting Started 2
This chapter describes how to get started with the Vectorworks Fundamentals product. It describes how to set up basic
program preferences, units, and default options. Printing and using tablets are also described.

Creating a New File


To create a new file:
1. Select File > New.
The Create Document dialog box opens.
2. Select the type of document to create and click OK to open the new file.

Document Type Description


Create blank document Opens a new drawing file with the default program settings (attributes, scale, units, etc.)
Use document template Opens a new drawing with settings that were saved in a template file; select the template
to use (see Creating Templates on page 81 to learn more about templates)

Vectorworks searches your user folder, your workgroup folders, and the Vectorworks application folder for
template files. If no templates are found anywhere on the system, the Create Document dialog box does not open.
Instead, a blank new document is created automatically.

Opening a File
There are three ways to open a file that already exists. Up to eight files can be open at once in the program.
To open a file that already exists:
1. Select File > Open.
The Open dialog box opens.
2. Select the name of the file or template to open.
3. Click Open.
The program opens the last saved version of the selected drawing file.
To open a file that was recently used:
Select File > Open Recent and select a name from the list of the last 20 files that were opened or saved.
The file is opened; if the file is already open, it is moved to the front of the screen to become the current file.
To open a file from the operating system:
Double-click a file directly in Windows Explorer or Macintosh Finder.
If multiple versions of the Vectorworks program are installed, when you double-click to open a Vectorworks file
from the operating system, the results may vary for Windows and Macintosh.
44 | Chapter 2: Getting Started

Windows
On Windows, file associations are determined in the Vectorworks File Associations dialog box.
If Vectorworks file types have been associated with a particular copy of Vectorworks in the Vectorworks File
Associations dialog box, double-clicking a file opens it in that particular version of Vectorworks.
If the Vectorworks File Associations dialog box specifies that current Vectorworks file associations remain in
place, double-clicking a file opens the file in the version of Vectorworks with which it is associated.
Macintosh
If multiple versions of Vectorworks are currently open, double-clicking a file opens the file in whichever
version of Vectorworks you opened first.
If multiple versions of Vectorworks are installed but not open, double-clicking a file opens the file in the latest
version of Vectorworks.
The Vectorworks program can open files that were created in MiniCAD 7 or in Vectorworks versions 8 and above.
Files that were created in versions earlier than MiniCAD 7 must be converted to at least version 7, with a version of the
program that is earlier than version 12. If an earlier version of the program is not available, contact Nemetschek
Vectorworks Sales Support for assistance.
When a user attempts to open a file that another user already has open, an alert displays the name of the user who has
the file open and where it is open; additional information about the file can be displayed, including its path, when it was
opened, and how long it has been open.

Watermarked and Fingerprinted Files


Files from the Vectorworks educational version include a watermark. If this is the first time the file is being opened, a
message displays, notifying you that the data in the file may only be used in other watermarked documents. This type
of file is identified as watermarked in the title bar. If an educational version of the Vectorworks software is being used,
a message displays to that effect, and also warns that any files created or modified in this version of the software will be
watermarked. If you reference or import objects from a watermarked file, the current file is irreversibly converted to a
watermarked file; and therefore prints with an educational watermark on every page.
Library files which contain product-specific content, such as a Landmark library file, include a fingerprint which
identifies the Vectorworks Design Series product(s) required to be able to use the content. This type of file is identified
as fingerprinted in the title bar. When a fingerprinted file is opened, a message displays, warning that the file or any
files created from it can only be used with the indicated Design Series product(s).

Mapping Missing Fonts


When you open a file that contains fonts that are not available on your system, the Font Mapping dialog box opens.
Map fonts from the original file to a font available on your system, or open the document quickly by automatically
mapping fonts to the default replacement font.
Previewing Vectorworks Files from the Operating System | 45

Parameter Description
Replace Automatically populates when an original font is selected
With Lists the default font and all available system fonts (the default font is the system font for
the computer on which the program is installed)
Original Font Lists the unavailable font used in the file
Replacement Font Lists the font that will be used to replace the original font
New Mappings Lists fonts that have not previously been mapped
All Mappings Lists all fonts regardless of whether they have been previously mapped

To map missing fonts:


1. Populate the list of original fonts by selecting New Mappings or All Mappings.
2. If the default replacement font is acceptable for replacing all original fonts, click OK to open the document.
Otherwise, proceed to Step 3.
Font mappings can be changed at any time by clicking Edit Font Mappings from the Display tab of Vectorworks
preferences.
3. Select an original font to map.
The Replace field displays the selected original font, and the With field lists the default and all available fonts.
Select the desired replacement font, and then select the next original font to map. Repeat the process until all
desired original fonts have been mapped.
4. Click OK when all desired original fonts have been mapped.
Mapped fonts are stored as a Vectorworks preference. If Vectorworks preferences are deleted, the Font Mapping
dialog box re-displays for a file that may have previously had the fonts mapped.

Previewing Vectorworks Files from the Operating System


For Vectorworks files created in version 2008 or later, the Windows Explorer or Macintosh Quick Look plug-in
provides image previews and thumbnail icon previews of files to more easily locate them (requires Windows Vista or
later operating system, or Macintosh OS X 10.5+).
When a file is saved, an image of the files current view is also saved. This image is then supplied to the operating
system with the Vectorworks Windows Explorer or Quick Look plug-in.
46 | Chapter 2: Getting Started

Windows Explorer File Preview


When the Preview pane is enabled, a preview of the saved files current view displays to the right of the currently
selected file. The Details pane displays a thumbnail preview of the file and the Vectorworks version the file was created
with, if known. A smaller thumbnail preview may also display, depending on the selected folder view. When the
Windows Search service is enabled, it can be used to locate text strings within the Vectorworks files.

Search for text


in Vectorworks
files
Preview pane
button enabled
Large icon
view

Preview image

Vectorworks
Preview version used to
thumbnail create file

Macintosh Quick Look File Preview


On the Macintosh, the preview image can be viewed in a number of ways:
Select one or more documents within the Finder, and then press the Space Bar
Select a document and then press the Quick Look button within the Finder
Select a document in the column view; the preview column contains the preview image
Display the preview image in the preview section for Get Info
A preview is not available for files saved with auto-save or batch convert.
Closing a File | 47

Macintosh Quick Look Thumbnail Preview


Vectorworks documents can use either the document thumbnail icon or the standard Vectorworks icon. The default
setting for Show icon preview is off (the standard Vectorworks icon displays), and can be changed by the View >
Show View Options (or the Cmd+J keyboard shortcut) from the Finder menu.
When Show icon preview is enabled, the default behavior applies only to the current folder, and to the current folder
view (with or without details, for example). Click all folders in Finder Preferences to see the thumbnails for all folders.
Change the setting for each individual View (list view or column view, for example) to see Quick Look thumbnails in
all folder views.

Closing a File
To close the current file:
1. Select File > Close or click the close box on the drawing window.
2. If the file changed since it was last saved, click Save (Macintosh) or Yes (Windows) to save and close the file.
Click Dont Save (Macintosh) or No (Windows) to close the file without a save.
To close all open files (Windows only):
1. Select Window > Close All.
2. If the files changed since they were last saved, click Yes to save and close the files. Click No to close the files
without a save.

Saving a File
The Save command saves the open file, which replaces the earlier version of the file. When you save a file for the first
time, specify the file name and location. The Save command is disabled if no changes have been made to the file since
it was first opened or created.
On Windows, the files require a .vwx or .mcd extension to be recognized by the Vectorworks program. If you do
not enter an extension, the program adds the .vwx extension automatically.
To save the current file:
1. Select File > Save.
If the file has not been saved before, the Save Vectorworks Drawing dialog box opens.
2. Enter a name for the file in the Name field, and then select the destination for the file.
3. Click Save.
48 | Chapter 2: Getting Started

The program saves the file. The time required may depend on the file size.

Save As
To save the current file with a different name:
1. Select File > Save As.
The Save Vectorworks Drawing dialog box opens.
2. Enter a new Name for the file, and then select the destination for the file.
3. Click Save.
The program saves a new copy of the file. The time required may depend on the file size.

Save a Copy As
To save a copy of the current file and continue to edit the current file:
1. Select File > Save A Copy As.
The Save dialog box opens.
2. Enter a new Name for the file, and then select the destination for the file.
3. Click Save.
The program saves a new copy of the file and keeps the original file open for further edits. The time required may
depend on the file size.

Automatically Saving Files


The autosave feature automatically saves the current file after either a specified number of minutes or a specified
number of operations, as defined in the Autosave tab of the Vectorworks Preferences dialog box. See Autosave
Preferences on page 25 for more information.
If the Confirm before save preference is selected, a confirmation dialog box displays before the autosave is
performed. The information that displays in this dialog box depends on the settings selected in Vectorworks
preferences.

Parameter Description
Yes Saves the file; if the document has not been saved, the Save dialog box opens to name the file first
No Cancels the save operation and resets the autosave counters
Settings Opens the Vectorworks Preferences dialog box to edit the autosave parameters; select Dont backup
this document for the remainder of the session to disable the autosave feature for the active
document for the remainder of the session
Reverting to the Last Saved Version | 49

When the save is complete, the message Autosave complete displays in the lower right corner of the window; the
message clears when you click the mouse.

Reverting to the Last Saved Version


The Revert to Saved command replaces the active drawing with the most recently saved version. This deletes all
changes made since the last save, which can remove several undesirable changes in one step.
To revert to the last saved version:
1. Select File > Revert to Saved.
This action cannot be undone. Confirm that changes should not be saved.
2. Click OK.
The program closes the active drawing and opens the last saved version of the file.

Converting Previous Version Files


The Vectorworks program must translate files created in previous versions into the current format. The program cannot
convert MiniCAD 6 or earlier files, however.
To convert an entire folder of files at once, use the Batch Convert command as described in Converting Previous
Version Files as a Batch on page 50.
To convert one file at a time, open and save the file with the current version of the program as described in
Converting a Single Previous Version File on page 53.
The program automatically applies PNG compression to images contained in converted files.
You may need to correct the visibility of crop objects and annotation objects in sheet layer viewports (see Sheet Layer
Viewport Parameters on page 738).
For files earlier than Vectorworks 2009, the geometry of the drawing objects is automatically converted using the new
Parasolid kernel. The conversion may fail for some solids for a variety of reasons: for example, if an object has
self-intersecting profiles inside an extrude or sweep, or if an objects surfaces do not pass the Parasolid checks. If this
happens, the program converts all of the other objects and alerts you that some objects were not converted. A
wireframe representation of the failed solid is included in the file; you may be able to edit these objects and regenerate
the solids.
As of Vectorworks 2013, dash styles are line type resources. Standard dash styles from previous versions are now
included as default resources. At translation time, new resources are created for all custom dash styles that exist in a
document, and all objects that use dash styles are updated to use the appropriate resource.

Migrating from Previous Versions


The Update Plug-in Objects command converts a variety of legacy objects to the current format. This command
works across all file layers, and as applicable, on objects that are freestanding, inserted in walls, in a placed symbol, or
in a symbol definition. All applicable parameter values, and any attached records are also transferred during the
conversion.
Saving a copy of the file prior to running the command is recommended, as the command cannot be undone.
To update plug-in objects:
1. Open a file containing legacy objects.
2. Select Tools > Utilities > Update Plug-in Objects.
The Update Plug-in Objects dialog box opens.
50 | Chapter 2: Getting Started

3. Select the type(s) of objects to convert to the new format, and then click OK.
All older version objects of the selected type(s) are converted into the new format.

Converting Previous Version Files as a Batch


During a batch conversion, the program scans all files in the source folder (and in subfolders, optionally), and converts
previous version files to the current format. Non-Vectorworks files and Vectorworks files that are too old to convert are
skipped and recorded in the log file.
There are two options for Vectorworks files during batch conversions:
By default, the program moves the previous version files to an archive folder and places the converted versions of
those files in the source folder.
Alternatively, the program makes no changes to the source folder. Instead, the converted files (and copies of any
current version Vectorworks files) are placed in a specified folder.
To convert a batch of files:
1. Place all files to be converted in one folder, or in subfolders within the source folder.
2. In the Vectorworks program, select File > Batch Convert.
The Batch Convert dialog box opens.
Converting Previous Version Files | 51

Parameter Description
Source Folder Click Choose to open either the Choose Source Folder dialog box (Macintosh) or the
Browse for Folder dialog box (Windows). Select the folder that contains the files you
want to convert, and then click Choose (Macintosh) or OK (Windows) to return to the
Batch Convert dialog box.
Destination Folder To place the converted files into a different folder, click Choose to open either the
Choose Destination Folder dialog box (Macintosh) or the Browse for Folder dialog box
(Windows). Select the folder, and then click Choose (Macintosh) or OK (Windows) to
return to the Batch Convert dialog box. Then deselect Convert in place.
Include subfolders Converts the files within the subfolders of the source folder
Convert in place Moves the original Vectorworks files to an archive folder, and places the newly
converted files in the original source file locations. The archive folder is created within
the source folder and is named Old Version Vectorworks Files.
Deselect this option to place the converted files in the destination folder and make no
changes to the source folder.
Convert layer links into Creates viewports on design layers that reference one or more layers within the same
viewports file. Select this option to convert any layer links in the older version files into viewports.
(Vectorworks Design See Presenting Drawings with Design Layer Viewports on page 723 in the
Series required) Vectorworks Design Series Users Guide.
Convert referenced Creates viewports on design layers that reference one or more layers in an external file.
layers into referenced Select this option to convert any referenced layers in the older version files into
viewports viewports. See Presenting Drawings with Design Layer Viewports on page 723 in the
(Vectorworks Design Vectorworks Design Series Users Guide.
Series required)
Convert absolute Converts workgroup references with absolute file paths to relative file paths, if a relative
references into relative file path is allowed. A relative file path is not allowed if the file is on a different volume
references from the referenced file.
(Vectorworks Design
Series required)

3. Click OK to convert the files.


Each file is briefly opened and re-saved into the appropriate folder. Subfolder names and hierarchies are recreated,
if they are included in the conversion process. If Convert in place is selected, the original files are moved to the
archive folder, in the original subfolder structure.
4. Once the conversion is complete, the Batch Conversion Results dialog box displays a summary.
52 | Chapter 2: Getting Started

Parameter Description
Total files in source folder The total number of files contained in the specified source folder
Total files successfully The total number of files successfully converted by the Batch Convert command
converted
Total current version files The total number of files that were already in the current version of the Vectorworks
copied program; if Convert in place is selected, the files are left in place in the original
folder; if Convert in place is not selected, the files are copied to the destination folder
Total files not converted The total number of files that were not converted
Not a Vectorworks file The number of files that were not converted because they were not Vectorworks files
Damaged files The number of files that were not converted because they damaged in some way and
could not be opened and processed
Unsupported The number of files that were not converted because they were MiniCAD 6 or an
Vectorworks file version earlier version, which is not supported by the Batch Convert command
Unknown reasons The number of files that were not converted, for which the program could not detect a
reason
One or more files had This message indicates that one or more of the successfully converted files contained a
solid conversion errors solid that could not be properly generated by the Parasolid kernel. Check the log file to
see which files had solid conversion failures. You may be able to edit the converted
geometry and regenerate the solids.

5. Click Details to view a log file with information about each file processed during the conversion.
Converting Previous Version Files | 53

Converting a Single Previous Version File


When you open an older file, the program automatically converts the file and assigns it an appropriate name. By
default, the program renames the converted file and keeps the original file intact. Change the default setting to rename
the original file and use the original file name for the converted file instead. In this case, if the original file is
write-protected, the program cannot rename it; save the converted file and give it an appropriate name.
To convert a single file:
1. In the current version of the Vectorworks program, open a file that was created with a previous version of the
program.
A conversion alert box opens, showing which file will be renamed, along with the new name. The action described
in the dialog box depends on the current setting for converting file names.

2. To change the way this file will be converted, click Settings.


The Vectorworks dialog box opens.
54 | Chapter 2: Getting Started

Parameter Description
Keep the original file name with Select which file will have the original file name: the original file or the new
the file
Convert layer links into viewports Creates viewports on design layers that reference one or more layers within the
(Vectorworks Design Series same file. Select this option to convert any layer links in the older file into
required) viewports. See Presenting Drawings with Design Layer Viewports on
page 723 in the Vectorworks Design Series Users Guide.
Convert referenced layers into Creates viewports on design layers that reference one or more layers in an
referenced viewports external file. Select this option to convert any referenced layers in the older
(Vectorworks Design Series version file into viewports. See Presenting Drawings with Design Layer
required) Viewports on page 723 in the Vectorworks Design Series Users Guide.
Convert absolute references into Converts workgroup references with absolute file paths to relative file paths, if
relative references a relative file path is allowed. A relative file path is not allowed if the file is on
(Vectorworks Design Series a different volume from the referenced file.
required)

3. Specify the conversion settings and click OK to save the change; future file conversions will use this setting.
4. In the conversion alert box, click OK to continue with the conversion.
5. If the file contains a solid that could not be properly generated by the Parasolid kernel, an alert displays to this
effect.
You may be able to edit the converted geometry and regenerate the solid. (See Converting Previous Version
Files on page 49 for more information.)

Exiting Vectorworks
To close the Vectorworks program along with any open files:
1. From the File menu (Windows) or Vectorworks menu (Macintosh), select Quit.
2. If there are any unsaved files, click Save (Macintosh) or Yes (Windows) to save the changes and exit. Click Dont
Save (Macintosh) or No (Windows) to exit without a save.

Drawing Techniques
Objects are created using the mouse, the keyboard, or a mouse and keyboard combination.

Using the Mouse


The easiest way to draw in the Vectorworks program is to use the mouse. Select the appropriate tool button and create
an object in either the click-drag or the click-click mode, depending on the type of object.
Undoing and Redoing Actions | 55

In click-drag mode, click and continue to hold down the mouse button while you create an object; release the button
when the object is the desired size and shape.
1st click

Release

In click-click mode, click the mouse to mark the start point of an object, and then click again at each of the objects
corners or vertices.
1st click

2nd click

The program defaults to click-click mode, and all procedures in this guide are based on click-click drawing. This
preference can be changed in Vectorworks preferences.
Use the Data bar for accurate object placement and creation. See Using the Data Bar on page 203.

Setting Parameters Before Creating Objects


Some of the creation tools can be used in conjunction with a properties or preferences dialog box. Not every tool
includes this functionality.

Rectangle
Tool

To create objects and specify the properties before creation:


1. Double-click the desired tool (or press the tools shortcut key twice).
The tools properties or preferences dialog box opens.
2. Enter the desired criteria.
3. Click OK.
If Position At Next Click is selected, click the mouse to select the objects location in the drawing.

Undoing and Redoing Actions


Specify preferences to control how many actions can be undone and redone.
56 | Chapter 2: Getting Started

Undoing Actions
One or more of the most recent actions can be undone. Specify the number of actions that can be undone on the Session
tab of Vectorworks preferences. See Session Preferences on page 20 for information on this tab. The maximum
number of actions that can be undone is 100. Select Issue undo warnings to open a warning dialog box when
attempting to undo an action that cannot be undone.
To undo recent changes:
Select Edit > Undo.
The most recent change is undone. Continue to select the Undo command to undo changes in the reverse order in
which they were performed.
The higher the maximum number of undos, the more memory may be required.

Redoing Actions
Actions that have been undone can then be redone. The number of actions that can be redone is determined by how
many undos were performed.
To redo actions that were undone:
Select Edit > Redo.
The most recent undo is reversed and the action is executed again. Continuing to select the Redo command will
redo changes in the reverse order that they were undone.

Moving Around
There are several ways to move around within a drawing file, which allows you to look at the whole drawing or at
select portions of it.

Panning
Use the Pan tool to move the drawing around the drawing window, changing the area of display. When in an uncropped
perspective projection, the Pan tool moves the viewpoint in the model while the line of sight remains centered in the
window; see Perspective on page 552.

To pan around the drawing:

1. Click the Pan tool from the Basic palette.


2. Move the hand into the drawing window.
3. Click and hold down the mouse button, and drag the drawing around the screen.
The rulers move with the page.
4. When the drawing shows the desired area, release the mouse button.
Areas of the drawing that were off the page do not display until the mouse is released.
Moving Around | 57

Double-click the Pan tool to refresh the drawing view.

Panning with the Mouse Wheel


On a wheel-mouse, click and hold down the mouse wheel to pan at any time, regardless of which tool is currently
selected.
This feature will not work properly if the wheel button has been assigned a custom function in the mouse setup. For
example, if the wheel button is set to perform a delete when clicked, a wheel click in the Vectorworks program deletes
rather than pans. (The specific setting required for this feature depends on the type of mouse being used.)

Panning with the Arrow Keys


Use the arrow keys on the keyboard to pan at any time, regardless of which tool is currently selected. Specify the arrow
shortcut keys for panning in Vectorworks preferences (see Setting Vectorworks Preferences on page 17). Press the
shortcut key combination once to move the drawing one half-screen in the direction of the arrow.

Moving the Page Print Boundary


The Move Page tool changes the position of the print boundary within the drawing area. Though the boundary moves,
the rulers, origin, and objects remain fixed. In 3D, the working plane does not move along with the boundary.

To move the page:

1. Click the Move Page tool from the Basic palette.


2. Click and drag the page outline to the desired location.
The original position of the page continues to display, helping to measure your movement.
3. Click to set the position of the page.

Paste in Place works from user origin. If the page is moved, the image is placed in relation to the origin, not the new
page location.
58 | Chapter 2: Getting Started

Double-click the Move Page tool to set the page origin to be the same as the user origin.

Zooming
Zoom controls the visual scale of a drawing. It does not affect the physical size of objects as set by the layer scale in the
Organization dialog box. Like a magnifying glass, zoom controls how close or far away objects appear on the screen.
Zoom in to get a close-up view of a detail, and zoom out to get a broader view of the whole drawing.
During a zoom operation, the drawing continues to display normally if possible. A complex drawing may not display in
full detail during a zoom operation, but as soon as the zoom is complete, the drawing displays normally. When in an
uncropped perspective projection, zooming moves the viewpoint in the model while the line of sight remains centered
in the window; see Perspective on page 552.
The Vectorworks program includes zoom functionality through the mouse wheel, through buttons on the View bar, and
through the Zoom tool on the Basic palette.

Zooming with the Mouse Wheel


On a wheel-mouse, roll the mouse wheel forward to magnify the drawing (the Zoom tool on the Basic palette need not
be selected). Roll the mouse wheel backward to zoom out from the drawing.
The mouse wheel behavior is controlled by the Mouse wheel zooms setting in the Edit tab of the Vectorworks
Preferences dialog box. If the wheel is set to scroll by default, you must press the Ctrl (Windows) or Option
(Macintosh) key while you roll in order to zoom. See Edit Preferences on page 17 for details.
This feature will not work properly if standard scrolling is disabled in the mouse setup. For example, if the
mouses scrolling size is set to none, mouse zooming in the Vectorworks program is disabled. (The specific
settings required for this feature depend on the type of mouse being used.)

Zooming from the View Bar


From the View bar, click the Zoom button to double the magnification of the drawing (a single-click on this button
performs the same function as a double-click on the Zoom tool on the Basic palette). To reduce the magnification by
half, press the Alt key (Windows) or Option key (Macintosh) when you click the Zoom button. To zoom by a specific
amount, enter a zoom factor in the View bar, or select one from the pull-down list.
If an object or objects are currently selected, the zoom is centered on those object(s). To zoom on a specific area of the
drawing (with nothing selected), click in an open area and then click the Zoom button.

Zoom In/Out Current Zoom

Zooming with the Zoom Tool


The Zoom tool has two modes.

Marquee Interactive

Mode Description
Marquee Magnifies the portion of the drawing that is within the marquee area; in click-drag mode,
simply click once (do not create a marquee box) to double the zoom factor.
To zoom out, hold down the Option (Macintosh) or Alt (Windows) key during the zoom.
Interactive Interactively zooms the drawing area
Moving Around | 59

With the Zoom tool selected, double-click anywhere in the drawing to automatically activate the Selection tool.
Double-click the Zoom tool from the Basic palette to double the magnification of the drawing. The Zoom In
button on the View bar performs the same action.
Marquee Mode
Select a portion of the drawing to magnify using marquee selection.

To marquee zoom:

1. Click the Zoom tool from the Basic palette.


2. Click the Marquee mode button.
3. Click and drag to create a marquee box around the portion of the drawing to magnify.
4. Click again to zoom in.
Vectorworks magnifies the selected section so that it fills the drawing window.

To zoom out, hold down the Option (Macintosh) or Alt (Windows) key while you draw a marquee box around a portion
of the drawing. Click again to zoom out. The program reduces the magnification to display additional portions of the
drawing around the selected section.
Interactive Mode
Choose an area of the drawing to magnify interactively.

To interactively zoom:

1. Click the Zoom tool from the Basic palette.


2. Click the Interactive mode button.
3. Click in the drawing and hold down the mouse button (Macintosh) or left mouse button (Windows) while you
move the mouse forward to zoom in on the drawing from the location of the click.
To zoom out, click in the drawing and hold down the mouse button (Macintosh) or left mouse button (Windows) while
you move the mouse backward to zoom out of the drawing from the location of the click.
60 | Chapter 2: Getting Started

Normal Scale
The Normal Scale command automatically displays the drawing file at 100% of its real-world scale. For example, if a
drawing scale is set to 1:1, every inch on the monitor corresponds to an inch on paper. Normal scale is the scale at
which the drawing is printed.
To set the drawing to normal scale:
1. Select View > Zoom > Normal Scale.
Vectorworks changes the view so that the objects screen size and print size are the same.
2. If the drawing size is larger than the monitors dimensions, scroll or pan around the drawing to see all elements.

Scrolling
Automatically Scrolling While Drawing
The Vectorworks program automatically scrolls the drawing area when an object is being drawn.
To use autoscroll:
1. Select any drawing tool.
2. Press and hold down the mouse button to begin drawing.
3. Drag the cursor on top of or past a scroll bar or ruler.
The drawing window scrolls in the direction of the cursor.
In click-click mode, if you do not hold down the mouse button while you draw, the autoscroll is halted if the cursor
passes a scroll bar or ruler; this allows interaction with the scroll bars, tool palettes, and tool sets.

Using the Scroll Bars


Use the scroll bars to move the drawing around the screen. However, the scroll bars are best used for small movements,
because they require the screen to redraw more frequently. For large movements, the Pan tool is faster. To display or
hide the scroll bars, change the scroll bars setting in the Vectorworks Preferences dialog box.

Scrolling with the Mouse Wheel


On a wheel-mouse, press the Ctrl (Windows) or Cmd (Macintosh) key while you roll the wheel forward or backward to
scroll the window up or down. To scroll the window left or right, press the Shift key while you roll.
The mouse wheel behavior is controlled by the Mouse wheel zooms setting in the Edit tab of the Vectorworks
Preferences dialog box. The wheel can be set to scroll by default, so that no additional key must be pressed while you
roll in order to scroll. See Edit Preferences on page 17 for details.
This feature will not work properly if standard scrolling is disabled in the mouse setup. For example, if the
mouses scrolling size is set to none, mouse scrolling in the Vectorworks program is disabled. (The specific
settings required for this feature depend on the type of mouse being used.)

Selecting Objects
Use the Selection tool from the Basic palette to select objects for the next command or edit operation. The Shift key
and the Alt (Windows) or Option (Macintosh) key are modifiers for selection actions. Create rectangular, lasso, or
polygonal marquees around objects to select single or multiple objects. The following table describes the various
selection methods.

Method Selection Action


Click Standard selection method; selects a single object only
Selecting Objects | 61

Method Selection Action


Option-click (Macintosh) or Creates a copy of the object and places it directly over the selected object,
Ctrl-click (Windows) unless the preference has been disabled (see Edit Preferences on page 17)
Shift-click Selects multiple objects as each object is clicked; also can be used to deselect
one or more objects without affecting other selected objects
Option-drag (Macintosh) or Places a copy of the object where the mouse button is released
Ctrl-drag (Windows)
Rectangle, lasso, polygon marquee Selects all objects that are completely contained within the marquee
Shift-marquee Reverses the selection status of objects inside a marquee; if objects inside the
marquee are selected, this method deselects those objects
Option-marquee (Macintosh) or Selects all objects that the marquee passes through, as well as those contained
Alt-marquee (Windows) within the marquee
Invert Selection command (on the Deselects everything that is currently selected, and selects all visible objects in
Edit menu) editable layers and classes that are not currently selected
Double-click Reactivates the working plane on which a planar object was created; may also
have other behavior such as symbol editing or polygon reshaping, depending
on selected settings
Select Vertex in Object Info For vertex-based objects, selects a single vertex for editing on the Object Info
Palette (context menu command) palette; see Editing Vertex-Based Objects on page 252

To deselect all selected objects, double-click on the Selection tool, click in an empty area of the drawing, or press the
x key twice in rapid succession.

The Selection Tool


Use the Selection tool to select objects, to move and resize objects in any view, and to insert objects in or next to a wall.
In a rendered 3D view, hidden geometry located behind solid objects cannot be directly selected. This makes it easier to
select solid objects without the interference of hidden objects. To select hidden geometry, use X-ray Select mode (see
X-ray Select Mode on page 64) or the clip cube feature (see Viewing a Model with the Clip Cube on page 564).
An additional mode, Connected Walls, becomes available when the Vectorworks Architect/Landmark product is
installed. See Moving Connected Walls on page 122 in the Vectorworks Design Series Users Guide for information.
For marquee selection, press the Option (Macintosh) or Alt (Windows) key while drawing the marquee to select all
objects that intersect the marquee.
Single Object Wall
Interactive Scaling Insertion Lasso Marquee

Disabled Interactive Polygonal


Scaling Marquee

Unrestricted Interactive Rectangular Marquee


Scaling
62 | Chapter 2: Getting Started

Mode Description
Disabled Interactive Scaling No reshape handles display for a selected object, so that it can be dragged from any
point without accidentally affecting its size
Single Object Interactive Allows resizing by dragging a reshape handle that displays on a single selected
Scaling object.

Drag the middle handle to


the right to reduce the
rectangles width

Allows symbols to be scaled, similar to the Scaling option in the Object Info palette,
unless the Allow Interactive 2D symbol scaling Vectorworks preference has been
disabled; see Edit Preferences on page 17.
Page-based symbols can only be scaled symmetrically.
To rotate certain objects (such as rectangles, rounded rectangles, ovals, text objects,
bitmaps, and PICT images), press the Option key (Macintosh) or Alt key (Windows)
while dragging a reshape handle.

Drag the lower left handle


upward and to the right to
rotate the rectangle

Unrestricted Interactive Allows resizing of multiple objects by dragging a reshape handle that displays on
Scaling one of the selected object(s)
Drag the middle
handle to the right to
reduce the width of
both rectangles

Wall Insertion Allows symbols and plug-in objects that are already on drawing to be placed into a
wall segment. When disabled, symbols can be moved next to or on a wall without
becoming part of the wall. See Wall Insertion Mode on page 179 for more
information.

Rectangular Marquee Creates a marquee box around objects when selecting. Click to set the start point,
drag the mouse in the desired direction, and release to set the end point. All objects
within the marquee are selected.
Selecting Objects | 63

Mode Description
Lasso Marquee Creates a free-form marquee, allowing a more exact selection of irregular shapes.
Click to set the start point, drag the mouse in the desired direction, and release to set
the end point. All objects within the marquee are selected.

Polygonal Marquee Creates a marquee with an irregular polygonal shape. Click to set the start point, and
then continue clicking to define the shape. Double-click to finish the marquee. All
objects within the marquee are selected.

To select objects:

1. Click the Selection tool from the Basic palette.


2. Select the appropriate mode.
3. Select the desired object(s).

Select All
The Select All command selects all visible objects in editable layers and classes. The active layer is always editable,
but other layers can be editable if they are visible and if the Layer Options are set to Show/Snap/Modify Others. For
more information about setting layer and class visibility and layer and class options, see Setting Visibilities on
page 118 and Setting Class and Design Layer Options on page 114.
To select all objects in the drawing area:
Select Edit > Select All.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the drawing area, and select Select All from the
document context menu.
The program selects all visible objects that can be modified. Each of these selected objects is displayed with
highlighting. Locked objects are also selected so they can be unlocked for modification.

Previous Selection
The Previous Selection command reselects the set of objects that were most recently selected. This is especially useful
if a large number of objects were accidentally deselected.
64 | Chapter 2: Getting Started

To reselect previously selected objects, select Edit > Previous Selection.

Coincident Object Selection


When the edges or points of multiple objects exist at the same location on the drawing, you might not be able to simply
click with the Selection tool to select the object(s) you need. The desired object might have an edge that coincides with
the edge of another object, for example. In this situation, an asterisk (*) is added to the various selection cursors to
indicate that multiple objects exist at the current location, as follows.

Move Selection Add Selection Resize


cursor cursor cursor cursor

You can then use either the Coincident Selection key or the Select Coincident Objects command from the context
menu to open a dialog box from which you can select the appropriate objects. Coincident selection can work in
conjunction with X-ray Select mode when coincident objects are hidden by rendered solids (see X-ray Select Mode
on page 64).
To select one or more coincident objects:
1. Click the Selection tool from the Basic palette.
2. When the cursor indicates that multiple objects are available beneath it, press and hold the Coincident Selection
key (J by default) and click the drawing. Alternatively, right-click (Windows) or Ctrl-click (Macintosh) and select
Select Coincident Objects from the object context menu.
The Coincident Selection key can be changed in the Workspace Editor; see Modifying Snapping and Mode
Shortcuts on page 876.
3. The Select dialog box opens. Each object available for selection at that point displays in a list, in top to bottom
stacking order.

4. Click to select one or more items from the list; the selected objects are highlighted in the drawing.
5. Click OK to close the dialog box and select the objects.
Alternatively, double-click an item from the list to select it in the drawing.

X-ray Select Mode


A 2D object in Top/Plan view can have a fill that obscures objects beneath it on the same design layer or on other
visible layers. In a 3D view, rendered objects hide or occlude objects behind them. To make it easier to see these
hidden objects and select them with the Selection tool, use the X-ray Select mode. When the designated key is pressed
in Top/Plan view, all 2D objects with fill become semi-transparent. In a 3D rendered view, pressing the key creates an
area around the cursor where you can view the objects behind the solid object(s) in Wireframe mode, as if you had
X-ray vision.
This is a convenient way of selecting objects without switching to Wireframe render mode.
Selecting Objects | 65

In addition to the Selection tool, the X-ray Select mode can be used with other tools that require the selection of
objects, such as the Eyedropper, Visibility, and Select Similar tools. GDI+ imaging (Windows) or Quartz imaging
(Macintosh) must be enabled in the Display tab of the Vectorworks preferences for this feature to work.
To see and select objects with the X-ray Select mode:
1. Click the Selection tool from the Basic palette.
2. Press and hold the X-ray Select mode key (the B key, by default). In Top/Plan view, all 2D objects that have a fill
become semi-transparent (edge lines are unaffected); in a 3D view, rendered objects display in Wireframe mode
near the cursor.
The X-ray Select mode key can be changed in the Workspace Editor; see Modifying Snapping and Mode
Shortcuts on page 876.
The opacity of fills in X-ray Select mode can be changed in the Interactive Appearance Settings dialog box; see
Configuring Interactive Display on page 68.
3. Click or Shift-click to select objects as needed. Objects are selected the same way they are normally, except that a
filled object that is beneath another object behaves as if it has no fill; you must click the edge of the object to select
it.
4. Release the key to exit X-ray Select mode.

Layer 1 has an exterior view of a building made from filled Layer 2 has a section view of the same building, also
objects. Even though the layer options are set to Show/ made from filled objects. When the X-ray Select mode
Snap/Modify Others, the objects on Layer 2 are not visible key is pressed, all filled objects become transparent.
and cannot be selected by clicking with the Selection tool. The objects on Layer 2 are visible and can be selected
by clicking with the Selection tool.
66 | Chapter 2: Getting Started

Selection and Pre-selection Indicators


When you move the cursor over the objects in a drawing, and when you select objects, highlighting and handles
provide information about the current state of the objects. These indicators can be customized as needed in the
Vectorworks preferences. See Interactive Preferences on page 25 for details.

Highlighting
Highlighting can indicate the following information about an object in a drawing.
Currently selected
Currently pre-selected because it is under the cursor (or within the selection marquee)
Locked
On an inactive layer
Causing one of the displayed snap points
Can be acted upon by the currently active tool
In the Vectorworks preferences, there are several options to customize the highlighting.
The different types of highlighting can be enabled and disabled individually.
The highlighting for selected objects can be animated.
The timing of the highlighting for pre-selected objects can be adjusted.
The color, opacity, and size of each type of highlighting can be adjusted.
By default, all highlighting options are enabled, and selected objects display as shown in the following illustration.

The cursor is snapping to the Objects highlighted in orange


circles center; the circle has are on the active layer and are
gray dashed line highlighting, not locked
in addition to the orange
selection highlighting

Objects highlighted in gray


are locked

Objects highlighted in dark


orange are on an inactive layer

Sample highlighting with several types of objects selected

In a rendered 3D view, solid objects occlude or hide objects behind them. Highlighting of occluded objects is set, by
default, to be less opaque than that of objects not occluded behind other objects.
Selecting Objects | 67

The selected stair is partially occluded by the walls and


other objects; selection highlighting is not as opaque in
those areas

Handles
In addition to highlighting, square handles can display on selected objects. The appearance of the handles is
controlled by the Selection highlighting setting on the Interactive tab in the Vectorworks preferences. Also, the colors
of the handles can be customized.
If selection highlighting is enabled (the default setting):
Handles display on a selected object if the object can be edited with the active tool
Unlocked objects on the active layer have blue handles
Unlocked objects on an inactive layer have white handles
Locked objects have no handles (since they cannot be edited)
Handles can be used as reshape points
If selection highlighting is disabled:
Handles display on all selected objects
Unlocked objects on the active layer have blue handles
Locked objects on the active layer have gray handles
All objects on an inactive layer have white handles
Some of the handles can be used as reshape points, and some cannot, depending on the object, and on which tool
is active
Selection highlighting enabled Selection highlighting disabled

The selected wall is highlighted in With three walls selected, the locked With three walls selected, the locked
orange; blue handles indicate that wall (bottom) is highlighted in gray; there wall (bottom) has a gray handle on the
the wall can be reshaped with the are no handles because the objects right side; the unlocked walls have blue
active tool cannot be reshaped with the active tool handles
68 | Chapter 2: Getting Started

Configuring Interactive Display


You may find it helpful to customize the appearance of interactive elements in the program, including general elements,
object highlighting, SmartCursor elements, and snap points.
To configure the appearance of interactive elements:
1. Select Tools > Options > Vectorworks Preferences. On the Interactive tab of the Vectorworks Preferences dialog
box, click Interactive Appearance Settings.
Alternatively, select Tools > SmartCursor Settings. On the General tab of the SmartCursor Settings dialog box,
click Interactive Appearance Settings.
The Interactive Appearance Settings dialog box opens.
2. Select either the Standard Background or Black Background tab, depending on whether the black background
display preference is enabled (see Display Preferences on page 18). The same elements can be customized for
both background types, except that there are no options for setting background colors for black backgrounds.

Element Description Example


General
Active Layer Plane Sets the color and opacity of the active layer plane grid
Selecting Objects | 69

Element Description Example


Background - 3D Views Sets the background color of the drawing area for
(Standard Background only) design layers in 3D views

Background - Perspective Sets the ground color and ground horizon color when
Horizon Ground in non-cropped perspective view; the foreground color
gradually transitions to the background color as a
gradient in the direction of the horizon

Background - Perspective Sets the sky color and sky horizon color when in
Horizon Sky non-cropped perspective view; the foreground color
gradually transitions to the background color as a
gradient in the direction of the horizon

Background - Sheet Layers Sets the background color of sheet layers


(Standard Background only)

Background - Top/Plan Sets the background color of the drawing area for
(Standard Background only) design layers in Top/Plan view

Editing Modes Border Sets the color, opacity, and thickness of the colored
border when in an editing mode

Grid Sets the color and opacity of the reference grid

Page Boundary Sets the color and opacity of the page boundary border
70 | Chapter 2: Getting Started

Element Description Example


Repetition Opacity Sets the opacity for the repetitions of the selected line
type or tile object, which are displayed when a line type Selected
or tile resource is being edited tile object

Repeated
object

Reshape Handles - Active Sets the color of the square handles that can be dragged
Layer to reshape a selected object on the active layer

Reshape Handles - Inactive Sets the color of the square handles that can be dragged
Layer to reshape a selected object on an inactive layer

Working Plane Sets the color of the working plane and opacity of its
fill and frame, as well as the opacity and thickness of
the working plane axes

X-ray Select Mode Sets the opacity of the objects in X-ray Select mode

Object Highlighting
Action Sets the color, opacity, and thickness of the
highlighting for objects being modified

Active Layer Sets the pattern, forecolor, backcolor, opacity, and


thickness of the highlighting for an object that is
selected on the active layer
Inactive Layer Sets the pattern, forecolor, backcolor, opacity, and
thickness of the highlighting for an object that is
selected on an inactive layer
Automatic Plane Source Sets the color and opacity of the automatic working
plane

Locked Sets the pattern, forecolor, backcolor, opacity, and


thickness of the highlighting for an object that is locked
Pre-Selection - Active Layer Sets the color, opacity, and thickness of the
highlighting for an object that is pre-selected on the
active layer; an object can be pre-selected by being
either under the cursors selection box, or inside a
selection marquee
Selecting Objects | 71

Element Description Example


Pre-Selection - Inactive Sets the color, opacity, and thickness of the
Layer highlighting for an object that is pre-selected on the
inactive layer
Pre-Selection - Locked Sets the color, opacity, and thickness of the
highlighting for an object that is locked

Snap Object Sets the color, opacity, and thickness of the


highlighting for an object that is being snapped to; the
highlighting is always a dashed line
Tool Highlighting Sets the color, opacity, and thickness of the
highlighting for an object that can be edited by the
active tool
Occluded 3D Graphics Sets the opacity of feedback graphics, such as
highlighting, snapping, selection indication, and some
preview graphics, when occluded by a rendered 3D
solid

SmartCursor
Acquisition Hints Sets the color, opacity, and thickness of the graphical
hints which display near the cursor to show when a
smart point, smart edge, or vector lock can be acquired
or released

Cue Background Specifies the background color and opacity of


SmartCursor cues

Cue Text Sets the color and size of SmartCursor text

Datum Indicator Sets the color, opacity and thickness of the datum
indicator

Extension Lines - Angle Sets the color, opacity and thickness of angle extension
lines

Extension Lines - Smart Sets the color, opacity and thickness of smart point
Point alignment lines (the selected color may be overridden
by the default X, Y, and Z axis colors)
72 | Chapter 2: Getting Started

Element Description Example


Planes Sets the color and opacity of angle and alignment
planes (the selected color may be overridden by the
default X, Y, and Z axis colors)

Selection Box Sets the color, opacity, and thickness of the selection
box around the SmartCursor

Smart Edges Sets the color, opacity and thickness of smart edge lines

Smart Points Sets the color, opacity, and thickness of smart points

Snap Box Sets the color, opacity, and thickness of the snap box
around the SmartCursor

Vector Locks Sets the color, opacity, and thickness of vector locks

Snap Points
Available Sets the color, opacity, and thickness of snap points
available near the cursor and within the snap box

Congestion Indicator Sets the color, opacity, and thickness of the snap box
when there are too many available snap points around
the SmartCursor (using the snap loupe is recommended
in this situation; see Using the Snap Loupe on
page 150)
Current Sets the color, opacity, and thickness of the current
snap indicator
Obtained Sets the color, opacity, and thickness of the acquired
snap point
Setting Up the Drawing | 73

Element Description Example


Special Sets the color, opacity, and thickness of snap point
hints such as midpoint, center, along line, and tangent
snaps
Reset Restores the default settings for all interface elements

3. Click the column heading to sort by interface element, if desired. Select the element to change, and then set the
parameters that display to the right of the element list as needed. Different parameters display, depending on the
element selected.

Parameter Description
Pattern / ForeColor / BackColor To use a solid color, select the color from the ForeColor menu; then from the
Pattern menu, select the solid pattern for that color
To use a pattern, select the ForeColor and BackColor colors from the menus
(see Selecting a Color from a Color Palette on page 543); then select a
Pattern
Color Select the color from the menu (see Selecting a Color from a Color Palette on
page 543)
Opacity Drag the slider right to increase or left to decrease the opacity of the interactive
element
Size Drag the slider right to increase or left to decrease the width of the interactive
element

4. Click OK to save the settings, which apply to all Vectorworks drawings.


5. From the Vectorworks Preferences dialog box, click OK again to save the preferences.

Setting Up the Drawing


Before beginning a new drawing, determine drawing properties like scale, units, interactive displays, color palettes,
line thickness, and dimension standards. See Palette Layout Options on page 10 to set the preferred window options
prior to setting up the drawing.
The combination of layers, classes, and views can produce a variety of drawings generated from a single file (see
Drawing Structure on page 89). Proper file setup ensures maximum usability for multiple output.
The three required drawing settings are layer scale, units, and drawing size. Once these are established, optional
drawing settings can be found in document preferences, scripts, snap and reference grids, layers and classes, and other
defaults; although making these settings is not required, it is recommended.
Setting up the layers and classes while setting up the drawing is recommended. See Managing Layers on page 94 and
Managing Classes on page 106 for more detailed information about creating layers and classes.
When using templates, many of these settings will have already been specified.

Design Layer Scale


Layer scale is the ratio of the actual size of an object to its size in a drawing. Layer scale exists to allow graphic
properties of the drawing or model to be represented properly, as though you were drawing at a particular scale on a
piece of paper. For example, for the default layer scale of 1:1, every inch in the drawing represents an inch in the real
74 | Chapter 2: Getting Started

world. The scaling value allows the proper representation of attributes such as line thickness, line type, marker size,
text size, and hatches.
In What You See Is What You Get (WYSIWYG) drawing, an intended output scale is needed to properly display
these attributes; this allows you to see how the drawing will look at that intended format. For practical use, set the layer
scale to be the same as that of the predominant output scale of the project. This will necessitate the least amount of
attribute scaling in viewports.
Vectorworks can set one scale for all design layers in a drawing, or set a different scale for individual design layers.

Changing the Scale of the Drawing or the Active Design Layer


To change the scale of the active design layer or of the entire drawing:

1. Right-click (Windows) or Ctrl-click (Macintosh) in the drawing area to access the document context menu, and
then select Active Layer Scale. Alternatively, if the layer scale is displayed on the View bar, click the Layer
Scale button.
The Layer Scale dialog box opens.

2. Either select a scale, or enter a custom value in Paper Scale.


3. To simultaneously change the scale of all existing design layers in the entire drawing, select All Layers.
4. To scale text proportionally to the rest of the design layer, select Scale Text. Deselect Scale Text to keep the text
at its current size even if the scale changes.
5. Click OK to return to the drawing.

Changing the Scale of Selected Design Layers


To change the scale of one or more selected design layers:
1. Select Tools > Organization.
The Organization dialog box opens. Click on the Design Layers tab.
2. Select the layer(s) to change from the Design Layer list and click Edit (or double-click a single layer name).
The Edit Design Layers dialog box opens (see Setting Design Layer Properties on page 97).
3. Click Scale.
The Layer Scale dialog box opens.
4. Either select one of the scales, or enter a custom value in Paper Scale.
Setting Up the Drawing | 75

5. To scale text proportionally to the rest of the design layer, select Scale Text. Deselect Scale Text to keep the text
at its current size even if the scale changes.
6. Make sure that All Layers is not selected.
7. Click OK.

Units
The Vectorworks program provides a wide range of measurement systems to select from and also provides the
flexibility to create a customized measurement system. The selected measurement system is applied globally
throughout the drawing, from the measurements that display on the rulers to those used in dimensions and worksheets.
The Units command opens the Units dialog box, which organizes units settings on two tabbed panes:
The General Display and Dimensions tab settings affect the units throughout the drawing and the rounding
settings for primary dimensions.
The Dual Dimensions tab contains many of the same parameters found on the General Display and Dimensions
tab, but its settings apply only to secondary dimensions. If dual dimensions are not being used, these settings have
no effect. For more information on dual dimensioning, see Dual Dimensioning on page 698.

Selecting a Unit System


To select or change the current measurement system:
1. Select File > Document Settings > Units.
The Units dialog box opens.
2. Specify the units display parameters, and then click OK.
76 | Chapter 2: Getting Started

Parameter Description
Length
Units Select the desired length measurement system from the list.
If this setting is changed from one metric unit to a different metric unit, the
Decimal precision and Dimension object precision values are automatically
scaled by the same ratio, to maintain the same inherent precision the document
had before. If the setting is changed from a non-metric unit to a metric unit, the
precision values are automatically set to new default values suitable for the
selected metric unit.
Custom If the Custom unit is selected, click Custom to create a custom length measurement
system; see Creating a Custom Unit System on page 77
Show Unit Mark Select to display the unit mark along with the unit value; if the Feet & Inches unit is
selected, Vectorworks automatically displays unit marks and therefore, Show Unit
Mark is unavailable
Show Thousands Select to display a thousands separator in the values of dimension objects; the
Separators in Dimension separator used (a period or comma) depends on the current regional setting in the
Text operating system
Separators are for display only; they are not used in the Object Info palette, or in
the dimension text as it is being edited
Rounding Style Rounding only affects how numbers are displayed; if the number 1.23456 is entered
with a rounding of .00, the value is recognized as 1.23456 but displays as 1.23
Fractional Select for fractional rounding
Decimal Select for decimal rounding
Exact as Fractions / Select for a combination of fractional and decimal rounding
Non-Exact as Decimals
Fractional Display for If a fractional Rounding Style was selected, select a style for the fractions that appear
Dimensions in dimensions:
Standard:
Diagonally stacked:
Vertically stacked:
Rounding Precision
Fraction precision If a fractional or combination Rounding Style was selected, select the fractional
precision value, up to 1/64
Decimal precision If a decimal or combination Rounding Style was selected, select up to ten digits of
decimal precision
Dimension object Select a precision value for dimension objects; to link the dimension value to the
precision fraction or decimal precision value, click the link button to the right of the precision
fields:

Decimal rounding base Select whether decimal rounding is performed using multiples of tenths, quarters, or
halves; the option selected is reflected in the Decimal precision field
Setting Up the Drawing | 77

Parameter Description
Dimension rounding Select whether dimension rounding is performed using multiples of tenths, quarters,
base or halves; to link the dimension value to the decimal base value, click the link button
to the right of the rounding base fields:

Decimal Options
Leading Zero If one of the decimal rounding options is chosen, select to display a leading zero
Trailing Zeros If one of the decimal rounding options is chosen, select to display trailing zero(s)
Area / Volume / Angle
Units Select the area, volume, and angular measurement system from the list.
If this setting is changed from one metric unit to a different metric unit, the
Precision value is automatically scaled by the same ratio, to maintain the same
inherent precision the document had before. If the setting is changed from a
non-metric unit to a metric unit, the precision value is automatically set to a new
default value suitable for the selected metric unit.
Custom If the Custom area or volume unit is selected, click Custom to create a custom area or
volume measurement system; see Creating a Custom Unit System on page 77
Precision For area and volume measurement systems, select up to ten digits of decimal
precision. For angular measurement systems, select to display angular units in degrees
(there are 360 degrees in a circle, and the angle mark is ), radians (there are 2pi
radians in a circle, and the angle mark is r), or gradians (there are 400 gradians in a
circle, and the angle mark is g); also, select up to eight digits of angular precision or
specify degrees, minutes, and/or seconds.

Creating a Custom Unit System


To create a customized measurement system:
1. Select File > Document Settings > Units.
The Units dialog box opens.
2. Select Custom from the length, area, or volume Units list, or if editing an existing custom measurement system,
select the custom name from the Units list.
3. Click Custom.
The Custom Units:Length, Custom Units:Area, or Custom Units:Volume dialog box opens, depending on the type
of custom unit being created or edited. The available values in each field vary based on the custom unit type.
78 | Chapter 2: Getting Started

Parameter Description
Unit Name Name given to the custom measurement systemfor example, Cubit
Unit Mark Mark (abbreviation) used to represent a unit in the custom measurement systemfor
example, cbt
Smaller from Larger Set the number of custom units that occur per selected unitfor example, There Are 2
Units Per Inch
Larger from Smaller Set the number of selected units that occur per custom unitfor example, There Are 2
Inches Per Unit

4. Click OK to exit the Custom Units dialog box.


5. Enter the remaining criteria as described in Units on page 75.
6. Click OK.

Snap and Reference Grids


There are two separate grid systems for precise drawing: the snap grid and the reference grid.

Reference Snap
Grid Grid

The Snap Grid assists with drawing and placing objects precisely. The snap grid appears as small dots when zoomed
in, depending on the snap grid dimensions. The snap grid is used in combination with the Snap to Grid snapping
option on the Snapping palette. As the mouse moves across the screen, it automatically catches at each increment on
the snap grid. When you are placing or drawing an object, it snaps to the grid.
With shortcut keys, objects can be moved constrained to the snap grid. See Edit Preferences on page 17 for more
information.
Setting Up the Drawing | 79

The Reference Grid normally displays on the screen (depending on the zoom factor and grid dimensions), and can be
printed. The most useful way to set the reference grid is so that it is an extension of the set scale.
Depending on the drawing, the snap and reference grids can have identical or different dimensions. For example, if you
are designing kitchen cabinets with a tolerance of one-sixteenth of an inch, set the snap grid to 1/16. It would be hard
to draw on a screen that displayed 16 horizontal and vertical lines squeezed within every inch. For that reason, you
might want to mark off only whole inches on the screen by setting the reference grid to 1.
At file setup, establish the snap and reference grid settings based on the drawing scale. See Grid Snapping on
page 135. The color of the reference grid can be changed; see Configuring Interactive Display on page 68.

Guides
The Make Guide command enables the placement of guidelines which can be used to visually align objects in the
drawing. Guides can be any shape and size. In addition to providing visual clues, guides work with the SmartCursor to
ensure precise alignment. Guide objects are locked into a class called Guides and are colored light purple. Guides are
printed unless the Hide Guides command is selected, or the Delete All Guides command has permanently removed
them.

To create a guide:
1. Create the object to become a guide.
2. Select the object.
3. Select Modify > Guides > Make Guide.
The object changes into a guide and is placed in a Guides class.
On the Guides command submenu, the following options can be selected.

Option Description
Make Guides The object becomes a guide
Select Guides Selects all the guides in a drawing
Show Guides Displays guides which were hidden
Hide Guides Temporarily hides the guides in the drawing
Delete all Guides Permanently removes all guides and the objects used to create them

You can snap objects to the guide(s) closest to it by using Snap to Object from the Snapping palette. The distance
at which the objects snap to the guides is determined by the Snap box size setting in the Vectorworks preferences.
See Interactive Preferences on page 25 for details on setting the snap radius setting.
To delete a single guide, highlight it and then select Modify > Unlock. The guide is now editable. Select Edit > Clear
to remove it from the drawing. A guide can also be unlocked in order to move it to a new location. Select Modify >
Lock to lock the guide into place once it is relocated.
80 | Chapter 2: Getting Started

Set Origin
Use the Set Origin command to change the placement of the origin in the drawing area. The working plane is also
moved to the layer plane origin. The origin is the point where the X and Y axes meet (0,0). Its default placement is at
the center of the drawing area.
All design layers have the same origin, but each sheet layer has its own origin, independent of the other layers.
To set the origin:
1. To set the origin for a specific sheet layer, select the sheet layer first.
Alternatively, edit the sheet layer properties from the Organization palette.
2. For design layers, make sure the active layer is in Top/Plan view.
3. Select Tools > Set Origin. The Set Origin dialog box opens.
Alternatively, double-click the Set Origin button (see Set Origin Button on page 81).

Parameter Description
Set Origin to Next Mouse Changes the cursor to a bulls-eye cursor; click to set the origin to any point within
Click the drawing area
Set Origin to Drawing Center Sets the origin to the internal drawing center; the drawing center is a fixed internal
point used to position all objects
Next Mouse Click Is Sets the clicked point to specific coordinates. After selecting this option, enter the
X and Y coordinates of the point. The origin is set according to the values entered
when clicking a locus point or another reference point. This option is most useful
for drawings that have a distant reference point.
Disable dragging for the Set Disables the Set Origin button, to prevent the origin from being moved
Origin button inadvertently

4. Click OK.

Switching Between Two Origins


One reason to change the origin is to make it easier to work with the ruler bars. For example, the Swiss use a reference
point system for architectural measurements, where everything is in relation to a point in Europe. When a building is
located at a site, that site is referenced to be a certain distance and direction from this point. Using this system creates
large numbers on the ruler bars and in the Object Info palette. In the Set Origin dialog box, you can switch between the
local origin (the building site) and the distant origin (the reference point).
After setting the local origin and a distant center, it is easy to switch between them. The offset values entered for the
distant origin are saved with the file, so no information needs to be re-entered unless the origin is changed.
Setting Default Object Attributes | 81

Set Origin Button


The Set Origin button is at the top left of the drawing window, at the junction of the two rulers. This button performs
the same function as the Set Origin to Next Mouse Click option described in Set Origin on page 80.

To use the Set Origin button:


1. Click the Set Origin button. When you move the cursor over the drawing area, you are prompted to confirm that
the origin should be moved.
If the Set Origin button has been disabled, a message displays in the Message bar. Select Tools > Set Origin or
double-click the Set Origin button to open the Set Origin dialog box and enable the button.
2. Move the cursor to the new location, and click to set the origin.
The working plane is also moved to the layer plane origin.

Setting Default Object Attributes


The default attributes for a document are the attributes that are automatically applied to each new object when it is
created. To set the default attributes, simply adjust the Attributes palette settings with no objects selected.
When you first open a new document, set the default attributes to those you use most often. For example, you might
adjust the fill and line colors, and line thickness. The available attributes can be customized as needed.
The default attributes apply to the current document only. To save a set of default attributes or custom attributes for
future use, set the attributes as desired and save the document as a template.

Creating Templates
Save a drawing file as a template to use it as a foundation for new files. Templates save layers, classes, title blocks,
sheet borders, resources, and the current settings for attributes and units. (See Creating a New File on page 43 for
details about using a template.)
When a template is opened, the Vectorworks program automatically opens a copy of the file. When the new drawing is
saved the first time, the program prompts for a new file name. This makes it impossible to accidentally replace the
master template with the new drawing file.
To create a template:
1. Start with a new, empty file.
2. Set up the file with all of the desired elements.
3. Select File > Save As Template.
4. Enter the name of the template (.sta) file and place it in an appropriate Templates folder. (See User Folders
Preferences on page 27 for details about how to specify the folder for your user data.)
To save the template for personal use, place it in the Templates subfolder in your user data folder: [User]/
Libraries/Defaults/Templates.
If Vectorworks Design Series products are installed, you can share the template with other users in a
workgroup. To do so, place it in the Templates subfolder of a workgroup folder on a network drive; other users
can then specify that workgroup folder in their Vectorworks preferences: [Workgroup]/Libraries/Defaults/
Templates.
82 | Chapter 2: Getting Started

The .sta extension is required for Windows. It is recommended for use on the Macintosh if the file will be shared
with Windows users.
5. Click Save.
The program launches with a blank drawing file, in 1:1 scale. To launch the program with a file containing different
settings, name the template file Default.sta and save it in the Templates subfolder in your user data folder: [User]/
Libraries/Defaults/Templates.

Printing
The Print Area
Within the drawing area is a colored border which defines the print area. Anything within the print area is printed and
anything outside of the print area is not printed.

Print area

Drawing area

The settings from both the Page Setup and Printer Setup dialog boxes determine the number of sheets of paper (pages)
required to print the entire drawing on the selected printer.
This allows the same drawing to be printed or plotted to numerous sources without readjusting the drawing. For
example, if you enter the dimensions of a D size sheet of technical paper in the Printable Area of the Page Setup
dialog box, and select Letter paper size in the Printer Setup dialog box, the program determines that the drawing
needs to be tiled across 12 sheets of 8-1/2 x 11 paper to a standard laser printer. The number of 8-1/2 x 11 pages
required for printing horizontally and vertically are automatically updated in the Page Setup dialog box. To send this
same drawing to a plotter, change the settings in the Page Setup dialog box for a plotter, and the program converts the
pages required accordingly.
The color of the print area border can be changed; see Configuring Interactive Display on page 68.
The page setup (including the printable area) is specified individually for each sheet layer (see Setting Sheet
Layer Properties on page 104).

Page Setup
The Page Setup dialog box settings determine the number of sheets of paper (pages) required to print the entire drawing
on the selected printer. It is also used to specify whether to display the gray drawing boundary box representing the
print area for design layers, and whether to display page breaks in the drawing file.
To change the page setup settings:
1. Select File > Page Setup.
The Page Setup dialog box opens.
Printing | 83

Parameter Description
Pages
Horizontal Specify the number of pages in the horizontal direction
Vertical Specify the number of pages in the vertical direction
Show page boundary Select to display a gray border around the perimeter of the print area for design layers
(this setting is selected by default); alternatively, press Alt+B (Windows) or
Command+B (Macintosh) to toggle selection in this field. This setting also affects the
visibility of the page boundary in a unified view.
Sheet layers always display the page boundary.
Show page breaks Indicates how the drawing is divided over each printable page; for design layers, the
page boundary must be displayed in order to see the page breaks (this setting is
selected by default)
Show watermarks If the file is created in an educational version of Vectorworks software, it includes a
watermark. This option is selected by default and indicates whether to display
watermarks on screen, at the top and bottom of every page boundary; the page
boundary must be displayed in order to see the watermarks.
The title bar clearly indicates watermarked files. A watermarked file always
prints the watermark, regardless of the display option set here.
Printable Area
Choose size unavailable If the desired paper size is not available in the Printer Setup dialog box (see Printer
in printer setup Setup on page 83), select this option, and then select the desired paper Size from the
list; this is useful when sending files to a print bureau that has different paper sizes
available than your printer
Size/Width/Height To manually specify the paper size, select the appropriate drawing units (inch or
millimeter) and enter the paper Width and Height
Printer Setup Accesses the Printer Setup dialog box for specifying the printer, paper size, drawing
scale, and orientation; see Printer Setup on page 83

2. Specify the page setup options, and click OK.

Printer Setup
The Printer Setup dialog box settings determine the printer, paper size, scale, and orientation of the drawing.
84 | Chapter 2: Getting Started

To change the printer setup settings:


1. Select File > Page Setup.
The Page Setup dialog box opens.
2. Click Printer Setup.
The Printer Setup dialog box opens, configured to the selected printer.

3. Scaling resizes the entire drawing by a specified percentage. To access the Scaling field in the Macintosh Printer
Setup dialog box, select Vectorworks from the Settings list.
Selecting a printer in Printer Setup (Macintosh) only changes the drawings settings; to change the printer used for the
drawing, access the Macintosh System Preferences.

Printing a File
The program can print or plot to any device that is selected in the Print & Fax System Preferences (Macintosh) or
Printer and Faxes Control Panel item (Windows). The actual parameters of the printed or plotted file are determined by
the printer setup settings.
All visible objects, classes, and layers within the print area of the Vectorworks file are printed.
If Vectorworks Design Series is installed, you can also use the Publish command to print a batch of files. See Batch
Publishing on page 806.
To print a file:
1. Select File > Print. On the Macintosh, specify the printer setup parameters and then click OK.
The Print dialog box opens; the options that display depend on which printer or plotter is selected.
To display additional print options on the Macintosh, select Vectorworks from the drop-down box that displays
the default option, Copies & Pages.
Printing | 85

Windows Print dialog box with GDI+ Imaging enabled Macintosh Print dialog box with Quartz Imaging enabled

2. Specify the print options, such as which pages to print and how many copies to make. The following print settings
are available:

Platform Setting Description


Macintosh Application Resolution Sets a resolution for the application output; this affects only
(DPI) Vectorworks geometry and any PICT or PDF objects that
must be rasterized. The resolution for bitmaps, rendered
design layers, and viewports are controlled elsewhere; see
Setting the Print Resolution on page 86 for details.
Either select a recommended DPI value for this printer type
(from the drop-down list), or manually enter a value. When
Quartz imaging is enabled, this always defaults to a
minimum of 300 DPI, for optimum printing results.
Macintosh - Print PostScript only If you have a PostScript printer, you can select this option
QuickDraw imaging to send only PostScript commands to the printer; this can
only speed the print process
Windows and Gray level for grayed Adjusts the level of gray when printing with grayed layers
Macintosh layers and classes and or/classes
86 | Chapter 2: Getting Started

Platform Setting Description


Windows and Enable special processing When GDI+ imaging is disabled in the Vectorworks
Macintosh for transparent color display preferences on Windows, or Quartz is disabled on
bitmaps the Macintosh, some printers (including PostScript
printers) cannot support transparent color for raster images,
which can affect bitmaps and picture objects that have the
fill style set to None. Select this option to use a more
detailed (and slower) imaging process to print transparency
properly.
Macintosh - Disable driver text rotation Translates rotated text into a bitmap image, to prevent
QuickDraw imaging problems with printer drivers that cannot interpret rotated
only text
Windows and Print current view only Prints the view currently displayed in the file window; this
Macintosh (Macintosh) or Current view is scaled larger or smaller to fit the selected page size
View (Windows)
Windows, Macintosh - Rasterize print output Prints the drawing as a raster bitmap. Select this option
QuickDraw imaging when the printer memory is insufficient, or when image
only problems occur (for example, to print design layer transfer
modes on OS X or on PostScript printers).
Windows and Print patterns at on-screen Prints fill patterns at approximately the same size as they
Macintosh resolution appear on the screen at a 100% zoom. (When QuickDraw
imaging is enabled on Macintosh, this option has an effect
only if the Rasterize print output option is also selected.)
Deselect this option to use the unscaled printer resolution
(which is usually much lower); on non-PostScript printers,
this prints faster.
Windows and Update visible out of date Automatically updates any visible, out-of-date viewports
Macintosh viewports prior to printing before printing
Windows and Reset all plug-in objects Automatically resets plug-in objects that require an update
Macintosh that require a reset prior to (such as data stamps) before printing
printing
Windows and Recalculate worksheets Automatically recalculates worksheets before printing
Macintosh prior to printing

3. If the Rasterize print output option is selected, specify the edge of the image onscreen that is the first edge to
come out of the printer.
The first edge to come out of the printer depends on the printer driver, the page orientation, and the rotation
options that are supported by the driver. It cannot be predicted by the program. If the wrong page edge is selected,
some portions of the drawing may fail to print if the printer runs out of memory.
The Rasterize Print Output method can be significantly slower than other print methods.
4. Click Print (Macintosh) or OK (Windows) to print.

Setting the Print Resolution


The resolution at which Vectorworks objects are printed is controlled by different settings, depending on the type of
object and on whether imaging preferences are enabled.
Using Drawing Tablets | 87

A raster rendered viewport is controlled by the Raster Rendering DPI setting of its sheet layer (which does not
affect vector geometry or bitmaps that are inside the viewport). See Setting Sheet Layer Properties on page 104.
A raster rendered design layer is controlled by the Design Layer Raster Rendering DPI on the Resolution tab in
the Document Preferences. See Resolution Preferences on page 33.
Vectorworks geometry is controlled by the resolution selected from the Print dialog box.
Rasterized PICT and PDF objects are controlled by the resolution selected from the Print dialog box; rasterization
occurs as follows:
On Macintosh, if Quartz imaging is not enabled, PDF and rotated PICT objects are rasterized.
On Windows, if GDI+ imaging is not enabled, PDF objects are rasterized; PICT objects are always rasterized.

Using Drawing Tablets


The Vectorworks program can be used with drawing, or digitizing tablets, providing an additional way to create
drawings. The program is compatible with Apple Desktop Bus (ADB) digitizing tablets as well as digitizing tablets that
support the WinTab standard.
A common use for a tablet involves tracing an existing hard copy of a drawing. Place the drawing on the tablet and
trace along the lines to digitize the drawing. Because tablets usually have finer resolution than a mouse, there is better
control for creating objects. Further, if the tablet uses a stylus for input, use of the tablet might feel more natural, similar
to holding a pen or pencil versus using a mouse.
Using a digitizing tablet requires the driver software that comes with the tablet. Select Tools > Tablet; Vectorworks
searches for this driver. Once found, the program determines the size and resolution of your tablet. (If the program
cannot find the driver, a dialog box opens.)
Once the driver is found, a gray box displays around the drawing area. This box outlines the boundary of the drawing
tablet; the movement of the tablets transducer is constrained to this boundary box. In order to access menus and
palettes that are outside of this boundary, either toggle out of Tablet mode or keep the mouse connected and use it to
select these items.
The tablet boundary depends on the size of the tablet as well as the current layer scale and zoom factor. A tablet with a
4" x 3" usable area with an imperial layer scale of 1" : 100' would be constrained to a drawing area 400' x 300' in the
program. Naturally, adjusting the zoom factor will reduce the apparent physical size of the constrained area in relation
to the screen, but the internally represented dimensions remain constant.
The Tablet command synchronizes the tablet with the scale and units settings for the drawing. For example, if you have
the Scale set to 1:1 and the Units set to Feet and Inches, then 1 inch on the tablet equals 1 inch in the drawing area on
the screen. Further, if you have the Units set to Meters and the Scale set to 1:100, then 1 inch on the tablet equals 2
meters in the drawing area.
Due to differing tablet resolutions and sizes, these values might be different than what is obtained for the same
settings. Experiment with the settings to achieve the desired results. For example, for one inch on the tablet to
equal 2 meters in the drawing area, you might have to set the Scale to 1:50 versus 1:100.
To use a drawing tablet:
1. Select Tools > Tablet.
The program displays the tablet as a large gray border in the drawing area. This border may not be visible,
depending on the zoom and scroll.
2. Follow the directions that came with the tablet for using it to trace or draw objects.
While in Tablet mode in Windows, using button 1 to click on a tool or menu outside of the drawing area has no
effect. Use button 2 to toggle out of Tablet mode before selecting the tool or menu.
88 | Chapter 2: Getting Started

The program assigns certain functions to the buttons on the tablet cursor and supports cursors with up to four
buttons. The program also provides the option of pressing the keyboards F2, F3, and F4 keys for buttons 2, 3, and
4, respectively. This is particularly useful for drawing tablets that have fewer than four buttons. There is an
automatic scrolling feature which, when activated in Tablet mode, scrolls the screen image when moving the
cursor past the displayed edge of the drawing. These functions are described in the following table.

Button No. Function


1 Same function as a (left) mouse click
2 Toggles the Tablet mode on and off
3 Re-centers the display to the current position of the pointer; no effect when Tablet mode
is disabled
4 Toggles automatic scrolling on and off

Aligning a Tablet
When you use a tablet, you have options for aligning the tablet with the drawing area. Align the center of the drawing
with the tablets center, align the 2D locus point with the center of the tablet, or align the 2D locus point with the
position on the tablet of the next tablet cursor click. By default, the program aligns the center of the tablet with the
center of the drawing area.
To align the 2D locus with the center of a tablet:
1. Set a locus point.
See Creating Loci on page 244 for details on setting loci. Keep the locus point selected.
2. Select Tools > Tablet.
If already in Tablet mode, deselect and select it again to align the tablet.
The Tablet to Screen Mapping dialog box opens.
3. Click Align Tablet Center to Selected Locus.
The Align Next Tablet Click to Selected Locus option allows you to trace multiple objects from different sources
and have them display in the drawing at the correct coordinates. For example, if two buildings need to maintain a
set distance from each other, set a locus point, align the tablet to that locus, and create the first building. When that
building is completed, set a second locus where the second building is supposed to be, realign the tablet, and
create the second building. The boundary for the tablet is moved and the relationship between the objects is
maintained.
4. Click OK.
The center of the tablet is now aligned with the selected locus point. The tablets boundary box moves to indicate
the center of the drawing tablet in relation to the drawing area.
This action only affects the center of the drawing tablet. The drawing areas origin is unaffected.
Drawing Structure 3
The Vectorworks program has several features to help organize and display a drawing: design layers, sheet layers,
classes, viewports, and views. Create a structured system with these features to make it considerably easier to select,
view, and print drawing elements.
For efficiency and consistency, create master libraries of layers, classes, and resources that can be shared by multiple
users via workgroup referencing.
This section describes these organizational aids and how to use them effectively.

Organizing the Drawing


When you begin a drawing project, first develop a layer and class structure, along with a system for assigning items to
the appropriate layers and classes. A layer is basically a container that holds items. Layers are comparable to the sheets
of vellum that are used for hand-drafting; each item belongs to a layer in the same way that a hand-drafted item
belongs to its vellum sheet. (Additionally, in the Vectorworks Architect product, design layers can belong to building
stories.)
A class, however, is an attribute of an object. Classes span the layers and allow you to control the attributes and
visibility of objects across multiple layers. To output specific elements of a drawing quickly and easily, simply select
the appropriate layers and classes for display.
The program also provides ways to save the current drawing display with histories and saved views, and to present
final drawings with viewports. Views and histories provide a slice-of-time look at the drawing. Histories record
views of the drawing in a stack similar to the way Internet browsers do, while saved views store one or more aspects of
the current display, such as the view, zoom, and layer and class visibility settings. Viewports are used to display final
views of a drawing for client presentation.
Create and manage these structural elements using the Organization dialog box. This dialog box has specialized
functions to sort and select its list items; see List Box Functionality on page 13.
To use the Organization dialog box:
1. Select Tools > Organization. Alternatively, click the Classes or Layers button on the View bar, or select Edit
View from the Saved Views menu on the View bar.
The Organization dialog box opens.

2. Select the appropriate tab for the element to be created or edited: Classes, Design Layers, Sheet Layers,
Viewports, Saved Views, or References. In the Vectorworks Architect product, the Stories tab is also available.
3. From the top of the dialog box, select either Details or Visibilities view.
90 | Chapter 3: Drawing Structure

Generally, the Details view shows the current settings for each element, and enables editing of layer and class
visibilities in the drawing area; the Visibilities view enables editing of layer and class visibilities in viewports and
in saved views.
4. Buttons at the bottom of each tab provide creation and management functions. Alternatively, right-click
(Windows) or Ctrl-click (Macintosh) on a list item to display a context menu, which has most of the same
functions as the tab buttons.

Button Function
Classes tab
New Click New to open the New Class dialog box. See Creating Classes on page 107.
When a new class is created, it does not automatically become the active class.
Edit Select a class and click Edit to edit it in the Edit Class(es) dialog box. See Setting
Class Properties on page 109. This option is not available when classes are
displayed in hierarchical order and a class group header is selected.
Duplicate Select a class and click Duplicate to create a copy of it. The name of the duplicate is
the same as the original class, with a number added (as in cabinets-2); if the original
name ends in a number, the next available sequential number is used. This option is
not available when classes are displayed in hierarchical order and a class group
header is selected.
Delete Select a class and click Delete to open the Delete Class(es) dialog box. Specify what
to do with the objects currently assigned to the class(es) being deleted (delete them,
or reassign them to another selected class). Click OK to return to the Organization
dialog box. Vectorworks moves all objects in the deleted class(es) to the appropriate
class, or deletes them, as specified. This option is not available when classes are
displayed in hierarchical order and a class group header is selected.
Note that the Dimension and None classes cannot be deleted. These are default
classes in every drawing.
Preview Displays a preview of the current settings in the drawing area
Hierarchical Click to toggle the hierarchical display of classes; additional options are available
display mode for controlling the hierarchical display at various levels, and for controlling visibility
settings. See Displaying Classes in Hierarchical Order on page 93.

Design Layers
tab
New Click New to open the New Design Layer dialog box. See Creating Layers on
page 95.
When a new layer is created, it becomes the active layer.
Edit Select a layer and click Edit to edit it in the Edit Design Layers dialog box. See
Setting Design Layer Properties on page 97.
Duplicate Select a design layer and click Duplicate to create a copy of it. The name of the
duplicate is the same as the original layer, with a number added (as in floorplan-2);
if the original name ends in a number, the next available sequential number is used.
Organizing the Drawing | 91

Button Function
Delete Select a design layer and click Delete; when prompted, click Yes to confirm the
deletion. When a design layer is removed from the drawing, all objects in that layer
are also removed.
Note that at least one design layer must remain in the drawing.
Preview Displays a preview of the current settings in the drawing area
Update (Layer import referencing method only) This option is available if a design layer has
Reference been imported into this file with workgroup referencing (the name of the referenced
(on the context layer displays in italics). To update this file with layer information from the master
menu only) file, right-click (Windows) or Ctrl-click (Macintosh) the layer, and select Update
Reference from the context menu. See Workgroup Referencing on page 121.
Level Types Manages available level types; see Managing Level Types on page 6 in the
(Vectorworks Vectorworks Design Series Users Guide
Architect
required)
Page Setup Opens the Page Setup dialog box; see Page Setup on page 82
Stories tab Displays information about the stories in the file; see Creating and Managing
(Vectorworks Stories on page 6 in the Vectorworks Design Series Users Guide
Architect
required)
Sheet Layers
tab
New Click New to open the New Sheet Layer dialog box. See Creating Layers on
page 95.
When a new layer is created, it becomes the active layer.
Edit Select a sheet layer and click Edit to edit it in the Edit Sheet Layers dialog box. See
Setting Sheet Layer Properties on page 104.
Duplicate Select a sheet layer and click Duplicate to create a copy of it. The Sheet Title of the
duplicate is the same as the original layer. The Sheet Number of the duplicate is the
same as the original layer, with a number added (as in details-2); if the original
Sheet Number ends in a number, the next available sequential number is used.
Delete Select a sheet layer and click Delete; when prompted, click Yes to confirm the
deletion
Preview Displays a preview of the current settings in the drawing area
Viewports tab
New Select New to open the Create Viewport dialog box. For sheet layer viewports, see
Creating a Sheet Layer Viewport from a Design Layer on page 735 in this guide.
For design layer viewports (Vectorworks Design Series required), see Creating a
Referenced Design Layer Viewport on page 726 in the Vectorworks Design Series
Users Guide.
92 | Chapter 3: Drawing Structure

Button Function
Edit Select a viewport and then select Edit to edit it in the Properties dialog box. For
sheet layer viewports, see Properties of Sheet Layer Viewports on page 738 in this
guide. For design layer viewports (Vectorworks Design Series required), see
Properties of Design Layer Viewports on page 730 in the Vectorworks Design
Series Users Guide.
Duplicate Select a viewport and click Duplicate to create a copy of it. The name of the
duplicate is the same as the original viewport, with a number added (as in details-2);
if the original name ends in a number, the next available sequential number is used.
The Drawing Title of the duplicate is the same as the original viewport. If the
original viewport has a drawing label, the Drawing Number of the label in the
duplicate viewport is the next available sequential number.
Vectorworks places the duplicate viewport directly on top of the original, in the
original sheet layer.
Delete Select a viewport and click Delete; when prompted, click Yes to confirm the
deletion
Preview Displays a preview of the current settings in the drawing area
Saved Views tab
New Click New to open the Save View dialog box; see Creating Saved Views on
page 115
Edit Select a saved view and click Edit to edit it in the Edit Saved View dialog box; see
Editing Saved Views on page 116
Duplicate Select a saved view and click Duplicate to create a copy of it. The name of the
duplicate is the same as the original view, with a number added (as in deckview-2);
if the original name ends in a number, the next available sequential number is used.
Delete Select a saved view and click Delete; when prompted, click Yes to confirm the
deletion
References tab
New Click New to open the Open File dialog box. For layer import references, see
Adding and Editing Layer Import References on page 123 in this guide. For
design layer viewport references (Vectorworks Design Series required), see
Creating a Referenced Design Layer Viewport on page 726 in the Vectorworks
Design Series Users Guide.
Edit Select a referenced file and click Edit to open the Edit Reference dialog box. For
layer import references, see Adding and Editing Layer Import References on
page 123 in this guide. For design layer viewport references (Vectorworks Design
Series required), see Creating a Referenced Design Layer Viewport on page 726
in the Vectorworks Design Series Users Guide.
Delete Select a referenced file and click Delete. In the Delete Reference dialog box, specify
what to do with the items in the file that are currently referenced. See Deleting
References on page 130.
Update Select a referenced file and click Update to update this file with information from
the master file. See Updating References on page 126.
Organizing the Drawing | 93

Button Function
Settings Click Settings to open the Reference Settings dialog box; see Setting the
Referencing Options on page 122

Displaying Classes in Hierarchical Order


In the Organization dialog box and Navigation palette (Vectorworks Design Series required) classes with compound
names separated by a dash (such as Walls-Ext) can be displayed in hierarchical order (up to four levels), similar to how
they display on the Classes pop-up menus. Each level of a class is assigned a group header at the top level when
displayed in hierarchical order. A number of options are available to control the hierarchical display of classes at
various levels.

Top level class

Class group
header
Disclosure
arrow

When displaying classes in hierarchical order, sorting is not available.


To enable/disable hierarchical order display:
In the Organization dialog box Classes tab, click the toggle button in the lower right corner or select the
Hierarchical Display context menu option to toggle between hierarchical and non-hierarchical display; whatever
expand/collapse state all items were last in is displayed
In the Navigation palette (Vectorworks Design Series required), select the Hierarchical Display context menu
option to toggle between hierarchical and non-hierarchical display; whatever expand/collapse state all items were
last in is displayed
To expand/collapse a single class group header in hierarchical order display:
Click the disclosure arrow to the left of a class group header
Double-click the class group header
To expand all classes in the file or to collapse the list to only top-level classes (those with no dash in the name) and
class group headers in hierarchical order display:
Shift+Option-click (Macintosh) or Shift+Alt-click (Windows) the disclosure arrow to the left of a class group
header
Shift+Option-double-click (Macintosh) or Shift+Alt-double-click (Windows) on the class group header
The Expand All and Collapse All context menu commands perform the same function.
To expand/collapse all class subgroups in hierarchical order display:
Option-click (Macintosh) or Alt-click (Windows) the disclosure arrow to the left of a class group header
94 | Chapter 3: Drawing Structure

Option-double-click (Macintosh) or Alt-double-click (Windows) on the class group header


To manage visibility settings in hierarchical order display:
If all class sublevels contain the same visibility setting, then their class group header is also automatically assigned
that same visibility setting; otherwise, the Visibility column is blank for the class group header
Assign or change a visibility setting in the Visibility column for the class group header, and all of its sublevels
inherit that visibility setting

Importing Drawing Structure from Standards or Other Files


Specific aspects of the drawing structure (classes, sheet layers, and design layers) can be imported from one or more
existing files. The files from which you import can be the standard files provided with the Vectorworks software, or
other files that you have created.
The standard files (.sta files) are located in the Standards folder (in [Vectorworks]/Libraries/Defaults). Layer standards
use only approved layer names for a particular industry. Class standards use approved name and class settings for a
particular industry. Custom layers or classes can be created in a blank file and saved as an .sta file in the Standards
folder. Once they are placed in the Standards folder, these new layers or classes become part of the Standards list and
are available when new layers or classes are created.
If one of your work files becomes corrupted, a possible recovery method is to import the data into a new file. Create a
new file and then import classes, sheet layers, and design layers (and optionally, design layer objects) from the original
file as needed.
To import drawing structure, use the Organization dialog box to create a new class, sheet layer, or design layer. Instead
of creating a new item, however, select the import option. Select the file from which to import, and then select the
specific classes or layers from that file to import. For a design layer, select whether to import the objects on the design
layer, as well as the layer itself.
See Creating Layers on page 95 and Creating Classes on page 107 for details.

Managing Layers
Create layers in a drawing to provide immediate flexibility. Stack the design layers in any order, or temporarily hide
some of them. Reorder the layers, which moves all of the objects contained within each layer to another location
without actually modifying the objects or their alignment with each other.

Layer 3 Layer 2

Layer 2 Layer 1

Layer 1 Layer 3

Layer order rearranged

If you hand-draw a floor plan on two design layers, one vellum sheet with a master drafting plan and another with an
addition to the plan, it would be easy to look at the floor plan with or without the addition. In the Vectorworks program,
the vellum is electronic, so far more can be done with it. A distance can be set between design layers rather than having
them lie flat on top of each other. Additionally, with the programs modeling capabilities, these layers can be viewed in
3D. For example, if the first floor, second floor, basement, and roof of a house are each placed in their own design
layers, not only can the 2D drafting plan be printed for any one of those layers, but the design layers can be linked
together, creating a model of a fully formed 3D house. Use viewports to display several views of the finished design,
either on design layers (Vectorworks Design Series required) or on sheet layers, which are special presentation layers.
The original design layers remain unchanged.
Managing Layers | 95

Layers have many other uses, as well. Move elements between design layers, or change the scale of a layer, instantly
making a detail of an area of the drawing without re-drawing anything. Create design layers with objects that should
always display, or layers that contain objects for display only at particular times. Control the visibility of the design
layers to limit the need for creating new objects.

Layer 3 Layer 3

Layer 2

Layer 1
Layer 1

Layer 2 visibility set to Invisible

In the Vectorworks Architect program, design layers can be associated with stories; stories define absolute elevations in
the building model, while layers can be set at an elevation relative to the story. This method of organizing a file makes
it much easier to manage a buildings layers and certain associated objects like walls and columns. See Setting Up the
Building Structure with Stories on page 4 in the Vectorworks Design Series Users Guide.
Use design layers to draw and model projects. Use sheet layers to create a presentation version of the finalized
drawing; this can include viewports, title blocks, notes, and other annotations (see Presenting Drawings with Sheet
Layer Viewports on page 734).
On the layers list in the View bar, sheet layers are listed first, and then design layers. A separator divides the two types
of layers in the list.
Sheet layers display with a wide gray border representing the print margin area, as opposed to design layers, which
have a thin gray border (when the page boundary is displayed). This makes it easier to distinguish the layer types at a
glance.

Creating Layers
When a new drawing is created, it automatically contains an empty design layer entitled Design Layer-1. Add design
layers to the drawing as needed to organize it. Add sheet layers as needed for presentation. Create new design layers
and sheet layers, or import them (and optionally, the objects they contain) from other current version files or from
standard files. In Vectorworks Design Series products, create a design layer viewport to reference design layers in other
files without importing them.

To create a new layer:

1. For convenience, a new layer can be created from multiple locations in the Vectorworks software.
New button on the Design Layers/Sheet Layers tab of the Organization dialog box (Tools > Organization)
Layers button on the View bar to open the Organization dialog box
New Design Layer or New Sheet Layer option from the Layers drop-down list on the View bar
Layer field on the Shape tab of the Object Info palette
New context menu on the Design Layers or Sheet Layers tab of the Navigation palette (Vectorworks Design Series
required)
2. From the New Design Layer or New Sheet Layer dialog box, create a new layer, or import a layer and its
properties from standard or existing Vectorworks files.
96 | Chapter 3: Drawing Structure

Parameter Description
Create a New Design Creates a new design or sheet layer.
Layer For a design layer, also enter a descriptive Name.
or Create New Sheet
Layer For a sheet layer, enter a unique Sheet Number, or use the default (as in
Sht-2). The Sheet Number can be displayed in drawing labels, section
markers, and title blocks on sheet layers. Also enter a descriptive Sheet
Title, which can be displayed in title blocks.
Import Design Layers Imports layers and their attributes from standard files or from existing files.
or Import Sheet Layer Files located in the Standards folder, as well as existing files selected
previously, are displayed in the list. Select a file; the available layers are
listed beneath the file name. If a layer name in the current file matches a layer
in the import file, that layer is not on the list as an import option.
Select the desired layer(s). To select multiple layers from the import list, hold
down the Ctrl (Windows) or Command (Macintosh) key while you click.
For more information about standards, see Importing Drawing Structure
from Standards or Other Files on page 94.
Choose Click Choose to select a file for layer import. Files must be in the current
version.
Import Layer Objects In addition to importing the design layer structure and attributes, imports the
(design layer only) contents of the layers; if a file has become corrupted, this is a possible way of
recovering its data. If there is a naming conflict with pre-existing symbols or
pre-existing layers in the current document, replace or rename the symbols or
rename the layers.
Creation Options
Saved View Visibility Sets the visibility of the new design layer in saved views (when saved views
(design layer only) exist in the drawing)
Viewport Visibility Sets the visibility of the new design layer in viewports (when viewports exist
(design layer only) in the drawing)
Managing Layers | 97

Parameter Description
Edit Properties After Immediately after creation, opens the Edit Design Layers or Edit Sheet
Creation Layers dialog box to set the properties of the new layer(s); see Setting
Design Layer Properties on page 97 or Setting Sheet Layer Properties on
page 104

3. Click OK to create the new design or sheet layer(s).


The layers display in the Layers list on the Organization dialog box, View bar, Object Info palette and (for
Vectorworks Design Series) the Navigation palette. If the layer was created from anywhere other than the Object
Info palette, it becomes the active layer.

Setting Design Layer Properties


Once created, the design layers display on the Design Layers tab of the Organization dialog box, where various
properties can be set and edited.

To edit design layers:

1. Select Tools > Organization. Alternatively, click the Layers button on the View bar.
The Organization dialog box opens.
2. Select the Design Layers tab.
A list of the current layers in the drawing displays in their stacking order. Depending on which view option is
selected at the top of the dialog box, either details or visibilities of the design layers display. Stacking order,
drawing area visibility, and active layer can be changed in Details view. The visibility of layers in viewports and
in saved views can be changed in Visibilities view.
In the Vectorworks Architect product, Details view includes the stories and layer level types for each level.
Layers that are imported from another file for workgroup referencing display in italics.

Displays when the


Vectorworks preference for
Quartz imaging (Macintosh) or
GDI+ imaging (Windows) is
enabled

Displays when the


Vectorworks Architect
product is installed

3. To change other layer properties, select one or more layers and click Edit to open the Edit Design Layers dialog
box.
98 | Chapter 3: Drawing Structure

Displays when the


Vectorworks Architect
product is installed

Displays when the


Vectorworks Architect
or Landmark product is
installed

Parameter Description
Name If one layer was selected, displays the layers name, which can be edited
if necessary
Scale Sets the scale for the selected layer(s); see Changing the Scale of
Selected Design Layers on page 74
Stacking Order Changes the 2D stacking order of the layer(s); see Changing the Design
Layer Stacking Order on page 99
Story Associates the layer with a story; select the story from the list, or create a
(Vectorworks Architect new story for the layer (see Creating and Managing Stories on page 6 in
required) the Vectorworks Design Series Users Guide). If the design layer does not
need to belong to a story, select None; for example, a detail layer does not
need to be associated with a building story.
Elevation Sets the height of a layer relative to the ground plane.
For Vectorworks Architect users, the elevation is set relative to the story,
if the layer is associated with a story. The elevation relative to the ground
plane also displays. For example, the second story of a building might be
slightly offset from the story elevation, and also several feet above street
level.
When a new layer is added to a drawing, its elevation values are
automatically entered based on the previous layers elevation and
layer wall height values.
Layer Wall Height Indicates the height of walls (and certain other objects such as columns)
created on that layer, when the Top Bound option for those objects is set
to Layer Wall Height
Level Type Specifies the layers level type; select the type from the list, or create a
(Vectorworks Architect new level type (see Default Story Layers on page 4 in the Vectorworks
required) Design Series Users Guide). Only one level type can be used per story (a
layer cannot have two ceiling level types, for example).
Managing Layers | 99

Parameter Description
Opacity Controls how the selected layer(s) and other visible layers display; see
(Quartz imaging Setting the Design Layer Opacity on page 100
(Macintosh) or GDI+
imaging (Windows) enabled
Transfer Mode Controls how the selected layer(s) and other visible layers display; see
(Quartz imaging Setting the Design Layer Transfer Mode on page 101
(Macintosh) or GDI+
imaging (Windows)
disabled
Renderworks Background When the Renderworks product is installed, select the Renderworks
background to use for the selected layer(s) from either the default content
or the current files content; see Libraries on page 155 and Creating
Layer Backgrounds on page 611.
If the Renderworks Background choices are not available, the
background selection is controlled by the Renderworks style in
effect. Set the background in the Renderworks style instead; see
Renderworks Styles on page 669.
Colors Specifies the default layer color for the selected layer(s); see Setting the
Design Layer Color on page 102
Saved Views Specifies the visibility settings for the selected layer(s) in each saved
view; see Setting Visibilities on page 118
Viewports Specifies the visibility settings for the selected layer(s) in each viewport;
see Setting Visibilities on page 118
Georeferenced Enables georeference information to be attached to the layer(s); click Edit
(Vectorworks Architect or Georeferencing to open the Georeferencing dialog box. See GIS and
Landmark required) Georeferencing on page 620 in the Vectorworks Design Series Users
Guide for details.

Changing the Design Layer Stacking Order


Design layers are viewed and printed in stacking order, the top-to-bottom order in the Layers Setup dialog box.
Initially, layers are stacked in the order in which they are created, but their order can be changed at any time.
To change the stacking order of design layers:
1. From the Organization dialog box, select the Design Layers tab in Details view to see the current stacking order.
The # column to the right of the layer name indicates the layers current position in the stack, with 1 being the top
layer.
2. Use one of the following methods to change the layer stacking order:
The # column must be the current sorting column to change the stacking order; if the list is not currently sorted
by stacking order, click the # column heading to change it. Then click the # column of the layer(s) to be moved,
and drag it up or down the list. A horizontal line indicates where the layer(s) will be inserted in the current
order.
Select the layer(s) to move, and then click Edit (or double-click a layer row) to open the Edit Design Layers
dialog box. In the Stacking Order field, enter the number for the new stacking order position of the layer(s).
Click OK to accept the changes.
100 | Chapter 3: Drawing Structure

3. The Design Layers tab displays the new stacking order. Click OK to close the Organization dialog box and save
the changes.

Click on the layers # column and


drag it up or down the list to change
the layers stacking order

Setting the Design Layer Opacity


With the Quartz (Macintosh) or GDI+ (Windows) imaging Vectorworks preference enabled (it is enabled by default),
design layers have a setting that controls the transparency of layer objects that overlap visible objects in another layer.
An Opacity value of 100% means that nothing beneath the active layer is visible. Decrease the Opacity value to
increase the transparency of the objects on the layer. (See Display Preferences on page 30 for information about
setting this preference.)
To set the opacity for a design layer:
1. From the Organization dialog box, select the Design Layers tab. Select one or several layers, and then click Edit.
The Edit Design Layers dialog box opens.
2. Drag the Opacity slider to the left to increase the transparency, or enter an opacity percentage (0-100) in the box
to the right of the slider.
3. Click OK to close the Edit Design Layers dialog box, and then click OK again to close the Organization dialog
box.
Individual objects can also have an opacity percentage applied. See Opacity Attributes on page 508.
Managing Layers | 101

Setting the Design Layer Transfer Mode


When the Quartz (Macintosh) or GDI+ (Windows) imaging Vectorworks preference is disabled, design layers have a
setting that controls the display of layer objects that overlap visible objects in another layer.
To set the transfer mode for a design layer:
1. From the Organization dialog box, select the Design Layers tab. Select one or several layers, and then click Edit.
The Edit Design Layers dialog box opens.
2. Select the desired Transfer Mode from the list. Click OK to close the Edit Design Layers dialog box, and then
click OK again to close the Organization dialog box.

Mode Description
Paint Makes objects in the new layer solid, obscuring objects in layers stacked below it (this
is the default setting)

Overlay Makes it so objects in the new layer do not obscure stacked layers

Invert Makes a reversed, or photo-negative image display when an object in the new layer
overlaps an object in another layer

Erase Makes objects in the new layer display all foreground patterns as white and all
background patterns as transparent

Not Paint Makes objects in the new layer solid and inverts any areas that overlap objects in
stacked layers

Not Overlay Makes objects in the new layer transparent and inverts layer colors
102 | Chapter 3: Drawing Structure

Mode Description
Not Invert Makes objects in the new layer transparent and converts any black pixels from
overlapping areas to white and white pixels to transparent

Not Erase Makes objects in the new layer transparent and converts any white pixels from
overlapping areas to black and black pixels to transparent

Most printer devices do not support all of these modes, especially PostScript printers and vector devices such as
pen plotters. The Rasterize print output option may produce the best results for certain transfer modes.
Macintosh OS X does not support layer transfer modes when printing, but they are available for on-screen
viewing. On the Windows platform, the use of color in transfer modes may produce color blending.

Setting the Design Layer Color


The fill and pen color of objects that are drawn on or moved to a design layer can be controlled by the color settings of
the design layer. The Use layer colors setting in the Document Preferences dialog box must be turned on (see Display
Preferences on page 18).
These settings are overridden by the Black and white only option in the Document Preferences dialog box, even
with the Use layer colors option selected.
To control the color of objects by their design layers:
1. From the Organization dialog box, select the Design Layers tab. Select one or several layers, and then click Edit.
The Edit Design Layers dialog box opens.
2. Click Colors.
The Color Defaults for Layer dialog box opens.

3. For both the fill and pen, set the Foreground and Background colors by clicking the appropriate list and selecting
a color from the main Color Menu dialog box. A preview example is shown at the bottom of the dialog box.
The fill background color controls the appearance of objects with a solid fill.
Managing Layers | 103

4. Click OK.
When the Use layer colors preference is selected, all objects on the layer are drawn with the specified colors.
Viewports have separate control of layer color (see Advanced Sheet Layer Viewport Properties on page 740).

Setting the Active Design Layer


To be able to add, remove, or edit objects on a design layer, either the layer must be active or the layer options must be
set to allow modifications to other layers (see Setting Class and Design Layer Options on page 114). There are
several ways to change the active design layer.
If there are a small number of design layers, switch between layers with the Switch active layer/class shortcut key
combination specified in Vectorworks preferences (see Setting Vectorworks Preferences on page 17). This
selects a layer by moving up or down through the layer list one layer at a time. If the drawing has a large number
of layers, use one of the following options.

Setting the Active Design Layer in the Organization Dialog Box


To set the active design layer:
1. From the Organization dialog box, select the Design Layers tab in Details view.
The active layer is indicated by a check mark to the left of the Design Layer Name. The name of the layer also is
highlighted in bold text.
2. To make a different layer active, click the column to the left of its name.
3. Click OK.
The dialog box closes and the active layer displays.

Setting the Active Design Layer in the View Bar


To set the active design layer:
1. Click the Layers list on the View bar to display a list of all of the sheet layers (top section) and design layers
(bottom section) in the drawing.
On Macintosh, the active layer is indicated by a check mark; on Windows, the layer name is highlighted in bold
text.
2. Click the design layer to be activated.
The layers list closes and the active layer displays.

Setting the Active Design Layer in the Document Context Menu


If multiple design layers are set to be visible, and the layer options are set to show those other layers, the drawing area
may display objects that are on non-active layers. Use the Activate Layer command to make the layer of one of these
objects active.
104 | Chapter 3: Drawing Structure

The Force Select command on the document context menu also changes the active class and layer (if necessary),
and selects the clicked object.
To set the active design layer:
1. In the drawing area, right-click (Windows) or Ctrl-click (Macintosh) a visible object on a non-active design layer.
2. From the document context menu, select Activate Layer.
The objects layer becomes active.

Right-click (Windows) or Ctrl-click The Activate Layer command


(Macintosh) on the sink from a gray, activates the sinks layer, and the
non-active layer to open the document objects that are not in that layer
context menu become grayed

Setting Sheet Layer Properties


Once created, the sheet layers display on the Sheet Layers tab of the Organization dialog box, where various layer
properties can be set and edited.
Sheet layers are always at a 1:1 scale, Active Only, and set to Top/Plan view.

To edit sheet layers:

1. Select Tools > Organization. Alternatively, click the Layers button on the View bar.
The Organization dialog box opens.
2. Select the Sheet Layers tab and the Details view.
The Sheet Layers tab opens, with a list of the current layers in the drawing. The layer stacking order and the active
layer can be changed in Details view. Visibilities view does not apply to sheet layers.
3. To change layer properties, select one or more layers and click Edit to open the Edit Sheet Layers dialog box.
Managing Layers | 105

Parameter Description
Sheet Displays the number of the selected sheet layer; this number must be unique in the
Number document. If this value is changed and Use Automatic Drawing Coordination is
enabled in document preferences (Vectorworks Design Series required), any annotation
objects (sheet borders, drawing labels, or section markers) that show this number are
updated automatically.
Sheet Title Displays the descriptive title of the selected sheet layer. If Use Automatic Drawing
Coordination is enabled in document preferences (Vectorworks Design Series
required), any sheet borders that show this number are updated automatically.
Stacking Changes the 2D stacking order of the layer(s); see Changing the Sheet Layer Stacking
Order Order on page 105
Raster Specifies the resolution (Dots Per Inch) for printing and viewing the raster rendered
Rendering viewports in the selected sheet layer (does not affect vector geometry or bitmaps that are
DPI inside viewports); see Setting the Print Resolution on page 86 for more details
Origin Specifies the X and Y coordinates of the sheet layer origin; each sheet layer has its own
origin
Page Setup Opens the Page Setup dialog box for entry of sheet layer printing parameters; this saves
time later, when different sheet layers can be automatically sent to different printers with
different print area settings (see Page Setup on page 82)

Changing the Sheet Layer Stacking Order


Sheet layers are viewed and printed in stacking order, the top-to-bottom order in the Organization dialog box.
Initially, layers are stacked in the order in which they are created, but their order can be changed at any time.
To change the stacking order of sheet layers:
1. From the Organization dialog box, select the Sheet Layers tab in Details view to see the current stacking order.
The # column to the right of the sheet title indicates the layers current position in the stack, with 1 being the top
layer.
2. Use one of the following methods to change the layer stacking order:
The # column must be the current sorting column to change the stacking order; if the list is not currently sorted
by stacking order, click the # column heading to change it. Then click the # column of the layer(s) to be moved,
and drag it up or down the list. A horizontal line indicates where the layer(s) will be inserted in the current
order.
Select the layer(s) to move, and then click Edit (or double-click a layer row) to open the Edit Sheet Layers
dialog box. In the Stacking Order field, enter the number for the new stacking order position of the layer(s).
Click OK to accept the changes.
3. The Sheet Layers tab displays the new stacking order. Click OK to close the Organization dialog box and save the
changes.
106 | Chapter 3: Drawing Structure

Click on the layers # column and


drag it up or down the list to change
the layers stacking order

Managing Classes
In addition to design layers, classes are a powerful way to organize the elements in a drawing project according to
category. This allows the objects to be viewed, changed, and tracked as a group. Because classes work across design
layers, they allow the grouping of similar objects in a drawing that for practical reasons need to exist on separate layers.
Classes also allow the same file to be used for all stages of a project and for various purposes. For example, the classes
shown for a license application could be different from those shown for the building contractor.
Vectorworks classes are similar in function toand are exported asAutoCAD layers. If a drawing will be
exported to AutoCAD, use classes to make it easy to turn on or off selected portions of the drawing. For example,
if a consultant using AutoCAD will be doing the duct layout for a building, a furniture class allows him or her to
turn off the furniture layer, instead of deleting furniture objects.
Setting up the classes at the beginning of a project is recommended, so that objects can be assigned to appropriate
classes as they are created.
Each new drawing created with the Vectorworks program automatically has two classes: Dimension and None. Any
dimensions created are assigned, by default, to the Dimension class (this is a preference setting that can be changed; see
Dimension Preferences on page 32). Group objects are assigned to the active class. All other objects and symbols are
assigned to the None class, which is the default active class. These two classes can be renamed but not deleted.
Managing Classes | 107

If the drawing was created from a template, other classes may have been provided. New classes can be created,
duplicated, edited, or deleted. The visibility of the classes can also be changed.
For example, for a drawing of a house with four separate plan layers (first floor, second floor, basement, and roof),
assign all bathroom fixtures to a class called Fixtures. Make the Fixtures class invisible to print the floor plans
without fixtures, and then make them visible to print the bathroom fixtures for each story of the house.

Fixtures class invisible Fixtures class visible

Class information can be linked to worksheets. Using the house example in the previous paragraph, not only can the
plumbing fixtures plan for the house be printed, but a running inventory of the cost for all plumbing fixtures can be
kept (see Using Worksheets on page 814).

Creating Classes
Consider class names at creation. If there are a large number of classes, organize them by naming each class with a
compound name consisting of up to four parts, separated by a dash. Each name part represents a different level in the
class naming structure. For example, a drawing of a building might have a class structure that includes main groups for
architecture, plumbing, and electrical objects. Within the architecture group, there might be door, floor, and wall
groups. Those groups in turn have subgroupsfor example, the wall subgroup might have interior and exterior
designations. A class is named according to its position in the class structure, as in Arch-Wall-Ext, Elec-Lite-Ceiling,
or Plum-Equip-New. Class names also impact hierarchical display in the Organization dialog box and Navigation
palette (Vectorworks Design Series required); see Displaying Classes in Hierarchical Order on page 93.
In the classes list on the View bar, each main group is a menu option, with submenus for the subgroups. In the
following example, the Arch option has a Wall submenu, with Ext and Int options. This type of organization makes it
easy to assign classes as objects are created.

Classes can be created as new, or imported from other current version Vectorworks files or standard files.

To create a new class:

1. For convenience, a new class can be added from multiple locations in the Vectorworks software.
New button on the Classes tab of the Organization dialog box (Tools > Organization)
Classes button on the View bar to open the Organization dialog box
New Class option from the Classes drop-down list on the View bar
Class field on the Shape tab of the Object Info palette
New context menu on the Classes tab of the Navigation palette (Vectorworks Design Series required)
2. From the New Class dialog box, create a new class, or import a class and its properties from standard or existing
Vectorworks files.
108 | Chapter 3: Drawing Structure

Class Type Action


Create New Class Creates a class based on current Attributes palette settings; enter a class Name
Import Classes Imports classes and their attributes from standard files or existing files. Files
located in the Standards folder, as well as existing files selected previously, are
displayed in the list. Select a file; the available classes are listed beneath the
file name.
Select the desired class(es). To select multiple classes from the import list, hold
the Ctrl (Windows) or Command (Macintosh) key while you click.
For more information about standards, see Importing Drawing Structure from
Standards or Other Files on page 94.
Show only classes If a class name in the current file matches a class in the import file, normally
that are not in the that class is not included on the list as an import option. To display all the
current document classes to be imported, deselect this option. The existing classes in the file are
replaced by any imported classes with the same name, changing the existing
class definitions (and any associated objects) to those of the imported classes.
Choose Click Choose to select a file for class import. Files must be in the current
version.
Creation Options
Saved View Sets the visibility of the new class in saved views (when saved views exist in
Visibility the drawing)
Viewport Visibility Sets the visibility of the new class in viewports (when viewports exist in the
drawing)
Edit Properties Immediately after creation, opens the Edit Class(es) dialog box to set the
After Creation properties of the new class(es) (see Setting Class Properties on page 109)

3. Click OK to create the new class(es).


The classes display in the Classes list on the Organization dialog box, View bar, Object Info palette, and (for
Vectorworks Design Series) the Navigation palette. When a new class is created, it does not automatically become
the active class.
Managing Classes | 109

Setting Class Properties


Once created, the classes display on the Classes tab of the Organization dialog box, where various properties can be set
and edited.

To edit classes:

1. Select Tools > Organization. Alternatively, click the Classes button on the View bar.
The Organization dialog box opens.
2. Select the Classes tab.
A list of the current classes in the drawing displays. Depending on which view option is selected at the top of the
dialog box, either details or visibilities of the classes display. The visibility of classes in the drawing area and the
active class can be changed in Details view. The visibility of classes in viewports and in saved views can be
changed in Visibilities view (see Setting Visibilities on page 118).

3. To change other class properties, select one or more classes and click Edit to open the Edit Class(es) dialog box.
4. If desired, enter a new name for the class in the Class Name field. Then, set the graphic attributes of the class. See
Setting Class Attributes on page 112 for more information about graphic attributes.
110 | Chapter 3: Drawing Structure

Displays when the


Vectorworks preference for
Quartz imaging (Macintosh) or
GDI+ imaging (Windows) is
enabled

Renderworks texture options

Parameter Description
Use at Creation Applies the attributes displayed in this dialog box when creating an object
assigned to this class. If Use at Creation is not selected, these attributes
can be applied to the object later by assigning the Class Style from the
Attributes palette. See Setting Class Attributes on page 112 for more
information.
Fill
Style Select one of the following fill styles from the list
None No fill is applied to the objects in this class
If a Renderworks texture will be applied to objects in this class, also
select a fill style. If the object fill is None, no texture displays when
the objects are rendered.
Solid Applies a solid fill to the objects in this class; click the color box to select
the desired color from the main Color Menu dialog box
Pattern Applies a patterned fill and color to objects in this class. Click the pattern
box to select the desired pattern, and then select the foreground color and
background color from the color boxes next to the pattern.
Hatch Applies a hatch fill to objects in this class. Select the desired hatch from
either the default content or the current files content (see Libraries on
page 155).
Tile Applies a tile fill to objects in this class; click the tile preview to select a
tile from either the default content or the current files content (see
Libraries on page 155)
Managing Classes | 111

Parameter Description
Gradient Applies a gradient fill to objects in this class; click the gradient preview to
select a gradient from either the default content or the current files
content (see Libraries on page 155)
Image Applies an image fill to objects in this class; click the image preview to
select an image from either the default content or the current files content
(see Libraries on page 155)
Pen
Style Select None, Solid, Pattern, or Line Type from the list; click the line type
preview to select a line type from either the default content or the current
files content (see Libraries on page 155)
Color Click the color box to select a pen foreground color
Thickness Select the line thickness for the class; to use a custom thickness, select Set
Thickness from the line thickness list to access the Set Thickness dialog
box.
Markers Select the marker style for each end of lines, dimensions, arcs, polylines,
2D polygons, or freehand lines in this class. Choose the marker style from
the list of available markers. To use a custom marker style, select Custom
and specify the marker settings, or select Edit Marker List from the
marker style list to set the available marker types (see Editing the Marker
List on page 511).
Opacity When the Quartz (Macintosh) or GDI+ (Windows) imaging Vectorworks
preference is enabled, specifies the class transparency; drag the slider to
the left to increase the transparency, or enter an opacity percentage in the
box to the right of the slider
Walls, Roofs, and Other If Renderworks is installed, click these tabs to set the texture properties
tabs for wall, roof, and other objects assigned to the class. See Applying
Textures to Symbols, Walls, and Roofs on page 631 for more
information.
Saved Views If there are saved views in the drawing, opens the Saved View Visibilities
dialog box. Set the visibility for the new class(es) in the saved views
(Visible, Invisible, Gray, or Dont Save). See Setting Visibilities on
page 118.
Viewports If there are viewports in the drawing, opens the Viewport Visibilities
dialog box. Set the visibility for the new class(es) in the viewports
(Visible, Invisible, Gray, or Dont Save). See Setting Visibilities on
page 118.

5. Click OK to return to the Organization dialog box. If objects in an edited class already exist in the drawing, and
the class is set to Use at Creation, when prompted, specify how to apply the changes to the existing objects.
6. Click OK from the Organization dialog box to save the changes.
If multiple classes are simultaneously selected for editing, and some are set to apply attributes while others are not, Use
at Creation appears dimmed, indicating an unknown setting. Additionally, if some or all of the attribute values are
different for the selected classes, the editing fields for those values indicate that the value is unknown. When the OK
button is clicked, the currently defined settings shown are applied to all of the selected classes. Any information with
an unknown setting is not applied.
112 | Chapter 3: Drawing Structure

Setting Class Attributes


There are two types of attributes available for each object: object attributes and class attributes. Object attributes are
assigned directly to an object from the Attributes palette. Class attributes are determined by the objects class settings;
the class attributes control the appearance and visibility of the object. The attributes that an object uses when it is
created are controlled by Use at Creation in the Edit Class(es) dialog box.
When Use at Creation is selected for a class, objects created in that class or subsequently assigned to that class use the
class attributes. The Attributes palette displays an arrow to indicate that the attributes have been set by class. If objects
in that class already existed before Use at Creation was selected, you are prompted to decide how to apply the
attributes to the existing objects.
Class attributes can be overridden by selecting the object(s) and applying the attributes directly from the Attributes
palette. Later, class attributes can be selected again from the Attributes palette by selecting Class Style from the
attribute list. If Use at Creation was not selected for a class, selecting Class Style for an attribute applies the class
setting to the object(s) at that time.
Several plug-in objects offer the option to control appearance and visibility of the object or parts of the object By
Class. The class selected for the object (and/or its parts) controls the attributes and visibility of the object or portions
of the object.

Object attribute: controlled by the


Attributes palette setting

Class attribute: controlled by the


attributes set for the objects class

Class attributes are represented by a curved arrow

For more information, see The Attributes Palette on page 501.

Setting the Active Class


To be able to remove or edit objects in a particular class, either the class must be active or the class options must be set
to allow modifications to other classes (see Setting Class and Design Layer Options on page 114). There are several
ways to change the active class.
If there are a small number of classes, switch between classes with the Switch active layer/class shortcut key
combination specified in the Vectorworks preferences (see Setting Vectorworks Preferences on page 17). This
selects a class by moving up or down through the class list one layer at a time. If the drawing has a large number
of classes, use one of the following options.

Setting the Active Class in the Organization Dialog Box


To set the active class:
1. From the Organization dialog box, select the Classes tab in Details view.
The active class is indicated by a check mark to the left of the Class Name. The name of the class also is
highlighted in bold text.
2. To make a different class active, click the column to the left of its name.
3. Click OK.
The dialog box closes and the active class displays.
Managing Classes | 113

Setting the Active Class in the View Bar


To set the active class:
1. Click the Classes list on the View bar to display a list of all of the drawings classes.
On Macintosh, the active class is indicated by a check mark; on Windows, the class name is highlighted in bold
text.
2. Click the class to be activated.
The classes list closes and the active class displays.

Setting the Active Class in the Document Context Menu


If multiple classes are set to be visible, and the class options are set to show those other classes, the drawing area may
display objects that are in non-active classes. Use the Activate Class command to make the class of one of these
objects active.
The Force Select command on the document context menu also changes the active class and the active layer (if
necessary), and selects the clicked object.
To set the active class:
1. In the drawing area, right-click (Windows) or Ctrl-click (Macintosh) a visible object in a non-active class.
2. From the document context menu, select Activate Class.
The objects class becomes active.

Right-click (Windows) or Ctrl-click (Macintosh) on The Activate Class command activates


a cabinet in a gray, non-active class to open the the cabinets class, and the objects that are
document context menu not in that class become grayed

Copying and Pasting Classed Objects


Objects in a class can be copied and pasted from one drawing to another, even if the destination drawing does not
contain the same class as the original drawing. The program automatically creates a new class in the destination
drawing and transfers all of the class information from the source drawing. If the destination drawing already has a
class with the same name as the source drawing, only the object information is pasted. All of the class information for
the destination drawings class remains unchanged.
When you paste objects that could become invisible due to class visibility settings, specify whether the invisible classes
should be made visible so that the pasted objects can be seen.
114 | Chapter 3: Drawing Structure

Setting Class and Design Layer Options


The Class Options and Layer Options commands control how all the classes or design layers in a drawing display.
For example, a drawing project can be set to display only the active class, temporarily hiding all objects assigned to
other classes.
To change the options for displaying, snapping to, and editing objects in the current class or design layer:
1. Select View > Class Options (or Layer Options) and then the option.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) in the drawing area and select Class Options or
Layer Options from the document context menu.

Parameter Description
Active Only Displays only objects in the active class/layer; only the active class/layer prints
Gray Others Displays the active class/layer normally and all other classes/layers appear dimmed
(except for those set to invisible); even though visible, objects in dimmed classes/
layers cannot be edited
Gray/Snap Displays the active class/layer normally and all other classes/layers appear dimmed
Others (except for those set to invisible); objects in any normally displayed or gray class/
layer can be snapped to. Only objects in the active class/layer can be edited.
Show Others All classes/layers display normally, except for those set to invisible or grayed; even
though visible, objects in classes/layers other than the active class/layer are not
editable and cannot be snapped to
Show/Snap All classes/layers display normally, except for those set to invisible or grayed;
Others objects in any normally displayed or gray class/layer can be snapped to. Only objects
in the active class/layer can be edited.
Show/Snap/ All classes/layers display normally, except for those set to invisible or grayed.
Modify Others Objects in any normally displayed or gray class/layer can be snapped to; only objects
in normally displayed classes/layers can be edited. (An object on another layer can
only be edited if its layer scale and view are the same as those of the active layer.)
Locked objects display with gray highlighting.

2. The current class or design layer display changes accordingly.

Managing Viewports
A sheet layer viewport or design layer viewport (Vectorworks Design Series required) shows a specific portion of one
or more design layers. The original location of the viewport layers can be either within this file or another file. The
view parameters in the viewport can be different from those of the original layers. For example, the scale, layer and
class visibility, or render mode might be changed to create a certain effect. A sheet layer viewport does not always
automatically change when the underlying drawing does. To see the drawing changes that were made after a sheet layer
viewport was created, update the viewport. One or more viewports can be placed on a sheet layer or design layer, to
show various parts of the drawing project in different ways.
Once created, viewports display in the Organization dialog box, where they can be edited, duplicated, or deleted. For
detailed information about how to create, edit, annotate, and update viewports, see Presenting Drawings with Sheet
Layer Viewports on page 734 in this guide, and Presenting Drawings with Design Layer Viewports on page 723 in
the Vectorworks Design Series Users Guide.
Managing Saved Views | 115

Managing Saved Views


A saved view is like a camera that is set up to show a drawing from a certain orientation, with a specific set of viewing
parameters, including which class and design layer are active, the visibilities of the classes and the design layers, the
current zoom and pan, and the page location. If Vectorworks Design Series is installed, the plan rotation and the clip
cube position can be saved.

Zoomed in view

Zoomed out view

Views are also used to create Move Along Path animations (see Creating Move Along Path Animations on page 729
for more information).
Saved views can be created, edited, duplicated, and deleted from the Organization dialog box as described in the
following sections.

Creating Saved Views


To save the current drawing area view:
1. Select View > Save View.
The Save View dialog box opens.
2. Specify the view options, the active layer and class, and the visibilities of layers and classes.

Parameter Description
View Name Specify the view name
116 | Chapter 3: Drawing Structure

Parameter Description
Save View Saves the general view parameters of the active layer, including the projection,
Orientation 3D orientation, and page origin settings. If Vectorworks Design Series is
installed, the plan rotation and the clip cube position are also saved.
Save Zoom and Pan Saves the zoom and pan settings of the active layer
Save Page Location Saves the design layer page location with the view; if deselected, the current
page location setting is used when the view is displayed. The page location of
sheet layers cannot be saved.
Save Unified View Saves the unified view status with the view; if deselected, the current unified
view setting is used when the view is displayed
Save Render Mode Saves the render mode and options with the view; if deselected, the current
and Options render mode and options are used when the view is displayed
Saving the render settings with the view is an effective method of saving
and restoring custom rendering options.
Save Layer Specifies the layer visibility options to save; if deselected, the current layer
Visibility visibility settings are used when the view is displayed
Layer Options Select the design layer display options (see Setting Class and Design Layer
Options on page 114)
Active Layer Select the active layer; if a sheet layer is selected, the Layers button is disabled
Layers Opens the Layer Visibilities dialog box; specify the design layer visibilities for
the saved view (see Setting Visibilities on page 118)
Save Class Specifies the class visibility options to save; if deselected, the current class
Visibility visibility settings are used when the view is displayed
Class Options Select the class display options (see Setting Class and Design Layer Options
on page 114)
Active Class Select the active class from the list of classes
Classes Opens the Class Visibilities dialog box; specify the class visibilities for the saved
view (see Setting Visibilities on page 118)

3. Click OK to save the view with the specified settings. The saved view is then available from the Saved Views
menu and from the Organization dialog box.

Editing Saved Views


Set the active class and layer, the class and design layer options, and the class and design layer visibilities when you
create the saved view (in the Save View dialog box). Those initial settings can be changed later from the Organization
dialog box.
To edit a saved view:
1. Select Tools > Organization.
The Organization dialog box opens.
2. Select the Saved Views tab in Visibilities view.
The visibilities of classes and design layers for the selected saved view display.
Managing Saved Views | 117

3. Select a view to edit from the Saved View Name list.


4. If Save Class Visibility was selected in the Save View dialog box, Class Options and Active Class are enabled in
the Organization dialog box. If Save Layer Visibility was selected in the Save View dialog box, Layer Options
and Active Layer are enabled in the Organization dialog box. Change the Active Layer and the Active Class as
necessary. Change the Class Options and Layer Options as described in Setting Class and Design Layer
Options on page 114.
5. Change the visibilities of classes and design layers as necessary. See Setting Visibilities on page 118.
6. To change other saved view properties, click Edit.
The Edit Saved View dialog box opens.

The settings are the same as when the view is created (see Creating Saved Views on page 115). Classes and
layers that were added after a view was created are listed as visible in the visibility settings.
If the layer or class visibility was saved when the view was created, Restore Layer Visibility and Restore Class
Visibility are enabled. Select Restore Layer Visibility to restore the layer visibilities, the layer options, and the
active layer that were set when the view was saved. Select Restore Class Visibility to restore the class visibilities,
the class options, and the active class that were set when the view was saved.
Saved views are saved as VectorScript macros. If necessary, click Edit Script to edit the script.
7. Click OK to save the changes. Click OK again to close the Organization dialog box.
118 | Chapter 3: Drawing Structure

Another way to edit a saved view is through the Saved Views palette. Select Window > Script Palettes > Saved
Views. Press the Option (Macintosh) or Alt (Windows) key and double-click the view name to edit. Double-click the
view script name to switch the current drawing area to the saved view.

Creating or Editing Saved Views Using the Saved Views Menu


The View bar has shortcuts to save a view, to edit a saved view, or to switch the current drawing area view to a
previously saved view.
Views can also be accessed through the Saved Views palette. Select Window > Script Palettes > Saved Views.
Double-click the view name to switch to that view.
To use the Saved Views menu:
1. Click the Saved Views menu on the View bar.

Click to open the


Saved Views menu

List of saved views

2. Select the desired item from the menu.

Menu Item Description


Save View Opens the Save View dialog box (see Creating Saved Views on page 115)
Edit View Opens the Saved Views tab of the Organization dialog box (see Editing
Saved Views on page 116)
List of saved Select a saved view from the list to switch to that view
views

Setting Visibilities
The active class and design layer are always visible; each inactive class and design layer can be set to be visible,
invisible, or gray. The visibilities of inactive classes and design layers are controlled in a very similar way, and they
both can be set independently for the drawing area, saved views, and viewports.
Class and design layer visibility in the drawing area and in saved views are also affected by the Class Options and
Layer Options settings. See Setting Class and Design Layer Options on page 114 for details.
The Visibility tool can make quick changes to layer and class visibilities. The Visibility tool is available in the
workspaces of all Vectorworks Design Series products; for the Vectorworks Fundamentals product, the workspace can
be edited to add the Visibility tool. See Changing an Objects Class or Layer Visibility on page 566 for details.
For maximum usability, visibilities can be set from multiple places, but the method of setting visibilities is the same.
The level of gray for grayed layers and classes can be adjusted for printing; see Printing a File on page 84.
Setting Visibilities | 119

To change the setting for a single class or design layer, click in one of its visibility columns. To change the settings for
multiple items, click a visibility column as follows:
Press the Ctrl key (Windows) or Cmd key (Macintosh) and click selected class or layer rows
Press the Shift key and click the first and last rows of a group of classes or layers
Press the Alt key (Windows) or Option key (Macintosh) and click any row to change all classes or layers
For classes displayed in hierarchical order, you can adjust the visibility settings of multiple subclasses by changing
the class group header visibility setting on the Classes tab; see Displaying Classes in Hierarchical Order on
page 93.

Parameter Description
Visible column Class/design layer is visible; objects in this class/layer display when another class/layer is
active

Invisible column Class/design layer is invisible; objects in this class/layer display only when the class/layer is
active
Gray column Class/design layer is gray; objects in this class/layer are dimmed when another class/layer is
active

Dont Save column For saved views, a fourth column displays to the right of the other columns. When selected,
class/design layer visibility is not saved for the saved view; the current class/layer visibility is
used when the view is displayed.

Setting Class and Design Layer Visibility for the Drawing Area
Use the Organization dialog box to set the visibilities of classes and design layers in the drawing area.
To set the visibility in the drawing area:
1. From the Organization dialog box, select the Classes or Design Layers tab in Details view.
2. Change the Visibility settings as desired. (See Setting Visibilities on page 118.)
120 | Chapter 3: Drawing Structure

3. To see the changes before saving them, click Preview.


4. Click OK to save the changes.

Setting Class and Design Layer Visibility for Viewports and Saved Views
The visibilities of classes and design layers can be set during creation or editing of classes, design layers, viewports, or
saved views. Those settings can also be changed in the Organization dialog box.

Create or Edit Sets


Classes Class visibility; see Creating Classes on page 107 and Setting Class Properties on page 109
Design Layers Design layer visibility; see Creating Layers on page 95 and Setting Design Layer Properties
on page 97
Viewports Design layer or class visibility; see Creating a Sheet Layer Viewport from a Design Layer on
page 735
Saved Views Design layer or class visibility; see Creating Saved Views on page 115 and Editing Saved
Views on page 116

To set the class and design layer visibility for viewports and saved views:
1. From the Organization dialog box, select a tab in Visibilities view.
Workgroup Referencing | 121

Organization Dialog Box Tab Sets Visibility of


Classes Sets visibility of a class in viewports and saved views; if classes are displayed in
hierarchical order and a class group header is selected, the viewport and saved view
lists are disabled
Design Layer Sets visibility of a design layer in viewports and saved views
Viewports Sets visibility of classes and design layers in a viewport
Saved Views Sets visibility of classes and design layers in a saved view

2. On the appropriate tab, select one or more class, design layer, viewport, or saved view names and change the
Visibility settings for classes and design layers as described in Setting Visibilities on page 118.
3. On the Saved Views tab, change the active design layer and class, and the design layer and class options as
described in Editing Saved Views on page 116.
4. To see the changes before saving them, click Preview (not available on the Saved Views tab).
5. Click OK to save the changes.

Workgroup Referencing
Vectorworks Referencing Capability
A workgroup is several people who work together on a project. Group members may work on the same file or on
different files for the same project. Additionally, it is often necessary to create standard elements and reuse them in
different files. It can be difficult to share these standards with other members of a workgroup and to keep up with
changes to them.
Referencing is the ability to link the current (target) file to a master file that contains the standards. Layers, classes, and
resources (such as hatches, worksheets, or symbols) in other Vectorworks files can be referenced. DXF/DWG and
DWF files can be referenced, similar to the way layers in Vectorworks files are referenced: either as design layers, or as
design layer viewports (Vectorworks Design Series only). In Vectorworks Design Series products, image files and PDF
files can also be referenced. When a referenced item in a master file changes, the changes are reflected in the target file.
Updates to target files can be performed automatically or only when manually requested.
You can reference specific layers with all of the classes and resources used in those layers, as well as any resources
from a master file. Workgroup-referenced design layers can be displayed in viewports. Referenced items are indicated
in the Resource Browser and in the Organization dialog box by italicized names.
There are two ways to reference design layers:
In the Vectorworks Fundamentals product, design layers are imported into the target file when they are referenced.
For backward compatibility, Vectorworks Design Series products support this method; see Setting the
Referencing Options on page 122.
In the Vectorworks Design Series products, the recommended method is to create a design layer viewport and then
reference the desired design layers from the master file. See Creating a Referenced Design Layer Viewport on
page 726 in the Vectorworks Design Series Users Guide for details about this type of reference.
Depending on the type of object referenced, you may be able to update the master file from the target file.
Resources can be edited or renamed in the target file, and the corresponding resource in the master file is
automatically updated. See Referencing Resources on page 127.
122 | Chapter 3: Drawing Structure

Objects on layers referenced with layer import referencing are locked; they can be unlocked and edited in the
target file, but the change will not appear in the master file. Moreover, when the target files references are
updated, referenced items are over-written to reflect the master file. Therefore, any permanent change to a
referenced item must be made in the master file.
Objects on layers referenced in a design layer viewport cannot be edited directly, but there is an option to navigate
to the master file, make the change, and then return to the target file to view the change.
Keep the following concepts in mind for both design layer referencing methods.
Drawing information is shared and updated on a layer-by-layer basis.
For layer import referencing, referenced layers should be treated as read-only layers; any changes to referenced
information and any information added to referenced layers are removed the next time the referenced layer is
updated.
Referenced layer names cannot be changed.
Resources (symbol names) in layers that are referenced from the master file take precedence over resources in the
target file.
If there is a naming conflict with pre-existing symbols or pre-existing layers in the current file, replace the
symbols or rename the layers.
Sheet layer viewports cannot directly reference layers in external master files. If you are using layer import
referencing, create a reference to the master file, and select the external layers to import into the target file; then
make the imported layers visible in a sheet layer viewport. If you are using design layer viewport referencing
(Vectorworks Design Series required), create a design layer viewport from the master file and make the desired
layers visible; then make the design layer that contains the viewport visible in a sheet layer viewport.

Workgroup Referencing Strategies


Communication within the workgroup is essential when workgroup referencing is in use. Discuss a strategy for how to
name, maintain, and update master files. Keep each other informed of major changesespecially the deletion of a
master file or resources, which can affect multiple files.
If either the file name or the location of a referenced file is changed, the reference is broken. Items referenced from that
file cannot be updated until the broken reference is corrected.

Setting the Referencing Options


The reference settings control how manual and automatic updates to references are performed in the current file. In
addition, in the Vectorworks Design Series products, you have the option to change the layer referencing method for
this file from design layer viewport referencing (the default for the Vectorworks Design Series product) to layer import
referencing.
To set the referencing options:
1. Select Tools > Organization.
The Organization dialog box opens.
2. Select the References tab and click Settings.
The Reference Settings dialog box opens.
Workgroup Referencing | 123

Parameter Description
Check for out of date Automatically checks referenced files for changes after this time interval; if any
references every ___ references are out of date, an alert dialog box displays to allow the target file to be
updated
Use reference priority If the same resource exists in multiple referenced master files, deselect this option to
when updating resources update each referenced item from the original source, regardless of the priority order of
the referenced files. This is recommended because, if you change the priority order, or
if you update an individual reference (instead of all references), you could change the
source file of a resource inadvertently.
Select this option to update resources in the target file according to the priority order
set in the References tab of the Organization dialog box (see Prioritizing Referenced
Files on page 126). An alert message prompts you to confirm that you want to use
priority updating for references.
When manually updating Specifies what happens when the Update button on the References tab of the
Organization dialog box is clicked: the button either updates only the selected
references that are out of date, or it updates all of the selected references in the target
file
Use this method to Specifies which method to use to reference design layers in other Vectorworks
reference Vectorworks files documents. By default, Vectorworks Design Series products use design layer
(Vectorworks Design viewports, as described in Creating a Referenced Design Layer Viewport on
Series required) page 726 in the Vectorworks Design Series Users Guide. Select Layer import to use
the referencing method described in Adding and Editing Layer Import References on
page 123 in this guide.
The selected method is also used to reference DXF/DWG and DWF files, as
described in DXF/DWG and DWF Import Options on page 783.

3. Click OK to return to the Organization dialog box.

Adding and Editing Layer Import References


In the Vectorworks Design Series products, you must first select the Layer import referencing option for the current
file, as described in Setting the Referencing Options on page 122. (See Creating a Referenced Design Layer
Viewport on page 726 in the Vectorworks Design Series Users Guide for information about the design layer viewport
referencing option.)
To add or edit references to design layers in other Vectorworks files:
1. In the active target file, select Tools > Organization.
124 | Chapter 3: Drawing Structure

The Organization dialog box opens.


2. Select the References tab.
Referenced files are listed in priority order, along with their current status, whether they are set to update
automatically when the target file is opened, and whether they are set to save copies of the referenced items with
the file.

Parameter Description
New Opens the Open File dialog box to select a new reference file
Edit Opens the Edit Reference dialog box to change the parameters of a selected reference file
Delete Opens the Delete Reference dialog box to delete a file from the list of referenced files, and to
choose whether to keep the referenced layers and resources in the target file; see Deleting
References on page 130
Update Manually updates the referenced items from the selected file(s)
Settings Opens the Reference Settings dialog box to set options for updates of referenced items; see
Setting the Referencing Options on page 122

3. To edit a current reference file, select the file and click Edit.
The Edit Reference dialog box opens. Proceed to step 5.
4. To add a new reference file, click New.
The Open File dialog box opens. Select the desired file, and then click Open to open the appropriate dialog box:
Vectorworks file: New Reference dialog box
DXF/DWG or DWF file: Import Options dialog box
Image file: Image Import Options dialog box (Vectorworks Design Series required)
PDF file: Import PDF dialog box (Vectorworks Design Series required)
Referenced Vectorworks files must be the same version as the target file.
5. From the New Reference or Edit Reference dialog box, specify the parameters for the workgroup reference.
Workgroup Referencing | 125

Parameter Description
Source File Displays the path and file name of the referenced master file; if the Edit option was
selected, click Browse to edit the file location
Save reference location as Maintains either an absolute or relative file path reference from the current file to
the referenced file. Use the absolute path when the location of the referenced file
with respect to the current file is not going to change. Use the relative path when the
files might be moved to another computer or platform; as long as the relative path
between the files remains the same, the reference can be found. Both files must be
saved on the same volume to select this option.
The Source File path displays either an absolute or relative path, depending on the
selection.
Layers Available Specify the design layers to be referenced; selected layers are indicated with a check
mark. Sheet layers cannot be referenced. This step is optional; a layer does not have
to be selected to reference its resources. Resources in the entire referenced file are
available through the Reference command in the Resource Browser.
Options Select the update options
Save referenced cache to Saves a copy of the referenced data with the target file. When this option is
disk deselected, a copy of the referenced data is not saved, which means that the target
file size is smaller; the referenced data is updated when the target file is opened.
Automatically update out Updates the reference each time the target file is opened; when deselected, the
of date reference during reference is updated only when Update is clicked from the References tab of the
file open Organization dialog box
Update class definitions Updates class definitions along with the referenced objects that use those classes
Ignore source user origin Ignores the user origin in the master file; referenced objects will not change location
in the target file if the user origin changes in the master file
126 | Chapter 3: Drawing Structure

Parameter Description
Create layer link(s) on Creates a layer link for each newly referenced layer on the specified design layer;
layer select the design layer from the list or select New Layer to specify a new design
layer, set to the same scale as the first selected layer to reference

Workgroup referenced layers can be used in a sheet layer viewport. Because sheet layer viewports cannot directly
reference design layers in other files, reference the layers and then create a sheet layer viewport that shows the
referenced layers.
6. Click OK to return to the Organization dialog box.
The selected layers are added to the target file, along with any new layers and layer links.

Prioritizing Referenced Files


During a reference update, the program can search the referenced files in the order in which they are listed on the
References tab, and then update the target file with the first instance of each referenced resource that is found.
If the same resource exists in multiple referenced master files, it is recommended that you disable this feature.
Otherwise, if you change the priority order, or if you update an individual reference, you could change the source
file of a resource inadvertently. To prevent this from happening, deselect the option to Use reference priority
when updating resources in the Reference Settings dialog box (see Setting the Referencing Options on
page 122).
To set the priority of referenced files:
1. Select Tools > Organization to open the Organization dialog box.
2. From the References tab, click Settings to open the Reference Settings dialog box, and ensure that the option to
Use reference priority when updating resources is selected.
3. From the References tab, click the number in its # column to select the master reference file(s) to be moved; drag
the item up or down the list to the new priority position. The first file listed on the References tab has the highest
priority.

Updating References
Referenced design layers and resources are either updated automatically when the target file is opened, or they are
updated manually upon command. These preferences are set in either the New Reference or the Edit Reference dialog
box. If the file is set to update automatically, manual updates can still be performed at any time.
Before an update, correct any broken references as described in Correcting Broken References on page 127.
To update references manually:
1. Select Tools > Organization to open the Organization dialog box.
2. From the References tab, select the master file(s) that contain the referenced items to be updated.
To update all references in the target file, select all of the files.
3. Click Update to update the referenced items in the target file from the selected files.
If priority updating is disabled (recommended), referenced items are always updated from the original file.
If priority updating is enabled, referenced items are updated according to the priority order on the References
tab.
For more information about priority updating, see Setting the Referencing Options on page 122, and
Prioritizing Referenced Files on page 126.
4. If a referenced item is missing, the Referenced Resource not Found dialog box opens.
Workgroup Referencing | 127

Parameter Description
Break the reference Breaks the reference with the master file, leaving the resource in the target file
Delete the resource Deletes all occurrences of the resource in the target file (from both the drawing and the
Resource Browser)
Replace resource with To replace the missing resource with another item from the master file, select this option,
and then select the replacement item from the list of available resources

5. Click OK To All to perform the same action for all missing resources. To select an action for each missing
resource individually, click OK; the dialog box redisplays for each missing item.

Correcting Broken References


If a reference has a status of Broken link in the References tab, the program cannot locate the master file. Items
referenced from that file cannot be updated until the broken reference is corrected.
To correct broken references:
1. Select Tools > Organization to open the Organization dialog box.
2. From the References tab, select one or more master files that have broken references, and click Update.
3. An alert prompts you to locate the master file. If you selected multiple references, select Look for subsequent
broken references in all of the folders manually located to have the program search the same location for all of
them.
If a file is set to update automatically when it is opened, and one of its references is broken, this alert displays
when you open the file.
4. Click Yes to open the Open Current-Version Drawing dialog box.
5. Locate the master file and click Open.
On the References tab, the status of the broken reference changes from Broken link to Up to date or Out of date. If
you selected the option to look for subsequent references in the same location, those references are corrected also.
6. Click OK to save the new name and/or location for the references.

Referencing Resources
The resources of files listed in the References tab of the Organization dialog box, as well as the resources in any
Vectorworks file of the same version number, can be referenced through the Resource Browser.
128 | Chapter 3: Drawing Structure

To reference the resources of a master file:


1. To display the resources of the master file in the Resource Browser, either use the Browse a Document command
on the Files menu, or use the Files list to access the master file if it is in a resource library (see Accessing
Existing Resources on page 162).
2. Right-click (Windows) or Ctrl-click (Macintosh) on the desired resource, and select Reference from the context
menu.
3. If the resource is a symbol or plug-in object, the Reference Symbol(s) dialog box opens. Specify the location of
the referenced symbol and click OK.

Parameter Description
Preserve folder hierarchy Maintains the same folder structure the referenced symbol had in its source file
Select destination folder Adds the referenced symbol to the selected folder
Folder list Displays the target files symbol folders; the selected folder becomes the destination for
the referenced symbol
New Folder Creates a new folder within the selected folder; specify the folder name and click OK
to create the symbol folder

4. If the master file has never been referenced in the current file, the New Reference dialog box opens. Specify the
reference parameters and click OK.
Workgroup Referencing | 129

Parameter Description
Source File Displays the path and file name of the referenced resource file
Save reference location Maintains either an absolute or relative file path reference from the current file to the
as referenced resources file. Use the absolute path when the location of the referenced file
with respect to the current file is not going to change. Use the relative path when the files
might be moved to another computer or platform; as long as the relative path between the
files remains the same, the reference can be found. Both files must be saved on the save
volume to select this option.
The Source File path displays either an absolute or relative path, depending on the
selection.
Save referenced cache to Saves a copy of the referenced resource with the target file. When this option is
disk deselected, a copy of the referenced resource is not saved, which means that the target
file size is smaller; the referenced resource is refreshed when the target file is opened.
Automatically update Updates the reference each time the target file is opened; when deselected, the reference
out of date reference is updated only when Update is clicked from the References tab of the Organization
during file open dialog box
Update class definitions Updates class definitions along with the referenced resources that use those classes

5. The resource is added to the target file. Referenced resources display with italicized names in the Resource
Browser.
The following rules apply to referenced resources.

Situation Description
Editing a referenced resource A referenced resource can be edited within the target file, provided the source
file is not opened by another user, and the reference is not broken or the resource
out of date. Changes to the referenced resource are automatically exported to the
source file; while in edit mode, the source file is locked.
The following resources can be edited within the referenced file: gradients,
hatches, record formats, symbol definitions, plant symbols (Vectorworks
Landmark required), sketch styles and wall styles (Vectorworks Design Series
required), Renderworks backgrounds and textures (Renderworks required).
Resource name conflict If there is a name conflict between a referenced object and another object when
creating a reference, an alert displays and you have the option to replace the
object in the current document. (If the other object is also a referenced object, it
cannot be replaced and the update fails.)
Change user origin of master file If the user origin of a master file is changed, the location of the referenced
resources do not change, if Ignore source user origin is selected in the Edit
Reference dialog box
Change master file classes Changes to the class of a referenced resource are only reflected in the target file
after an update if Update class definitions is selected in the New Reference
dialog box
130 | Chapter 3: Drawing Structure

Situation Description
Resource deleted in master file If a referenced resource is deleted in a master file and the resource does not exist
in any other master file included in an update, when the reference to the master
file is updated, an alert displays. Click OK to confirm that the resource is an
orphan, or click OK to All to hide all alerts about orphaned resources during
the current update. Orphaned resources are no longer referenced.

To break a reference, right-click (Windows) or Ctrl-click (Macintosh) on the desired resource, and select Break
Reference from the context menu. The resource remains in the target file, but it is no longer referenced to the
master file.

Deleting References
You can stop referencing a file, and choose whether to keep the referenced layers and resources in the target file.
To delete a reference to a file:
1. Select Tools > Organization to open the Organization dialog box.
2. Select the file to stop referencing, and then click Delete.
The Delete Reference dialog box opens.

Parameter Description
Reference to Displays the master file name and path
Referenced Layers Select an option for layers that are currently referenced in the target file from the
master file
Keep in current document Keeps the layers in the target file, but removes the reference
Delete Removes referenced layers from the target file, including layer links and any
objects on the layer
Referenced Resources Select an option for resources that are currently referenced in the target file from
the master file
Keep in current document Keeps the resources in the target file, but removes the reference
Delete if unused Deletes unused referenced resources; keeps resources that have been placed in the
file, but removes the reference

3. Click OK.
Workgroup Referencing | 131

Opening Referenced Files


The Vectorworks program provides easy access to the master files that a target file references.
To open a referenced file:
1. Access the Window menu. The bottom portion of the menu provides a submenu for each Vectorworks file that is
currently open.
2. From the submenu for the target file, select Referenced Files to display the Vectorworks files that the target file
references. Though DXF/DWG, DWF, PDF, and image files can be referenced, they do not appear on the menu.
3. Select a referenced file to open it.

List of referenced
Vectorworks files
132 | Chapter 3: Drawing Structure
Drawing with Snapping 4
SmartCursor snapping allows you to draw with precision in both 2D and 3D. Used in conjunction with drawing tools,
the SmartCursor uses snap indicators, hints, extension lines, text (SmartCursor cues), and sounds, and then precisely
snaps the cursor based on the snapping categories enabled in the Snapping palette.

Setting Snapping Parameters


The Snapping palette manages SmartCursor snapping; the on-screen feedback which displays while drawing is based
on the snapping categories enabled in the Snapping palette. Different drawing tasks may require a variety of snapping
combinations. A snapping category is enabled by clicking the desired tool from the Snapping palette. Each tool toggles
to turn the snapping category on or off.
Snapping categories can be used individually or combined for precise drawing and snapping. For example, snap to
object points and snap to the grid to find points which are both on an object and on a grid line. Snapping can also be
combined with Data bar input to find a specific snap point along a defined location in the drawing area.
Snapping is available for both 2D and 3D tools; however, Snap to Tangent only applies to 2D tools, and Snap to
Working Plane only applies to 3D tools.
The snapping parameters of most of the snapping tools are set in the SmartCursor Settings dialog box. Most of these
settings are considered application settings, and apply to any file opened in the Vectorworks program. Certain settings
are considered document settings and are saved with the file; these include grid dimensions, alternate angle extension
lines, datum and smart edge offset, and distance snap settings. Some of the snapping tools do not have additional
parameters, and are simply toggled on or off.
When drawing, it may become necessary to temporarily suspend SmartCursor snapping. Press and hold the key (back
quote key) to suspend all snapping. The snapping settings are retained, and snapping resumes when the key is no
longer pressed. The shortcut key for suspending snapping can be customized; see Modifying Snapping and Mode
Shortcuts on page 876.
To set up and activate snapping categories:
1. If the Snapping palette is not open, select Window > Palettes > Snapping.
The Snapping palette opens. The last tool on the palette is different depending on whether a 2D or 3D tool is
currently active.

2D Snapping 3D Snapping Snapping suspended


palette palette with back quote key

2. Double-click a snapping tool to open the SmartCursor Settings dialog box with specific snapping parameters for
that tool. Some of the tools do not have any additional parameters.
The SmartCursor Settings dialog box can also be opened by selecting Tools > SmartCursor Settings. Each tab of
the dialog box is described in the following sections.
3. Enter the desired criteria, and then click OK to set.
The criteria are described in the following sections.
4. Click a snapping tool to activate it.
Snapping palette shortcut keys can be set in the Workspace Editor; see Modifying Snapping and Mode Shortcuts
on page 876.
134 | Chapter 4: Drawing with Snapping

Different combinations of constraints and snapping parameters are required for different drawing tasks. Select the
Tools > Custom Tool/Attribute command to easily create a script with the current SmartCursor settings and
active tools on the Snapping palette. Execute the script by double-clicking on it from the Resource Browser to
quickly change snapping parameters and settings. See Creating Custom Tool/Attribute Scripts on page 848 for
more information.

General Snapping
The parameters on the General tab specify global SmartCursor functionality.
To set general snapping parameters:
1. Select Tools > SmartCursor Settings, or double-click a Snapping palette tool that has additional parameters.
The SmartCursor Settings dialog box opens. Click the General tab.

Parameter Description
Show SmartCursor Cues Displays SmartCursor cues while drawing. The cues displayed depend on
the combination enabled in the Snapping palette, as well as the current
cursor position. SmartCursor cues are listed in SmartCursor Cues on
page 151.
Show Snap Points Displays temporary graphical hints to indicate that a snap point is
available; see Snapping Indicators on page 147 for more information.
Deselect to hide snap points.
Zoom Line Thicknesses When using the snap loupe (see Using the Snap Loupe on page 150), sets
in Snap Loupe the line thicknesses relative to the zoom level so that objects display
normally in the loupe view
Snap to Combined Page Snaps to the edges and center of the combined printable area of design
Area layer and sheet layer pages
Snap to Individual Pages Snaps to the edges and center of the individual pages within design layer
and sheet layer pages
Setting Snapping Parameters | 135

Parameter Description
Ignore Non-planar Snaps Snaps only to snap points that are planar within the current planes context,
in Planar Contexts ignoring snap points that are not co-planar. When using the automatic
working plane with a tool that operates on a plane, the current planar
context is the plane that is acquired by the automatic working plane.When
not using the automatic working plane, and you are creating a 2D object,
the current planar context is the current working plane.
This is useful in Wireframe mode when the automatic working plane is on,
and the cursor is over a planar face (not a curved face); and when the
automatic working plane is off, and you are drawing planar objects. It is not
needed in rendered views because snapping does not occur for geometry
hidden behind solid objects.
Interactive Appearance Opens a dialog box to change the appearance of the interactive elements in
Settings the Vectorworks program, including general elements, object highlighting,
SmartCursor elements, and snap points; see Configuring Interactive
Display on page 68
Note Reminds you that snapping can be suspended temporarily by pressing the
key (back quote key); see Setting Snapping Parameters on page 133
Reset Restores default parameter settings for all tabs

2. Click OK.

Grid Snapping
The snap and reference grids assist with precise drawing on both design and sheet layers, as described in Snap and
Reference Grids on page 78.
When snap to grid is on, the SmartCursor snaps to set points on the snap grid. For example, if the grid is set to 1, as the
mouse moves over the grid, it automatically catches every inch. When you create a line, the lines first and last point
will (if no other snapping is active) lie on the snap grid. Snap to grid is the only type of snapping that does not provide
any sort of visual cues. If snap to grid is on, the mouse is always on the grid, unless other snaps are also selected which
override snap to grid.

Reference grid Snap grid

When snap to grid is on, the working plane displays with dots. The dots do not display for working planes when snap
to grid is off. See Appearance of the Planes on page 578.

To set grid snapping:

1. Select Tools > SmartCursor Settings, or double-click the Snap to Grid tool in the Snapping palette.
The SmartCursor Settings dialog box opens. From the Grid tab, specify the snap and reference grid settings.
136 | Chapter 4: Drawing with Snapping

Parameter Description
Snap Grid The grid that aligns (snaps) objects during drawing and editing, when Snap to Grid is
active
Symmetrical Select to constrain the Y setting to be the same as the X setting, resulting in a symmetrical
grid (this setting is selected by default)
X and Y Sets the grid dimensions in the X and Y directions; the Y setting appears dimmed if
Symmetrical is selected
Reference Grid The visible grid used for visually aligning objects during drawing and editing
Symmetrical Select to constrain the Y setting to be the same as the X setting, resulting in a symmetrical
grid (this setting is selected by default)
X and Y Sets the grid dimensions in the X and Y direction; the Y setting appears dimmed if
Symmetrical is selected
Grid Options Sets how the reference grid behaves on screen and when printing
Show Grids Displays the reference grid when possible (even with this option selected, the reference
grid may not display depending on the zoom factor); also displays the active layer plane
grid in 3D views. This setting is selected by default.
Print Grid Prints the reference grid on both design layers and sheet layers
3D Grid Axes
Show 3D Z Axis Shows the Z axis for working planes (this setting is selected by default)
Z axis

Show 3D Axis Labels Shows labels for each axis in the active layer plane and working plane

2. Click OK.
3. To activate snapping to the snap grid, click the Snap to Grid tool from the Snapping palette.
Setting Snapping Parameters | 137

Object Snapping
When snap to object is on, the SmartCursor finds specific parts of an object, such as corners, endpoints, midpoints, or
centers of 2D objects and arc edges, as well as meshes, extrudes, sweeps, spheres, 3D polygons, 3D planar faces, and
walls, floors, roofs, roof faces, loci, and columns. Cues display near the cursor to identify the location.

To set object snapping:

1. Select Tools > SmartCursor Settings, or double-click the Snap to Object tool in the Snapping palette.
The SmartCursor Settings dialog box opens. From the Object tab, specify the object snap settings.

Parameter Description
End Point Finds the endpoint of arcs, and the end of an objects edge

Endpoint Endpoint

Mid Point of Edge Finds the middle of the edge of an object

Midpoint

Midpoint

Center Point Locates the center of 2D objects and arc edges, as well as meshes, extrudes,
sweeps, spheres, 3D polygons, 3D planar faces, and walls, floors, roofs, roof
faces, and columns

Center Center

2D Object Snapping 3D Object Snapping


138 | Chapter 4: Drawing with Snapping

Parameter Description
Quadrant Points Finds the top, left, right, and bottom of circles, ovals, rectangles, and rounded
rectangles
Top Center

Insertion Point Locates the object origin of loci, lights, objects, symbols, text, and for
dimensions, one of the referenced points

Insertion Point

Vertex Locates the corner point on polyline, polyline Bzier, and polyline cubic
segments; for 3D, finds the vertex of a solid or the control point of a NURBS
curve

Point

Point

Nearest Point on Edge For 2D, finds the closest point on an objects edge, and for 3D, finds any
non-specific point along a solid edge or NURBS curve. It may be more
convenient to use smart edge snapping instead; see Smart Edge Snapping
on page 142.

Object

2. Click OK to set the object snapping options.


3. To activate object snapping, click the Snap to Object tool from the Snapping palette.

Angle Snapping
Two points define an angle; Snap to Angle only applies to the second point of a two-point feedback segment, such as
when drawing a line or polygon. When snapping to angles, the SmartCursor finds the angles specified, and by default,
the SmartCursor also finds angles relative to the horizontal and vertical axes. Snap to Angle can also detect a plan
rotation angle (Vectorworks Design Series required); items created along that angle when in a rotated plan view, appear
horizontal when in a non-rotated, world coordinate view.
Setting Snapping Parameters | 139

To set angle snapping:

1. Select Tools > SmartCursor Settings, or double-click the Snap to Angle tool in the Snapping palette.
The SmartCursor Settings dialog box opens. From the Angle tab, specify the angle snap settings.

Parameter Description
Angles
Angles from Snaps to the specified angles with respect to the horizontal or vertical axes. For
Axes example, if 45 is specified, the angles found include 45, 135 (90+45),
225(180+45), and so on. Specify the angles to detect, separated by a semi-colon;
45 and 30 are suggested by default. Up to eight angles can be set.

45
45

Angles relative Snaps to the specified angles relative to the previously drawn segment, instead of
to prior with respect to the axes. This is convenient when drawing multi-segment shapes,
segment since the angle snap is based on the prior segment while drawing, and no mental
arithmetic is required.
The / key toggles this option on and off. When off, angles snap relative to the axes
as in the Angles from Axes setting. The shortcut key can be set in the workspace
editor; see Modifying Snapping and Mode Shortcuts on page 876
Plan Rotation Finds the angle of plan rotation; this snap is useful when drawing in a rotated top/
(Vectorworks plan view, and requiring objects to be horizontal when the plan is no longer rotated
Design Series
required)
Alternate Specifies an additional rotated coordinate system that provides angle snaps and
Coordinate alignments along its axes
System
140 | Chapter 4: Drawing with Snapping

Parameter Description
Enter Angle Sets an angle other than the angles entered in Angles from Axes. Enter an
alternate angle.
Extension Lines Draws an extension line from a smart point to the alternate angle and 90 to the
alternate angle

Align Alt / Align Alt 90

Holding the Shift key while drawing forces the SmartCursor to select the nearest snap angle.
2. Click OK to set the angle snapping options.
3. To activate angle snapping, click the Snap to Angle tool from the Snapping palette.

Smart Points Snapping


When smart points snapping is on, you can temporarily remember a point where the cursor paused for a set length of
time, or where a special shortcut key was pressed. Once a smart point has been defined, you can align to it horizontally,
vertically, or at a specific angle using extension lines and SmartCursor cues.
To set a smart point, pause the cursor over an object point for the set number of seconds, or press the T key. A small box
displays when the smart point has been set.
A special smart point, called a datum, can be set to temporarily create a new origin for snapping and measuring
purposes. The datum does not need to be set over an object, but can be placed anywhere. When a datum is set, all
measurements along the X and Y axis are taken from that point, rather than the drawings origin, until the datum is
moved or deactivated. When a datum is created, the Data bar displays coordinates relative to the datum, using the
datum point as the origin. If a datum is set before moving an object with the Selection tool, the objects location and
angle are measured relative to the datum.
To set a datum point, pause the cursor for the set number of seconds, or press the G key. The datum displays as a small
circle around the chosen point. See Data Bar and Edit Group Options on page 205 to activate the floating Data bar
automatically after a datum is set.
The SmartCursor remembers up to three smart points, and then the oldest points are replaced. A smart point or datum
can be released by pausing the cursor or pressing the shortcut key over the point again.
Press the Esc key to clear all smart points.
A current snap is needed to acquire smart points, so enabling Snap to Object, at a minimum, is recommended.

To set smart point snapping:

1. Select Tools > SmartCursor Settings, or double-click the Smart Points tool in the Snapping palette.
The SmartCursor Settings dialog box opens. From the Smart Point tab, specify the smart point snap settings.
Setting Snapping Parameters | 141

Parameter Description
Horizontal/Vertical Displays an extension line when the cursor aligns horizontally,
Extensions vertically, or in the X, Y, or Z direction with a smart point or datum

Align V

Align Y

Extension Lines Creates an extension line from a smart point when drawing at a snap
angle and the SmartCursor is aligned perpendicular to the smart point

15 / Align

Snap to line between Smart Snaps to the extension line between smart points
Points
Edge

Allow extensions from Creates extension lines from smart points located near the cursor.
nearby Smart Points When deselected, prevents extension lines generated by smart points
located close to the cursor, so that alignment does not occur to
unintentionally acquired smart points in cluttered drawings.
142 | Chapter 4: Drawing with Snapping

Parameter Description
Acquire Smart Point Sets a smart point at the cursor location when the cursor pauses for the
indicated number of seconds. (Experienced users may wish to reduce
the pause time to 0.1 or 0.2 seconds.)
Alternatively, press the T key to set or release a smart point at the cursor
location, even if the Acquire Smart Point option is disabled.

Set Datum Sets a floating datum to define a temporary data origin by pausing the
cursor for the indicated number of seconds (normally, set this time
interval to be longer than the smart point acquisition time).
Alternatively, press the G key to set or release a datum at the cursor
location, even if the Set Datum option is disabled.

Datum

Datum Offset Sets an offset from the temporary datum origin that is indicated by an
additional marker along the extension line; enter the offset value

Datum

Datum

2. Click OK to set the smart point options.


3. To activate smart point snapping, click the Smart Points tool from the Snapping palette.
The appearance of the smart points can be changed; see Configuring Interactive Display on page 68. The
shortcut key assigned to smart points and the datum can be customized; see Modifying Snapping and Mode
Shortcuts on page 876.

Smart Edge Snapping


When smart edge snapping is on, the SmartCursor finds points on, or at a certain distance away from, a specified edge.
The edges of linear 2D geometry, arc and polyline curve segments, and 3D segments and curves, can be acquired as
smart edges. Once a smart edge has been defined, you can align to it horizontally, vertically, or at a specific angle using
extension lines and SmartCursor cues. A smart edge also provides snapping to a point on an edge without having to
activate Nearest Point on Edge object snapping.
To set a smart edge, slowly move the cursor over a 2D object edge for the set number of seconds, or press the T key
while over an edge. Dotted extension lines indicate that the smart edge has been set.
Up to two smart edges can be set, and then the oldest edges are replaced. A smart edge can be released by moving the
cursor slowly over the edge or pressing the T key over the edge again.

To set smart edge snapping:

1. Select Tools > SmartCursor Settings, or double-click the Smart Edge tool in the Snapping palette.
The SmartCursor Settings dialog box opens. From the Smart Edge tab, specify the smart edge snap settings.
Setting Snapping Parameters | 143

Parameter Description
Acquire Edge Sets a smart edge at the cursor location when the cursor moves over an object
edge for the indicated number of seconds. Alternatively, press the T key to set
or release a smart edge at the cursor location, even if the Acquire Edge option
is disabled.

Smart Edge

Snap to Bisector Finds points along the bisector that intersects two smart edges

Bisector Bisector

Snap to Offset Sets an offset from either end of a smart edge extension line that is indicated
by additional markers along the extension line; enter the offset value
Offset
Offset / Align V
144 | Chapter 4: Drawing with Snapping

Parameter Description
Snap to Extension Generates extension lines from smart points perpendicular and parallel to the
Lines smart edge

Align X

Align Edge 90

2. Click OK to set the smart edge options.


3. To activate smart edge snapping, click the Smart Edge tool from the Snapping palette.
The appearance of the smart edge can be changed; see Configuring Interactive Display on page 68. The shortcut
key assigned to the smart edge can be customized; see Modifying Snapping and Mode Shortcuts on page 876.

Distance Snapping
When snap to distance snapping is on, the SmartCursor finds points at a selected distance along a straight or curved
line, polygon edges, wall edges, and other linear objects.

Along Line Along Line

To set the snap distance:

1. Select Tools > SmartCursor Settings, or double-click the Snap to Distance tool in the Snapping palette.
The SmartCursor Settings dialog box opens. From the Distance tab, specify the distance snap settings.

2. Set the distance using a fraction, percentage, or a dimensional distance. Select Multiple Divisions to repeat snap
points along a line. For example, the SmartCursor can snap every quarter inch, or every 1/8 of the length of the
line.
Setting Snapping Parameters | 145

The SmartCursor measures from each endpoint to the center of the line. If a line is 10 units long and the distance
is set to 6 units, the distance will not be found at all, since it is longer than half a line. Similarly, any fraction
greater than 1/2 the length of the object or less than 0 cannot be used.
3. Click OK to set the Snap to Distance options.
4. To activate Distance snapping, click the Snap to Distance tool from the Snapping palette.

Snap to Intersection
When snap to intersection snapping is on, the SmartCursor finds the intersection between two objects or between the
parts of an object.

Object/Object

To activate snapping to intersection:

Click the Snap to Intersection tool from the Snapping palette. No parameters are required.

Snap to Tangent (2D Only)


The Snap to Tangent option uses the SmartCursor to locate tangents on circular arc geometry when drawing.
Tangents cannot be found on quarter arcs.

To activate tangent snapping:

Click the Snap to Tangent tool from the Snapping palette. No parameters are required.

Tangent

Tangent

While drawing, as the Move the cursor to the


feedback segment Alternatively, begin drawing a Use tangent snapping to
tangent snap, and click to find the tangent when
approaches a tangent, the create a line that is tangent line from the arc geometry, and
special snap points indicator the feedback segment remains drawing arcs or polylines in
to the circle Tangent Arc mode
shows that a tangent snap is tangent to the circle. Click to
available create a tangent line.

Hold down the Option (Macintosh) or Alt (Windows) key to switch the tangent to the opposite side of the object.

Snap to Working Plane (3D Only)


When Snap to Working Plane snapping is on, the SmartCursor snaps/projects any point not on the working plane down
to its shadow point on the working plane.

To activate snapping to the working plane:


146 | Chapter 4: Drawing with Snapping

Click the Snap to Working Plane tool from the Snapping palette. No parameters are required.

Shadow point on
working plane While moving along the top edge of the extrude with
working plane snapping on, the cursor snaps to the
working plane

Drawing with Snapping


A variety of settings and options combine to facilitate drawing with snapping. Several types of snap types and snapping
indicators assist with snapping. The snap loupe temporarily zooms into the drawing view near the cursor to obtain a
snap in a complex drawing.
Snapping is used with the feedback segment preview line that displays while drawing with most tools. For example,
when drawing a line, you may want it to be vertical, and also aligned with a point on your drawing. To do this, set a
smart point (with extension lines) on the point to align to. Angle snapping should be enabled (because it snaps to the
vertical) along with smart point snapping. The feedback segment of the line snaps to the vertical and to the smart point,
and a second click finishes drawing the line as desired.
Smart point has Vertical / Align V
already been set

Feedback segment
(Line tool in use) Feedback segment
snaps to vertical and
to smart point
extension line

Several areas in the program control the various aspects of snapping.

Functionality Location/Description
Enable/disable snapping tools Snapping palette, Setting Snapping Parameters on page 133
Enable/disable individual snapping SmartCursor Settings dialog box; Setting Snapping Parameters on
parameters page 133
Change the appearance of snap Interactive Appearance Settings dialog box; Configuring Interactive
points and indicators Display on page 68
Enable/disable snap box, selection Interactive tab of Vectorworks preferences; Interactive Preferences on
box, and acquisition hints page 25
Change the appearance of the snap Interactive tab of Vectorworks preferences; Interactive Preferences on
box and selection box page 25
Save snap settings as a script Custom Tool/Attribute command; Creating Custom Tool/Attribute
Scripts on page 848
Change snapping shortcut keys Keys tab of the Workspace Editor; Modifying Snapping and Mode
Shortcuts on page 876
Drawing with Snapping | 147

Functionality Location/Description
Snapping to objects in other layers Class and layer option commands; Setting Class and Design Layer Options
or in classes or layers set to gray on page 114

Snapping Indicators
There are several types of snap points. Use these in combination with the settings in the Snapping palette, SmartCursor
Settings dialog box, the Interactive Appearance Settings dialog box, and Interactive tab in Vectorworks preferences to
tailor snapping and snapping appearance to your drawing task. In addition to the snap points, other interactive elements
assist with snapping.
Available snap points
Available snap points display near the cursor, within the snap box area, to indicate that a snap point is near the
cursor.

Special snap points


Special snap points display in the general cursor area, to inform you that midpoint, center, along line, and/or
tangent snap points are nearby. The visible snap points depend on the snapping enabled in both the SmartCursor
Settings dialog box and the Snapping palette.

Special snap points near


the cursor

Current snap point


The current snap point shows that the SmartCursor is snapped.

The current snap point indicator is black in 2D. In 3D, the indicator displays with red, green, and blue colors,
which correspond to the red (X), green (Y), and blue (Z) axes. The orientation of the 3D indicator is relative to the
current working plane; dashed lines indicate the negative axes.

2D current point 3D current point

Obtained snap point


When drawing with a tool, such as the Line tool, the first click of the tool on a current snap becomes the obtained
snap point. The obtained snap point only displays for a brief moment, letting you know that the click was snapped.
148 | Chapter 4: Drawing with Snapping

Smart point
When the Smart Point snapping is enabled, up to three smart points can be defined at one time; see Smart Points
Snapping on page 140. A smart point displays as a red rectangle by default. If extension lines are enabled, the
extension line for the smart point appears as a dashed line. A datum is a special type of smart point and counts as
one of the three smart points.

Smart point Smart point with extension line Datum Datum with extension line

Snap object highlighting


The object from which the snap points are generated is highlighted with a dashed line. This ensures that the correct
snap points are being obtained within a congested drawing.

SmartCursor selection box and snap box


Two areas around the cursor assist with drawing: the selection box and snap box.

Selection box
Snap box

The selection box shows the area where object geometry can be selected or recognized by a tool that selects or
clicks objects (such as the Selection tool or the Eyedropper tool). The snap box indicates the area from which the
current snap will be obtained. The current snap is obtained from all the available snaps inside the snap box. The
snap box allows a snap to be held while the selection box moves around to change the snapping selection.
The size and visibility of the selection box and snap box can be adjusted, and these indicators enabled, from the
Interactive tab in Vectorworks preferences. See Interactive Preferences on page 25.
Acquisition hints
Acquisition hints display the potential snap points that can be acquired near the cursor. They indicate that a smart
point, smart edge, or vector lock can be acquired.

Acquisition Hint Appearance


Smart point

Smart edge

Vector lock
Drawing with Snapping | 149

The lock acquisition hint indicates


that by pressing the T key, a vector
lock can be placed at the current
cursor location

Enable the acquisition hints from the Interactive tab in Vectorworks preferences. See Interactive Preferences on
page 25.
Alignment Indicators
Lightly colored axis and plane indicators provide subtle hints to help determine whether the cursor is aligned to an
axis (2D) or an axis and/or plane (3D). The color of the indicator matches the axis color (red for X, green for Y,
and blue for Z) to help you determine when the cursor is aligned to an axis or plane.

Green Y plane
alignment indicator
Green Y axis alignment
indicator
Green Y axis
alignment indicator

Creating Vector Locks


An extension line created from a smart point indicates a vector, or direction. This vector can be locked to facilitate
drawing and moving objects, because the SmartCursor stays locked to that vector and serves as a guide for snapping
along that vector.
To create a vector lock:
1. Select the tool for drawing, an object to move, or other operation that requires a vector lock.
It is helpful to display acquisition hints, which show when a vector lock can be set. This is a Vectorworks
interactive preference; see Interactive Preferences on page 25.
2. During the operation, the feedback segment indicates the vector direction and the acquisition hint at the cursor
indicates that a vector lock can be set. A vector lock can be set along a smart point extension line. As the cursor
moves along the extension line, the lock acquisition hint shows that a vector lock can be set.
3. Press the T key to create the vector lock in the direction of the extension line, or press the G key to set the vector
lock relative to a datum, using the Data bar.
The vector lock displays. The appearance of vector locks can be set as described in Configuring Interactive
Display on page 68.
150 | Chapter 4: Drawing with Snapping

Press the T key

The selection needs to move up in


a vertical direction

4. The SmartCursor locks to the vector and the operation is snapped along the desired direction.

Vector locks can also be created in


3D

The Data bar can create a vector lock along a specific direction. Enter values in the Data bar as described in Using the
Data Bar on page 203. A vector lock displays, and the SmartCursor only snaps to points on the locked line.

Using the Snap Loupe


In a congested drawing, it can be difficult to obtain the desired snap point. The snap loupe temporarily zooms into a
drawing to obtain the snap. In this zoomed in view, the snap points near the mouse are easier to see.
The snap loupe is not intended to include navigation within the loupe window. It is a convenient way obtaining snap
points and quickly returning to the drawing.
To use the snap loupe:
1. Move the mouse to the area where snapping is desired, but difficult.
SmartCursor Cues | 151

2. Press the Z key.


The snap loupe window opens, displaying the region near the cursor in a zoomed view. Within the loupe window,
move the cursor to locate the desired point. If the snap loupe window is not sufficiently magnified to find a snap,
press the Z key again.
The Zoom Line Thickness in Snap Loupe preference determines how the drawing displays within the snap
loupe. See General Snapping on page 134 to change this setting.

3. Click to perform the desired operation; the snap loupe window closes automatically, returning to the drawing.
Alternatively, press the Esc key to exit the snap loupe without clicking, or click outside of the loupe to close it.

SmartCursor Cues
The following table lists the individual cues that the SmartCursor uses along with a description of each. In many cases,
two cues are used together to indicate that two snaps have been activated. For example, the cue Align H/Angle means
that the point located is both aligned horizontally to the indicated smart point and also snapping to an angle.
Some cues display when a first point has already been found, and a second point is being sought. These two points form
a line called the feedback segment. This segment forms an angle and length which the SmartCursor uses for some of its
snaps.
For a line, the feedback segment is the same as the line being drawn. However, for other objects, the interactive image
does not lie on the feedback segment. The SmartCursor works on the feedback segment created from the first to the
second points (for polygons, from the previous point to the current point).

Cue Description
Snap to Angle
Alt Feedback segment is parallel to the alternative coordinate system angle
Alt 90 Feedback segment is perpendicular to the alternative coordinate system
angle
Delta angle Feedback segment is at the specified snap angle from the rotated grid
Horizontal Feedback segment is horizontal
Parallel Feedback segment is parallel to an object
Perpendicular Feedback segment is perpendicular to an object
152 | Chapter 4: Drawing with Snapping

Cue Description
Plan Rotation Feedback segment is aligned to the rotated plan angle
(Vectorworks Design
Series required)
Symmetric Feedback segment is sketching out a square or circle
Vertical Feedback segment is vertical
X Feedback segment is aligned with the X axis
Y Feedback segment is aligned with the Y axis
Z Feedback segment is aligned with the Z axis, or point is aligned to a smart
point in the direction of the Z axis
X Feedback segment is aligned with the X axis of the rotated grid
Y Feedback segment is aligned with the Y axis of the rotated grid
Z Feedback segment is aligned with the Z axis of the rotated grid, or point is
aligned to a smart point in the direction of the Z axis of the rotated grid
Smart Point
-------------- Extension line used for all smart point cues except Datum
Align Feedback segment is perpendicular to a segment from the cursor to a smart
point
Align H Point is aligned horizontally with a smart point
Align V Point is aligned vertically with a smart point
Align X Point is aligned with the X coordinate of a smart point
Align Y Point is aligned with the Y coordinate of a smart point
Align Z Point is aligned with the Z coordinate of a smart point
Align X Point is aligned with the X coordinate of a smart point, in the space of the
rotated grid
Align Y Point is aligned with the Y coordinate of a smart point, in the space of the
rotated grid
Align Z Point is aligned with the Z coordinate of a smart point, in the space of the
rotated grid
Align Edge Point is aligned to smart edge
Align Edge 90 Point is aligned perpendicular to smart edge
Align Alt Point is aligned to the user coordinate system
Align Alt 90 Point is aligned perpendicular to the user coordinate system
Datum Point is the Datum
O Circle around Datum
Working Plane Point is on the grid plane
SmartCursor Cues | 153

Cue Description
Snap to Distance
Along Line 2DPoint is at a specified distance along line
3DPoint is at a specified distance along line from the end point of a
NURBS curve, 3D polygon, or edge of a solid object
Data bar
-------------- Extension line used to indicate X or Y value is locked
Angle Feedback segment is constrained to an angle
Length Feedback segment is of a fixed length set in Data bar
Snap to Object
Arc Cursor is over the corner point of a polyline arc segment
Arc Center Cursor is over the center point of an arc
Arc End Cursor is over the end of an arc segment
Bzier Cursor is over the corner point of a polyline Bzier segment
Bottom Center Cursor is over the bottom center of rectangle or group
Bottom Left Cursor is over the bottom left of the objects bounding box
Bottom Right Cursor is over the bottom right of the objects bounding box
Center 2DCursor is over the center of the objects bounding box
3DCursor is over the geometric center of certain objects, NURBS curves,
3D polygons, or the center of a circular NURBS curve
Center Left Cursor is over the center left of the objects bounding box
Center Right Cursor is over the center right of the objects bounding box
Corner Cursor is over the corner point of a polyline segment
Endpoint Cursor is over the end of an objects edge
Fit Cursor is over the corner point of a polyline cubic segment
Insertion Point Cursor is over the object origin for symbols, parametric objects, and text
objects; for dimensions, the cursor is over one of the referenced points
Light Cursor is on a light
Locus Cursor is on a locus
3D Locus Cursor is on a 3D locus
Midpoint Cursor is over the middle of an objects edge
Object 2DCursor is on an objects edge
3DCursor is on any non-specific point along a solid edge or NURBS
curve; displays at all corner points when the Nearest Point on Edge option
is deselected for object snapping
154 | Chapter 4: Drawing with Snapping

Cue Description
Point 2DCursor is on an object point
3DCursor is on one of the vertices of a solid, the control point of a
NURBS curve, the control point of a NURBS surface, or NURBS curve
interpolation point
Top Center Cursor is over the top center of the objects bounding box
Top Left Cursor is over the top left of the objects bounding box
Top Right Cursor is over the top right of the objects bounding box
Smart Edge
Bisector Point is on the bisector between two smart edges
Edge Feedback segment is parallel to a smart edge, or cursor is on the edge
between two smart points
Edge 90 Feedback segment is perpendicular to a smart edge
Offset Point is a preset distance from a smart edge
Smart Edge Point is on a smart edge, but not on the object itself
Snap to Tangent
Tangent Feedback segment is tangent to an arc
Tangent/Tangent Feedback segment is tangent to two arcs
Using Vectorworks Resources 5
The Vectorworks program provides a variety of resources to aid in drawing. It is also possible to create custom
resources to your specifications. These resources are easily accessible from the Resource Browser, which is the central
repository for all available Vectorworks resources.
Some of these resources are also available as default content at the point of use to facilitate faster, easier drawing.
Custom resources can also be made available by default. This provides the flexibility to choose among default content,
custom content, or all available resources while drawing.

Libraries
Vectorworks software comes with hundreds of libraries, which can be accessed through the Resource Browser (see
Accessing Existing Resources on page 162). Default content (which is available at the time of use) is automatically
installed with the Vectorworks software. All other content, including industry-specific content, is optionally added
during the installation process (Internet access required). If the additional content was not added during installation, it
can be added later. Select Help > Download Content to download it.
This content is contained in .vpkg files. If multiple copies of the Vectorworks application are installed, the files
may open by default in a different version of Vectorworks. Right-click (Windows) or Ctrl-click (Macintosh) on
the .vpkg file and use Open with from the context menu to select the desired version of the Vectorworks software.
Excluding standards and templates (which are installed based on the drawing unit selected during installation), all
libraries for the Vectorworks Fundamentals and Renderworks products are universal, and are installed regardless of the
drawing unit selected during installation.
Libraries are organized by professional discipline and subject. The Vectorworks Design Series products contain
additional libraries. Even more content is available exclusively for Vectorworks Service Select subscribers; see
Vectorworks Service Select on page xiv.
For a list of libraries and the product(s) to which they belong, see the Libraries-Index and Product Matrix.pdf file
located in the [Vectorworks]\Libraries folder.
A subset of content (some of which are resources available in libraries) is also available by default at the point of use.
The ability to use default content is a preference on the Session tab of the Vectorworks preferences, which can be
disabled if default content use is not desired; see Session Preferences on page 20.
Default content is available from a variety of dialog boxes and also from the Attributes and Object Info palettes. Once
default content is selected for use, it is automatically imported into the current file and if it is a resource (such as a hatch
or gradient) it also displays in the Resource Browser; see Accessing Existing Resources on page 162.

Creating Custom Default Content Libraries


To make your own custom content available as default content in the Vectorworks program, use any of the following
methods.
Import custom content into a default content file
Add a custom content file to a default content folder
Create a custom content file and place an alias of (Macintosh) or shortcut to (Windows) that file in a default
content folder
Files that contain custom content can be placed in different locations, depending on who needs access to the content.
The folder structure must be the same as that of the Vectorworks default content. For example, Vectorworks default
hatches are in a file in the folder [Vectorworks]\Libraries\Defaults\Attributes - Hatches. To make your library of
custom hatches available in Vectorworks, place a file that contains the hatches in either your user folder or a workgroup
folder.
156 | Chapter 5: Using Vectorworks Resources

To create default content for yourself only, put the file in the appropriate subfolder within
[User]\Libraries\Defaults (where [User] is the user data folder specified in your Vectorworks preferences). For
example, place a hatches file in [User]\Libraries\Defaults\Attributes - Hatches. See User Folders Preferences on
page 27 for more information.
If Vectorworks Design Series products are installed, you can create default content that is project-specific, or that
is shared with a workgroup. To do so, put the file on the network in the appropriate subfolder within
[Workgroup]\Libraries\Defaults (where [Workgroup] is a workgroup folder specified in your Vectorworks
preferences). For example, place a hatches file in [Workgroup]\Libraries\Defaults\Attributes - Hatches). When
coworkers set up this workgroup folder in their preferences, they also have access to the default content. See
Sharing Custom Files with a Workgroup on page 39 in the Vectorworks Design Series Users Guide for more
information.
The name of your custom library file also affects resource availability in the Vectorworks program.
To totally supersede the Vectorworks default hatches, use the same name as the hatch file in the Vectorworks
program folder (Hatches_Default.vwx).
To make your custom default hatches available along with the Vectorworks default hatches, use a unique name,
such as Custom_Hatches.vwx.
If a file name is repeated in any of the folders, only the content from one file is shown, according to the following
precedence: user folder, workgroup folder, application folder. For example, if the following files exist, only hatches
from the file in the user folder show in the hatch list in the Attributes palette in the Vectorworks program.
[User]\Libraries\Defaults\Attributes - Hatches\Hatches_Default.vwx
[Workgroup]\Libraries\Defaults\Attributes - Hatches\Hatches_Default.vwx
[Vectorworks]\Libraries\Defaults\Attributes - Hatches\Hatches_Default.vwx
If a custom library file contains multiple types of content, the program only displays the content type for the folder that
contains the custom file (or an alias or shortcut to the file). For example, if a file contains both wall hatches and
textures, and the file is in the Libraries\Defaults\Walls - Textures folder, only the wall textures are displayed as defaults
in the Vectorworks program.
To make the custom library resources available from the Resource Browser only (not as defaults in dialog boxes
and palettes), place the file in a Favorites folder in either your user folder or a workgroup folder. See Using
Favorites Files on page 164.

Organizing Content Display


In dialog boxes and palettes, the custom and default content are displayed below the content in the current file; each list
is in ascending alphabetical order.
To display the custom or current files content first in a selection list, implement a naming standard that places the
desired content toward the top of the list alphabetically. To view only the current files content in a selection list,
disable the Display default content Vectorworks preference.

Creating Resource Libraries


Resource libraries are simply files that contain specific resources to make it faster and easier to access the resources
while drawing in the Vectorworks program. Libraries do not increase the size of the current file or consume significant
amounts of memory. Save similar resources in the same library file to make it easier to search for them.
Once created, resource libraries can be accessed from the Resource Browser as a Favorites file, or located using the
User Libraries or Workgroup Libraries options on the Files list. Resource libraries can also be used as custom default
content.
Using the Resource Browser | 157

To create a resource library file:


1. Select File > New.
2. Import or create the resources to be included in the library.
3. Select File > Save.
The Save Vectorworks Drawing dialog box opens.
4. Select the location for saving the file.
5. Enter a name for the file in the Name field.
6. Click Save.
7. Place the library file in the appropriate location, depending on how you want to access it:

Access Method Library File Location Reference


From the Files list in the Favorites folder in your user folder: Using Favorites
Resource Browser, select the [User]/Libraries/Favorites/[folder name] Files on page 164
library file from the Favorites
section, and then select a
resource from the resource
display window
From the Files list in the Libraries folder in your user folder: User Folders
Resource Browser, select the [User]/Libraries/[folder name] Preferences on
User Libraries option, select page 27
the library file, and then select
the resource from the resource
display window
From the Files list in the Libraries folder in a network folder designated as your Sharing Custom
Resource Browser, select the workgroup folder (Vectorworks Design Series required): Files with a
Workgroup Libraries option, [Workgroup]/Libraries/[folder name] Workgroup on
select the library file, and then page 39 in the
select the resource from the Vectorworks Design
resource display window Series Users Guide
Available from anywhere Defaults folder in your user folder, or in a network folder Creating Custom
default content resources are designated as your workgroup folder (Vectorworks Design Default Content
available, such as the hatches Series required): Libraries on
list in the Attributes palette [User]/Libraries/Defaults/[standard folder name] page 155

[Workgroup]/Libraries/Defaults/[standard folder name]

Using the Resource Browser


The Resource Browser is the central repository for all Vectorworks resources. Use it to create, apply, and manage
resources in the current file, and to access resources in other files.
To use the Resource Browser:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
158 | Chapter 5: Using Vectorworks Resources

A check mark indicates which


files resources are currently Files menu
displayed (Macintosh only) Files list Home button
Select an open file to
display its resources Resources menu
Up one level button
Select to always
display the resources File folder list
of the active file
Resource tooltip
Select a favorite file to
display its resources, Resource preview
without opening the file

Resource name
Select a library option
to browse for a file from
which to display Resource
resources, without display window
opening the file
Active symbol Resource type
button

Feature Description
Files menu Lists menu commands that are used to create and manage a set of favorite resource files
(see Using Favorites Files on page 164) and to browse the resources in an existing
document (see Quick Resource Browsing on page 163)
Files list Specifies the file from which to display resources in the Resource Browser. Select a file
from the Open Files or Favorites sections of the list, or select an option from the Libraries
section of the list and browse to locate the file that contains the resources you need.
Select Always Display Active Document to automatically display the resources in the
active file whenever you switch from one open file to another.
See Using Resources from Open Files, Favorites, and Libraries on page 163.
Home button Displays the resources of the currently active file
Resources menu Lists menu commands that are used to work with resources; see the following:
Viewing Resources on page 159
Creating New Resources on page 161
Finding Resources on page 165
Working with Resources on page 167
Up one level button Moves one level up the symbol folder or script palette folder hierarchy
File folder list Lists the files resource folders, if there are symbol folders or script palette folders in the
file. Select a folder to display the folders resources in the resource display window.
To return to a view of the entire resource hierarchy, select Top Level. All resource types
and folders that are currently selected to be shown display in the resource display window.
Resource type In Thumbnails mode, displays resources divided into categories by type; the types are
displayed in headings that can be shown and expanded, or collapsed and hidden (see
Hiding and Showing Resources on page 161). In List mode, click the column header to
sort the columns by resource name or by resource type.
Resource tooltip Shows the full resource name as a tooltip when the mouse pointer hovers over a resource;
for referenced resources, the tooltip also shows the source file name
Using the Resource Browser | 159

Feature Description
Resource preview Displays resources with a preview image, or lists the resources with a representational icon
(see Viewing Resources on page 159)
Resource name Shows the resource name; a name in italics indicates a referenced resource. Type the first
letter of a resource to quickly display resource names beginning with that letter. The color
of a symbol (black, red, or blue) indicates the symbol type (see Symbol Types on
page 170).
Resource display Displays the resources from the file shown in the Files list, and the symbol folder shown in
window the File Folder list. Select which resource types to display from the Resources menu (see
Hiding and Showing Resources on page 161).
Active symbol button Displays the currently active symbol in the resource display window

2. By default, the resources from the currently active document display. Locate and select a resource to use from this
file, or use the Files list to view resources from other files. If the resource you need does not exist, you can create
one.
3. Once a resource is selected, you can use it in the drawing, or select another action from the Resources menu, such
as Edit or Export to another file. See Working with Resources on page 167 for more details.

Viewing Resources
Resources can be viewed in either Thumbnails (default) or List mode.

Click the column header to select how


to sort the resources; click again to
change the sort order

Full color, 64x64 Representational resource icon


pixel image

Thumbnails mode List mode

In Thumbnails mode, resources are displayed in 64x64 pixel full color. Gradient fills, hatch fills, image fills, line types,
symbols, plug-in objects, text styles, and tile fills are previewed with an actual image; other resources are previewed
with a representational icon. For symbols, the thumbnail view and render mode can be set from the Resource menu,
and when editing symbols, the thumbnail view can be set to match the editing view. Long resource names display on up
to five lines, and the number of characters displayed depends on the system font selected. In List mode, resources are
displayed as 16x16 pixel representational icons.

Resource Thumbnail Icon List Icon


Gradient Fill (see Using Gradient Fills on page 523)

Hatch Fill (see Using Hatch Fills on page 513)


160 | Chapter 5: Using Vectorworks Resources

Resource Thumbnail Icon List Icon


Image Fill (see Using Image Fills on page 527)

Line Type (see Using Line Types on page 536)

Record Format (see Record Formats on page 188)

Referenced Resource (see Workgroup Referencing on page 121) Resource name displays in
italics
Renderworks Background (Renderworks required; see Creating Layer
Backgrounds on page 611)
Renderworks Texture (Renderworks required; see Creating Textures on
page 591)

Renderworks Prop Texture (Renderworks required); see Creating Image Prop


Objects on page 608
Renderworks Style (Renderworks required); see Creating Renderworks Styles
on page 669
Sketch Style (Vectorworks Design Series required; see Sketch Rendering on
page 672 in the Vectorworks Design Series Users Guide)
Slab Style (Vectorworks Architect required; see Creating Slabs on page 97 in
the Vectorworks Design Series Users Guide)
2D Symbols and Plug-in Objects (see Understanding Symbols on page 169)

3D Symbols and Plug-in Objects (see Understanding Symbols on page 169)

Hybrid Symbols and Plug-in Objects (see Understanding Symbols on


page 169)
Symbol Folder (see Managing Symbols on page 185)

Text Style (see Using Text Styles on page 353)

Tile Fill (see Using Tile Fills on page 519)

Script (see Using Scripts on page 847)

Script Palette (see Using Scripts on page 847)

Wall Style (Vectorworks Architect required)

Worksheet (see Creating Worksheets on page 811)


Using the Resource Browser | 161

To change the view mode:


1. In the Resource Browser, select View As from the Resources menu.
2. From the list, select Thumbnails or List.
Select Window > Palettes > Save Palette Positions to save selected views across Vectorworks sessions. To revert
to settings established when the custom workspace was created (in the User Data and Preferences folder), click
Reset Saved Settings from the Session tab of Vectorworks preferences (see Session Preferences on page 20).

Hiding and Showing Resources


When there are a large number of resource types, it may be useful to hide unused resource types from view.
To hide or show resource types:
1. Select Show Object Types from the Resources menu.
2. Select the resource type to hide or show. A currently visible resource type is indicated by a check mark next to its
name. (In List view, hidden resources are not shown in the resource display window.)

mp

In Thumbnails mode, click on the disclosure arrow next to the resource type name in the Resource Browser to hide or
display resources. Alternatively, double-click on the resource name bar to hide or display resources.
Select Window > Palettes > Save Palette Positions to save the current show/hide status across Vectorworks sessions.
To revert to settings established when the custom workspace was created (in the User Data and Preferences folder),
click Reset Saved Settings from the Session tab of Vectorworks preferences (see Session Preferences on page 20).

Creating New Resources


There are various methods to create new resources in a drawing. Most new resources are created through the Resource
Browser, as described here. Some types of resources can also be created from menu commands elsewhere in the
Vectorworks program, such as scripts and text styles. Symbols display in the Resource Browser, but they can only be
created with the Modify > Create Symbol command.
To create a new resource:
1. In the Resource Browser, select New Resource from the Resources menu. The New Resource menu opens.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) in the Resource Browser to open the menu.
Double-click in an unused area of the resource display area to open the Create Resource dialog box. The dialog
box contains the same items as the New Resource menu.
162 | Chapter 5: Using Vectorworks Resources

2. Select the resource type to create.


The resource-specific dialog box opens.
3. Follow the specific creation procedures for that resource.
Once created, the resource displays in the Resource Browser.

Quick Resource Creation


When you right-click (Windows) or Ctrl-click (Macintosh) in an area of the Resource Browser that is associated with
an existing resource type, the context menu contains an additional option for quickly creating another resource of the
same type. For example, right-click or Ctrl-click in the Hatches section and the New Hatch in (document) option
displays. The context menu that displays varies slightly, depending on whether you click a blank area of the Resource
Browser, or directly on a resource.
Also, immediately after a new resource is created, the Resources menu contains an additional option for quickly
creating another resource of the same type.
Click here to display
the command from
the Resources
menu

Ctrl-click here to
display the
context menu

Accessing Existing Resources


While new resources are automatically added to the Resource Browser upon creation, resources that exist in other files
must be imported or referenced into the current file through the Resource Browser palette. Default content is
automatically imported into the current file at the point of use, and if it is a resource (such as a hatch or gradient) also
displays in the Resource Browser; see Libraries on page 155.
Using the Resource Browser | 163

Quick Resource Browsing


Resources in another file can be quickly browsed to locate resources and to determine whether that file should be added
as a favorite.
To view the resources available in another file that is not yet a favorite:
1. In the Resource Browser, select Browse a Document from the Files menu.
The standard file open dialog box opens.
2. Select the file to browse, and then click Open.
The resources in the selected file temporarily display in the Resource Browser. A resource from that file can be
imported into the current file, but the browsed file is not saved as a favorite.

Using Resources from Open Files, Favorites, and Libraries


The Files list displays all currently open files and favorites. In addition, the Files list provides easy access to resource
librariesboth the hundreds of libraries delivered with the Vectorworks software, and any other custom libraries that
you create.
Vectorworks Libraries accesses the libraries installed with the Vectorworks program.
User Libraries accesses the libraries placed in your User Data and Preferences folder. See User Folders
Preferences on page 27 for more information about user folders.
Workgroup Libraries accesses the libraries placed in your Workgroup and Project folders (Vectorworks Design
Series required). See Sharing Custom Files with a Workgroup on page 39 in the Vectorworks Design Series Users
Guide for details about using workgroup folders.
Active Document displays when Always Display Active Document has been selected from the Files list; the
resources from the currently active file are always displayed.
To use a resource from a different file:
1. In the Resource Browser, do one of the following:
Select the desired open file or favorite from the Files list.
Select the desired library type (Vectorworks, User, or Workgroup) from the Files list. From the standard file
open dialog box, locate the desired library file and click Open.
The file name is displayed in the Files list, and its resources display in the resource display window.
2. Select the desired resource from the resource display window. Multiple resources can be selected and imported at
the same time.
To use the resource immediately, double-click it to activate it, or select Apply or Make Active, if applicable,
from the Resources menu. (Alternatively, drag the resource onto an object or to a location in the current file.)
If symbol folders are present in the drawing, specify the location of the imported resource.
To import the resource for future use, select Import from the Resources menu.
To reference the resource, select Reference from the Resources menu. If the source file is not currently
referenced by this file, specify the new reference information. (See Referencing Resources on page 127.)
The resource is added to the current files Resource Browser. (Default content is automatically imported into the
current file at the point of use, and displays in the Resource Browser; see Libraries on page 155.)
When you access symbols or scripts within folders, the selected folder name is displayed in the Document Folder list,
and its contents are displayed in the resource display window. To return to the main resource window, click on the
Document Folder list, and then select Top Level. Alternatively, click the Up One Level button until the top level is
reached.
164 | Chapter 5: Using Vectorworks Resources

Using Favorites Files


For quick access, the Resource Browser can store links to Vectorworks files that contain resources that you use
frequently. You can then import resources from a Favorites file into any Vectorworks file and not have to search for the
file again. Remove the link when the file is of no further use. Favorite files are remembered for future sessions.
Use the Files menu in the Resource Browser to create, use, and manage your Favorites list. Alternatively, add files (or
aliases or shortcuts to the files) to the appropriate Favorites folder manually.

Making the Current File a Favorite


To make the current file a favorite:
In the Resource Browser, select Add Current to Favorites from the Files menu.
The file is added to the Files list under Favorites.
The file must be saved to be added as a favorite.

Making an Unopened File a Favorite


To make an unopened file a favorite:
1. In the Resource Browser, select Add New Favorite Files from the Files menu.
The standard Open dialog box opens.
2. Select the file to make a favorite, and then click Open.
The file is added to the Files list under Favorites.
The file must be saved in the same version of Vectorworks software as the current file to be added as a favorite.
Multiple files can be selected and added as favorites at the same time; alternatively, press Ctrl+A (Windows) or
Command+A (Macintosh) to select all files at once.

Opening the Current Favorite


To open the current favorite:
1. In the Resource Browser, select the favorite file to open from the Files list.
2. Select Open Current Favorite from the Files menu.
The file opens.

Refreshing Favorites from Disk


To update the resources from all favorite files:
In the Resource Browser, select Refresh Favorites from Disk from the Files menu.
All current favorite files are reloaded into the Resource Browser, to reflect any changes that occurred since they
were loaded when this Vectorworks session began.

Revealing the Location of the Current Favorite


To reveal the location of a favorite file:
1. In the Resource Browser, select the favorite file to reveal from the Files list.
The file name is displayed as the current file in the Files list, and its resources display in the resource window.
2. Select Reveal Current Favorite from the Files menu.
Either Windows Explorer or Macintosh Finder opens to the folder that contains the file.
Using the Resource Browser | 165

Removing Favorites
To remove a single favorite file:
1. In the Resource Browser, select the favorite file to delete from the Files list.
2. Select Remove Current Favorite from the Files menu.
The file is removed from the Favorites list.
To remove all favorite files:
1. In the Resource Browser, select Remove All Favorites from the Files menu.
A confirmation dialog box opens.
2. Click Yes to remove all favorites.
All favorite files are removed from the Favorites list.

Adding a Favorite Manually


To create a favorite manually (not through the Resource Browser):
1. Place the file that you want to appear on the Favorites list (or a shortcut or alias that points to the file) in one of
the following folders.

Favorites Folder Effect on Favorites Lists


[User]/Libraries/Favorites The file appears only in your Favorites list ([User] is the user data folder
specified in your Vectorworks preferences). See User Folders
Preferences on page 27 for more information about user folders.
[Workgroup]/Libraries/Favorites The file appears in the Favorites list of any user who has the workgroup
(Vectorworks Design Series required) folder set up in Vectorworks preferences

The file is added to the Files list under Favorites.


2. In the Resource Browser, select Refresh Favorites from Disk from the Files menu.
Only files that are in your user Favorites folder can be removed with the commands in the Resource Browser. (See
User Folders Preferences on page 27 for more information.) Files that were placed in a workgroup Favorites
folder must be removed manually.

Finding Resources
There are three ways to quickly access specific resources through the Resource Browser:
Use the Resource Browsers incremental name search feature to locate and select a resource that is already in the
document.
Use the Resource Browsers Find Resource command to search for a specific resource name in the current file or
in another file in a specified file path. When the resource is found, it can be selected from the Resource Browser.
Find an instance of the resource in the drawing, and then Right-click (Windows) or Ctrl-click (Macintosh) and
select Locate in Resource Browser from the context menu to select the resource in the Resource Browser.

Incremental Search
To quickly access a resource that is already in the document, click in the resource display window and begin to type the
resources name. The resource display window scrolls to the first resource or folder that begins with the letter(s) you
entered. The resource type (such as Textures or Worksheets) must be shown in the browser window to be part of the
search. If the resource is in a folder, select the folder from the File folder list first.
166 | Chapter 5: Using Vectorworks Resources

Finding a Resource
Use the Find Resource command to quickly locate a resource in any file created with the current version of the
program, and optionally to select that resource in the Resource Browser.
To locate and use a resource:
1. In the Resource Browser, select Find Resource from the Resources menu.
The Find Resource dialog box opens.

Parameter Description
Find resource names containing Enter the full or partial resource name to find
Search Location
Current file Select to search for the resource in the current file
Files on disk Select to search for the resource in the displayed path. To search for the resource
in a different folder, click Choose; select the folder to search in, and then click
Open (Macintosh) or OK (Windows) to return to the Find Resource dialog box.
Include subfolders Select whether to include subfolders in the search process
Options
Resource types Select to search for all resource types or for one specific resource type
Match case Select whether the search is case sensitive
Find whole words only Select this option to search for occurrences that are whole words only, and not
part of a larger string of text

2. Enter the search criteria and click Find.


The Find Resource Results dialog box displays the resource name, type, and file location for all resources that
match the specified search criteria. Select the resource name and click Select (or double-click the resource name).
If the selected resource is in a different file, the Resource Browser temporarily displays all the resources of that
type (such as Hatches) that are contained in the file. The resource you selected is highlighted.
3. Once the resource is found, there are various ways to use it:
To use the resource immediately, double-click it to activate it, or select Apply or Make Active, if applicable,
from the Resources menu. (Alternatively, drag the resource onto an object or to a location in the current file.)
If symbol folders are present in the drawing, specify the location of the imported resource.
To import the resource for future use, select Import from the Resources menu.
Using the Resource Browser | 167

To reference the resource, select Reference from the Resources menu. If the source file is not currently
referenced by this file, specify the new reference information. (See Referencing Resources on page 127.)
The resource is added to the current files Resource Browser. (Default content is automatically imported into the
current file at the point of use, and displays in the Resource Browser; see Libraries on page 155.)

Locating Specific Resources


Resources used in a drawing can be quickly located and selected in the Resource Browser with the Locate in Resource
Browser context menu command.
To locate a resource from the drawing:
1. Move the cursor over the resource (or object containing a resource, such as a rectangle with a hatch) to be located.
Right-click (Windows) or Ctrl-click (Macintosh) and select Locate in Resource Browser from the context menu.
The command name dynamically updates to reflect the resource; if the cursor is over an image, or an object with
an image resource applied is selected, the command displays as Locate Image in Resource Browser. Textures
applied to object parts can also be located (Renderworks required). Most resource types can be quickly located by
this method, except for record formats, symbol folders, scripts, and script palettes.
2. The Resource Browser automatically navigates to, and selects, the specific resource.

Identifying Duplicate Resources


When a resources name has been duplicated in the current file, the program checks to see if any difference exists
between the two resources.
If the two resources are identical, only one is listed for selection
If there are variations between the resources containing duplicate names, the program appends the originating file
name in parentheses to the default resource, and both items display for selection

Working with Resources


Available commands are determined by the resource selected.
To use a resource:
1. Select the resource to use in the Resource Browser.
2. Select the desired command from the Resources menu.
Right-click (Windows) or Ctrl-click (Macintosh) on a resource to access a context menu. This menu lists the
appropriate commands from the Resources menu for the selected resource.

Command Description Shortcut Key Equivalent


Apply Applies the selected resource to the selected drawing Double-click
object(s)
Attach Record Opens the Attach Record dialog box, to attach a record Not applicable
to the selected plug-in object, or to the symbol
definition (changing all symbol instances, existing and
future); see Attaching Record Formats to a Symbol
Definition on page 190
Delete Deletes the selected resource from the Resource Delete key
Browser
Duplicate Opens the Assign Name dialog box; enter a name and Not applicable
click OK to create a duplicate of the selected resource
168 | Chapter 5: Using Vectorworks Resources

Command Description Shortcut Key Equivalent


Edit Opens an edit dialog box for the selected resource. Ctrl-double-click (Windows)
If the resource is referenced, an alert prompts you Option-double-click
to verify that you want to edit the resource before (Macintosh)
the edit dialog box opens. Edits made in the
current document are also saved automatically to
the source document, which may affect references
to this resource in other files.
Edit Symbol Options When multiple symbols are selected, opens the Not applicable
Symbol Options dialog box. See Editing the Symbol
Options of Multiple Symbols on page 183.
Enter Opens the selected symbol folder or script palette to Double-click
display the symbols or scripts inside
Export (Vectorworks Opens the Export Resource dialog box to export the Not applicable
Design Series required) selected resource to another file. See Exporting
Custom Resources on page 616 in the Vectorworks
Design Series Users Guide.
Extract Image(s) Opens the Select Folder (Windows) or Export Image Not applicable
File (Macintosh) dialog box to save a .png file
extracted from the selected image or texture resource
To extract images from all image-based textures,
Renderworks backgrounds, and image resources
in the current document, execute this command
with no resources selected.
IFC Data (Vectorworks Attaches IFC data to the selected symbol definition, Not applicable
Architect/Landmark changing all symbol instances, existing and future; see
required) Assigning IFC Data to Objects on page 782 in the
Vectorworks Design Series Users Guide
Make Active Makes the selected symbol or plug-in active, and Double-click
activates the Symbol Insertion tool so that the symbol
or plug-in can be inserted
Move Opens the Move Symbol dialog box to move the Not applicable
selected symbol or plug-in object to another folder
New [resource] Opens a dialog box to create a new resource of the Not applicable
same type as the one selected (for example, a new
gradient, record format, or worksheet)
Open When a worksheet is selected, opens the worksheet on Ctrl-double-click (Windows)
screen for edits; when a script palette is selected, opens Option-double-click
the palette (Macintosh)
Understanding Symbols | 169

Command Description Shortcut Key Equivalent


Rename Opens the Assign Name dialog box; enter a name and Ctrl-double-click (Windows)
click OK to rename the selected resource. Option-double-click
If the resource is referenced, an alert prompts you (Macintosh)
to verify that you want to rename the resource (Image fills only)
before the Assign Name dialog box opens. The
name change made in the current document is
also saved automatically to the source document,
which may break references to this resource in
other files. Referenced symbols, gradients, record
formats, hatches, tiles, Renderworks
backgrounds, textures, sketch styles, wall styles,
text styles, slab styles, plants, and image
resources can be renamed.
Import When a resource from a different file is selected, Not applicable
imports the resource into the current file
Reference When a resource from a different file is selected, Not applicable
creates a reference to it in the current file. See
Referencing Resources on page 127.
Break Reference When a referenced resource is selected, breaks the link Not applicable
between the current file and the master file; the
resource remains in the current file but is no longer
referenced
Run Runs the selected script. Text documents that contain Double-click
scripts must be run using the Tools > Plug-ins > Run
Script command.
Worksheet On Drawing Places the selected worksheet on the drawing for Double-click
display and printing
Set Thumbnail View Applies a view to the thumbnail preview of the Not applicable
selected symbol(s), or to all symbols within folders
and subfolders if a symbol folder is selected, or to all
symbols in the file if nothing is selected
Set Thumbnail Render Applies a render mode to the thumbnail preview of the Not applicable
Mode selected symbol(s), or to all symbols within folders
and subfolders if a symbol is selected, or to all
symbols in the file if nothing is selected

Image resources can be compressed to reduce the Vectorworks file size. See Compressing Images on page 285
for more information.

Understanding Symbols
Symbol Advantages
Objects can be saved as 2D (screen plane), 3D (2D planar or 3D), or hybrid (2D screen plane and 3D combined)
symbol definitions. Vectorworks software also ships with thousands of symbols. Symbol definitions save the object
170 | Chapter 5: Using Vectorworks Resources

properties, such as size, color, and class, within the symbol definition; these properties are retained each time the
symbol is placed, and when a symbol is imported into a different drawing.
Symbols provide several advantages:
Smaller file sizes: The symbol and its definition are stored only once in the drawing file. Placement information
(location coordinates, rotation) is all that is required for each symbol instance.
One-time editing: Changes to the symbol definition automatically update all the instances of the symbol in the
drawing.
Attached database information: The information associated with a symbol can be used to generate reports and
worksheets. Information attached to a symbol is specific to that instance, allowing each instance to be edited
individually.
Ease of import: With the Resource Browser, importing symbols from one file to another is fast and easy, and any
database information attached to the symbol is also imported.

Symbol Types
In Vectorworks, you can create 2D and 3D objects. Symbols, which are converted objects, can also consist of 2D, 3D,
or hybrid objects.
In addition, there are special symbol categories which indicate the symbols behavior at placement. These categories
are color-coded within the Resource Browser for identification. The category a symbol belongs to depends on the type
of object converted to a symbol and the options selected at symbol creation.
Symbols can be nested within other symbols.

Symbol Type Symbol Category


2D 2D symbols are composed exclusively of 2D screen plane objects. The instances of the symbol are
considered planar, and may occupy the screen plane, layer plane, or a 3D plane.
3D 3D symbols are created from 2D planar objects and/or 3D objects, have a height (Z coordinate) as
well as widths and lengths (X and Y coordinates). These objects display flat in Top/Plan view.
However, they retain their 3D properties. Symbols created from 3D objects that are not hybrid
objects appear flat in 2D views, but show dimension in 3D views.
Hybrid A hybrid symbol contains both a 2D screen plane object and a 3D component, and displays
correctly according to the view. The advantage of working with hybrid symbols is that 3D models
can automatically be created from 2D drawings, or vice versa. For example, a hybrid door symbol
displays as a swing arc in Top/Plan 2D view and as a fully formed door in a 3D view. Hybrid
symbols must be inserted in the layer plane.
Black This is the most common type of symbol, the static symbol. Its parameters are saved within the
symbol definition, and set at placement. Changes made to the symbol definition affect all instances
of the symbol.
Blue When placed, this type of symbol is converted to a group. Any changes made to the symbol
definition later have no effect on the group. At symbol creation, select Convert to Group in the
insertion options to specify a blue symbol (see Creating New Symbols on page 172).
Red When placed, this type of symbol is converted to a plug-in object. It has a specific insertion
behavior (point, linear, rectangular, or path) and set parameters, and it can be modified, with many
variations of the same object in the file. At symbol creation, select Convert to Plug-in Object in
the insertion options to specify a red symbol (see Creating New Symbols on page 172).
Changes to a red symbol definition affect future instances, but not existing ones.
Understanding Symbols | 171

Symbol Type Symbol Category


Green This is a page-based symbol. Typically these symbols are annotation symbols that are scaled
relative to the page size, such as a North arrow indicator.

Plug-in Objects
Plug-in objects have all the power of standard symbols, with the added advantage of being customizable. Unlike
symbols, plug-in objects have the option of being placed onto the drawing and remaining modifiable. This is useful if
the drawing needs to contain many different variations of the same object.
Some tool sets and libraries contain plug-in objects; for example, the Scale Bar tool, located in the Dims/Notes tool
set, inserts a plug-in object. In addition to the tool sets, pre-defined plug-in objects are available in the Libraries folder
(in subfolders beginning with the word Object or Objects), and are accessed through the Resource Browser.
When a plug-in object from a tool set is inserted, an object properties dialog box may open the first time the item is
placed in the drawing. The properties in this dialog box set the default values for the object during this session. Modify
the properties prior to inserting the object, or accept the default values and click OK. Object instances can be modified
through the Object Info palette after insertion.
Custom plug-in objects can be created through the Tools > Plug-ins > Plug-in Manager; see Creating Scripted
Plug-Ins on page 857.
In addition, a symbol can be saved as a red symbol that becomes a plug-in object upon insertion.
There are four different types of plug-in objects: point, linear, rectangular, and path. Each type is different in how it is
placed in the drawing and edited.
Linear and rectangular objects cannot be inserted directly into a wall. However, once placed in the drawing, they
can be dragged onto a wall to insert them.
Point Plug-in Objects
Point plug-in objects are placed by a single click in the drawing to specify the location, and then a second click to set
the rotation angle. This is the same way symbols are placed using the symbol insertion tool. A preview image of the
object is visible at the cursor location. Point plug-in objects cannot be edited (resized or rotated) with the cursor; they
are edited using the Object Info palette.
Linear Plug-in Objects
Linear plug-in objects are placed with two clicks. The first click sets the beginning point and the second sets the
endpoint of a line. The orientation of the object is determined by this line. The object can be resized or rotated by
clicking on a reshape handle at either end of the line. It can also be edited using the Object Info palette.
Rectangular Plug-in Objects
Rectangular plug-in objects are placed by a sequence of three clicks in the drawing. There are two different placement
modes which determine how these three clicks are interpreted.
Center-line Placement

Plug-in object specific


preferences

Edge Placement

Center-line Placement Mode: The first click specifies the origin of the object, the second click specifies the
length, and the third click defines half the width of the rectangular object. After the second click, the cursor
displays feedback symmetrically on both sides of the center-line of the rectangle.
Edge Placement Mode: The first click specifies one corner of the rectangular object, the second click determines
the length, and the third click specifies the entire width.
172 | Chapter 5: Using Vectorworks Resources

When a rectangular plug-in object is selected, there are eight selection handles visible. The object can be resized by
dragging these handles, or edited through the Object Info palette.
Path Plug-in Objects
Path plug-in objects are created with a sequence of several clicks that define the vertex points along a path. There are
two different types of path plug-in objects based on the type of path that is used. A 2D path plug-in object uses a
polyline path and a 3D path plug-in object uses a 3D NURBS curve for its path.
Path plug-in objects can be edited using the Reshape tool directly. They can also be edited through Modify > Edit
Group, or the Object Info palette.

Creating New Symbols


The Create Symbol command creates symbols from 2D and/or 3D objects, including text. Symbols can also be created
from other symbols, from plug-in objects, groups, and worksheets. At placement, the symbol can convert automatically
into a group or plug-in object. Viewports cannot be made into symbols.
For more information on symbol types and color categories, see Symbol Types on page 170.

Item Convert to Result


2D screen object 2D symbol 2D black symbol, planar
3D object and/or 2D 3D symbol 3D black symbol, for use in a 3D view only
planar
2D screen + 3D object Hybrid Hybrid black symbol, for use in 2D plan and 3D models
symbol
Symbol Symbol Saves any changes to the current symbol attributes as a new, black symbol
definition
Group Creates a new blue symbol definition, to be inserted as a group
Plug-in object Creates a new red symbol definition, to be inserted as a plug-in object
Group Symbol Creates a new black symbol definition, with multiple objects existing
within a symbol container
Plug-in object Symbol Creates a new black symbol definition. This allows all instances to
change by editing the plug-in object inside the symbol, even though the
actual symbol instance cannot be edited.
Plug-in object Creates a new red symbol definition, to be inserted as a plug-in object.
This allows an editable plug-in object to be placed in a drawing with
saved parameters. For example, a door plug-in object, when saved with a
width of 4 and inserted as a plug-in object, is inserted with a width of 4
rather than with the default width.
Worksheet Group Creates a new blue symbol definition, to be inserted as a group. For
example, a worksheet can be saved as a preformatted report by saving it
as a blue symbol definition.

To create a new symbol:


1. Select the object(s) to convert into a symbol.
Creating New Symbols | 173

To create a hybrid symbol, select both the 2D and 3D objects, which become the 2D and 3D components of the
symbol. In Top/Plan view, align the objects first (symbol alignment can be adjusted after creation with the Edit
Symbol command). The symbol preview that displays in the Resource Browser is generated in the symbol view at
creation or editing.
If a hybrid symbol will be inserted into a wall, you can optionally specify the 3D wall hole component in addition
to the 2D and 3D components; see Adding a 3D Wall Hole Component to a Symbol Definition on page 494.
For 2D symbols inserted in walls, two loci can be specified as wall break locations. In Top/Plan view, place two
loci at opposing locations with the object to convert, and select them all before converting. When the symbol is
inserted into the wall, the wall breaks at the loci locations instead of the symbol bounding box.
2. Select Modify > Create Symbol.
The Create Symbol dialog box opens.

Parameter Description
Name Provide a name for the new symbol. Do not use single quotes in symbol names. Single
quotes in names are reserved for use in scripts.
Insertion Point Controls how the symbol is inserted
Plan Projection Center/ Sets the insertion point according to the objects geometry.
3D Object Center/ If working in Top/Plan view, the insertion point is defined by the bounding box
Plug-in Object Origin center. For 3D objects, the z coordinate is defined by the object's relation to the
active layer plane.
If working in 3D view, the insertion point is defined as the center of the object's
bounding cube.
If creating a symbol from a Plug-in object, the insertion point is defined to be the
same as the object's insertion point.
Next Mouse Click Sets the insertion point manually, with the cursor, after clicking OK
Units Determines the symbols size units
Page-based Sets the symbol size according to the page. When inserted, the symbol automatically
scales relative to the page environment. This is useful for annotation objects that
should always remain the same size on the page, regardless of the layer scale.
World-based Sets the symbol size according to constant world dimensions; its insertion size depends
on the layer scale
174 | Chapter 5: Using Vectorworks Resources

Parameter Description
Insert in Walls Select whether the symbol will be insertable in walls. When Wall Insertion mode is
enabled, objects that have the Insert in Walls option enabled will insert into walls (see
Inserting Symbols on page 175).
On Centerline/On Edge If Insert in Walls is selected, select how the symbol will be inserted. On Centerline
snaps the symbols insertion point to the center line of the wall. On Edge snaps the
symbols insertion point along either edge of the wall.
Wall Breaks If Insert in Walls is selected, select how the wall will break around the symbol when it
is inserted into a wall
Other Options
Leave Instance In-Place When selected, replaces the current selection with a symbol instance; when deselected,
the object is removed from the drawing
Change 2D Objects Converts any planar 2D objects in the layer plane into screen plane 2D objects, for the
from Layer Plane to Top/Plan representation of the symbol. If deselected, any 2D planar objects in the layer
Screen Plane plane that are part of the symbol will not display in Top/Plan view, so a hybrid symbol
may not display properly in Top/Plan view.
Convert to Group Converts the symbol into a grouped object when inserted, disassociating it from the
original symbol definition. Converted grouped objects are identified in the Resource
Browser with a blue name.
Deselect to convert the symbol into a black, unmodifiable symbol; each instance is
controlled by the symbol definition.
Convert to Plug-in Converts the symbol into a plug-in object when inserted, allowing the current
Object parameters to be pre-set when the plug-in object is inserted. Converted plug-in objects
are identified in the Resource Browser with a red name.
Deselect to convert the symbol into a black, unmodifiable symbol; each instance is
controlled by the symbol definition.
Assign To Class Select the class the symbol will be assigned to upon insertion. The symbol can be
assigned to the active class or to another class present in the drawing; alternatively,
create a new class by selecting New.
When a new class is created, it does not automatically become the active class.

3. Click OK.
4. If the Next Mouse Click insertion point option was selected, click to specify the desired symbol insertion point.
5. Specify the folder location for the new symbol in the next Create Symbol dialog box.
Click the folder to select it as the destination for the new symbol.
Inserting Symbols | 175

Parameter Description
Folder list Displays the files symbol folders; the selected folder becomes the destination for the new
symbol
New Folder Creates a new folder within the selected folder; specify the folder name and click OK to
create the symbol folder
Dont show this dialog Hides this dialog box if you only want to see it when a file already contains symbol folders

6. Click OK.
The new symbol is added to the Resource Browser.

Inserting Symbols
Symbols are resources available from the Resource Browser. To open the Resource Browser, select Windows >
Palettes > Resource Browser. Display the symbol to insert in the Resource Browser (see Accessing Existing
Resources on page 162).
The currently active symbol is inserted; the active symbols name displays at the bottom of the Resource Browser.
Clicking on the active symbol button automatically displays the currently active symbol in the resource display
window.
Symbols are inserted from the Resource Browser by dragging and dropping, or with the Symbol Insertion tool.
Symbols can be inserted as individual objects or inserted to become part of a wall.

Active symbol
button
Active symbol name
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Drag and Drop Symbol Insertion Method


To insert a symbol by dragging it from the Resource Browser:
1. Click the symbol in the Resource Browser and drag it to the desired location in the drawing. To insert the symbol
into a wall, the symbol must have the Insert in Walls option enabled (see Creating New Symbols on page 172).
The symbol cannot be rotated during insertion, since the Symbol Insertion tool is not automatically activated.
When a symbol is dropped onto a wall, round wall, or roof, Vectorworks inserts the symbol into the object using
the default flip value and insertion point.
A symbol inserted by dragging and dropping is placed on the active layer plane by default. Press the Option key
(Macintosh) or the Alt key (Windows) while dragging and dropping to place the symbol on the working plane.
2. The symbol is inserted.
If necessary, edit the symbol rotation or flip in the Object Info palette.

The Symbol Insertion Tool


Use the Symbol Insertion tool to place 2D, 3D, and hybrid symbols in the drawing. During insertion, a preview of the
symbol is shown to aid in placement. Symbols can also be inserted by dragging them from the Resource Browser.
Each symbol has its own insertion point, a location on the symbol shown by crosshairs in the Edit Symbol window, that
controls how the symbol is placed into the drawing. The insertion point is specified during the symbols creation. See
Creating New Symbols on page 172 for more information.
Hybrid symbols can only be inserted on a working plane that is parallel to the active layer plane. When inserting a
hybrid symbol, if the working plane is not parallel to the active layer plane, the working plane is aligned with the
active layer plane. (The working plane origin remains unchanged.)
Symbol Pick up Symbol Alignment Modes

Standard Insertion

Offset Insertion Wall Insertion

Mode Description
Standard Insertion Inserts the symbol based on its specified insertion point, or aligned according to one of
the symbol alignment modes
Offset Insertion Inserts the symbol in a wall according to an offset reference point
Symbol Pick up Designates a symbol from the drawing as the active symbol
Wall Insertion Toggles between inserting a symbol or plug-in object into a wall with wall breaks, and
inserting a symbol or plug-in object near or on a wall without breaking it.
To prevent all symbol and plug-in objects from inserting into walls, turn off Wall
Insertion mode. When Wall Insertion mode is enabled, objects that have the Insert in
Walls option enabled will insert into walls (see Creating New Symbols on page 172).
Symbol Alignment These alignment modes apply to Standard Insertion mode, and temporarily override the
Modes insertion point. These modes change the alignment of the insertion point along the X axis
of the bounding box surrounding the symbol. Alternatively, keep the original point as the
insertion point.
Align Symbol Left Moves the insertion point to the left edge of the symbols bounding box, along the
original X axis
Inserting Symbols | 177

Mode Description
Align Symbol Moves the insertion point to the center of the symbols bounding box, along the original X
Center axis
Align Symbol Right Moves the insertion point to the right edge of the symbols bounding box, along the
original X axis
Align Actual Uses the symbols originally specified insertion point
Insertion Point

Standard Symbol Insertion Mode


To insert a symbol:

1. Select the desired symbol from the Resource Browser.


2. Select Make Active from the Resources menu. The Symbol Insertion tool, on the Basic palette, automatically
becomes active.
Alternatively, double-click the symbol in the Resource Browser to make the symbol active and select the Symbol
Insertion tool.
3. Click Standard Insertion from the Tool bar.
To insert the symbol into a wall with breaks, enable Wall Insertion mode. The symbol also must have the Insert
in Walls option enabled (see Creating New Symbols on page 172).
4. Click the desired alignment mode (see Inserting Symbols on page 175).
5. Click to set the location of the symbol.
6. If the symbol is not oriented properly, move the cursor slightly away from the insertion point; then move the
cursor to rotate the symbol about its insertion point. In the Data bar, use the A (angle) and WP A (working plane
angle) fields to help position the symbol.
7. Click a second time, without moving the mouse, to position the symbol exactly as inserted. Alternatively, move
the cursor slightly away from the insertion point to rotate or flip the symbol about its insertion point.
For symbols placed inside walls, moving the mouse flips the symbol about one of two axes: up and down, or left
and right.
In click-drag mode, click and hold the mouse to insert the symbol and still be able to rotate it. A quick click
eliminates the ability to rotate or flip the symbol and locks the orientation of the symbol as it is placed.
8. Click to set the symbol.

Vertical

2nd click
Horizontal
1st click

The first click inserts the Move the cursor up to rotate Click again to set the
symbol horizontally the symbol vertically symbols position
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To place another copy of the symbol in the drawing, move the cursor to another location and click. The selected symbol
and Symbol Insertion tool remain active until another tool is selected.

Offset Symbol Insertion Mode


Use Offset Insertion mode to insert a symbol into a wall at a specific distance from a reference point. The offset
distance can be measured either to the symbols insertion point or to a clicked point on the symbol.

To insert a symbol into a wall with offset insertion:

1. Select the desired symbol from the Resource Browser. The symbol must have the Insert in Walls option enabled
(see Creating New Symbols on page 172).
2. Select Make Active from the Resources menu. The Symbol Insertion tool, on the Basic palette, becomes active.
Alternatively, double-click the symbol in the Resource Browser to make the symbol active and to select the
Symbol Insertion tool.
3. Click the Offset Insertion mode button.
4. Click the desired alignment mode.
5. Click to set the reference point from which the symbol is to be offset. The reference point does not have to be
within the wall.
The symbol preview displays when the cursor is over a wall.
6. Click to set the offset location of the symbol.
7. If the symbol is not oriented properly in the wall, move the cursor slightly away from the insertion point, and then
flip the symbol about its axis to the correct position.
In click-drag mode, click and hold the mouse to insert the symbol and still be able to flip it. A quick click
eliminates the ability to flip the symbol and locks the orientation of the symbol as it is placed.
8. Click to set the symbol.
The Enter Offset dialog box opens, displaying the distance between the clicked points. The fields available depend
on whether the wall is straight or round.

Enter Offset dialog box for Enter Offset dialog box for
straight walls round walls

Parameter Description
Offset For straight walls, specify the offset distance. For round walls, specify either the Distance or the
Angle between the reference point and the symbol. The distance is measured along the outer arc
of the round wall.
Editing Symbols | 179

Parameter Description
Offset Using Select whether to offset the symbol using the insertion point or the next mouse click on another
point on the symbol

9. Click OK.
10. If the Insertion Point option was selected, the symbol is placed into the wall so that the insertion point is offset as
specified from the reference point.
If the Next Click option was selected, a witness line of the specified length or angle extends from the reference
point to the end point. Click on the symbol to indicate the appropriate offset point and to place the symbol into the
wall so that the clicked point is offset as specified from the reference point.

Symbol Pick Up Mode


The Symbol Pick up mode picks up any symbol already inserted into the drawing and makes it the active symbol.
This avoids having to locate and select the symbol in the Resource Browser.

To pick up and place a symbol:

1. Click the Symbol Insertion tool from the Basic palette.


2. Click the Symbol Pick up mode button.
3. Click a symbol in the drawing.
The symbol becomes the active symbol. Note that the symbol clicked on is not highlighted (selection handles do
not display).
Either the Standard Insertion mode or Offset Insertion mode is automatically enabled, depending on the last mode
used. Select a different insertion mode, if desired.
4. Insert the symbol according to the instructions for that mode (see Standard Symbol Insertion Mode on page 177
or Offset Symbol Insertion Mode on page 178).
To switch to Symbol Pick up mode quickly, press and hold the Option (Macintosh) or Alt (Windows) key while the
Symbol Insertion tool is active, and then click on the desired symbol. The selected symbol is now ready to be inserted
into the drawing.

Wall Insertion Mode


When enabled, the Wall Insertion mode allows a symbol or plug-in object to be inserted into a wall. In addition, the
symbol must have the Insert in Walls option enabled (see Creating New Symbols on page 172).
When Wall Insertion mode is disabled, a symbol or plug-in object is placed near or on top of a wall without being
inserted directly into it.
A symbol or plug-in object inserted into a wall is automatically made parallel to the walls center line, by rotating it to
match the walls angle. To remove a symbol from a wall, click and drag it out of the wall. Vectorworks automatically
seals the cut in the wall.
For more information on inserting and moving symbols into, out of, and within walls, see Inserting and Editing
Symbols Within a Wall on page 486.

Editing Symbols
Once a symbol instance is placed in a drawing, its information can be displayed in the Object Info palette. Select a
symbol instance to display its properties. A symbols location can be adjusted, or its layer and class association can be
changed by selecting a new class or layer from the appropriate list. A symbol can be replaced with another symbol,
rotated in 2D or 3D space, and, for symbols located in walls, flipped, replaced, and repositioned.
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Most of a black symbols physical attributes cannot be directly changed in the Object Info or Attributes palette. Instead,
the components of a symbol must be accessed and edited through the Edit Symbol window. Changes made to a symbol
definition affect all existing and future instances of that symbol, unless the symbol was inserted as a group (blue) or
plug-in object (red).
If you delete a symbol definition and there are instances of that symbol in the drawing, you can specify whether to
replace all instances with loci or to delete them completely.

Rotating Existing Symbols


Rotate 2D symbols in the screen plane by entering a rotation angle in the Rot field of the Object Info palette. Rotate 3D
symbols by clicking the Rotate 3D button in the Object Info palette. This button accesses the Rotate Object in 3D
dialog box for specification of the rotation angle, center, and axis; see Rotate Tool on page 272.

Changing Symbols in Walls


Once a symbol has been placed in a wall, Vectorworks allows some special actions, each of which is performed within
the wall structure. Flip the symbol in the wall, reposition it, or completely replace it. See Inserting and Editing
Symbols Within a Wall on page 486, and Replacing Existing Symbols on page 180 for more information. Symbols
can also be moved along or out of the wall, or into another wall. Hybrid or 3D symbols inserted in a wall can include
the wall hole geometry in the symbol definition; see Adding a 3D Wall Hole Component to a Symbol Definition on
page 494.

Replacing Existing Symbols


To exchange a symbol instances definition with another:
1. Select the existing symbol.
2. In the Object Info palette, click the Replace button.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on a symbol, and select Replace from the context
menu.
The Choose a Symbol dialog box opens.

3. Select the desired new symbol.


Editing Symbols | 181

Only the symbols that are currently part of the active drawing are listed.
4. Click OK.
The old symbol instance is replaced with the new symbol instance.
The new symbol uses the settings from the replaced symbol. Future occurrences of the new symbol are unaffected by
these settings.

Editing Symbol Definitions


Most of a black symbols physical attributes cannot be directly changed in the Object Info or Attributes palette. Instead,
the components of a symbol must be accessed and edited through the Edit Symbol window. Changes made to a symbol
definition affect all existing and future instances of that symbol, unless the symbol was inserted as a group (blue) or
plug-in object (red).
Editing a symbol from the drawing area allows you to edit the symbol definition from within that symbol instance.
Other objects in the drawing can be visible, grayed, or hidden depending on two settings in the Display tab of the
Vectorworks preferences: Show other objects while in editing modes and Gray other objects. (See Display
Preferences on page 18.) When other objects are visible, they are also snappable, which makes it is easier to edit the
symbol quickly and accurately.
The Show other objects while in editing modes preference does not work when editing a symbol definition from
a flipped symbol instance; an alert message displays when this operation is attempted.
When editing page-based (green) symbols from the drawing area, the scale of the symbol editing window is set to 1:1
so that the symbol definition is the same size as the symbol instance, for ease of editing. The active layer scale cannot
be changed from the document context menu while in the symbol editing mode. This is an exception for page-based
symbols only. Due to the scale adjustment, other objects that are not part of the symbol definition are not snappable
unless they are also at a 1:1 scale in the active layer.
Referenced symbols can be edited or renamed in the target file, which changes the symbol definition in the source file.
See Referencing Resources on page 127.
Editing behavior and results depend on the symbol type (see Symbol Types on page 170).

Symbol Type Edit Behavior/Result


Black or green Edit from the Resource Browser or from the drawing. Changes to the symbol, whether made to
the definition or the instance, affect both existing and future symbol instances.
Blue Edit from the Resource Browser. Changes to the definition affect future symbol instances only.
A blue symbol inserted on the drawing as a group cannot be edited from the drawing in the Edit
Symbol window (make edits directly from the Object Info or Attributes palette, and by editing
the group). Changes to a drawing instance affect that instance only.
Red Edit from the Resource Browser. Changes to the definition affect future symbol instances only.
A red symbol inserted on the drawing as a plug-in object cannot be edited from the drawing in
the Edit Symbol window (make edits directly from the Object Info or Attributes palette).
Changes to a drawing instance affect that instance only.

To edit a symbol definition:


1. In the Resource Browser, select the symbol to edit, and select Edit from the Resources menu.
Alternatively, edit a black symbol instance from the drawing using one of the following methods:
Select the symbol and then select Modify > Edit Symbol.
Double-click the symbol.
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Right-click (Windows) or Ctrl-click (Macintosh) the symbol, and select Edit from the context menu.
To edit the components of a hybrid symbol directly, right-click (Windows) or Ctrl-click (Macintosh) the
symbol, and select Edit 2D Component, Edit 3D Component, or Edit 3D Wall Hole Component from the
context menu.
2. Only one component of a hybrid symbol can be edited at one time. If the symbol is hybrid, the Edit Symbol dialog
box opens. Insertion options and units can be specified when the symbol is edited from the Resource Browser, and
additional double-click behavior for the dialog box can be specified when the symbol is edited from the drawing.
Select the component to edit.

Edit Symbol dialog box accessed from Resource Browser Edit Symbol dialog box accessed from drawing

Parameter Description
2D/3D Component Edits the 2D screen plane or the 2D planar/3D component of the symbol
3D Wall Hole Component Edits the 3D wall hole component of the symbol definition (see Adding a 3D Wall
Hole Component to a Symbol Definition on page 494)
Symbol Options Edits the method of inserting the symbol into a wall, and whether symbols are
world-based or page-based (see Creating New Symbols on page 172). To edit the
symbol options of multiple symbols, see Editing the Symbol Options of Multiple
Symbols on page 183)
Double-click Sets the future behavior when double-clicking on a symbol in a drawing. Select
whether to display the Edit Symbol dialog box, or directly edit the 2D or 3D
component or insertion options. Select Edits the Component based on current view
to automatically edit the 2D component if in Top/Plan view, or the 3D component if in
one of the 3D views.
Use the edit view Matches the Resource Browser thumbnail view to the selected editing view. For
example, if a hybrid symbols thumbnail preview is set to Top/Plan, and the 3D
component of the symbol is edited while in a Right Isometric view, the thumbnail view
switches to Right Isometric to match.

3. Click Edit.
If Symbol Options was selected, the Symbol Options dialog box opens. See Creating New Symbols on
page 172 for information on wall insertion options and units.
If one of the component options was selected, the Edit Symbol window opens, containing the symbol to be
edited. A colored border around the drawing window indicates that you are in an editing mode. The Exit
Symbol command becomes available from the Modify menu, and the Exit Symbol button is visible in the top
right corner of the drawing window.
To edit nested symbols, select Modify > Edit Symbol again.
Editing Symbols | 183

The visibility of other objects when in editing mode is controlled by the Show other objects while in editing
modes option in the Display tab of the Vectorworks preferences (see Display Preferences on page 18). To show
the other objects in a less obtrusive way, also select the Gray other objects option. If the symbol was edited from
the Resource Browser, other objects cannot be displayed; edit a symbol instance from the drawing to display other
objects while in editing mode. See Object Editing Mode on page 16 for more information). If a page-based
(green) symbol is being edited, the editing mode scale has changed to 1:1, and while other objects that are not at a
1:1 scale may be visible at their own active layer scale, they are not snappable.
The Show other objects while in editing modes preference does not work when editing a symbol definition from
a flipped symbol instance; an alert message displays when this operation is attempted.
If you are pasting 2D layer plane objects from the clipboard while editing a symbol, an alert allows you to assign
those objects to the screen plane. Normally, select Yes so that the 2D components display correctly in Top/Plan
view.
In addition, if you are editing a 2D-only symbol and adding 3D objects (including 2D planar objects) or hybrid
objects, or editing a 3D-only symbol and adding screen plane or hybrid objects, an alert informs you that you are
creating a hybrid symbol. Portions of the symbol may not be visible in certain views. Similarly, if removing
portions of a hybrid symbol during editing, you may be creating a 2D-only or 3D-only symbol which may not
display as expected in certain views. Keep in mind that 2D objects that are part of a symbol must be in the screen
plane to be visible in Top/Plan view; if they are planar, they will be visible in 3D views. 3D objects that are part of
a symbol are not visible in Top/Plan view.
4. When editing components, make the symbol edits in the Attributes or Object Info palette. To edit the symbol
insertion point, select all the components of the symbol, and relocate the components about the insertion point
crosshairs. The intersection of the crosshairs gives the feedback segment Locus when encountered.

Insertion point
Crosshairs

The other component of a hybrid symbol is not automatically adjusted to match changes made to the insertion
point. It must be edited separately. Switch easily to the other component from the context menu.
5. After editing, click the Exit Symbol button (or select Modify > Exit Symbol) to update all instances of the
symbol and return to the normal drawing mode.
If the edited symbol is nested in other symbols, the Exit Symbol button returns back to the symbol container.

Editing the Symbol Options of Multiple Symbols


When multiple symbols are selected in the Resource Browser, it is possible to change the symbol options of all the
symbols at one time.
To edit the symbol options of multiple symbols:
1. Select the symbols in the Resource Browser.
2. Select Edit Symbol Options from the Resources menu.
The Symbol Options dialog box opens.
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3. The options are the same as those described in Creating New Symbols on page 172. However, the dialog box
displays the current status of parameters for the selected symbols. When the parameter settings of the symbols are
different, the option displays as blank, or a check box displays with an indeterminate state; any edits to that
parameter affect all the selected symbols.
If the selected symbols consist of a mixed set of symbol types, the available conversion options may differ
(Convert to Group/Convert to Plug-in Object). Symbols are converted as described in Creating New Symbols
on page 172.
4. Click OK to edit the symbol options.

Converting a Symbol Instance to a Group


Changes made to a black symbol definition affect all instances of that symbol in the drawing. The Convert to Group
command changes a selected symbol into a group of Vectorworks objects, allowing edits to be made to that object
without affecting the other instances of the symbol in the drawing. This command disassociates the symbol instance
from its definition. The edited symbol can then be turned into a new symbol if desired.
Before using this command to edit a symbol instance that has been inserted into a wall, first drag the symbol
outside of the wall. This avoids converting the wall as well.
To convert a symbol to a group:
1. In the drawing, select the symbol instance to edit.
2. Select Modify > Convert > Convert to Group.
If a symbol contains multiple levels of grouped objects, other symbols, or plug-in objects, the Convert to Group
Options dialog box opens. Select the desired criteria for converting the symbol.
Editing Symbols | 185

Parameter Description
Dont convert sub-objects to groups Excludes any subobjects, such as nested symbols, from the
conversion process
Convert nested symbols and plug-in objects Converts nested symbols and/or plug-in objects within the symbol to
individual objects within the group
Convert all sub-objects Converts all objects within the symbol to individual objects within
the group

Use caution when converting hybrid symbols. If in Top/Plan view, the 3D component of the symbol may be lost
during the conversion. Similarly, in a 3D view, the 2D screen plane portion of the symbol may be lost.
3. Click OK.
The symbol is converted into a group. To make changes to grouped items, select Modify > Edit Group or
Ungroup.
The object can be left as a grouped object or saved as a new symbol. Any changes to the original symbol definition
do not affect this instance.
Instead of repeatedly converting a symbol to a group, create a blue symbol which automatically converts to a
group upon insertion; see Creating New Symbols on page 172.

Managing Symbols
Creating a New Symbol Folder
Create symbol folders to organize symbols within the Resource Browser.
To create a new symbol folder:
1. From the Resources menu, click New Resource to display the New Resource menu.
2. Select Symbol Folder.
The Assign Name dialog box opens.
3. Enter the name to assign to the new symbol folder.
4. Click OK.
The new folder is added to the Resource Browser.

Moving a Symbol into a Folder


Group symbols according to topic or placement by moving them into folders within the Resource Browser.
To move a symbol into a folder:
1. Select the symbol in the Resource Browser.
2. Select Move from the Resources menu.
The Move Symbol dialog box opens. Click the folder to select it as the destination for the new symbol.
186 | Chapter 5: Using Vectorworks Resources

Parameter Description
Folder list Displays the files symbol folders; the selected folder becomes the destination for the
symbol
New Folder Creates a new folder within the selected folder; specify the folder name and click OK to
create the symbol folder

3. Click OK.
Vectorworks moves the symbol to the new folder.

Importing a Symbol or Symbol Folder


To import a symbol or symbol folder from another Vectorworks file:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Locate the file that contains the symbol or symbol folder to be imported.
For information using the Resource Browser to locate resources in other Vectorworks files, see Accessing
Existing Resources on page 162.
3. Select the symbol or symbol folder to be imported, and then select Import from the Resources menu.
(Alternatively, drag the symbol or symbol folder resource into the desired Vectorworks file.)
The Import Symbol(s) dialog box opens.
Editing Symbols | 187

Parameter Description
Preserve folder Imports the symbol folder, and any subfolders and symbols it contains, and maintains
hierarchy (symbol folder the same folder structure it had in its source file
import only)
Select destination folder For symbol folders, imports the symbol folder, and any subfolders and symbols it
contains, to the selected folder; for symbols, imports the symbol to the selected folder
Folder list Displays the files symbol folders; the selected folder becomes the destination for the
symbol or symbol folder
New Folder Creates a new folder within the selected folder; specify the folder name and click OK to
create the symbol folder
Dont show this dialog If the current file has no symbol folders, select this option to hide this dialog box when
when the current file has you import symbols or symbol folders by dragging them into drawings in the future
no symbol folders

4. Click OK.
If the target file already contains a resource with the same name, the Resource Name Conflict dialog box opens
with three options: replace the resource, rename the resource, or do not import the resource. Select an option, and
then click OK.
5. Click OK.
The symbol folder and any symbols it contains are imported into the active Vectorworks file.

Deleting Symbols
When a symbol resource is deleted, all instances of the symbol in the current document can be either deleted or
replaced with loci to preserve the symbol locations.
To delete a symbol resource:
1. In the Resource Browser, select the symbol definition to delete, and select Delete from the Resources menu.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on a symbol definition, and select Delete from the
context menu, or select the symbol definition and press the Delete key.
2. An alert displays to confirm that the resource should be deleted. If there are any instances of the symbol currently
in the document, specify whether to replace all instances with loci or to delete them completely. Click Yes.
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The symbol resource is deleted and each symbol instance is either deleted or replaced with a locus.

Record Formats
Record formats, which store a wide range of data (like price or part numbers), can be attached to any object or symbol.
Records attached to an object or symbol definition become a permanent part of it, remaining with the object or symbol
even when it is imported or cut and pasted into another drawing. Several record formats can be attached to a single
object or symbol, and record values can be individually changed for each object to which the record is attached. Record
formats can be split and merged, to manage unwieldy or unnecessary formats.
In the Vectorworks Design Series products, record formats can be linked to an external database for automated,
two-way communication; see Database Connectivity on page 1019 in the Vectorworks Design Series Users Guide.

Creating Record Formats


Creating record formats in a drawing file is an important step to creating meaningful database rows in worksheets (see
Entering Data in Database Rows on page 833).
To create a new record format:
1. In the Resource Browser, select New Resource from the Resources menu.
2. Select Record Format.
The Create Record Format dialog box opens.

3. Enter the Name of the Record Format.


4. Click New.
The Edit Field dialog box opens.

Parameter Description
Name Enter a name for the field, up to 63 characters
Type Select the type of field
Record Formats | 189

Parameter Description
Integer Select to use whole numbers ranging from -32,768 to 32,767.
Using Integer requires less memory than Number.
Boolean Select to use a data value of either True or False
Text Select to enter a string of characters (default option), such as a word or a sentence
Number Select to use numbers outside the range of Integer, fractions or decimals, or to specify a
number format. Click Format to define the number format in the Number Format dialog
box; click OK to return to the Edit Field dialog box.
General The default format
Decimal Uses decimal numbers; enter a value for the number of decimal places, and if desired, select
to use commas as separators
Scientific Uses scientific numbers; enter a value for the number of decimal places
Fractional Uses fractional numbers; enter the rounding value for fractions
Dimension Uses dimension numbers
Dimension Area Uses dimension area format and displays the specified area units after the number
Dimension Volume Uses dimension volume format and displays the specified volume units after the number
Angle Determines the accuracy of angles and measurement system applied; measurement system
is degrees, minutes, and seconds or decimal numbers up to eight decimal places
Date Uses dates; select the desired date format from the list
Default Enter the data value in the Default text box, if desired

5. Click OK to return to the Create Record Format dialog box.


6. For each additional field to add, repeat steps 4 through 6.
7. Click OK to return to the drawing area.
When an object is selected, the Data tab of the Object Info palette displays all records contained in the current
drawing.

ODBC functionality
(Vectorworks Design
Series required)

Attaching Record Formats to Symbols and Objects


Once a record format has been created, it can be attached to any object or symbol in the same drawing file as the record
format. The Data tab of the Object Info palette indicates all record formats currently available to attach.
190 | Chapter 5: Using Vectorworks Resources

There are several methods of attaching record formats to symbols. Attach a record format to a single symbol instance,
or to an object in the drawing, without affecting previous or future instances. Attach a record format to a symbol
definition that then applies to each symbol added to the drawing afterwards, or attach a record to a symbol definition
and affect all existing and future symbol instances.
For global symbol changes, use the utility described in Attaching Records on page 197.

Attaching Record Formats to a Single Symbol Instance or Object


To attach (or detach) record formats to a single symbol or object in the drawing using the Object Info palette:
1. Select the symbol.
2. Select Window > Palettes > Object Info.
The Object Info palette opens.

ODBC functionality
(Vectorworks Design
Series required)

3. Select the Data tab.


The Object Info palette lists all record formats in the drawing.
4. In the check box next to the desired record format(s), click to attach or deselect to detach the record format.
If attaching a record format, an X displays in the box and the record is attached to that instance of the symbol or
object.
If detaching a record format, confirm the procedure.
To attach record formats to a symbol or object in the drawing using the Resource Browser:
1. Select the symbol(s) in the drawing.
2. From the Resource Browser, select the record format to be applied. Right-click (Windows) or Ctrl-click
(Macintosh) and select Apply from the context menu. (Alternatively, double-click the record format resource to
apply it to the selection or drag the record format resource onto a symbol or object.)

Attaching Record Formats to a Symbol Definition


There are two methods of attaching records to symbol definitions. The first method edits the symbol definition and
allows records to be attached as well as default record values to be specified for the symbol definition. Existing symbol
instances in the drawing are not affected. The second method attaches records to symbol definitions through the
Resource Browser; both existing and future symbol instances are affected.
To attach record formats to a symbol definition by editing the symbol definition:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Select a symbol definition.
Record Formats | 191

3. Select Edit from the Resources menu.


4. The Edit Symbol dialog box opens. Select the symbol component to edit, and click Edit.
5. In the Edit Symbol window, deselect all by clicking in an empty area of the window.
6. In the Object Info palette, click on the Data tab.
When no items are selected, the Data tab displays *SYMBOL DEFAULTS* at the top.
7. Select the record to attach.
To attach multiple records to the same symbol definition, click on each of the records.
The default Record Info value(s) of each Record Field can be set from the Data tab, affecting this symbol
definition only without changing the record format resource; see Editing Symbol Default Record Values on
page 193.
8. Click Exit Symbol at the top right of the Edit Symbol window.
The attached record(s) is included with the symbol each time the symbol is placed in the drawing or imported into
another drawing. Symbols already present in the drawing are unaffected.
To attach record formats to a symbol definition from the Resource Browser:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Select a symbol definition.
3. Select Attach Record from the Resources menu.
The Attach Record dialog box opens.

4. The record formats present in the drawing are listed. Select the records to attach to the symbol definition, and click
OK.
5. Existing symbol instances, as any future symbols placed from the symbol definition, have the record format
attached.

Editing Record Formats


Record formats can be edited in a variety of ways, depending on the desired outcome.

Method Result
Edit the record format resource, changing the field Future objects or symbols with the record attached reflect the
list and/or default field values (see Editing changes; existing attached records are unaffected
Default Record Formats on page 192)
192 | Chapter 5: Using Vectorworks Resources

Method Result
Edit the field values of a record attached to a Changes to field values affect the selected object only; the
selected object (see Viewing and Editing Object record fields cannot be changed. Existing and future objects
Records on page 192) with the record attached use the default values.
Edit the record field values of a symbol definition Changes to field values affect future instances of the symbol.
(see Editing Symbol Default Record Values on Existing symbols, other symbols with the record attached, and
page 193) the record format resource are unaffected.

Alternatively, make global changes with the symbol utilities (see Changing One Record Format Field on page 198
and Changing All Record Format Fields on page 198).

Editing Default Record Formats


A record formats fields and default values can be edited from the Resource Browser.
To edit record format values:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Select the record format.
3. Select Edit from the Resources menu.
The Edit Record Format dialog box opens.

Parameter Description
Name Displays the name of the current record format
Field list Lists the fields of the current record format
New Creates a new field (as described in Creating Record Formats on page 188)
Edit Edits the selected field
Remove Deletes the selected field

4. Select the record format field to edit and click Edit to change the default value, or click New or Remove to add or
delete fields.
5. Click OK.
The edits do not affect existing values for attached records. Changes are applied to the default field values when
attached to symbols or objects, or for future symbols with the record attached.

Viewing and Editing Object Records


The Object Info palette Data tab is used to attach, view, and edit the record values for specific instances.
Record Formats | 193

If selecting multiple objects with different records attached, the Data tab displays records that are attached to
objects with a grayed box, but does not indicate which records are attached to which objects.

ODBC functionality
(Vectorworks Design
Series required)

Resize the list boxes by selecting and dragging the resize bars between them.
To edit record field values for a selected object:
1. Select Window > Palettes > Object Info.
The Object Info palette opens.
2. Select the object.
Click the Data tab on the Object Info palette. The Object Info palette displays information about the record
format(s) attached to the selected object(s).

Parameter Description
Name Displays the name, if any, given to an object
Record Displays all records contained in the drawing; records attached to the selected object are indicated
Formats with an X in the check box to the left of the record name. If more than one object is selected, only
the records attached to all objects display an X.
Record Fields Displays all the fields in the selected record; if a default value was assigned to the field, it displays
after the field name. If no item is currently selected in the drawing, the label Record Field
Defaults displays instead.
Record Info Edits the field values for the selected record; all entered values override any default values for the
object

3. Select the desired record in the Record Formats, and then the desired field in the Record Fields. Change the
Record Info the default value.
This information applies to the selected object only; other new and existing objects with that record attached will
still use the original (default) record format values. If a selected chair has a different part number from the default
value that was entered in the record format, enter the new part number for that chair only. If the part number for all
chairs has changed, edit the default record format instead.

Editing Symbol Default Record Values


The default values of a record attached to a symbol can be changed while editing a symbol definition (see Editing
Symbol Definitions on page 181). This does not change the record format resource; if other symbols or objects have
the record attached, they are unaffected. It does change the future default record values for that symbol.
194 | Chapter 5: Using Vectorworks Resources

To change the default field values of a symbols record format:


1. Select a symbol definition.
2. Select Edit from the Resources menu.
3. Select the symbol component to edit, and click Edit.
4. In the Edit Symbol window, deselect all by clicking in an empty area of the window.
5. In the Object Info palette, click on the Data tab.
When no items are selected, the Data tab displays *SYMBOL DEFAULTS* at the top.
6. Select the desired record in the Record Formats, and then the desired field in the Record Fields. Change the
Record Info default value.
7. Click Exit Symbol at the top right of the drawing window to return to the drawing.
The default field values of the record format for that symbol definition have been changed.

Splitting and Merging Record Formats


Record format data can be manipulated, so that data from one record format can be split into two formats, or data from
two record formats can be combined into one. No record data is lost during these transfers.

Splitting Record Formats


Record fields, and associated data, from one record format can be transferred to another new record format. This is
useful, for example, when importing GIS data (Vectorworks Design Series required) with a significant number of
record fields that may need to be reorganized.
To split a record format into two formats:
1. At least one record format must be present in the file. Select Tools > Records > Split Record Format.
The Split Record Format dialog box opens. Select the record format to edit from the Source Record Format list.

Parameter Description
Source Record Format Lists the record formats in the file; select the record format to edit
Fields to split Lists the record fields in the selected source format; click in the first column to select
fields to be split out
New Record Format name Enter the name of the new record format to create. The split record fields are placed
in the new record format.
Record Formats | 195

2. Click to place a check mark next to the record fields that should be split from the selected format.
3. Enter a name for the new record format; it will contain the split record fields.
4. Click OK.
The indicated record fields (and associated data) are removed from the source record format and placed in the new
record format, in record format order. All objects which had the original record format attached now have both the
original record format and the new record format attached. No record fields and data are lost during this operation.

Merging Record Formats


The record fields, and associated data, from two record formats can be merged into one record format.
To merge two record formats:
1. At least two record formats must be present in the file. Select Tools > Records > Merge Record Formats.
The Merge Record Formats dialog box opens.

2. Select the format to be merged from the Merge Record Format list.
The record fields from this record format will be merged, and this record format will be deleted.
3. Select the record format to receive the record fields that are merged.
4. Click OK.
The merged record fields are appended to the end of the receiving formats record fields, in record format order. If
there is a naming conflict and there are two fields with the same name, the transferred field name begins with an
_ (underscore). Any objects which had the first format attached now have the merged record attached instead.
Any objects which already had the merged record attached now have the additional record fields included. The
first Merge Record Format is deleted.

Linking Text to Record Formats


The Link Text to Record command links the text within a symbol definition to a field of the attached record. This is
particularly useful for labeling symbols in a drawing with unique information, such as a part list number or price. To
use this command, symbols and record formats must already exist in the drawing file. The link is made within a
symbols definition.
To link text to records within a symbol definition:
1. Edit the 2D symbol definition as described in Editing Symbol Definitions on page 181.
2. In the Edit Symbol window with nothing selected, create a line or block of text.
Ensure the text is formatted with the desired font and style. The actual text is not important at this point. If desired,
create and assign a class to the text.
Text

3. Select the text and place it in the exact location where the record data value is to display.
4. With the text still selected, select Tools > Records > Link Text to Record.
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The Choose Field dialog box opens.

Records list

Field list

5. Select the record format from the Records list.


6. In the list of fields, select the field of the selected record to associate with the text.
7. Click OK.
Vectorworks adds the text object to the symbol definition, as well as all existing instances on the drawing. The
default value of the selected field replaces the dummy text.
8. Click Exit Symbol at the top right of the drawing window to return to the drawing.
Place the symbol on the drawing. The text linked to the record displays the field information. If necessary, to edit
the value for that particular instance, select the field where the text was assigned in the Object Info palette Data
tab. In the Edit Field box, enter the text to display in the symbol; the linked field information displays on the
attached symbol.

ODBC functionality
(Vectorworks Design
Series required)

123-456789

Global Symbol Commands


The symbol commands manipulate record data attached to symbols in libraries and perform global data changes. Use
these commands to change the default record format values of the field(s) attached to multiple symbol definitions,
either after importing a file from a different source or during normal project changes.
The symbol utilities include the following commands:
Attach Record
Detach Record
Change One Field
Change All Fields
Change Symbol Attributes
List Symbols
Global Symbol Commands | 197

Attaching Records
This command attaches the selected record format to all of the symbol definitions in a specified symbol folder.
To attach a record:
1. Select Tools > Records > Attach Record.
The Attach Record dialog box opens.

2. From the Symbol Folder list, select the criteria for attaching a record.
Select None to attach the record to the symbol definition(s) at the root of the symbol library (symbol definitions
not in any folder). Select All to attach the record format to all of the symbol definition(s) in the files symbol
library. Selecting a symbol folder changes all of the symbol definitions only in that folder and any subfolders.
3. From the Record Format list, select one of the record formats defined in the current file to be attached to the
selected symbol definition(s).
4. Click OK.
Confirm the operation and the number of symbol definitions affected.
Symbol instances already on the drawing are not affected.
5. Click OK.
To quickly verify that a record has been attached to the symbol library, create a report. See Creating Reports on
page 811.

Detaching Records
This command detaches the selected record format from all symbol definitions in a selected symbol folder.
To detach a record:
1. Select Tools > Records > Detach Record.
The Detach Record dialog box opens.

2. From the Symbol Folder list, select None, All, or a symbol folder, if any.
198 | Chapter 5: Using Vectorworks Resources

Select None to detach the record from the symbol definition(s) at the root of the symbol library (symbol
definitions not in any folder). Select All to detach the record format from all of the symbol definition(s) in the
files symbol library. Selecting a symbol folder changes all of the symbol definitions only in that folder and any
subfolders.
3. From the Record Format list, select one of the record formats defined in the current file to detach from the
symbol library.
4. Click OK.
Confirm the operation and the number of symbol definitions affected.

Changing One Record Format Field


This command changes a specified field default value for a selected record format attached to symbol definitions.
Symbols already placed on the drawing are unaffected.
To change one record format field:
1. Select Tools > Records > Change One Field.
The Change One Field dialog box opens.

2. From the Symbol Folder list, select None, All, or a symbol folder, if any.
Select None to change the record of the symbol definition(s) at the root of the symbol library (symbol definitions
not in any folder). Select All to change the record format of all of the symbol definition(s) in the files symbol
library. Selecting a symbol folder changes all of the symbol definitions only in that folder and any subfolders.
3. From the Record Format list, select the record format.
The Field Name selections depend on the record format selected.
4. Select the Field Name to change.
5. Enter the New Value.
6. Click OK.
Confirm the operation and the number of symbol definitions affected.

Changing All Record Format Fields


This command changes several or all default field values for a selected record format attached to symbol definitions.
Symbols already placed on the drawing are unaffected.
To change several or all record format fields:
1. Select Tools > Records > Change All Fields.
The Change All Fields dialog box opens.
Global Symbol Commands | 199

2. From the Symbol Folder list, select None, All, or a symbol folder, if any.
Select None to change the record of the symbol definition(s) at the root of the symbol library (symbol definitions
not in any folder). Select All to change the record format of all of the symbol definition(s) in the files symbol
library. Selecting a symbol folder changes all of the symbol definitions only in that folder and any subfolders.
3. From the Record Format list, select the record format.
4. Click OK.
The Change Fields dialog box opens. The title bar displays the name of the record being edited.

5. Select the field name(s) to change and enter the new information.
All of the field names of the record format are listed. If the record file has more than 16 fields, click Next to
continue viewing the remaining fields in the record.
6. After making the desired changes, click OK.
Confirm the operation and the number of symbol definition(s) affected.

Changing Symbol Attributes


This command assigns all of the objects within the selected symbol definitions to the specified class, and designates the
objects to use any or all of the class attributes.
To change symbol attributes:
1. Select Tools > Utilities > Change Symbol Attrs.
The Change Symbol Attributes dialog box opens.
200 | Chapter 5: Using Vectorworks Resources

2. From the Symbol Folder list, select None, All, or a symbol folder, if any.
Select None to change the symbol attributes at the root of the symbol library (symbol definitions not in any
folder). Select All to change the symbol attributes of all of the symbol definition(s) in the files symbol library.
Selecting a symbol folder changes all of the symbol definitions only in that folder and any subfolders.
3. Select the Class to assign the symbol definition.
4. Select the class attributes to use, and indicate how to treat class attributes that are not used.
Either keep the objects existing attributes, or use the current defaults if a class attribute is not specified.
5. Click OK.
Confirm the operation and the number of symbol definition(s) affected.

Listing Symbols and Folders


This command creates a text file list all of the symbol definitions and symbol folders within the active drawing.
To list symbols and folders:
1. Select Tools > Utilities > List Symbols.
The List Symbol dialog box opens.

2. Select either List Symbols and Folders or List Folders Only.


3. Click OK.
The Save File dialog box opens.
4. Enter a new file name or use the default name, and then click Save.
A text file is created listing the names of all the folders and, if chosen, symbols within the current file.
Creating Objects 6
Vectorworks Modeling Environment
Vectorworks software provides robust 2D functionality with a variety of tools and commands for those who draft in
Top/Plan. For those who design in 3D instead of, or in addition to, 2D, the Vectorworks program is a true modeling
environment.

Planar Modes of 2D Objects: Screen Plane and Layer Plane


2D objects can be created as either screen plane objects or layer plane (planar) objects, depending on the selected
planes mode. The screen plane is coincident to the computer screen, and perpendicular to the designers view direction.
2D objects drawn in the screen plane float in 3D views. Planar objects, however, exist in 3D space; a planar object is
drawn in a 3D planeeither the layer plane or a 3D working plane, maintaining its geometric relationship to the 3D
model when in 3D views.

2D object in Top/Plan view 2D planar object in isometric view 2D screen plane object in isometric view

Objects are created as planar objects by default; they display in Wireframe mode with their graphic attributes on the
layer plane in views other than Top/Plan, and become part of the 3D model. 2D objects can be created and edited on
any plane and in any view; the editing occurs within the planar context of the objects plane. When performing
operations on multiple selected planar objects in a 3D view, the objects must be co-planar.
Double-click on a planar object to set the working plane to the plane on which the object was created.
The Split tool, as well as the Modify > Rotate > Rotate, Rotate Left, and Rotate Right, and Flip commands,
operate within the screen plane only.
While most 2D objects should normally be planar, some objects function best as screen plane objects. For example, all
elements on sheet layers are, by definition, on the screen plane. Objects created as crop objects for viewports are
automatically placed in the screen plane. In addition, when creating special hybrid symbols, the 2D component of the
symbol should be created in the screen plane, so that the symbol has a representation when viewed in Top/Plan.
2D objects created in version 2010 and later retain their planar designation upon conversion. 2D objects created in
versions of Vectorworks software prior to 2010 become screen plane objects upon conversion.
The Active Planes list located on the View bar sets the currently active plane, and determines whether 2D objects are
created as planar or screen plane objects. The available planes depend on the drawing view, current tool, presence of
named working planes, and plane mode options. To create planar objects, select Layer Plane from the Active Planes
list. To create screen plane objects, select Screen Plane. (To create planar objects on the automatic working plane,
select Automatic as described in the next section.) The selected planar mode remains in effect until the next time it is
changed.
202 | Chapter 6: Creating Objects

The Active Planes list on the Shape tab of the Object Info palette switches the planar property of selected existing 2D
objects. A selected 2D object drawn in screen plane mode can be switched to layer (planar), and vice versa.

Depending on your workflow and preferences, the available options on the Active Planes list can be restricted, to never
show the layer plane or never show the screen plane. See Plane Mode Preferences on page 34.

The Automatic Working Plane


In a 3D view, and when a typical drawing tool is selected, the automatic working plane is in effect. As the cursor moves
over suitable drawing surfaces, the automatic working plane is highlighted on the surface to indicate that the drawing
object can be placed there and will be drawn planar to the surface. Automatic displays in the Active Planes list.

With the Hemisphere tool selected, the The hemisphere is created on the Rendered view
automatic working plane displays on an automatic working plane, and it is
applicable surface as the cursor moves over it. automatically made planar to the
The axes display the working plane origin. surface

When the cursor is not over a suitable surface while in a 3D view, the default automatic plane is in effect. The default
automatic working plane aligns to the layer plane, and an object drawn is placed on the layer plane. See
Understanding the Working Plane on page 575 for more information.
In some cases, it may be desirable to turn off the automatic working plane, as when drawing on the layer plane or
screen plane, when drawing on a hidden surface where the automatic plane does not appear, or when drawing on a
specific working plane that was established by the Set Working Plane tool. The \ key (backslash) toggles the
automatic working plane on and off. This key can be customized in the Workspace Editor; see Modifying Snapping
and Mode Shortcuts on page 876. The color and opacity of the automatic working plane can also be customized; see
Configuring Interactive Display on page 68.

Push/Pull Mode of Planar Tools


In a 3D view, and when the screen plane is not the active plane, planar objects such as circles, rectangles, rounded
rectangles, ovals, arcs, polylines, and polygons can be extruded immediately after creation when the Push/Pull mode
on the Tool bar is enabled for the tool. The modes toggle status applies to all these planar tools; if the mode is enabled
for one of the tools, it is enabled for all of them. This instantly and easily allows 3D objects to be created from planar
objects, by moving the cursor or entering a distance in the data bar.
Using the Data Bar | 203

Use the Circle tool to create a circle The circle that was just created is The extruded cylinder is
on the side face of an object. The still selected, and can immediately created.
automatic working plane indicates a be extruded when the Push/Pull
suitable planar surface. mode is enabled.

When the automatic working plane mode is enabled and the Push/Pull mode is in use over an object that supports solid
operations, press and hold the Option key (Macintosh) or Alt key (Windows) and pull out to create a solid addition or
push in to create a solid subtraction.
The Push/Pull mode of planar objects operates directly after creation of the object. If the object is deselected, it can be
extruded later with the Push/Pull tool; see Direct Modeling with the Push/Pull Tool on page 417. In some cases, the
Push/Pull mode may need to be toggled off, such as when creating several planar objects one after another.

Using the Data Bar


Use the Data bar when you draw to lock certain values for an object, such as the length of a circle radius, the angle of a
wall, the length of a hemisphere radius, or the height of an extruded rectangle. The fields that are available on the Data
bar depend on the active tool and on the action being performed.
Floating 2D Data bar
(follows the cursor)

Horizontal location of the cursor Vertical location of the cursor in


in the drawing window the drawing window

Fixed 2D Data bar


(on the Tool bar)
2D Data bar

Floating 3D Data bar


(follows the cursor)

Offset of the cursor relative to Location of the cursor relative


the working plane to the working plane

Fixed 3D Data bar


(on the Tool bar)
3D Data bar

The data displayed in the bar is gathered from the feedback segment of the object being created. The coordinates are
relative to a floating datum, if one exists; otherwise the coordinates are absolute. The more common Data bar fields are
described in the following table; other fields that can display are described where their use is relevant.

Parameter Description
2D Parameters
Delta X The offset distance from the previous click or position along the X axis
Delta Y The offset distance from the previous click or position along the Y axis
L The length or distance from 0,0, or the radius of the object that is being drawn
204 | Chapter 6: Creating Objects

Parameter Description
A The angle or rotation of the object that is being drawn
X The X (horizontal) location of the cursor in the drawing window
Y The Y (vertical) location of the cursor in the drawing window
3D Parameters
WP A The angle or rotation of the object that is being drawn relative to the working plane X axis
X The absolute location of X in working plane coordinates
Y The absolute location of Y in working plane coordinates
Z The absolute location of Z in working plane coordinates (applies to 3D objects only)
L The length or distance of the object that is being drawn
Z The Z (depth) of the object being drawn
Ctr X The center of the object along the X axis
Ctr Y The center of the object along the Y axis
Ctr Z The center of the object along the Z axis
Delta X The offset distance from the previous click or position of X in working plane space
Delta Y The offset distance from the previous click or position of Y in working plane space
Delta Z The offset distance from the previous click or position of Z in working plane space
Delta X The offset distance from the previous click or position of X
Delta Y The offset distance from the previous click or position of Y
Delta Z The offset distance from the previous click or position of Z
Radius The radius of the object being drawn
Height The height of the object being drawn

The location and behavior of the Data bar fields can be adjusted by options listed under Windows > Data Bar Options
or from the Data Bar and Edit Group Options list (see Data Bar and Edit Group Options on page 205 for details).

Drawing with the Data Bar


To draw an object with the Data bar:
1. There are two different ways to activate the Data bar for drawing.
Select a drawing tool and click once to begin to draw the object.
Press the Tab key to activate the first field in the Data bar, or press Shift+Tab to activate the last field.
Alternatively, if the Data bar options are set so that instant activation is enabled, type the value for the first field in
the Data bar to activate it.
Select a drawing tool and press Tab to activate the first field in the Data bar.
After entering the data, click to begin drawing.
In click-drag drawing or moving operations, after you press Tab or Shift+Tab to activate the Data bar field, you
can release the mouse button for ease of data entry. Complete the operation with a mouse click or press the Enter
key twice.
2. Enter values in the appropriate field(s), using the keys as follows.
Using the Data Bar | 205

Key Action
Enter When the focus is in a Data bar field, sets the value that is currently displayed, and moves the focus
to the drawing area
When the focus is in the drawing area, completes the object (or completes the current segment of
the object, for path objects such as polygons, walls, and dimensions)
Tab When the focus is in a Data bar field, sets the entered value and moves to the next field (if no value
was entered, the field is not set)
When the focus is in the drawing area, moves the focus to the first field in the Data bar
Shift+Tab When the focus is in a Data bar field, sets the entered value and moves to the previous field (if no
value was entered, the field is not set)
When the focus is in the drawing area, moves the focus to the last field in the Data bar

To clear an entry before it is set, press the Backspace key. The previous value in that field redisplays.
If the SmartCursor option is enabled in Vectorworks preferences, a dotted line displays to represent the location of
the values entered for the X, Y, and Z axes.
3. A vector lock (red dashed line) displays to represent the location of the values entered in the Data bar.
See Creating Vector Locks on page 149 for more information.

4. To complete the object according to the values you entered, click the mouse button. For non-path objects, you can
also press Enter to complete the object if the focus is in the drawing area, or press Enter twice to complete the
object if the focus is in the Data bar. For path objects, such as polygons, walls, and dimensions, you may need to
click to complete the object.

Data Bar and Edit Group Options


The Data bar is controlled by options on a drop-down list on the right side of the Tool bar. Options for editing groups
are also provided in this list. The Data Bar and Edit Group Options list is enabled by default on the Quick Preferences
menu on the Tool bar; therefore, it displays as a button to the left of the Quick Preferences menu. The Data Bar
Options and Edit Group Options can also be selected from the Window menu.
206 | Chapter 6: Creating Objects

Data Bar and Edit Quick Preferences menu


Group Options list

Data Bar Options

Edit Group Options

Menu Command Description


Location of the Data bar fields
Use floating Data bar The Data bar floats with the cursor in the drawing area
Use floating Data bar only when tab The Data bar floats with the cursor only when the Tab key is pressed;
key is pressed otherwise the bar does not display
Do not use floating data bar - show The Data bar displays on the top left side of the window, at the top of the
data bar fields on fixed data bar Tool bar
Activation of the Data bar
Allow numeric keypad entry for When the floating Data bar is displayed, enter numbers on the keyboard
instant Data bar activation or numeric keypad to activate the first field
Do not allow numeric keypad entry When the floating Data bar is displayed, enter numbers on the keyboard
for instant Data bar activation only to activate the first field
Do not allow instant Data bar When the floating Data bar is displayed, press the Tab key to activate the
activation first field
Field display on the Data bar
Show only primary fields on Data bar Show only the primary data fields (for example, L and A for circles)
Show primary and secondary fields Show all fields except the cursor location fields (X and Y)
on data bar
Show primary secondary, and cursor Show all fields
location fields on data bar
Creating Lines | 207

Menu Command Description


Field cycling options
Auto cycle to non-displayed fields When some of the data fields are hidden, press the Tab key in the last
when tabbing past last field visible field to make the non-displayed fields become visible
Do not auto cycle to non-displayed When some of the data fields are hidden, press the Tab key in the last
fields when tabbing past last field visible field to return to the first field
Location of the floating Data bar
Show floating Data bar below When the floating Data bar is enabled, displays the Data bar below the
SmartCursor cues SmartCursor cues (below the cursor)
Show floating Data bar above When the floating Data bar is enabled, displays the Data bar above the
SmartCursor cues SmartCursor cues (above the cursor)
Data bar activation on datum creation
Show floating Data bar after datum When the floating Data bar is enabled, displays the Data bar
creation automatically after a datum is set
Do not show floating Data bar after The floating Data bar does not automatically display after a datum is set.
datum creation Press the Tab key to display the floating Data bar.
Display of the Exit Group button
Use large exit group button When a group is being edited, show a large button with the label Exit
Group in the upper right corner of the drawing area
Use small exit group button When a group is being edited, show a small button with an arrow icon in
the upper right corner of the drawing area
Exit group options
<Esc><Esc> exits group When a group is being edited, pressing the Escape key twice exits the
editing window
<Esc><Esc> does not exit group When a group is being edited, pressing the Escape key twice does not
exit the editing window

Creating Lines
Creating Single Lines
Use the Line tool to create single lines.
Unconstrained Center

Preferences

Constrained Vertex
208 | Chapter 6: Creating Objects

Mode Description
Constrained Constrains the line to be vertical, horizontal, and 30 or 45 from vertical or horizontal in
any direction
Unconstrained Draws the line at any angle
Press and hold the Shift key to snap the line to predetermined angles
Vertex The first click is the start point of the line
Center The first click is the center point of the line; the line is drawn outward in both directions
from the center point
Preferences Scales the length of the line by a specific amount as it is drawn

Creating a Line from Start Point to End Point


To create a single line from its start point to its end point:

1. Click the Line tool from the Basic palette.


2. Click either the Constrained or the Unconstrained mode button.
3. To scale the line as you draw it, click Preferences from the Tool bar, and enter the scale factor (must be larger than
zero). The created line will be the length of the line you draw multiplied by this number. For example, enter 2 to
create a line twice as long as the drawn line, or enter .5 to create a line half as long as the drawn line. By default,
the value is 1, which does not affect the line length.
4. Click the Vertex mode button.
5. Click at the lines start point.
6. Click again to set the end point of the line. If you entered a scale factor other than 1, the length of the finished line
is adjusted accordingly.

2nd click

1st click

With the Length Scale Factor set to 1.5, click the The finished line is 1.5 times longer
center of the filled arc to start the line, and then click than the radius of the filled arc
a point on the edge of the filled arc

Creating a Line from the Center Point


To create a single line from its center point:

1. Click the Line tool from the Basic palette.


2. Click either the Constrained or the Unconstrained mode button.
3. To scale the line as you draw it, click Preferences from the Tool bar, and enter the scale factor
(must be larger than zero). The created line will be the length of the line you draw multiplied by this number. For
example, enter 2 to create a line twice as long as the drawn line, or enter .5 to create a line half as long as the
drawn line. By default, the value is 1, which does not affect the line length.
4. Click the Center mode button.
Creating Lines | 209

5. Click at the lines center point.


6. Click again to set one of the lines end points. If you entered a scale factor other than 1, the length of the finished
line is adjusted accordingly.
2nd click

1st click

Using snapping points, locate the Click a point on the circle


center of the circle and a point on the to finish the line
circle; click midway between them to
start the line

Creating Double Lines


The Double Line tool creates a wide variety of constrained and unconstrained double lines. Set the width between the
double lines, the offset from the cursor, and whether to create components between the double lines.
Unconstrained Center Control Line Custom Control Line Separation Preference

Constrained

Top Control Bottom Preferences


Line Control Line

To create double lines:

1. Click the Double Line tool from the Basic palette.


2. Click either the Constrained or the Unconstrained mode button.
Constrained lines are drawn at 30, 45, and 90 angles, and their complements are drawn in increments of 30,
and 45.
Unconstrained lines can be drawn at any angle.
Press and hold the Shift key while drawing a line in Unconstrained mode to snap the line to predetermined angles.
3. Click the desired Offset mode button to specify the offset method.

Offset Mode Description


Top Control Line The cursor draws the top line
Center Control Line Lines are equidistant from the line drawn by the cursor
Bottom Control Line The cursor draws the bottom line
Custom Control Line Specify an offset value from the line drawn by the cursor

4. Enter the distance between the double lines in the Separation field on the Tool bar.
5. Click the Preferences button to set other criteria.
210 | Chapter 6: Creating Objects

Parameter Description
Separation Enter the distance between the double lines; same as the Separation field on the Tool bar
Control Offset For Custom Control line mode, enter the distance from the top line of the cursor. The
distance must be less than the Separation distance between the double lines.
Options
Create Lines Creates parallel lines
Create Polygons Creates a double-line polygon with closed ends
Create Lines and Creates parallel lines with a polygon between them; the polygon has a line weight of zero
Polygons
Components Click to define components between the double lines (see Applying Components Between
Double Lines on page 210)

6. Click OK to accept the changes.


7. Click at the double lines start point.
8. Click at the double lines end point.

Applying Components Between Double Lines


To apply a component between the double lines:
1. In the Double Line Preferences dialog box, click Components.
The Components dialog box opens.
Creating Lines | 211

Parameter Description
Preview Displays a preview of the components between the double lines, including the defined
components; the preview is drawn from left to right, so the top of the preview, by default,
indicates the left part of the double lines as they will be drawn. The arrow shows the drawing
direction.
Overall Thickness The thickness of the double line with components is defined by the sum of the component
thicknesses
Components Lists the components that form the structure of the double line, in order from left to right as
displayed in the preview. To change the order of a component, click and drag within the #
column.
The Core designation applies to walls, but not to double lines.
New Click to define the components between the double lines; see Creating Wall Components
on page 438
Edit Opens the Component Attributes dialog box to edit the selected components thickness and
attributes (you can also double-click on a component to open the Component Attributes
dialog box)
Delete Deletes the selected component; the double line thickness is adjusted accordingly

2. When the components have been defined, click OK.

Creating a Break Line


The Break Line tool creates one of three types of break lines: straight, curved, or arc.

To draw a break line:

1. Click the Break Line tool from the Dims/Notes tool set.
2. Click in the drawing to place the break line and move the mouse to indicate the line length. Click again to set the
end of the break line.
212 | Chapter 6: Creating Objects

If this is the first break line placed in this session, the Break Line Object Properties dialog box opens. The settings
displayed apply to all break lines created during this session and can be edited in the Object Info palette after
placement.
3. Click OK.

4. The break line parameters can be edited in the Object Info palette.

Parameter Description
Break Style Selects the style of the break line (Straight, Curved, or Arc)
Break Width Indicates the width of the break only
Break Height Indicates the height of the break only
Break Radius Sets the radius of the break only
Number of Breaks Indicates whether a single or multiple break should be drawn

Creating Rectangles
The Rectangle tool can be used to create rectangular shapes and has four modes available. The Push/Pull toggle mode
is available in 3D views for instantly extruding the rectangle after creation.
Center to Corner Three Point Rotated

Corner to Corner Push/Pull

Midpoint to Corner

Mode Description
Corner to Corner Defines the rectangle by clicking two diagonal points
Center to Corner Defines the rectangle by the distance from the center to one corner
Midpoint to Corner Defines the rectangle by the distance from the midpoint of one side to an opposite
corner
Three Point Rotated Creates a rectangle that is rotated by a specified angle
Push/Pull (3D views only) Instantly extrudes the rectangle after creation; available in 3D views

To create a square (1:1 rectangle), press and hold the Shift key while drawing. To create a rectangle with golden ratio
proportions (approximately 1:1.618), press and hold Ctrl+Shift (Windows) or Cmd+Shift (Macintosh) while drawing.
The Ratio field in the Object Info palette displays square, golden, or the ratio of the sides of an unconstrained
rectangle.
Creating Rectangles | 213

Creating a Rectangle by Corner to Corner


To create a rectangle by corner to corner:

1. Click the Rectangle tool from the palette and click Corner to Corner from the Tool bar.
2. Click at the rectangles start point; this point becomes one corner of the rectangle. Move the mouse to the opposite
corner until the desired size is previewed.
3. Click to set a corner point on the rectangle.
2nd click

1st click

Creating a Rectangle by Center to Corner


To create a rectangle by center to corner:

1. Click the Rectangle tool from the palette, and click Center to Corner from the Tool bar.
2. Click at the rectangles start point; this point becomes the center of the rectangle. Move the mouse to an opposite
corner until the desired size is previewed.
3. Click to set a corner point on the rectangle.
2nd click

1st click

Creating a Rectangle by Midpoint to Corner


To create a rectangle by midpoint to corner:

1. Click the Rectangle tool from the palette, and click Midpoint to Corner from the Tool bar.
2. Click at the rectangles start point; this point becomes the center of one of the rectangles sides. Move the mouse to
an opposite corner until the desired size is previewed.
Press the Alt key (Windows) or Option key (Macintosh) to orient the rectangle vertically.
3. Click to set a corner point on the rectangle.
2nd click

1st click

Creating a Three Point Rotated Rectangle


Rotated rectangles are rectangles that are rotated at a specified angle.
214 | Chapter 6: Creating Objects

To create a three point rotated rectangle:

1. Click the Rectangle tool from the palette, and click Three Point Rotated from the Tool bar.
2. Click to set the start of the rectangle. Move the mouse to set the rotated angle.
3. Click to set the rotation angle. Move the mouse until the desired size is previewed.
4. Click to create the three point rotated rectangle; the bounding box position indicator in the Object Info palette
matches the rotation of the rotated rectangle. (If multiple rotated rectangles are selected, the box position indicator
matches the rotation of one rectangle.)

1st click

3rd click

2nd click

Box position indicator

Creating Extruded Rectangles


A planar rectangle that has been created in a 3D view can be extruded immediately after creation.

To extrude a created rectangle:

1. Enable the Push/Pull toggle mode in the Tool bar for the Rectangle tool.
2. Create a rectangle using any of the modes described in the previous sections.
3. With the rectangle still selected, click, move the cursor, and then click to create the extrude.

1st click 2nd click

A planar rectangle can be extruded at any time with the Push/Pull tool. See Direct Modeling with the Push/Pull
Tool on page 417.
The extrude height can be changed with the Reshape tool (see Reshaping Extruded Objects and Solid
Primitives on page 302), or modified in the Object Info palette.

Creating Rounded Rectangles


Rounded rectangles can be created with symmetrical, proportional, or unconstrained corner diameters.
Creating Rounded Rectangles | 215

Symmetrical corners have the same X and Y rounded corner diameters. Proportional corners are created as one third of
the width and height of the rounded rectangle; for example, a rounded rectangle with a width of 6 and a height of 3
has a Diam X value of 2 and a Diam Y value of 1. Rounded rectangles with both symmetrical and proportional
corners have the same horizontal and vertical arc lengths. Unconstrained rounded rectangles can also be created using
specific X and Y corner diameters.
Two modes are available. The Push/Pull toggle mode is available in 3D views for instantly extruding the rectangle
after creation.
Rotated Push/Pull

Diagonal Preferences

Mode Description
Diagonal Defines the dimensions of the box containing the rounded rectangle
Rotated Defines the width and height lengths to create the rounded rectangle, which can be
rotated if desired
Push/Pull (3D views only) Instantly extrudes the rounded rectangle after creation; available in 3D views

Rounded Rectangle by Box


To create rounded rectangles by box:

1. Click the Rounded Rectangle tool from the Basic palette, and click Diagonal from the Tool bar.
2. Click the Preferences button.
The Round Rect Preferences dialog box opens.

Parameter Description
Corner Styles Select the method of rounding the rectangle corners
Symmetrical: the corner diameters are identical in the X and Y direction
Proportional: the corner diameters are one third of the rounded rectangle width and
height
Symmetrical and proportional: the corner horizontal and vertical arc lengths are
identical
Unconstrained: Deselect both checkboxes to specify the X and Y corner diameters
216 | Chapter 6: Creating Objects

Parameter Description
Corner Diameters For symmetrical or unconstrained rounded rectangle corner style, enter the corner X and
corner Y diameter; symmetrical automatically keeps the same value for X and Y

3. Click OK.
4. Click to set the start point.
5. Click to set the end point of the rectangle.

2nd click

1st click

Rounded Rectangle by Width and Height


To create rounded rectangles by width and height:

1. Click the Rounded Rectangle tool from the Basic palette, and click Rotated from the Tool bar.
2. Set the rounded rectangle preferences as described in Rounded Rectangle by Box on page 215.
3. Click to set the start point.
4. Click to define the rounded rectangle rotation angle and width.
5. Click to define the rounded rectangle height.
1st click

3rd click

2nd click

Creating Extruded Rounded Rectangles


A planar rounded rectangle that has been created in a 3D view can be extruded immediately after creation.

To extrude a created rounded rectangle:

1. Enable the Push/Pull toggle mode in the Tool bar for the Rounded Rectangle tool.
2. Create a rounded rectangle using any of the modes described in the previous sections.
3. With the rectangle still selected, click, move the cursor, and then click to create the extrude.
1st click 2nd click
Creating Circles | 217

A planar rectangle can be extruded at any time with the Push/Pull tool. See Direct Modeling with the Push/Pull
Tool on page 417.
The extrude height can be changed with the Reshape tool (see Reshaping Extruded Objects and Solid
Primitives on page 302), or modified in the Object Info palette.

Creating Circles
The Circle tool has six modes and the Push/Pull toggle mode.
Diameter Circle from Three Lines Tangent and Center

Radius Push/Pull

Circle by Three Points Point and Center

Mode Description
Radius Defines the circle by its radius
Diameter Defines the circle by its diameter
Circle by Three Points Defines the circle by its circumference
Circle from Three Lines Defines the circle by making it tangent to two or three selected lines
Point and Center Defines the circle by a point on its circumference and then its center
Tangent and Center Defines the circle by defining a tangent to the circle and then its center
Push/Pull (3D views only) Instantly extrudes the circle after creation; available in 3D views

To create a NURBS curve, draw a circle and then select Modify > Convert > Convert to NURBS.

Circle by Radius
To create a circle by radius:

1. Click the Circle tool from the Basic palette, and select the Radius mode.
2. Click to set the center of the circle.
3. Move the mouse to the desired radius and click to set the radius of the circle.
2nd click

1st click

Circle by Diameter
To create a circle by diameter:

1. Click the Circle tool from the Basic palette, and select the Diameter mode.
2. Click to set the first point on the circle diameter.
3. Move the mouse to the desired diameter and click to set the diameter of the circle.
218 | Chapter 6: Creating Objects

2nd click

1st click

Circle by Three Points


To create a circle by three points:

1. Click the Circle tool from the Basic palette, and select the Circle by Three Points mode.
2. Click to set the first point on the circle diameter.
3. Move the mouse and click to set the second point on the circle and click again to set the third point on the circle.
3rd click
2nd click

1st click

Circle from Three Lines


To create a circle tangent to three lines:

1. Click the Circle tool from the Basic palette, and select the Circle from Three Lines mode.
2. Click to select the three lines or linear segments to which the circle will be tangent. Each line is highlighted as it is
selected. The lines (or their extensions) must intersect in at least two places.
3. When the third line is selected, a preview of a tangent circle displays where the cursor is currently located. You
can create circles tangent to two or three lines. In places where only two lines intersect, the size of the circle is
controlled by the cursor location. Move the cursor until the desired tangent circle displays, and then click to set the
circle.
1st click

2nd click

3rd click
A preview of the circle tangent to the
selected lines (or their extensions)
displays beneath the hand cursor

Move the cursor to preview other tangent circles Click to place the tangent circle
Creating Circles | 219

Circle by Point and Center


To create a circle by point and center:

1. Click the Circle tool from the Basic palette, and select the Point and Center mode.
2. Click to set the first point on the circumference of the circle.
3. Move the mouse to the center of the circle and click to set the radius of the circle.

1st click 2nd


click

Circle by Tangent and Center


To create a circle by tangent and center:

1. Click the Circle tool from the Basic palette, and select the Tangent and Center mode.
2. Click to set the first point on the line tangent to the circle.
3. Click to set the second point on the line tangent to the circle, defining the tangent line.
4. Move the mouse to define the radius perpendicular to the tangent. Click to set the radius of the circle. It is not
necessary to click on the center point; click anywhere along an axis parallel to the tangent. This allows you to set
the radius based on other geometry, if desired.
3rd click: defines
the radius
perpendicular to the
tangent
1st click 2nd click

Creating Extruded Circles


A planar circle that has been created in a 3D view can be extruded immediately after creation, creating a cylinder.

To extrude a created circle:

1. Enable the Push/Pull toggle mode in the Tool bar for the Circle tool.
2. Create a circle using any of the modes in the Tool bar.
3. With the circle still selected, click, move the cursor, and then click to create the extrude.

1st click 2nd click

A circle can be extruded at any time with the Push/Pull tool. See Direct Modeling with the Push/Pull Tool on
page 417.
220 | Chapter 6: Creating Objects

Cylinder height and radius can be changed with the Reshape tool (see Reshaping Extruded Objects and Solid
Primitives on page 302), the radius can be modified in the Object Info palette, and the resolution can be adjusted
through the 3D Conversion Res setting (see Setting Vectorworks Preferences on page 17).

Creating Ovals
The Oval tool can be used to create oval shapes and has three modes available. The Push/Pull toggle mode is available
in 3D views for instantly extruding the oval after creation.
Height and Width

Box Push/Pull

Center

Mode Description
Box Defines the dimensions of the box containing the oval
Height and Width Defines the height and width lengths to create the oval
Center Defines the center, then the major and minor radii to create the oval
Push/Pull (3D views Instantly extrudes the oval after creation; available in 3D views
only)

Oval by Box
To create an oval by box:

1. Click the Oval tool from the Basic palette and select the Box mode.
2. Click to set the first point of the box containing the oval and then click again to set.
To create a true circle, press the Shift key while creating the oval.
2nd click

1st click

Oval by Height and Width


To create an oval by width and height:

1. Click the Oval tool from the Basic palette and select the Height and Width mode.
2. Click to set the first point of the oval height, and then move the mouse to define the height.
3. Move the mouse, and then click to define the oval width.
Creating Arcs | 221

2nd click

3rd click

1st click

Oval by Center
To create an oval by center:

1. Click the Oval tool from the Basic palette and select the Center mode.
2. Click to set the center point of the oval, and then move the mouse and click to define one of the radii.
3. Move the mouse and then click to define the other radius.
3rd click
1st click

2nd click

Creating Extruded Ovals


A planar oval that has been created in a 3D view can be extruded immediately after creation.

To extrude a created oval:

1. Enable the Push/Pull toggle mode in the Tool bar for the Oval tool.
2. Create an oval using any of the modes in the Tool bar.
3. With the oval still selected, click, move the cursor, and then click to create the extrude.

1st click 2nd click

An oval can be extruded at any time with the Push/Pull tool. See Direct Modeling with the Push/Pull Tool on
page 417.
The extrude height can be changed with the Reshape tool (see Reshaping Extruded Objects and Solid
Primitives on page 302), or modified in the Object Info palette.

Creating Arcs
The Arc tool, which creates circular arcs of any angle, has seven modes. Create an arc by radius, three points, tangent,
two points and center, two points and radius, two end points and another point on the arc, or by arc length and
optionally, chord length. The Push/Pull toggle mode is available in 3D views for instantly extruding the arc after
creation.
222 | Chapter 6: Creating Objects

Three Points Center Point on Arc

Radius Push/Pull

Tangent to Line Specified Radius Arc Length

Mode Description
Radius Defines the arc by its center
Three Points Defines the arc by clicking three points
Tangent to Line Defines the arc by defining a tangent to a line
Center Defines an arc by clicking two points and a center
Specified Radius Defines an arc by two points and a specified radius
Point on Arc Defines an arc by two end points and another point on the arc
Arc Length Defines an arc by the arc length and specified chord length
Push/Pull (3D views only) Instantly extrudes the arc after creation; available in 3D views

Either move the mouse to draw the arc or use the Data bar to enter an angle. Degrees start on the positive X axis (the
East direction), and increase going counter-clockwise. (East is 0 degrees; North is 90 degrees; and West is 180
degrees.) To draw a quarter-circle wall beginning at 0 degrees and ending at the 6 oclock position, enter -90 (minus 90)
degrees. Enter 270 to draw an arc three-quarters of a circle around.
To create a NURBS curve, draw an arc and then select Modify > Convert > Convert to NURBS.
To edit an arc, click the middle handle with the Selection tool and drag to change the arc radius.
Press the Option key (Macintosh) or Alt key (Windows) to change the arcs size.

Arc by Radius
To create an arc by its radius:

1. Click the Arc tool from the Basic palette, and select the Radius mode.
2. Click to set the center of the arc.
3. Click the start point of the arc. Move the mouse until the desired arc orientation and size is previewed.
4. Click to set the end point of the arc.
3rd click
1st click

2nd click

Arc by Three Points


To create an arc by three points:

1. Click the Arc tool from the Basic palette, and select the Three Points mode.
Creating Arcs | 223

2. Click to set the start point of the arc.


3. Click to set the point for the arc to pass through. Move the mouse until the desired arc orientation and size is
previewed.
4. Click to set the end point of the arc.

1st click

2nd click
3rd click

Arc Tangent to Line


To create an arc by tangent:

1. Click the Arc tool from the Basic palette, and select the Tangent to Line mode.
2. Click to set the start point of the arc.
3. Click to define the line to which the arc will be tangent. Move the mouse until the desired arc orientation and size
is previewed.
4. Click to set the end point of the arc.

3rd click

2nd click 1st click

Existing line to which


arc will be tangent

Use tangent snapping to assist with drawing the arc tangent to geometry; see Snap to Tangent (2D Only) on
page 145.

Tangent

Arc by Center
To create an arc by two points and center:

1. Click the Arc tool from the Basic palette, and select the Center mode.
2. Click to set the start point of the arc.
3. Click to set the end point of the arc.
As the cursor moves, the center of the arc is manipulated.
4. Click outside the arc to set the center.
224 | Chapter 6: Creating Objects

1st click

2nd click
3rd click
Completed arc

Arc by Specified Radius


To create an arc by two points and a specified radius:

1. Click the Arc tool from the Basic palette, and select the Specified Radius mode.
2. Click to set the start point of the arc.
3. Click to set the end point of the arc.
The Arc Radius dialog box opens.

4. Enter the length of the radius.


5. Click OK.
The arc is created.

Arc by Point on Arc


To create an arc by two end points and another point on the arc:

1. Click the Arc tool from the Basic palette, and select the Point on Arc mode.
2. Click to set the start point of the arc.
3. Click to set the end point of the arc.
4. Move the mouse until the desired arc shape and size is previewed, and then click to set the arc. To constrain the
angle of the line between the arc endpoints, press the Shift key when drawing the arc.
Creating Arcs | 225

3rd click

1st click 2nd click


Without the Shift key, the angle of the line between the arc endpoints (1st and 2nd clicks) is unconstrained, and the
chord defining the arc height is an unconstrained line drawn from the second endpoint

3rd click
1st click

2nd click

When the Shift key is pressed, the angle of the line between the arc endpoints (1st and 2nd clicks) is
constrained, and the chord defining the arc height is perpendicular to the center of that line

Arc by Arc Length


To create an arc by arc length and chord length:

1. Click the Arc tool from the Basic palette, and select the Arc Length mode.
2. Click to set the start point of the arc.
3. Click to set the end point of the arc.
The Arc Length dialog box opens.

Parameter Description
Arc Length The drawn arc length is displayed, and can be changed; this allows you to
create several arcs with the same chord length and varying arc lengths
Specify Chord Length Select to manually specify the chord length, changing the arc endpoint
Chord Length The chord length is the distance between the two end points of the arc; the arc
length must be greater than the chord length

4. Click OK to create the arc.

1st click 2nd click


Completed arc
226 | Chapter 6: Creating Objects

Creating Extruded Arcs


A planar arc that has been created in a 3D view can be extruded immediately after creation.

To extrude a created arc:

1. Enable the Push/Pull toggle mode in the Tool bar for the Arc or Quarter Arc tool.
2. Create an arc using any of the modes in the Tool bar.
3. With the arc still selected, click, move the cursor, and then click to create the extrude.

1st click 2nd click

An arc can be extruded at any time with the Push/Pull tool. See Direct Modeling with the Push/Pull Tool on
page 417.
The extrude height and radius can be changed with the Reshape tool (see Reshaping Extruded Objects and Solid
Primitives on page 302), the radius can be modified in the Object Info palette, and the resolution can be adjusted
through the 3D Conversion Res setting (see Setting Vectorworks Preferences on page 17).

Creating Quarter Arcs


The Quarter Arc tool creates circular 90 arcs or 90 elliptical arc polyline objects. The Push/Pull toggle mode is
available in 3D views for instantly extruding the arc after creation.
Quarter arcs are listed as polylines in the Object Info palette.

To create quarter arcs:

1. Click the Quarter Arc tool from the Basic palette.


2. Click at the start point for the arc.
3. Move the mouse until the desired arc shape and size is previewed, and then click to set the arc. To constrain the
angle of the quarter arc to 45 degrees, press the Shift key when drawing the arc.
2nd click

1st click

Creating Polylines
Polyline Tool
The Polyline tool creates open and closed polylinesobjects made of a series of connected arcs, curves, or lines.
While drawing a polyline, set the type of control point for each segment either by clicking on the desired mode while
drawing or by using the keyboard shortcuts (see Creating or Editing a Workspace on page 869) to select the desired
mode. A polyline can have different combinations of vertices. Use a polyline to create planar shapes with internal
holes.
Creating Polylines | 227

The corners of the polyline can be smoothed with the Poly Smoothing commands (see Smoothing Objects on
page 269). Markers can be added with the Attributes palette (see Marker Attributes on page 510). The Push/Pull
toggle mode is available in 3D views for instantly extruding the polyline after creation.
Bzier Vertex Tangent Arc Arc Vertex Fillet

Corner Vertex Preferences

Cubic Vertex Point on Arc Push/Pull

Mode Description
Corner Vertex Creates polyline segments with straight lines and angled vertices at the control points. The
type of vertex created is a corner vertex.
Bzier Vertex Creates polyline segments with curves pulled toward, but not touching the control points. The
type of vertex created is a Bzier vertex.
Cubic Vertex Creates polyline segments with curves that pass through the control points. The type of vertex
created is a cubic vertex.
Tangent Arc Creates polyline arc segments that are tangent to the previous segment (use tangent snapping
to assist with drawing the tangent polyline; see Snap to Tangent (2D Only) on page 145).
The type of vertex created is a radius vertex.
Point on Arc Creates polyline arc segments that are drawn by clicking three points: the start point, a point
the arc passes through, and the end point; useful for tracing existing arcs. The type of vertex
created is a radius vertex.
Arc Vertex Fillet Creates polyline segments with curves that look like a fillet placed at the control points; click
Preferences to set the radius of the fillet. The type of vertex created is an arc vertex.
Push/Pull (3D Instantly extrudes the polyline after creation; available in 3D views
views only)

To create a polyline:

1. Click the Polyline tool from the Basic palette.


2. Click to set the polylines start point. In Point on Arc mode, click again to set a point that the arc will pass through.
3. Click to set the end of the segment and the beginning of the next.

While drawing a polyline, press


the U key to switch the mode used
to create the polyline

In Corner Vertex mode, press and hold instead of clicking to create a Bzier vertex instead of a Corner vertex.
4. Continue drawing segments in this manner until the polyline is complete.
5. Click the mouse at the start point to complete a closed polyline object (end point of the last segment is at the exact
start point of the first segment), or double-click the mouse to complete an open polyline object (end point of the
last segment is at a different location than the start point of the first segment).
228 | Chapter 6: Creating Objects

The resulting polyline object, whether open or closed, is a filled object. If desired, remove the fill through the
Attributes palette to see objects behind the polyline.

Closed polyline created using Corner Vertex and Tracing of existing arcs created using
Tangent Arc modes Point on Arc mode

Edit polylines, changing their shape or their vertices, with the Reshape tool or the Object Info palette. The corners of
the polyline can be smoothed with the Poly Smoothing commands (see Smoothing Objects on page 269). Markers
can be added with the Attributes palette (see Marker Attributes on page 510).
A closed polyline, when extruded with the Model > Extrude command, accepts a fill or texture and displays as a
solid object. An open polyline, when extruded, does not render as a solid. To close a polyline before extruding it,
select the polyline. In the Object Info palette, select the Closed option to close the polyline.

Creating Extruded Polylines


A planar polyline that has been created in a 3D view can be extruded immediately after creation.

To extrude a created polyline:

1. Enable the Push/Pull toggle mode in the Tool bar for the Polyline tool.
2. Create a polyline using any of the modes in the Tool bar.
3. With the polyline still selected, click, move the cursor, and then click to create the extrude.
1st click 2nd click

A polyline can be extruded at any time with the Push/Pull tool. See Direct Modeling with the Push/Pull Tool on
page 417.
The extrude height can be changed with the Reshape tool (see Reshaping Extruded Objects and Solid
Primitives on page 302), or modified in the Object Info palette.

Drawing Freehand Polylines


Use the Freehand tool to draw a freehand polyline in a manner similar to drawing with a pen. Once the object is
drawn, it can be reshaped (see Reshaping Objects with the Freehand Tool on page 229).
Freehand Edit Preferences
Creating Polylines | 229

Mode Description
Freehand Edit Reshapes the singularly selected polyline, polygon, rectangle, circle, or arc; for
more information, see Reshaping Objects with the Freehand Tool on
page 229
Preferences Sets the smoothing level when drawing a curve. Increasing the degree of
smoothing decreases the vertices, and therefore it is easier to reshape the curve.
Decreasing the degree of smoothing increases the vertices which produces a
more accurate representation of the curve. Select Off to draw the curve without
using the smoothing feature.

To draw a freehand polyline:

1. Click the Freehand tool from the Basic palette.


2. Click the Preferences mode button.
The Freehand Tool Preferences dialog box opens.

3. Select the smoothing level when drawing a curve.


4. Click OK.
5. Click in the drawing to set the polyline start point. Move the mouse to create the desired freehand polyline shape.
6. Click again when the object is complete.
The number and placement of polyline vertices is determined by the object shape and specified degree of curve
smoothing. For example, an object consisting of a series of arcs and curves created with a low degree of curve
smoothing contains more vertices than a series of lines created with a high degree of curve smoothing.
Markers can be added with the Attributes palette (see Marker Attributes on page 510).
By default, the Freehand tool applies a fill of None. Change the fill type before sweeping a freehand polyline, if
rendering of the sweep volume is desired.

Reshaping Objects with the Freehand Tool


A polyline, polygon, rectangle, circle, or arc can be reshaped using the Freehand Edit mode of the Freehand tool. The
direction of the curve drawn determines the new object shape. An edited object is converted to a polyline after editing
is complete.

To reshape objects using the Freehand tool:

1. Select a valid object.


2. Click the Freehand tool from the Basic palette.
3. Click Freehand Edit mode from the Tool bar.
4. Click to draw the new curve, editing the valid object using the following curve direction guidelines:
230 | Chapter 6: Creating Objects

Action Guidelines
Change existing curve
New Curve Direction Appended Curve

Original Curve Direction Discarded Curve New Curve

Retained Curve

Connect two points


with new curve New Curve Direction Appended Curve

Original Curve Direction Discarded Curve New Curve

Retained Curve

Create closure with New Curve Direction Appended Curve


new curve

Original Curve Direction Discarded Curve


New Curve
Retained Curve

Add a new curve to an


New Curve Appended Curve
existing curve

Original Curve Retained Curve New Curve

Extend existing curve New Curve Direction Appended Curve

Original Curve Direction New Curve


Discarded Curve

Retained Curve
Creating Polylines | 231

Action Guidelines
Retain partial curve New Curve Direction Appended Curve

Original Curve Direction Discarded Curve New Curve

Retained Curve

5. Click again to finish drawing the freehand polyline edit. The valid object is edited and converted to a polyline.

Creating Spirals
The Spiral tool draws an Archimedes spiral. The number of turns, distance per turn, start radius and thickness can be
specified, as well as the number of points used to define the curve. Use the alignment modes on the Tool bar to
temporarily override the insertion point. These modes change the alignment of the insertion point along the X axis of
the bounding box surrounding the spiral.
Wall Insertion Spiral Alignment Modes

Standard Insertion

Offset Insertion Preferences

Spiral Alignment Mode Description


Align Object Left Moves the insertion point to the left edge of the spiralss bounding box, along
the original X axis
Align Object Center Moves the insertion point to the center of the spirals bounding box, along the
original X axis
Align Object Right Moves the insertion point to the right edge of the spirals bounding box, along
the original X axis
Align Object Origin Leaves the insertion point at the actual or original position

For information on using the Offset Insertion and Wall Insertion modes, see Offset Symbol Insertion Mode on
page 178 and Wall Insertion Mode on page 179.

To draw a spiral:

1. Click the Spiral tool from the Basic palette.


2. Select the insertion type and alignment from the Tool bar.
3. Click to define the center of the spiral.
If this is the first time a spiral is placed in this session, the Spiral Properties dialog box opens. These parameters
apply to subsequently created spirals; they can be changed later by accessing them from the Object Info palette.
4. Specify the spiral properties.
232 | Chapter 6: Creating Objects

Distance per turn

Thickness

Start radius

Parameter Description
Distance per Turn Enter the distance between the outer edges of each turn in the spiral
Number of Turns Specify the number of turns which determine the total sweep angle of the spiral; one turn
equals 360 degrees
Start Radius Enter the distance from the center to the beginning of the spiral
Increment (deg) Specify the number of points used to define the curve; the higher the increment, the fewer the
number of points (for example, an increment of five degrees means 360/5=72 points per turn)
Thickness Specify the thickness value of the area between the outer and inner edge of the turn

5. Click OK.
A spiral with the specified parameters is placed on the drawing.
To create a 3D spiral, see Creating Helix-Spirals on page 415.

Creating Triangles
The Triangle tool has three modes. The steps for drawing the triangle are the same for each mode; the only difference
is the fields that display in the dialog box that opens.
Two Sides and Included Angle

Three Sides Two Angles and Common Side

To create a triangle:

1. Click the Triangle tool from the Basic palette and select the desired mode.
2. Click to set the first and second points of the first side.
The Triangle Settings dialog box opens; the fields available depend on the mode that was selected.
Creating 2D Polygons | 233

Three Sides mode Two Sides and Included Two Angles and Common
Angle mode Side mode

3. The length of the first side of the triangle displays. Enter the remaining fields as required for the selected mode
and click OK. The following restrictions apply.

Mode Restriction
Three Sides The sum of the lengths of any two sides of the triangle must be greater than the
remaining side
Two Sides and Included Angle The angle must be less than 180 degrees
Two Angles and Common Side The sum of the two angles must be less than 180 degrees

4. Two possible triangles display; click the triangle to keep.

2nd click

1st click

Click two points to define the After you enter the required side lengths and
first side of the triangle angles, two possible triangles display; click
the triangle to keep

Creating 2D Polygons
There are several ways to create 2D polygons. Single-line polygons, double-line polygons, and regular polygons can be
created; a polygon always has square vertices and is composed of a series of straight line segments. A polygon that
represents a curve will require more vertices (and more complexity) than a polyline.
Polygons can be created automatically from existing geometry, which is especially useful for illustrating the elements
of a hidden-line rendered viewport.

2D Polygon Tool
The 2D Polygon tool creates open and closed polygons with single lines. Polygons can have as few as three vertices or
as many as 32,767 vertices. The 2D Polygon tool can also automatically create polygons by filling or outlining existing
geometry, to easily annotate a drawing graphically by outlining, filling, or texturing (with an image or gradient fill) the
new polygons.
234 | Chapter 6: Creating Objects

Three modes are available. The Push/Pull toggle mode is available in 3D views for instantly extruding the polygon
after creation.
Inner Boundary Outer Boundary

Vertex Push/Pull

Mode Description
Vertex Creates a polygon by clicking to set each vertex
Inner Boundary Creates a polygon out of existing geometry by clicking within the boundary of
an object
Outer Boundary Creates a polygon out of the outer boundary of existing geometry by defining
geometry with a lasso marquee
Push/Pull (3D views Instantly extrudes the polygon after creation; available in 3D views
only)

Creating Single-line 2D Polygons


To create a single-line 2D polygon:

1. Click the 2D Polygon tool from the Basic palette, and select Vertex from the Tool bar.
2. Click to set the polylines start point (first vertex).
3. Click at each vertex.
4. Double-click at the final vertex to end an open polygon, or click at the starting vertex (a point cue displays) to end
a closed polygon (the first and last vertex are automatically joined).
3rd
5th click
2nd
4th

1st click 6th click

Creating a Polygon from an Inner Boundary


The 2D Polygon tool can create a new polygon based on the inner boundary of existing geometry. Existing geometry
refers to visible objects and solids in the active layer (within the active working plane) or the viewport cache of a
hidden-line rendered viewport in Edit Annotation mode. The stacking order of the 2D objects does not apply; objects
that are overlapped by other objects can still have their boundaries considered. If the object is a polyline (open or
closed), a polygon with holes, or is curved, a polyline is created instead of a polygon.
Polygons cannot be created from symbols. Convert the symbol to a group, and then ungroup.

To create a 2D polygon from the inner boundary of existing geometry:

1. Click the 2D Polygon tool from the Basic palette, and select Inner Boundary from the Tool bar.
If desired, set the attributes in the Attributes palette (fill style, pen style, line and line endpoint style). The
attributes of the polygon can also be specified after creation.
2. Click over one or more objects to create a polygon based on the inner boundary of the 2D objects and/or faces of
solids in the active plane. Different methods of using the 2D Polygon tool will achieve different results.
Creating 2D Polygons | 235

Modification Method
Create a polygon Click to place the polygon
Add to a polygon as it is created Press the Shift key while clicking over existing adjacent geometry to
add to the polygon
Apply the attributes of an existing Select the existing object and press the Option key (Macintosh) or the
object to the new polygon Alt key (Windows) while clicking to create the new polygon(s)

Create polygons from overlapping objects

Shift-click on a series of objects to create a single polygon

To speed up the polygon fill for complex images, zoom in on the area first.
The polygon overlays the existing geometry, and the original objects are unchanged
Another way to create planar objects from faces is with the Extract Surface mode of the Extract tool. See Extracting
Geometry on page 404.

Creating a Polygon from an Outer Boundary


The 2D Polygon tool can create a polygon based on the outer boundary of existing geometry. Existing geometry refers
to visible objects in the active layer (within the active working plane) or the viewport cache of a hidden-line rendered
viewport in Edit Annotation mode. The stacking order of 2D objects does not apply; objects that are overlapped by
other objects can still have their boundaries considered. If the object is a polyline (open or closed), a polygon with
holes, or is curved, a polyline is created instead of a polygon.
Polygons cannot be created from symbols. Convert the symbol to a group, and then ungroup.

To create a 2D polygon from the outer boundary of existing geometry:

1. Click the 2D Polygon tool from the Basic palette, and select Outer Boundary from the Tool bar.
If desired, set the attributes in the Attributes palette (fill style, pen style, line and line endpoint style). The
attributes of the polygon can also be specified after creation.
236 | Chapter 6: Creating Objects

2. Click in the drawing and drag to create the lasso marquee. A polygon is created based on the outer boundary of
any 2D objects on the active plane completely enclosed within the marquee. Alternatively, press the Option key
(Macintosh) or Alt key (Windows) while creating the marquee, and the polygon is based on the outer boundary of
any co-planar 2D objects that are encountered by the marquee.

Creating Boundary Polygons in a Hidden Line Rendered Viewport


The creation of polygons based on the inner and outer boundaries of existing geometry is very useful for graphically
annotating the elements of a sheet layer viewport that is rendered with hidden line rendering. (Sheet layer viewports are
described in Presenting Drawings with Sheet Layer Viewports on page 734.)

To create a 2D polygon from the inner/outer boundary of existing geometry in a viewport:

1. Create a sheet layer viewport from a design layer as described in Creating a Sheet Layer Viewport from a Design
Layer on page 735.
2. For the Rendering mode of the viewport, select Hidden Line. Update the viewport rendering by clicking Update
from the Object Info palette.
3. Edit the viewport in annotation mode by selecting Modify > Edit Viewport.
The Edit Viewport dialog box opens. Select Annotations and Display Viewport Cache.

4. Click OK to enter viewport annotation mode.


5. Click the 2D Polygon tool from the Basic palette, and select Inner Boundary or Outer Boundary from the Tool
bar.
Creating 2D Polygons | 237

If desired, set the attributes in the Attributes palette to the desired fill settings (Fill Style, Pen Style, Line and Line
Endpoint Style). The attributes of the polygon can also be specified after creation.
Apply an image fill to the polygon to simulate a texture (see Using Image Fills on page 527).
6. Because the viewport is rendered with hidden line and the viewport cache is used for annotations, any of the
objects in the drawing can be used as the basis for new polygons. If in Inner Boundary mode, click the paint
bucket cursor on the desired drawing objects. If in Outer Boundary mode, create a lasso marquee to include the
desired objects. A 2D polygon is created based on the inner or outer boundary of the geometry.

The 2D Polygon tool works on 2D objects in the design layer. It does not apply to 2D objects or annotations that
have been added to the sheet layer.
7. Click Exit Viewport Annotation at the top right corner of the drawing window to return to the sheet layer.
An alert dialog box may ask if keeping the viewport cache is necessary. The viewport cache can be removed, if
desired, as it is no longer necessary for creating the polygons.

Creating Extruded Polygons


A planar polygon that has been created in a 3D view can be extruded immediately after creation.

To extrude a created polygon:

1. Enable the Push/Pull toggle mode in the Tool bar for the Polygon or Regular Polygon tool.
2. Create a polygon using any of the modes in the Tool bar.
3. With the polygon still selected, click, move the cursor, and then click to create the extrude.
1st click 2nd click

A polygon can be extruded at any time with the Push/Pull tool. See Direct Modeling with the Push/Pull Tool on
page 417.
The extrude height can be changed with the Reshape tool (see Reshaping Extruded Objects and Solid
Primitives on page 302), or modified in the Object Info palette.

Double-Line Polygon Tool


Use the Double-Line Polygon tool to create a wide variety of open or closed polygons that have two parallel lines, a
double-lined polygon with a width, or two parallel lines with a polygon fill. Double-line polygons can have as many as
32,767 vertices.
238 | Chapter 6: Creating Objects

Top Control Line Bottom Control Line Preferences

Center Control Line Custom Control Line Separation Preference

Mode Description
Top Control Line The cursor creates the right line
Center Control Line Creates lines equidistant from the cursor
Bottom Control Line The cursor creates the left line
Custom Control Line Specify an offset value

To create a double-line polygon:

1. Click the Double-Line Polygon tool from the Basic palette.


2. Select the offset method.
3. Enter the distance between the double lines in the Separation field on the Tool bar.
4. Click the Preferences button to enter other criteria, as needed.

Parameter Description
Separation Enter the distance between the double lines; same as the Separation field on the Tool bar
Control Offset For the Custom Control Line mode, enter the distance from the top/right line of the cursor
Options
Create Lines Creates a series of lines
Create Polygons Creates a double-line polygon
Create Lines and Creates parallel lines with a polygon between them; the polygon has a line weight of 0
Polygons
Components Click to define components between the double lines (see Applying Components Between
Double Lines on page 210)

5. Click OK.
Creating 2D Polygons | 239

6. Click to set the polygons start point (first vertex).


7. Click at each vertex.
8. Double-click to mark the polygons end point (final vertex).
3rd 4th
1st click

6th
5th
2nd

Regular (Equal-sided) Polygon


Use the Regular Polygon tool to create single-line closed polygons in which all sides of the polygon are the same
length.The Push/Pull toggle mode is available in 3D views for instantly extruding the polygon after creation.
Circumscribed Push/Pull

Inscribed

Edge Number of Sides Preference

Mode Description
Inscribed Creates a polygon by drawing its radius
Circumscribed Creates a polygon with a radius equidistant from the center of the polygon and the
mid-point of any of its sides
Edge Creates a polygon by drawing one of its sides
Push/Pull (3D views only) After the polygon is created, click the selected polygon and drag to extrude it

Press and hold the Option (Macintosh) or Ctrl (Windows) key while drawing to toggle between circumscribed and
inscribed modes.

To create a regular polygon:

1. Click the Regular Polygon tool from the Basic palette.


2. Click a mode button to specify the method for creating the polygon: Inscribed, Circumscribed, or Edge.
3. Enter the Number of Sides for the polygon (a number from 3 to 4000).
4. Click to set the start of the polygon.
5. Click to set the end point of the polygon.

1st click

2nd click
240 | Chapter 6: Creating Objects

Creating 3D Polygons
The 3D Polygon tool creates polygons that have a location in 3D space, but no height. The polygon can be created
through any 3D point, not necessarily constrained to the working plane.

To create a planar 3D polygon:

1. Click the 3D Polygon tool from the 3D Modeling tool set.


2. Click to set the polygons start point (first vertex).
3. Click at each vertex.
4. Double-click at the final vertex to end an open polygon; click at the starting vertex (a point cue displays) to end a
closed polygon (the first and last vertex are automatically joined).
2nd 4th
3rd

7th 6th 5th

1st click 8th click 9th click

Closing and Opening Polygons and Polylines


When created, 2D and 3D polygon and polyline objects can be either open or closed. For polylines, you can also use
the Hide Next Edge button on the Object Info palette, or use the Hide or Show Edges mode of the Reshape tool to
hide specific edges of the object after creation, which opens a closed object.
Use the Closed setting on the Object Info palette to change the current state of the object.

Click here to close the open


polyline object

The Closed setting is available for objects created with the following tools:

Freehand Double-Line Polygon


Polyline Regular Polygon
Creating Spheres | 241

2D Polygon 3D Polygon
Triangle

If a polygon or polyline is open, select the Closed setting to close it; any edges that were hidden are also closed.

Open edge

Hidden edge

When the Closed setting is selected, the open and hidden edges of the polygon are closed

If a polygon or polyline is closed, deselect the Closed setting to open it. The last segment of the object to be drawn is
removed (for polygons) or hidden (for polylines).
For polylines, the last segment of the object must be between vertices created with Corner Vertex, Tangent Arc, or
Point on Arc modes; otherwise, the polyline cannot be opened by deselecting the Closed setting. To open a segment
other than the last segment, use the Hide or Show Edges mode of the Reshape tool.

When the Closed setting is deselected, the last To hide a different segment, use the Reshape tool in
segment to be drawn is opened Hide or Show Edges mode

Creating Spheres
The Sphere tool creates spheres using one of the three modes.
Diameter

Radius Center and Radius

Mode Description
Radius Defines the base of the sphere by radius
Diameter Defines the base of the sphere by diameter
Center and Radius Defines the base of the sphere by center (according to the height above the working
plane) and radius
242 | Chapter 6: Creating Objects

The sphere radius can be changed with the Reshape tool (see Reshaping Extruded Objects and Solid Primitives on
page 302), the radius can be modified in the Object Info palette, and the resolution can be adjusted through the 3D
Conversion Res setting (see Setting Vectorworks Preferences on page 17).

Sphere by Radius
To create a sphere by radius:

1. Click the Sphere tool from the 3D Modeling tool set, and select the Radius mode.
2. Click to set the center of sphere base.
3. Move the mouse to the desired radius and click to set the radius of the sphere base. The radius can also be set in
the Data bar.

Sphere by Diameter
To create a sphere by diameter:

1. Click the Sphere tool from the 3D Modeling tool set, and select the Diameter mode.
2. Click to set the first point on the sphere base diameter.
3. Move the mouse to the desired diameter and click to set the diameter of the sphere base.

Sphere by Center and Radius


To create a sphere by center and radius:

1. Click the Sphere tool from the 3D Modeling tool set, and select the Center and Radius mode.
2. Click to set the center of the sphere base on the working plane.
3. Move the mouse and click to set the height of the sphere above the working plane.
4. Move the mouse to the desired radius and click to set the radius of the sphere base. The radius can also be set in
the Data bar.
The center and height, relative to the working plane, of the sphere is automatically established if the first click is on a
snap point, for example a 3D locus or vertex on another 3D object.
When in a non-isometric view, the sphere is created centered on the working plane.

Creating Hemispheres
The Hemisphere tool creates hemispheres using one of three modes.
Diameter

Radius Up Radius

Mode Description
Radius Defines the base of the hemisphere by radius
Diameter Defines the base of the hemisphere by diameter
Creating Cones | 243

Mode Description
Up Radius Defines the base of the hemisphere by center and rotation

The hemisphere radius can be changed with the Reshape tool (see Reshaping Extruded Objects and Solid Primitives
on page 302), the radius can be modified in the Object Info palette, and the resolution can be adjusted through the 3D
Conversion Res setting (see Setting Vectorworks Preferences on page 17).

Hemisphere by Radius
To create a hemisphere by radius:

1. Click the Hemisphere tool from the 3D Modeling tool set, and select the Radius mode.
2. Click to set the center of the hemisphere base.
3. Move the mouse to the desired radius and click to set the radius of the hemisphere base. The radius can also be set
in the Data bar.

Hemisphere by Diameter
To create a hemisphere by diameter:

1. Click the Hemisphere tool from the 3D Modeling tool set, and select the Diameter mode.
2. Click to set the first point on the hemisphere base diameter.
3. Move the mouse to the desired diameter and click to set the diameter of the hemisphere base.

Hemisphere by Up Radius
To create a hemisphere by up radius:

1. Click the Hemisphere tool from the 3D Modeling tool set, and select the Up Radius mode.
2. Click to set the center of the hemisphere base.
3. Move the mouse to the desired radius and click to set the rotation and top of the hemisphere.

Creating Cones
The Cone tool creates cones using one of two modes.
Radius and Height Radius and Tip

Mode Description
Radius and Height Defines the base of the cone by radius and tip of the cone by height
Radius and Tip Defines the base of the cone by radius and, if desired, snaps the tip of the
cone to a point

When in a non-isometric view, the height of the cone is set in the Set Extrusion Height dialog box. In an isometric
view, the cone height can be set by dragging with the mouse or entering the height in the Data bar. For more
information on the different views, see Using Standard Views on page 549.
244 | Chapter 6: Creating Objects

The cone height can be changed with the Reshape tool (see Reshaping Extruded Objects and Solid Primitives on
page 302), the radius can be modified in the Object Info palette, and the resolution can be adjusted through the 3D
Conversion Res setting (see Setting Vectorworks Preferences on page 17).

Cone by Radius and Height


To create a cone using radius and height:

1. In a 3D isometric view, click the Cone tool from the 3D Modeling tool set, and select the Radius and Height
mode.
2. Click to set the center of the cone base.
3. Move the mouse to the desired radius and click to set the radius of the cone base. The radius can also be set in the
Data bar.
4. Move the mouse and click to set the cone height.
3rd click

1st click

2nd click

Cone by Radius and Tip


To create a cone using radius and tip:

1. Ensure that Snap to Object and Smart Points snapping is enabled (see Setting Snapping Parameters on
page 133).
2. In a 3D isometric view, click the Cone tool from the 3D Modeling tool set and select the Radius and Tip mode.
3. Click to set center of the cone.
4. Move the mouse to the desired radius and click to set the radius of the cone base. The radius can also be set in the
Data bar.
5. Using snapping, snap the top of the cone to a snap point on another 3D object. A preview object displays. Click to
create the cone.

3rd click
1st click

2nd click

Creating Loci
A locus is a reference point that is used to draw and measure objects. Loci do not print.
Turn on Snap to Objects from the Snapping palette to snap to loci (see Object Snapping on page 137).
Creating Loci | 245

2D Locus Tool
The 2D Locus tool places a 2D locus in a drawing. Because they are merely movable reference points, loci cannot be
reshaped or resized.

To place a 2D locus:

1. Click the 2D Locus tool from the Basic palette.


2. Click to place the locus.
The locus properties can be edited from the Object Info palette.

3D Locus Tool
The 3D Locus tool places a snappable 3D locus or reference point onto the drawing. Like 2D loci, they are reference
points. They can be moved, but they cannot be reshaped and they do not print.

To place a 3D locus:

1. Click the 3D Locus tool from the 3D Modeling tool set.


2. Click to place the locus.
The locus is placed on the working plane unless it is snapped to an object. The locus properties can be edited from
the Object Info palette.
246 | Chapter 6: Creating Objects
Editing Objects 7
Once an object is created, it may require editing, which could involve changing the size, shape, or number of objects in
a drawing; rotating, mirroring, or grouping objects; or converting, moving, and removing objects.
The Object Info palette not only provides information about an object, it also allows the object to be edited.
Planar objects can be edited from a 3D view. The objects parameters can be changed from the Object Info palette, its
attributes can be changed from the Attributes palette, it can be reshaped and vertices can be added, and surface
operations (such as the Add Surface command) can be performed while in a 3D view.

Editing Object Information


The Object Info palette provides information about the selected object(s) in a Vectorworks drawing. The information
displayed depends on the type of objects selected. In addition, the palette can be used to change object parameters.
Coordinate/IFC menu
(Vectorworks Design
Series required)

The Object Info palette organizes data into three tabbed panes:

Tab Description
Shape Displays information about a selected objects geometry, class, layer, and location (see
Shape Tab on page 248)
Data Lists any database records attached to a selected object (see Data Tab on page 252)
Render When the Renderworks product is installed, this tab is added for the assigning and
mapping of textures to 3D objects (see Applying a Texture to an Object on page 620). If
sketch rendering is active in a Vectorworks Design Series product, the Sketch parameter
is available on the Render tab, even if the Renderworks product is not installed.
Coordinate Specifies options for displaying IFC data (Vectorworks Architect/Landmark required) and
/IFC menu for the display of coordinates in rotated plan views (Vectorworks Design Series required).
See Assigning IFC Data to Objects on page 782 and Rotating the Plan on page 721 in
the Vectorworks Design Series Users Guide.

Object Info palette drop-down list items can be selected by using the mouse or by typing the first letter(s) of the desired
item to highlight the closest match in the list (excluding class and layer lists).
Set the Object Info palette position, active pane upon opening, and Data pane separator position, as described in
Modifying Palette Positions and Settings on page 877. Save palette positions and settings by selecting Window >
Palettes > Save Palette Positions. To revert the palette position and settings back to the settings established when the
custom workspace was created (in the User Data and Preferences folder), click Reset Saved Settings from the Session
tab of Vectorworks preferences (see Session Preferences on page 20).
248 | Chapter 7: Editing Objects

Activate Object Info Palette Command


The Activate Object Info Palette command allows you to quickly switch the focus from the drawing area to the first
editable field on the active pane of the Object Info palette. If the Object Info palette is not open, or is minimized
(unpinned), the Object Info palette is opened, and then the first editable field is highlighted.
To activate the Object Info palette, select Window > Palettes > Activate Object Info Palette, or
press Ctrl + (back quote) on Windows or Cmd + Option + (back quote) on the Macintosh.

Copying and Pasting Object Info Palette Data


Data contained in certain Object Info palette fields can be copied and pasted into the drawing or other locations, such as
your computers calculator.
To copy and paste Object Info palette data:
1. Select the object with data to copy.
2. Select Window > Palettes > Object Info.
The Object Info palette opens.
3. Click the tab containing the desired information. Move the mouse over the field containing the data for copying.
The cursor changes to an I bar in a field which permits copying.
4. Click-drag over the data to select it.
5. Select Edit > Copy.
6. Select Edit > Paste to paste the data into the desired location.

Shape Tab
Object properties can be directly edited through the Object Info palette from the Shape tab. Objects can also be edited
with the tools on the Basic palette throughout this chapter.
The Shape tab always displays class and layer information. The detailed object information that is also displayed
depends on the type of object selected, and can be simple or very extensive depending on the object.
When a new class or layer is created from the Object Info palette, any selected objects are assigned to the new
class/layer, but the active class/layer does not change to the newly created class/layer.

Object Coordinates and Bounding Box Indicator


The Shape tab can display a selected objects plane, coordinate, and bounding box information. The information
displayed depends on the type of object, the active plane, and whether it is in a rotated plan view (Vectorworks Design
Series required) or positioned relative to a working plane.
For 2D objects, the plane to which the object belongs is indicated by the Plane list, and can be changed by selecting
another plane from the list. For example, a screen plane object can be set to a layer plane object by selecting Layer.
When a working plane is active, the object can be moved to it. (If a combination of 2D and 3D objects are selected, the
Plane list selection applies only to the 2D objects.)
Symbols display the symbols name and units (whether world- or page-based). Symbols and solids can be scaled from
the Object Info palette (see Scaling Symbols from the Object Info Palette on page 313 and Scaling Solids
Asymmetrically on page 313.)
The Box Position indicator displays for certain 2D objects such as lines, walls, rectangles, and ovals. It represents the
bounding box of the object, indicates which side is the width and height for objects with width and height, and uses a
handle to indicate the fixed point about which the object can be resized. The handle is also the location from which the
object coordinates are determined. When an object is rotated, the box position indicator rotates also, indicating the
approximate position of the object and, if applicable, the width and height sides. For rectangles, rounded rectangles,
Editing Object Information | 249

and ovals, when the Rotation angle is less than 45 from 90 or 270, the Vectorworks software automatically swaps
the height and width markers for the Box Position indicator and the values in the Height and Width fields.
Different object coordinates display for an object depending on its plane, position, and plan rotation.
When a Vectorworks Design Series product is installed, the coordinates menu preference also affects the display
of coordinates in rotated plan view (see Rotating the Plan on page 721).

View Coordinate Display


Top/Plan Coordinates are relative to the screen plane (X and Y); coordinates for 2D/3D
symbols also include the Z coordinate for a streamlined workflow between
views

3D view with working Coordinates are relative to the layer plane (X and Y) and to the active
plane active working plane (X, Y). The working plane coordinates display in the same
color set for the working plane itself in the interactive preferences.

Rotated plan Coordinates are relative to the layer plane (X and Y) and to the rotated plan
(Vectorworks Design (Screen X and Screen Y). The rotated plan coordinates display in blue, as do
Series required) the rulers.

Some 3D objects, such as 3D polygons, NURBS curves, meshes, 3D symbols, spheres, cones, hemispheres, and 3D
loci, can display coordinates relative to the layer plane (X, Y, Z)also called the user coordinate systemor the active
working plane (X, Y,Z), when a working plane is selected. Click the planes button to change the relative coordinate
display.
Coordinates relative to
layer plane

Coordinates relative to
active working plane

Some symbols are page-based at creation or upon import. These do not display a Box Position indicator in the Object
Info palette. (The object can only be resized symmetrically.) The coordinates are relative to the screen plane (X and Y),
and 2D/3D symbols also show the Z coordinate for a streamlined workflow between views.

Some objects, such as lines and walls, can display and edit selected object information in either Cartesian or polar
mode.
250 | Chapter 7: Editing Objects

Cartesian coordinate
system

Polar coordinate
system

Coordinate Description
System
Cartesian Cartesian coordinates are the same as those used in the drawing area; values are
based on positive and negative X and Y axes
Polar In polar mode, values are relative to the drawing origin. Angles are represented as
positive or negative values from 0 to 180. Values from 180 to 359 are automatically
converted to negative. 0 is at the 3 oclock position.

Viewing and Editing Single and Multiple Objects


The Shape tab allows either single or multiple objects to be edited.
To view and edit object information for a single object:
1. Select Window > Palettes > Object Info.
The Object Info palette opens.
2. Click the Shape tab.
3. Select the desired object.
Editable information for that object is displayed.
4. Change the desired information, using the keys as follows:

Key Function
Enter Save the entry and return the focus to the drawing area
Tab Save the entry and move the focus to the next editable field
Shift+Enter Save the entry and keep the focus in the same field, so that you can enter a different
value if necessary

To view and edit object information for multiple objects:


1. Select Window > Palettes > Object Info.
The Object Info palette opens.
2. Click the Shape tab.
3. Select the desired objects.
Editing Object Information | 251

Number of objects selected


Multiple Edit mode

Multiple objects selected

4. To edit each object in a selection separately, click the Multiple Edit mode button. This switches to Individual Edit
mode. Once in Individual Edit mode, use the Next arrow button to move forward through the selected objects and
the Previous arrow button to move backward through the selections. Each object highlights briefly as it is selected.
To be sure which object is currently selected, click the center circular button to highlight it again. If either arrow
appears dimmed, the end of the selected objects in that order has been reached.
Individual Edit mode
Currently selected Previous object
object type Highlights currently
selected object
Next object

Editing single object within multiple selection

Alternatively, select multiple objects of the same type, and then modify them at one time in Multiple Edit mode.
When several objects of the same type have been selected, the palette operates in batch editing mode. If the
parameter settings of the objects are different, the field displays as blank, or a check box displays with an
indeterminate state. Any parameter edits affect all the selected objects in multiple edit mode.
Some objects have more editable fields than others. If the Object Info palette is not fully extended when an object of
this type is selected, scroll options are provided. To scroll up and down, click the scroll arrows, any area of the scroll
bar, or click-drag the scroll box (Windows) or scroller (Macintosh).
252 | Chapter 7: Editing Objects

Macintosh Windows

Scroll box
Scroller

Scroll bar
Scroll bar
Scroll arrow

Scroll arrow

Editing Vertex-Based Objects


For vertex-based objects, functionality similar to the Reshape tool is available from the Object Info palette Shape tab,
where values can be entered to move vertices (or the entire object) rather than manipulating them graphically with the
tool. Similarly, click the buttons to add, delete, change the vertex type, or hide the next edge; the selected vertex is
affected.
Select whether to affect the entire object
Scrolls through the vertices, or the selected vertex only
highlighting the selected one;
press the center button to
highlight the selected vertex Displays the location of the selected
vertex; edits the location of the entire
object or selected vertex

Use either the Selection tool or the Reshape tool from the Basic palette to select a vertex to edit. With the tool selected,
Right-click (Windows) or Ctrl-click (Macintosh) on the vertex (if the SmartCursor is enabled, it snaps to each vertex
and identifies the vertex type to assist with selection) and select Select Vertex in Object Info Palette from the context
menu.
For certain vertex-based objects, you may first need to select the item and select an edit command to enter object
editing mode. A colored border around the drawing window indicates editing mode is active (see Object Editing
Mode on page 16).
The X and Y coordinates of the selected vertex display for editing in the Object Info palette.

Data Tab
The Data tab lists all records in the drawing, along with check boxes showing which records are attached. The Object
Info palette can be used to make changes to record settings for individual objects.
To view and edit record information:
1. Select Window > Palettes > Object Info.
2. Click the Data tab.
Editing Object Information | 253

ODBC functionality
(Vectorworks Design
Series required)

3. Select the desired object in the drawing area.


The following information is displayed.

Parameter Description
Name Displays the name, if any, given to an object
Record Format Database In the Vectorworks Design Series products, links record formats to an
Connection external database for automated, two-way communication; see Database
(Vectorworks Design Connectivity on page 1019 in the Vectorworks Design Series Users
Series required, database Guide.
connection required)
Object Database Links the object instance to the external databases table rows
Connection
(Vectorworks Design
Series required, database
connection required)
Record Formats Displays all the records that are active in the drawing; if any of these
records are attached to the selected object, the box to the left of the record
name displays an X. If more than one object is selected, only the records
attached to all objects display an X.
Record Fields Provides a list of all the record fields if a record is attached to the selected
object; if any field has a default value assigned, it displays after the field
name. If no item is currently selected in the drawing, the label displays
Record Field Defaults instead of Record Fields.
Record Info Edits the field values for the selected record; all entered values override
any default values for the object

Resize the list boxes by selecting and dragging the resize bars between them.
See Record Formats on page 188 for more information on attaching, editing, and deleting record formats.
254 | Chapter 7: Editing Objects

Moving Objects
Objects can be moved in several ways.
Use the Move command (operates in the screen plane) or Move 3D command to move an object an exact distance.
Use the Move by Points tool to move, duplicate, and distribute objects by clicking.
Use the selection tools to select and drag objects to a new location.
Nudge selected objects one pixel at a time, or by the snap grid (see Setting Vectorworks Preferences on page 17
and Nudging Symbols in Walls on page 490).

Moving Objects in the Screen Plane


For information about moving symbols in walls, see Moving Symbols in Walls with the Move Command on
page 490.
To move an object in screen plane space with the Move command:
1. Select the object(s) to move.
2. Select Modify > Move > Move.
The Move Selection dialog box opens. Move the objects according to Cartesian or polar coordinates.

Parameter Description
Cartesian Specify the distance to move the object; for Cartesian coordinates, select
Cartesian and enter the X and Y Offset distances
Polar Specify the distance to move the object; for polar coordinates, select Polar and
enter the Distance and Angle

3. Click OK.
The object is moved in the screen plane according to the criteria specified.

Moving Objects in 3D Space


To move an object with the Move 3D command:
1. Select the object(s) to move.
2. Select Modify > Move > Move 3D.
The Move 3D Selection dialog box opens.
Moving Objects | 255

Parameter Description
Cartesian Select the X, Y, Z (Cartesian) coordinate system
X, Y, Z Offset For Cartesian coordinates, specify the distance to move the object
Working Plane Select the X, Y, Z (working plane) coordinate system
X, Y, Z For working plane coordinates, specify the distance to move the object
Offset

3. Click OK. The object is moved in 3D space according to the criteria specified.

Moving Objects by Clicking


Objects can be moved, duplicated, and distributed along a specified distance by clicking with the Move by Points tool.
This tool also moves symbols within walls (see Moving Symbols in Walls with the Move by Points Tool on
page 491).
Distribute Object Retention Number of Duplicates Preference

Move

Reference Point Preferences

Mode Description
Move Moves and duplicates selected objects according to the distance and direction
specified by two mouse clicks
Distribute Moves and distributes duplicate objects between the points specified by two mouse
clicks
Reference Point Moves selected objects according to a clicked reference point and a specified offset
distance from that point; the Preferences settings are not applicable when this mode
is selected
Object Keeps the original objects; this is the same as selecting the Retain option in the tool
Retention preferences

Moving Objects with the Move or Distribute Mode


To move, duplicate, and distribute selected objects:

1. Select the object(s) to move and/or duplicate.


2. Click the Move by Points tool from the Basic palette and click Preferences from the Tool bar.
The Move by Points Settings dialog box opens. Select the settings and click OK.
256 | Chapter 7: Editing Objects

Parameter Description
Number of Specifies the number of copies of the original object(s) to create; same as the
Duplicates Number of Duplicates field on the Tool bar.
A value of 0 (zero) means that the original object will be moved; in this case, the
Retain option below (and the Object Retention button on the Tool bar) have no
effect.
Original Object
Retain Keeps the original object(s); this option performs the same function as the
Object Retention button on the Tool bar
Leave Selected Keeps the original object(s) selected for further action

To select additional objects or to change the currently selected objects to move, duplicate, or distribute, press and
hold the Alt key (Windows) or Cmd key (Macintosh) while shift-clicking or click-dragging the mouse around
them to marquee select them; the Selection tool is activated in boomerang mode while the Alt or Cmd key is being
pressed.
3. Select either the Move or Distribute mode, depending on the desired outcome.

Mode Number of Original Result


Duplicates Object
Retained
Move or 0 not Moves the original object(s) to the location specified by clicking
Distribute applicable
Move or 1 No Moves the original object(s) to the location specified by clicking
Distribute
Move or 1 Yes Creates one duplicate of the original object(s), placed at the
Distribute location indicated by clicking
Move >1 No Moves the original object(s), placing the original at the location
specified by the first click, and placing the duplicates the same
distance apart from each other along the vector created by the
two click points
Move >1 Yes Creates duplicates of the original object(s), placing the first
duplicate at the location specified by the second click, and
placing additional duplicates the same distance apart from each
other along the vector created by the two click points
Moving Objects | 257

Mode Number of Original Result


Duplicates Object
Retained
Distribute >1 No Moves the original object(s), placing the original at the location
specified by the first click, and distributing the duplicates
between the two click points, and along the vector created by the
two points
Distribute >1 Yes Creates duplicates of the original object(s), distributing the
duplicates between the two click points, and along the vector
created by the two points

4. Click once (anywhere on the drawing) to indicate the vector start point, and click again to indicate the vector end
point. Duplicates are placed in the vector direction, at the distance specified by the click points, along the line
defined by the click points.
Move mode, 1st click
two duplicates,
retain original 2nd click

Distribute mode, 1st click


two duplicates,
retain original 2nd click

Moving Objects with the Reference Point Mode


Reference Point mode can work two ways; the first click can either indicate the object to be moved or the reference
point from which the object will be offset.

To move selected objects using a reference point:

1. Select the object(s) to move.


2. Click the Move by Points tool from the Basic palette.
To select additional objects or to change the currently selected objects to move, duplicate, or distribute, press and
hold the Alt key (Windows) or Cmd key (Macintosh) while shift-clicking or click-dragging the mouse around
them to marquee select them; the Selection tool is activated in boomerang mode while the Alt or Cmd is being
pressed.
3. Select the Reference Point mode from the Tool bar.
4. Click to indicate either the reference point, or a point on the selected object.
The Enter Offset dialog box opens.

5. The current Offset distance between the two click points displays. Enter the desired distance.
258 | Chapter 7: Editing Objects

6. Select whether the first click made was the reference point or a point on the object to be moved.
7. Click OK. The selected object is moved as specified, along the line defined by the click points.
8. The setting for how the first click is interpreted remains set until it is changed.

Click the point from which to 2nd click


offset the selected object, click
the object, and then enter the
offset distance

1st click

Cutting, Copying, and Pasting Objects


Cutting Objects
The Cut command removes an object from the drawing, temporarily storing the object in the clipboard.
To cut an object:
1. Select the object(s) to remove.
2. Select Edit > Cut.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the object, and select Cut from the object
context menu.
The object is moved from the drawing to the clipboard.

Copying Objects
The Copy command copies an object to the clipboard, where it is temporarily stored. The original object remains on
the drawing.
To copy an object:
1. Select the object(s) to copy.
2. Select Edit > Copy.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the object, and select Copy from the object
context menu.
The program places a copy of the object in the clipboard.

Pasting Objects
The Paste command places the clipboard object into the same drawing file, into another Vectorworks file, or into
another software programs file (if that program also has copy, cut, and paste commands). As long as the Vectorworks
program remains open while the object is in the clipboard, the object retains all its object information for pasting into
Vectorworks documents.
Some image quality can be lost when objects are pasted into other programs.
To paste an object:
1. Open the file and layer where the object is to be added.
2. Select Edit > Paste.
Cutting, Copying, and Pasting Objects | 259

Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the object, and select Paste from the object
context menu.
The program pastes the object centered on the location of the last mouse click, unless the last mouse click is
outside the current view. In that case, the object is pasted at the center of the drawing. When pasting a clipboard
object into a different Vectorworks file, the program automatically centers the object in the drawing area.
When a raster image is pasted into a Vectorworks file, it is automatically compressed to PNG format to reduce the
Vectorworks file size.

Paste as Picture
Like the Paste command, the Paste as Picture command places a copy of the clipboard contents in the active
Vectorworks drawing file. However, Paste as Picture places the entire clipboard contents as a single object/picture.
Because the contents are now one item, individual objects (including symbols and text) can no longer be edited.
There are two advantages to using the Paste as Picture command. First, as a single item, the clipboard objects are more
quickly placed into the drawing file. In addition, the pasted objects retain any PostScript comments, as well as all other
embedded information.
To paste as a picture:
1. Open the file and layer where the object is to be added.
2. Select Edit > Paste as Picture.

Paste in Place
The Paste in Place command works exactly like the Paste command, except that the clipboard contents are pasted into
the active drawing at the same coordinates (relative to the layer origin) from which they were copied. When you paste
to a sheet layer, remember that each sheet layer has its own origin, which may be different from the origin of the layer
where the object was copied (see Set Origin on page 80 for details).
To paste in place:
1. Open the file and layer where the object is to be added.
2. Select Edit > Paste in Place.

Changing Object Stacking Order


As objects are drawn, the program keeps track of their stacking order within the design layer. The first object created is
at the back of the stack, and the most recent object created is at the front of the stack.
The send commands change the stacking order of objects within a layer. Objects can be sent forward to be in front of an
overlapping object or sent backward to be behind an overlapping object. Also, objects can be sent all the way to the
front or back of the stack in one step.
To change the stacking order of an object:
1. Select the object to restack.
2. Select Modify > Send. From the submenu, select the send method to use.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the object, and select Send from the object
context menu.
260 | Chapter 7: Editing Objects

Method Description
Send to Front Sends the selected object to the front of stack
Send Forward Sends the selected object toward the front of the stack, in front of the next object in the
stack that overlaps it; if no other object overlaps the selected object, the stacking order
is not changed
Send to Back Sends the selected object to the back of the stack
Send Sends the selected object toward the back of the stack, behind the next object in the
Backward stack that overlaps it; if no other object overlaps the selected object, the stacking order
is not changed

The objects stacking order is changed.

Removing Objects
Clearing Objects
The Clear command deletes any selected object or objects. It has the same effect as pressing the Delete key, meaning
that the object(s) are not stored on the clipboard. The only way to retrieve a cleared object is to select Undo. This
command provides an additional way of removing an object from the drawing without deleting the current contents of
the clipboard.
To clear an object from the drawing:
1. Select the object or objects to remove from the drawing.
2. Select Edit > Clear.

Purging Items from a File


The Purge command removes specified items from the drawing and reduces the file size. Unused layers, classes, and
resources, as well as objects outside of the page boundaries can be removed from the file.
To purge items from a file:
1. Select Tools > Purge.
The Purge dialog box opens. Each type of item that can be purged is listed, along with the number of items that
were found. Select the items to remove from the drawing file.
Removing Objects | 261

Element Description
Unused Resources
Gradients Deletes any unused gradient resources
Hatches Deletes any unused hatch resource
Images Deletes any unused image resources
Line Types Deletes any unused line type resources
Record Formats Deletes any unused record format resources.
Also select Special Record Formats to delete unused record
formats that store plug-in object default values. An alert prompts
you to confirm that the default values should be deleted.
Renderworks Backgrounds Deletes any unused Renderworks background resources
(Renderworks required)
Renderworks Styles Deletes any unused Renderworks render style resources
(Renderworks required)
Renderworks Textures Deletes any unused texture resources
(Renderworks required)
Sketch Styles Deletes any unused sketch style resources
(Vectorworks Design Series
required)
Slab Styles Deletes any unused slab style resources
(Vectorworks Architect required)
Symbols Deletes any unused symbol resources.
Also select Special Symbols to delete the resources for plug-in
object symbols and group symbols (those listed in red and blue
in the Resource Browser). This will not delete any associated
plug-in or group objects that have already been placed in the
drawing. An alert prompts you to confirm that the special
symbol resources should be deleted.
262 | Chapter 7: Editing Objects

Element Description
Text Styles Deletes any unused text style resources
Tiles Deletes any unused tile resources
Wall Styles Deletes any unused wall style resources
(Vectorworks Architect or
Landmark required)
All Checked box: All attributes in the Unused Resources group
are selected; click to deselect all attributes in the group.
Empty box: No attributes in the Unused Resources group are
selected; click to select all attributes in the group.
Box displays (Windows) or (Macintosh): One or
more attributes in the Unused Resources group are not
selected; click to select all attributes in the group.
The Special Record Formats and Special Symbols
options are not automatically selected along with the other
unused resources; they must be selected individually.
Other Items
Empty Layers Deletes any layers that do not contain any objects
Empty Story Layers Deletes any stories that do not contain any layers
(Vectorworks Architect required)
Empty Symbol Folders Deletes any unused symbol folders
Unused Classes Deletes any unused classes
Objects Outside of Page Deletes any objects that are totally outside the page boundaries;
Boundaries for if an object is partially within the boundary, it will not be
deleted. Objects can be deleted from the active layer only, from
all design layers, and from all sheet layers.
All Checked box: All attributes in the Other Items group are
selected; click to deselect all attributes in the group.
Empty box: No attributes in the Other Items group are
selected; click to select all attributes in the group.
Box displays (Windows) or (Macintosh): One or
more attributes in the Other Items group are not selected; click
to select all attributes in the group.
Preview items that will be purged Opens the Purge Preview dialog box after you click OK on the
Purge dialog box; if needed, items can be removed from the
purge list

2. Click OK.
If Preview items that will be purged was selected, the Purge Preview dialog box opens. The Name and Type of
each item that will be purged displays. Red and blue names indicate symbols that are defined to be inserted as
plug-in objects and groups, respectively (see Symbol Types on page 170). For symbol definitions and empty
symbol folders, the Location column indicates which resource folder currently contains the item. For objects that
are outside of the page boundaries, the Location column indicates which sheet layer or design layer currently
contains the item.
Duplicating Objects | 263

To prevent an item from being purged, click the column to the left of the items name to remove the check mark.

3. Click OK to complete the purge.


4. If necessary, use the Undo command to undo the purge.

Duplicating Objects
Duplicating Single
The Duplicate command makes a copy of an object or group of objects and places it on the drawing. Depending on the
setting in Vectorworks preferences, the duplicated object or objects will either be offset or placed directly on top of the
original.
To duplicate any object:
1. Select the object(s) to copy.
2. Select Edit > Duplicate.
The program places a copy of the selected object(s) in the drawing according to the settings in the Vectorworks
preferences dialog box.
When objects with an offset are duplicated, the offset is maintained with the duplicate.

Duplicate Array
The Duplicate Array command controls how many copies of selected objects are made and how these copies are
arrayed, or placed, in the drawing.
For information about placing symbols in walls in a duplicate array, see Inserting Symbols in a Duplicate Array on
page 488.
To create a duplicate array:
1. Select the object or objects to copy.
2. Select Edit > Duplicate Array.
The Duplicate Array dialog box opens. Select the desired duplication array Shape. The dialog box dynamically
displays the appropriate fields based on the selected linear, rectangular, or circular array shape.
264 | Chapter 7: Editing Objects

Linear Array Rectangular Array Circular Array

Linear Array Parameter Description


Number of Duplicates Specify the number of copies of the original object to create
First Duplicates Position Specify the start point for the first copied object, by either specifying
Determined By coordinates or placing the object with the mouse
Cartesian Offset To use Cartesian coordinates, click this option and specify the distance of
the center of the copy from the center of the original object by entering X,
Y, and Z coordinates. If the view is something other than Top/Plan, and the
field Values Are With Respect to the is set to Working Plane, the labels on
the coordinate fields are X, Y, and Z instead of X, Y, and Z. Z (or Z)
must be zero when only 2D screen objects are being duplicated.
Polar Offset This option is always enabled if 2D objects are selected. If 3D or hybrid
objects are selected, or if both 2D and 3D objects are selected, this option is
enabled only in Top/Plan view. To use polar coordinates, click this option
and specify the distance of the center of the copy from the center of the
original object by entering r (radius), theta (angle), and Z coordinates; Z
must be zero when only 2D screen objects are being duplicated.
Next Mouse Click and This option is always enabled if 2D objects are selected. If 3D or hybrid
Z (or Z) objects are selected, or if both 2D and 3D objects are selected, this option is
enabled only in Top/Plan view. To place the copy with the mouse, select
Next Mouse Click. To offset the first copy from the original objects plane,
enter a Z (or Z) value; Z (or Z) must be zero when only 2D screen objects
are being duplicated.
Values Are With Respect Specify whether the array should be built relative to the active layer plane
to the or working plane
Resize Duplicates Select Resize Duplicates to resize each successive copy with the specified
X Scale, Y Scale, and Z Scale values; to leave the copies at the same scale
as the original object, ensure that Resize Duplicates is deselected
Duplicating Objects | 265

Linear Array Parameter Description


Rotate Duplicates Select Rotate Duplicates to rotate each successive copy at the specified
Angle; to leave the copies at the same rotation as the original object, ensure
that Rotate Duplicates is deselected
Original Object To include the original object in the array, select Retain; otherwise, the
original object is deleted. To leave the original object selected after
duplication, also click Leave Selected.

Rectangular Array Description


Parameter
Number of Columns Specify the number of copies of the original object to create in the arrays X
direction (active layer plane duplication) or X direction (working plane
duplication)
Number of Rows Specify the number of copies of the original object to create in the arrays Y
direction (active layer plane duplication) or Y direction (working plane
duplication)
Number of Stacks Specify the number of copies of the original object to create in the arrays Z
direction (active layer plane duplication) or Z direction (working plane
duplication)
Distance Between Specify the distance between each column in the array (measured from the
Columns copied objects centers)
Distance Between Rows Specify the distance between each row in the array (measured from the
copied objects centers)
Distance Between Stacks Specify the distance between each stack in the array (measured from the
copied objects centers); this value must be zero when only 2D screen
objects are being duplicated
Values Are With Respect Specify whether the array should be built relative to the active layer plane
to the or working plane
Resize Duplicates Select Resize Duplicates to resize each successive copy with the specified
X Scale, Y Scale, and Z Scale values; to leave the copies at the same scale
as the original object ensure that Resize Duplicates is deselected
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Rectangular Array Description


Parameter
Rotate Duplicates Select Rotate Duplicates to rotate each successive copy at the specified
Angle; to leave the copies at the same rotation as the original object, ensure
that Rotate Duplicates is deselected
Original Object To include the original object in the array, select Retain; otherwise, the
original object is deleted. To leave the original object selected after
duplication, also click Leave Selected.

Circular Array Parameter Description


Number of Duplicates Specify the number of copies of the original object to create
Angle Between Specify the angle of separation between the centers of each object in the
Duplicates array
Z (or Z) Offset of To offset copies from the original objects plane, specify the distance
Successive Duplicates between each successive copy. If the view is something other than Top/
Plan, and Values Are With Respect to the is set to Working Plane, the
label is Z instead of Z. Z and Z must be zero when only 2D screen objects
are being duplicated.
Circle Center Point Specify the center point for the circular array, by either specifying
coordinates or placing the array with the mouse
X and Y (or X and Y) To place the array using coordinates, enter the X and Y coordinates of its
center point. If the view is something other than Top/Plan, and Values Are
With Respect to the is set to Working Plane, the labels on the coordinate
fields are X and Y instead of X and Y.
Next Mouse Click This option is always enabled if 2D objects are selected; if 3D or hybrid
objects are selected, or if both 2D and 3D objects are selected, this option is
enabled only in Top/Plan view. Select Next Mouse Click to place the array
so that its center is at the next clicked point.
Values Are With Respect Specify whether the array should be built relative to the active layer plane
to the or working pane
Duplicating Objects | 267

Circular Array Parameter Description


Resize Duplicates Select Resize Duplicates to resize each successive copy with the specified
X Scale, Y Scale, and Z Scale values; to leave the copies at the same scale
as the original object, ensure that Resize Duplicates is deselected
Rotate Duplicates Select Rotate Duplicates to rotate each successive copy at either the Angle
Between Duplicates or the specified Custom Angle; to leave the copies at
the same rotation as the original object, ensure that Rotate Duplicates is
deselected
Original Object To include the original object in the array, select Retain; otherwise, the
original object is deleted. To leave the original object selected after
duplication, also click Leave Selected.

3. Click OK.
If the array location is already specified, the program automatically places the duplicate array.
If Next Mouse Click was selected, move the mouse where the copies are to be placed, and click. For circular and
rectangular arrays, click the mouse at the center of the array.

3D linear array with Z offset


and resized duplicates
3D circular array with Z offset
and rotated duplicates

Duplicating Objects Along a Path


The Duplicate Along Path command creates and places several copies of an object or objects along an existing path.
If a 2D object and 3D path are selected, the 2D object is projected onto the path.
To duplicate objects along a path:
1. Select the object or objects to duplicate, and select the path object.

Grouped 2D objects and polyline path 3D object (in 3D view) and NURBS curve

2. Select Edit > Duplicate Along Path.


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The Duplicate Along Path dialog box opens.

Parameter Description
Select a path object Click Prev or Next to select the object that represents the path; the selected
path object is highlighted
Duplicate Placement Specifies the duplicate object placement parameters
Number of Creates the specified Number of duplicate objects, equally spaced along the
Duplicates path
Fixed Distance Duplicates objects at the fixed intervals specified in Distance
Start Offset Specifies the distance from the end of the path to the first duplicated object;
enter zero to place the first object at the start of the path
Curve Length Displays the length of the path object, for reference
Tangent to path Rotates the duplicates so they are always tangent to the path

Tangent to Path Tangent to Path


deselected selected
Keep original The object to duplicate remains in its original orientation. The remaining
orientation duplicates are rotated tangent to the path, relative to the original objects
tangency angle.

Keep original orientation Keep original orientation


selected deselected
Preview Click to preview the effect of parameter changes before clicking OK

3. Click OK.
Smoothing Objects | 269

The duplicates are arrayed with their centers along the selected path object.

Smoothing Objects
The smoothing commands smooth all selected polygon and polyline vertices in one step, changing all vertices of the
object into the selected vertex type. The commands also work on NURBS curves. The No Smoothing command
changes smoothed vertices into cornered vertices.
To smooth an object:
1. Select the object(s) to smooth.
2. Select Modify > Poly Smoothing. From the submenu, select the smoothing method to use.

Option Description
No Smoothing Creates straight lines and corner vertices
Bzier Spline Creates curves pulled towards but not touching the vertices
Smoothing
Cubic Spline Creates curves that pass through the control points
Smoothing
Arc Smoothing Creates fillet-like curves at the control points. The arc radius is based on
the current fillet radius of the Fillet tool (see Fillet Tool on page 326).
If no radius is set, the largest radius that can fit between each vertex is
used.
Radius Smoothing Creates curved radius vertices, which are easier to reshape than arc
vertices

The object is smoothed.

Smoothed using Arc Smoothing

Composing and Decomposing Objects and Surfaces


Composing Objects and Surfaces
The Compose command can combine NURBS surfaces, lines, arcs, open polygons, NURBS curves, NURBS arcs, and
open 3D polygons into a single object. The endpoints of each object must be touching to use this command. Objects
that are not touching are ignored.
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Adjacent NURBS surfaces, which may have been split by the Split tool (see Splitting Objects and NURBS Surfaces
on page 321), can be composed into a single NURBS surface with this command.
To compose adjacent objects or NURBS surfaces:
1. Select the objects or NURBS surfaces to be composed.
If a large number of objects are connected end to end, use the Edit > Select Connected Objects command to
select them.
2. Select Modify > Compose. The objects are combined to create a single object or NURBS surface.

If there are multiple objects touching at the same endpoint, the two objects closest in stacking order are combined.

Decomposing Objects and Surfaces


The Decompose command can decompose NURBS surfaces, 2D polygons, 2D polylines, 3D NURBS curves created
with the Compose command, and open 3D polygons.
Occasionally, surface creation methods like the Create Surface from Curves command can create a surface with
internal discontinuities. Many of the 3D Power Pack tools and commands are not designed to work with these types of
surfaces. The Decompose command can separate the surface into NURBS surfaces without discontinuities.
To decompose a NURBS surface or object into individual segments:
1. Select the NURBS surface or object to be decomposed.
2. Select Modify > Decompose.
The NURBS surface is separated into individual surfaces, or the object is separated into individual segments.

Selecting Connected Objects


The Select Connected Objects command can select objects that are connected end to end with one or more selected
objects. Any combination of connected lines, arcs, open polygons, open polylines, open NURBS curves, open 3D
polygons, walls, and open round walls can be selected. The endpoints of each object must be touching either directly or
indirectly to use this command. Objects that are not touching are ignored.
This command can be useful when an imported DXF/DWG file contains a large number of small lines that are
connected end to end and you want to compose them into a single object.
Locking and Unlocking Objects | 271

To select connected objects:


1. Select one or more objects to which the other objects to be selected are connected end to end.
2. Select Edit > Select Connected Objects.
The selected objects are highlighted; the Object Info palette indicates how many objects were selected.

Locking and Unlocking Objects


Locking Objects
Objects in a drawing can be protected with the Lock command so that they cannot be accidentally moved, deleted, or
edited. A locked object must be unlocked before any changes can be made to it.
To lock an object:
1. Select the object or objects to lock.
2. Select Modify > Lock.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the object, and select Lock from the object
context menu.
The Object Info palette indicates that the object is locked. Depending on the selection highlighting setting in
Vectorworks preferences, the handles and/or highlighting also change to indicate that the object is now locked (see
Selection and Pre-selection Indicators on page 66).

Unlocking Objects
Unlock an object or group of objects that was previously locked with the Unlock command. Unlocked objects can be
copied, moved, deleted, or edited.
To unlock objects:
1. Select the object or objects to be unlocked.
2. Select Modify > Unlock
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the object, and select Unlock from the object
context menu.
The Object Info palette no longer indicates that the object is locked. Depending on the selection highlighting
setting in Vectorworks preferences, the handles and/or highlighting also change to indicate that the object is now
unlocked (see Selection and Pre-selection Indicators on page 66).

Rotating Objects
There are several ways to rotate objects. Use the Rotate tool to rotate an object, or a duplicate of an object, directly
with the mouse. Use the various Rotate commands to rotate the object by choosing a preset rotation, or by entering
custom rotation information in a dialog box.
Certain objects, such as rectangles, rounded rectangles, ovals, bitmaps, PICT images, and text objects, can be
rotated with the Interactive Scaling mode of the Selection tool. Press the Alt key (Windows) or Option key
(Macintosh) while dragging a reshape handle.
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Rotate Tool
The Rotate tool can rotate objects in the drawing. Double-clicking the tool when an object is selected opens the Rotate
Object dialog box as described in Custom Rotation on page 274.
The Rotate tool can rotate, or rotate and duplicate the selected object(s) about an axis or aligned relative to another
object.
Duplicate Alignment Rotation

Standard

Standard Rotation

Mode Description
Standard Rotates the selected object
Duplicate Creates a duplicate object and rotates it
Standard Rotation Rotates the object about a defined axis
Alignment Rotation Rotates the object by aligning it with another object

Standard Rotation
To rotate an object around a specified axis:

1. Select the object to rotate.


2. Click the Rotate tool from the Basic palette.
To select additional objects or to change the currently selected objects to rotate, press and hold the Alt key
(Windows) or Cmd key (Macintosh) while shift-clicking or click-dragging the mouse around them to marquee
select them; the Selection tool is activated in boomerang mode while the Alt or Cmd key is being pressed.
3. Select Standard or Duplicate from the Tool bar, depending on whether the original or a duplicate object is to be
rotated.
4. Select Standard Rotation from the Tool bar.
By default, the rotation plane is that of the active working plane; the working plane orientation can be changed. If
desired, select Screen Plane from the Active Plane list on the Tool bar to rotate in a plane parallel to the screen
plane.
5. A protractor feedback graphic displays around the cursor. Position the protractor on the appropriate rotation plane,
and click at the center point of the rotation.
The protractor graphic displays only when an object is selected.
6. The protractor graphic remains at the click point. As you move the cursor, the protractor rotates, and a dotted line
from the rotation center to the cursor previews the axis of rotation. Click to define the axis of rotation.
7. As you move the cursor, a preview of the rotated object displays. Click to set the rotation angle.
The original object or its duplicate is rotated to the new position.
Rotating Objects | 273

2nd click

1st click
3rd click
Rotating an object using the Standard and Standard Rotation modes

Rotation by Alignment
To rotate an object by aligning it with another object:

1. Select the object to rotate.


2. Select the Rotate tool from the Basic palette.
To select additional objects or to change the currently selected objects to rotate, press and hold the Alt key
(Windows) or Cmd key (Macintosh) while shift-clicking or click-dragging the mouse around them to marquee
select them; the Selection tool is activated in boomerang mode while the Alt or Cmd is being pressed.
3. Select Standard or Duplicate from the Tool bar, depending on whether the original or a duplicate object is to be
rotated.
4. Select Alignment Rotation from the Tool bar. This mode is only available in a 3D view.
5. A protractor feedback graphic displays around the cursor. Position the protractor on the appropriate rotation plane,
and click at the center point of the rotation.
The protractor graphic displays only when an object is selected.
6. The protractor graphic remains at the click point. As you move the cursor, the protractor rotates, and a dotted line
from the rotation center to the cursor previews the axis of rotation. Click to define the axis of rotation.
7. As you move the cursor, a preview of the rotated object displays. Click the desired point to align the object.
The original object or its duplicate is rotated to the new position.
For the alignment and preview to work properly, all three clicks must be positioned on a snap point.
3rd click

1st click 2nd click

Rotating an object using the Standard and Alignment Rotation modes

Preset Rotation Angles


The rotate commands provide a number of ways to rotate objects in the screen plane without changing their base
location in the drawing. Select one of the preset rotation angles, or specify a custom rotation angle.
To rotate at a specified angle:
1. Select the object(s) to rotate.
2. Select Modify > Rotate, and then the pre-set rotation.
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Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the object(s), and select Rotate from the object
context menu.

Parameter Description
Rotate Left 90 Rotates the selected object counter-clockwise 90
Rotate Right 90 Rotates the selected object clockwise 90
Flip Horizontal Flips the selected object about its center
Flip Vertical Flips the selected object vertically about its center

Custom Rotation
The center of rotation for this command is limited to the center of the objects bounding box. The rotation is performed
within the screen plane.
To rotate by a custom angle:
1. Select the object or objects to rotate.
2. Select Modify > Rotate > Rotate. Alternatively, double-click the Rotate tool.
The Rotate Object dialog box opens.

3. Enter the rotation angle.


The precision of the values that can be entered (degrees, minutes, and/or seconds) depends on the Units setting.
4. Click OK.

3D Custom Rotation
The precision of the rotation values that can be entered (degrees, minutes, and/or seconds) depends on the Units setting.
To rotate at custom angles in 3D:
1. Select the 3D object or objects to rotate.
2. Select Modify > Rotate > Rotate 3D.
The Rotate Object in 3D dialog box opens. Specify the rotation parameters.

Parameter Description
Rotation Angle Enter the angle of rotation
Mirroring Objects | 275

Parameter Description
Center of Rotation Specify the desired center of rotation
Working Plane Rotates using the center of the working plane
Center
Object Center Rotates about the center of the selected object
Next Mouse Click Rotates around the next mouse click in the drawing window
Rotation Axis Select whether the rotation axis will be based on the Active Layer Plane or
the Working Plane, and about which axis

3. Click OK.

Unrotating 3D Objects
The Unrotate 3D Objects command returns any 3D object that has its own coordinate system to its upright position.
Use the command to rotate symbols, extrudes, multiple extrudes, and sweeps so that they align with the world
coordinate system.
To unrotate a 3D object:
1. Select the 3D object or objects to unrotate.
2. Select Modify > Unrotate 3D Objects.

Mirroring Objects
The Mirror tool can mirror, or mirror and duplicate, objects across an axis line or across the working plane.
Standard Mirror Across Working Plane

Duplicate

Mode Description
Standard Mirrors the selected object. The mirrored object is on the same plane as
the original object.
Duplicate Creates a duplicate of the selected object and then mirrors the duplicate.
The mirrored object is on the same plane as the original object.
Mirror Across Working Mirrors the selected object to the other side of the working plane;
Plane (3D views only) available in 3D views

Mirroring Objects Across an Axis


To mirror objects across an axis:

1. Select the object(s) to mirror.


2. Click the Mirror tool from the Basic palette.
To select additional objects or to change the currently selected objects to mirror, press and hold the Alt key
(Windows) or Cmd key (Macintosh) while shift-clicking or click-dragging the mouse around them to marquee
select them; the Selection tool is activated in boomerang mode while the Alt or Cmd key is being pressed.
276 | Chapter 7: Editing Objects

3. Select Standard or Duplicate from the Tool bar, depending on whether the original object is to remain in place.
4. Click to set the beginning of the axis line. As you begin to drag the mouse to create the axis line, a preview of the
mirrored objects placement displays. Click again to set the end of the line. For objects in walls (such as doors or
columns), the axis line is constrained to be perpendicular to the wall. 2D objects are previewed as vectors without
fill and 3D objects are previewed in Wireframe mode, regardless of the current render mode.
The object or its duplicate is mirrored on the opposite side of the plane created by projecting the axis line onto the
working plane.

Mirror axis line

Standard mode previews the items mirrored placement on the other side of the axis line after the first click, then
moves it at the second click

Mirror axis line

Duplicate mode previews the mirrored duplicate items placement on the other side of the axis line after the first
click, then places the new object at the second click

Mirror axis line

The end points of the mirror axis line must occupy distinct points on the active working plane. In 3D views,
mirroring will not work if the two points are coincident on the active plane.
For objects in walls, the mirrored object is placed in the wall, if there is room for it.
Converting Objects | 277

Mirror axis line

Duplicate mode creates a mirror duplicate


of the door inserted into the wall

Mirroring Objects Across the Working Plane


To mirror objects across the working plane:

1. Select the object(s) to mirror.


2. Hybrid objects such as walls or columns must remain perpendicular to the active layer plane. If you are mirroring
a hybrid object, set the working plane so that it intersects the active layer plane at 90 degrees.
3. Click the Mirror tool from the Basic palette.
To select additional objects or to change the currently selected objects to mirror, press and hold the Alt key
(Windows) or Cmd key (Macintosh) while shift-clicking or click-dragging the mouse around them to marquee
select them; the Selection tool is activated in boomerang mode while the Alt or Cmd key is being pressed.
4. Select Standard or Duplicate from the Tool bar, depending on whether the original object is to remain in place.
5. Click Mirror Across Working Plane mode.
The object or its duplicate is mirrored to the opposite side of the working plane. There is no need to create an axis
line.

The working plane is


perpendicular to the
active layer plane

Duplicate mode creates a mirror duplicate of the column across the working plane

Converting Objects
Objects can be converted in several ways.

Convert to Lines
The Convert to Lines command changes a single object into the series of lines needed to create it. For example, a
rectangle is converted into four lines.
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Circles and ovals can also be converted into numerous line segments. However, especially when converting circles, the
accuracy of the line segments depends on the 2D conversion resolution setting chosen in the Vectorworks Preferences
dialog box.
To convert an object to lines:
1. Select the object to convert.
2. Select Modify > Convert > Convert to Lines.
3. If the object can be rendered, select the wireframe, hidden line, or dashed hidden line rendering conversion option.
4. Click OK.
The object is converted into lines and each segment can be manipulated.

Convert Copy to Lines


The Convert Copy to Lines command works like the Convert to Lines command except that it first makes a copy of
the object and then converts the copy into line segments. The original object remains intact.
To convert a copy of an object to lines:
1. Select the object to convert.
2. Select Modify > Convert > Convert Copy to Lines.
3. If the object can be rendered, select the wireframe, hidden line, or dashed hidden line rendering conversion option.
4. Click OK.
A copy of the object is converted into lines and each segment can be manipulated.

Convert to Polygons
The Convert to Polygons command changes any object with a surface into the 2D polygon or series of polygons
needed to create it.
Circles and ovals can also be converted. However, especially when converting circles, the accuracy of the polygons
depends on the 2D conversion resolution setting chosen in the Vectorworks Preferences dialog box.
When most closed 3D geometry is converted to 2D polygons with the hidden line rendering option, back-facing
polygons are discarded.
To convert an object to polygons:
1. Select the object to convert.
2. Select Modify > Convert > Convert to Polygons.
3. If the object can be rendered, select either the wireframe or hidden line rendering conversion option.
4. Click OK.
The object is converted to a group of polygons. To select an individual polygon, first select Modify > Ungroup.
Grouping Objects | 279

Convert Copy to Polygons


The Convert Copy to Polygons command works like the Convert to Polygons command, except that it first makes a
copy of the object and then converts the copy into 2D polygons. The original object remains intact.
To convert a copy of an object to polygons:
1. Select the object to convert.
2. Select Modify > Convert > Convert Copy to Polygons.
3. If the object can be rendered, select either the wireframe or hidden line rendering conversion option.
4. Click OK.
A copy of the object is converted to a group of polygons. To select an individual polygon, first select Modify >
Ungroup.

Convert to 3D Polygons
The Convert to 3D Polys command converts any 2D line or surface object, including polylines, polygons, circles,
ovals, and rectangles, into a 3D polygon. Once converted, the new polygon contains a Z dimension, assigning it a place
in 3D space. It can be rotated and manipulated with 3D tools. The new polygon will not, however, have a thickness.
When you convert two or more objects simultaneously, the converted objects are placed in a group.
To convert a 2D object to 3D polygons:
1. Select the 2D object or objects to convert.
2. Select Modify > Convert > Convert to 3D Polys.

Convert to Mesh
The Convert to Mesh command converts any extrude, multiple extrude, sweep, or wireframe object into a mesh
object. Use the Object Info palette to edit the mesh object vertice(s). The command can also collect a number of
separate 3D polygons into a single mesh object.
A mesh object can contain up to 30,000 vertices.
To convert to mesh:
1. Select the 3D object to convert.
2. Select Modify > Convert > Convert to Mesh.
The object changes to a mesh object. To edit the mesh, select Modify > Edit Group and edit the 3D polygons that
make up the mesh.

Grouping Objects
The Group command groups two or more individual objects (including text and symbols) together. The group of
objects is then treated as a single object. For example, grouped objects can be moved to a different layer in one move.
In addition, this command can group two or more groups of objects into a single group.
280 | Chapter 7: Editing Objects

Individual objects Grouped objects

To group objects:
1. Select the objects (or groups) to be grouped.
2. Select Modify > Group.
The objects are grouped into one object, and the group is placed in the active class.

Editing a Group
Use the Modify > Edit Group command to edit individual objects in a group without ungrouping them. This command
also edits a group of objects that is nested inside another group; each time the command is selected, the program moves
one level deeper into the group. See Object Editing Mode on page 16 for details.

Ungrouping
The Ungroup command ungroups objects or groups that were previously combined with the Group command. Nested
groups must be ungrouped one at a time.

Grouped objects Ungrouped objects

To ungroup a group of objects:


1. Select the group to ungroup.
2. Select Modify > Ungroup.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the group, and select Ungroup from the object
context menu.
3. A plug-in object will lose its plug-in functionality if it is ungrouped. Confirm that the high-level objects should be
ungrouped.
Also, if the group has attached records, you are prompted to attach the records to the ungrouped objects. Click Yes
to transfer the records to each ungrouped item; click No to discard the record information.
If you transfer records to multiple ungrouped objects, you will have duplicates. This may be a problem if the
original grouped object was being tracked on a worksheet, for example.

Returning to Top Level


Use the Top Level command when editing nested groups, to return to the main drawing area in a single step.
Select Modify > Top Level.
The program automatically exits all groups being edited and returns to the main drawing area.
Aligning and Distributing Objects | 281

Aligning and Distributing Objects


Aligning and Distributing Objects in the Screen Plane
The Align/Distribute command aligns and distributes multiple objects in the screen plane. Alignment and distribution
is based upon the vertical and horizontal axes, relative to the screen.
To align/distribute objects:
1. Select the objects to be aligned/distributed.
2. Select Modify > Align > Align/Distribute. The Align/Distribute Objects dialog box opens.

Vertical Align/Distribute

Horizontal Align/Distribute

3. Select the object alignment/distribution criteria. Objects are only moved along the horizontal and vertical axes.

Parameter Description
Align Select to align items along the horizontal or vertical axis
Distribute Select to distribute items along the horizontal or vertical axis
Horizontal
Left Align/distribute by the left side of the selected objects
Center Align/distribute by the centers of the selected objects
Right Align/distribute by the right side of the selected objects
Spacing Distribute the spacing equally between the left and right sides of adjacent
objects
Vertical
Top Align/distribute by the top of the selected objects
Center Align/distribute by the centers of the selected objects
Bottom Align/distribute by the bottom of the selected objects
Spacing Distribute the spacing equally between tops and bottoms of adjacent objects

4. Click OK.
The program aligns/distributes the selected objects.
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Loci and locked objects are special objects and behave differently when present during an alignment/distribution
operation.
If a locus point is one of the selected objects, all objects are aligned relative to that locus. If there are multiple loci in the
selection, then the loci are aligned/distributed like any other object.
Locked objects in a selection do not move. Other objects are aligned/distributed relative to the locked objects.

Aligning and Distributing Objects in 3D


Objects can be aligned and/or distributed in relation to each other in 3D space. 3D object alignment/distribution is
based on either the ground or working plane.
The Align/Distribute 3D command aligns and distributes multiple objects. Alignment and distribution is based upon
the X, Y, and Z axes of the active layer plane or the X, Y, and Z axes of the working plane.
Keep in mind the following points about this command:
3D loci and locked objects are special objects and behave differently when present during an alignment/
distribution operation.
If a 3D locus point is one of the selected objects, all objects are aligned relative to that locus. If there are multiple
loci in the selection, then the loci are aligned/distributed like any other object.
Locked objects in a selection do not move. Other objects are aligned/distributed relative to the locked objects.
2D screen objects are ignored by the Align/Distribute 3D command.
To align/distribute objects in 3D:
1. Select the objects to be aligned/distributed.
2. Select Modify > Align > Align/Distribute 3D.
The 3D Object Align and Distribute dialog box opens. Select the alignment/distribution criteria.

Parameter Description
Alignment/ Select whether to align/distribute about the active layer plane or the working plane
Distribution Axes
Align/Distribute Select Align and specify the coordinate value to use when aligning objects, or select Distribute
to distribute objects
Minimum Align/distribute objects along the specified axis by the minimum coordinate value of each
object
Center Align/distribute objects along the specified axis by the center coordinate value of each object
Maximum Align/distribute objects along the specified axis by the maximum coordinate value of each
object
Aligning and Distributing Objects | 283

Parameter Description
Spacing Distribute spacing between objects along the specified axis, ensuring that the space between the
objects is equal along the axis

3. Click OK.
The program aligns/distributes the selected objects.

Aligning Objects to Grid


The Align to Grid command aligns objects to the snap grid, placing the upper-left corner of each object at its closest
grid point. The Align to Grid command can be used to realign objects to the snap grid when the grids settings have
changed. It also aligns objects to the grid if they were either created with Snap to Grid snapping turned off or were
moved off the grid after they were created.
To align an object to a grid:
1. Select the object or objects to align.
2. Select Modify > Align > Align to Grid.
The program aligns the object(s), placing the upper-left corner of each object at its closest grid point.

Aligning and Distributing Leader Lines


Many Vectorworks objects include tags with leader lines that point to specific items in a drawing. For drawings that
have several such objects, you can align the leader lines to improve readability. The Align/Distribute Leader Lines
command works on the following objects:
Vectorworks Fundamentals objects
Callouts
Vectorworks Design Series objects
Detail bubbles
Existing trees
Hardscapes
Landscape areas
Leader lines
Plants
Redlines
Stakes
To align leader lines:
1. Select the objects whose leader lines you want to align and/or distribute.
2. Select Modify > Align > Align/Distribute Leader Lines.
If none of the selected objects can be processed by the command, a message displays, and the command is
canceled.
If one or more of the selected objects cannot be processed, a different message displays; you can either
continue to align the remaining objects, or cancel the command from the dialog box that displays next.
3. The Align Leader Lines dialog box displays.
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Parameter Description
Horizontal Alignment
Align shoulder points Select to align the shoulder points of the selected leader lines
Align label points Select to align the label points of the selected leader lines. If this option is used in
conjunction with Align shoulder points, all of the selected label points are also
aligned to the label point of the topmost leader line.
Move shoulder points If Align shoulder points is not selected, and Align label points is selected, select this
option to move both the label and shoulder points, keeping the current distance
between those points for each line. Deselect this option to move only the label points,
keeping the current shoulder point positions.
Vertical Distribution
None Select to leave the selected leader lines in the same vertical position when they are
aligned horizontally
Parallel objective lines Select to move the shoulder points vertically, so that the target lines of all selected
objects are parallel to the line of the topmost object. This option can be used with or
without a horizontal alignment option.
Equal distance between Select to move the shoulder points vertically, so that the vertical distance between the
shoulder lines shoulder lines of all selected objects is equal to the distance between the lines of the
two topmost objects. This option can be used with or without a horizontal alignment
option.

Shoulder line

Target line

Target point
Label point
Shoulder point

4. Select the desired alignment options and click OK.


5. If one of the horizontal alignment options was selected, click and drag to draw a reference line along which to
align the selected shoulder or label points; the line must not be horizontal. Click again to complete the reference
line.
6. The objects are aligned as specified.
Compressing Images | 285

Unaligned plant labels Labels aligned with Align shoulder points (along red
reference line), with no vertical distribution

Labels aligned with Align shoulder points (along


red reference line), with Parallel target lines
Labels aligned with Align shoulder points (along red
reference line), with Equal distance between shoulder lines

Labels aligned with Align label points (along red Labels aligned with Align label points (along red
reference line), and Move shoulder points reference line), but no Move shoulder points

Compressing Images
The bitmap images and image resources in a Vectorworks file can be compressed with the JPEG compression method,
to save file space. JPEG compression can significantly reduce bitmap image file size, but can result in the loss of fine
detail for some images.
The compression method and file size for a selected image display in the Object Info palette. Images that are already
compressed by the JPEG compression method remain unchanged.
A selected bitmap file displays Bitmap as the object type at the top of the Object Info palette. A bitmap file may
already have had PNG compression applied at import; the Compress Images command changes its compression
format to JPEG.
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Compressing Selected Bitmap Images


To compress selected bitmap images:
1. Select the bitmaps to be compressed.
2. Select Tools > Compress Images.
The Compress Images dialog box opens.

3. Select Apply JPEG Compression to Selected Bitmap Objects. Click OK to compress the selected images.

Compressing All Bitmap Images and/or Image Resources


The JPEG compression method can be applied to all bitmap images in the file. For the best possible reduction in file
size, images that have been imported as resources (shown as image resources in the Resource Browser) can also be
compressed by the JPEG compression method.
To compress all bitmap images and/or image resources:
1. Select Tools > Compress Images.
The Compress Images dialog box opens.

2. Select Apply JPEG Compression to All. Choose whether to apply the JPEG compression to all bitmap images in
the drawing, image resources, or both. Click OK to compress the images.

Tracing Bitmaps
The Trace Bitmap command traces bitmap objects and picture objects (images which have been imported with the
Import PICT as Picture command). It creates a group of vector lines from the image.
To trace a bitmap or picture object:
1. Select the image to trace.
2. Select Modify > Trace Bitmap.
3. Enter the desired criteria in the Trace Bitmap dialog box.
Tracing Bitmaps | 287

Parameter Description
Maximum width in pixels Specify the maximum number of pixels to be recognized as a single line; pixel
counts above the selected value are traced
Collinearity Sensitivity Select a value to define the segment size and accuracy of the trace

4. Click OK.
The time it takes to trace the image can vary from seconds to hours. The tracing time required is determined by the
image size, as well as the line threshold and collinearity sensitivity settings selected.
288 | Chapter 7: Editing Objects
Object Operations 8
In addition to the object editing tools and commands described in Editing Objects on page 247, objects can be
modified by operations such as extruding, sweeping, reshaping, combining, trimming, and performing surface
operations on one or multiple objects. Surface operations (such as the Add Surface command) can be performed on
planar objects while in a 3D view.

Extruding Objects
Single Extrude
The Extrude command changes 2D objects into 3D objects with a height. The type of object and its attributes
determines the type of extrude that is produced. Lines are extruded as flat planes, while all other objects are extruded as
wireframe 3D objects. While more than one object can be extruded at a time, grouped objects must first be ungrouped
in order to be extruded. Objects that are locked must first be unlocked in order to be extruded.
Objects are extruded into the current viewing projection, so the extrusion direction is dependent on the current view.
They can be rotated afterwards if desired. See Rotate Tool on page 272 or Preset Rotation Angles on page 273. The
extruded object height can be edited interactively with the Reshape tool; see Reshaping Extruded Objects and Solid
Primitives on page 302 for more information.
When you extrude multiple objects at the same time, they are turned into a single 3D group of objects. To edit an
individual object, either ungroup the set or use the Edit Extrude command to access the individual objects.
The Push/Pull tool can also be used to create extruded objects from planar objects; see Direct Modeling with the
Push/Pull Tool on page 417.
To extrude an object:
1. Select the 2D object(s) to extrude.
2. Select Model > Extrude.
The Create Extrude dialog box opens.

3. Enter the Extrusion height and specify any change in size along the X and Y axes, and then click OK.

Multiple Extrude
A pyramid, sphere, or other 3D object can be created from a series of 2D objects using the Multiple Extrude
command. Include a 2D locus, or several loci, in the selection to provide an extrusion reference point or points.
290 | Chapter 8: Object Operations

The process matches segments on each object to create the extrude. The segment order may be reversed for one or
more of the objects, producing unexpected results (such as a twisted extrusion). If this occurs, convert the objects
to open polygons prior to selecting the Multiple Extrude command.
To create a multiple extrude:
1. Select the 2D objects to extrude.
2. Select Model > Multiple Extrude.
The Create Extrude dialog box opens.
3. Enter the Extrusion height and specify the change in size along the X and Y axes.
4. Click OK.
The program extrudes the set of objects/locus points by connecting one to another in their stacking order, turning
the objects into a single 3D object.

2D locus

Extrude Along Path


The Extrude Along Path command extrudes profile objects along a given path. Profile objects can be 2D objects, 3D
polygons, and NURBS curves. Profile objects cannot be non-planar, self-intersecting, or a mixture of 2D and 3D
profiles. If the path is not a NURBS curve, it is converted into a NURBS curve during this operation.
When you use the Edit Extrude Along Path command on a 3D object created using the Extrude Along Path
command, a dialog box opens with the choice to either edit the original path or profile object.
To extrude along a path:
1. Select the object to be extruded, and the object to use as the path.

2. Select Model > Extrude Along Path.


Extruding Objects | 291

The Extrude Along Path dialog box opens. Specify the extrusion parameters.

Parameter Description
Select a path object Click the Next or Prev button to select the object that represents the path
Uniform Scale Scales the object linearly along the designated path; enter a Scale Factor of 1 to
perform no scaling, or enter a positive scale factor other than 1 for uniform scaling
Exponential Scale Scales the object exponentially along the designated path; enter a Shape Factor
of 0 to perform no scaling, or enter a shape factor other than 0 for exponential
scaling
Lock Profile Plane Locks the orientation of the profile plane to the global Z axis, constraining the
extrusion to be perpendicular to the XY plane
Fix Profile Maintains the original relative position and orientation of the profile object with
respect to the path. Normally, this should be deselected, so that the profile is
moved and rotated with respect to the path.

Scaling options are available when the path object is a single continuous curve without sharp corners or
discontinuities.
3. Click OK to extrude the object along the selected path.

No scaling (scale
factor 1) Uniform scaling Exponential scaling

4. The type of Scale, Shape/Scale Factor, Lock Profile Plane, and Fix Profile status of an extrude along path
object can be edited in the Object Info palette.
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Creating a Tapered Extrude


A tapered extrude can be created from 2D objects, 3D polygons, and NURBS curves, circles, and arcs. (2D objects
cannot be screen plane objects; change them to planar objects first. See Planar Modes of 2D Objects: Screen Plane and
Layer Plane on page 201.)
This command easily creates wavy extrusions by entering a taper value of zero.The command also extrudes 2D objects
into 3D objects with a defined taper. Use it to convert a single object or several objects at the same time. Once created,
the height and taper can be edited in the Object Info palette.
The tapered extrude object height can be edited interactively with the Reshape tool; see Reshaping Extruded Objects
and Solid Primitives on page 302 for more information.
To create a tapered extrude:
1. Select the object(s) to turn into a tapered extrude.
2. Select Model > Tapered Extrude.
The Create Tapered Extrude dialog box opens.

3. Enter the Height (Z) of the extrude and the Taper Angle. A positive taper degree shrinks the object as it extrudes,
while a negative taper degree widens the object.
Set a Taper Angle of 0 to create an extrusion with no taper.
4. Click OK to create the tapered extrude.

NURBS curve extruded with zero Taper Angle

If a tapered extrude fails, the object reverts to the last known good value.

Sweeping Objects
The Sweep command converts 2D objects into 3D cylindrical objects. Use it to convert a single object at a time, or to
convert several selected objects. While more than one object can be swept at a time, grouped objects must first be
ungrouped. Locked objects must first be unlocked in order to create a sweep.
A sweep has four basic elements: a centroid (locus), an arc angle, a segment angle, and a pitch. The locus acts as the
sweeps center of rotation. If a locus is not selected, the program sweeps the object around its left edge or point farthest
on the left if more than one object is selected. A locus can be relocated or added after creation using the Edit Sweep
Reshaping Objects | 293

command. The other three elements (arc angle, segment angle, pitch) can be edited after the sweep has been created
through the Object Info palette.
If more than one object is selected when creating a sweep, the objects are automatically grouped. To edit an object
within the sweep, use the Edit Sweep command.
To create a sweep:
1. Select the 2D object(s) to sweep and, if created, the locus.
2. Select Model > Sweep.
The Create Sweep dialog box opens. Enter the sweep criteria and click OK.

Parameter Description
Size
Height Indicates the sweep height
Radius Indicates the sweep radius
Angles
Start Angle Specifies the angle to begin the sweep; normally start at 0
Arc Angle Specifies the degree of the sweep. By default, objects are swept a full 360.
Segment Indicates the number of segments that make up the sweep. The default is 36
Angle segments, each one 10 from the next on the arc. The angle setting must be a positive
number. A large number of segments can slow down performance.
Pitch Sets the degree to which the sweep spirals. A sweeps pitch is represented in the
plus- or minus-height per revolution. For example, if the pitch is 1, every revolution
raises the object a single inch. The default is 0.

Locus point selected

Create object Place locus to act as sweep


centroid; select both
Object swept, rotated, and rendered

Reshaping Objects
The Reshape tool reshapes an object after it has been created, by moving, removing, changing, or adding to its
vertices. Change the length of objects (including dimensions), reshape single objects, or reshape multiple objects at
294 | Chapter 8: Object Operations

once. Reshape polygons and polylines, including lines drawn with the Freehand tool (which are considered polylines).
In addition, specify exact radius measurements for circular arc control points. The Reshape tool can also be used to
reshape 3D solids, walls, roofs, NURBS curves and surfaces, and other objects.
The modes and functionality available for the Reshape tool depend on the currently selected object or objects, and the
current view.

Functionality Enabled Selection or View


2D reshape 2D planar or screen object(s), in any view
2D reshape Multiple objects selected, in any view, or a reshape marquee exists
3D reshape Single 3D polygon, 3D solid, NURBS curve, NURBS surface, section line
(Vectorworks Design Series required), in any view
3D reshape Single wall, roof object, plug-in object with custom reshape behavior (such as
the retaining wall site modifier, Vectorworks Design Series required), in a 3D
view
2D reshape Wall, roof object, plug-in object in Top/Plan view
Marquee No selection

2D Reshape Modes
The Reshape tool has six reshape modes when 2D functionality is enabled. It also has five control point modes for
changing the existing vertex. In addition, the tool can operate in three marquee selection modes.
Cubic Fillet
Move Polygon Change Delete Corner Spline (Circular Rectangular Polygonal
Handles Vertex Vertex Point Point Arc) Point Marquee Marquee

Move Edges Add Hide or Bzier Radius (Point Lasso Preferences


Parallel Vertex Show Control on Arc) Point Marquee
Edges Point

Mode Description
Move Polygon Handles Changes a shape by clicking and moving a vertex or midpoint handle
Move Edges Parallel Moves an edge parallel to its original position without changing the adjacent angles
Change Vertex Changes an existing vertex into a corner, Bzier, cubic, radius, or arc vertex
Add Vertex Adds a vertex as a corner, Bzier, cubic, radius, or arc vertex
Delete Vertex Removes the selected vertex
Hide or Show Edges Clicking on the midpoint hides the polyline or polygon segment; clicking on a vertex
hides the segment that follows the vertex
Corner Point In Change Vertex mode, changes the vertex to a corner vertex; in Add Vertex mode, adds
a corner vertex
Bzier Control Point In Change Vertex mode, changes the vertex to a Bzier vertex; in Add Vertex mode, adds
a Bzier vertex
Cubic Spline Point In Change Vertex mode, changes the vertex to a cubic vertex; in Add Vertex mode, adds
a cubic vertex
Reshaping Objects | 295

Mode Description
Radius (Point on Arc) In Change Vertex mode, changes the vertex to a radius vertex; in Add Vertex mode, adds
Point a radius vertex
Fillet (Circular Arc) In Change Vertex mode, changes the vertex to an arc vertex; in Add Vertex mode, adds
Point an arc vertex. Click Preferences from the Tool bar, enter a Fillet Radius in the Fillet
Settings dialog box, and click OK (for the largest possible fillet, set the Fillet Radius to
zero).
Rectangular Marquee Creates a rectangular marquee box around several vertices. Click to set the start point,
drag the mouse in the desired direction, and release to set the end point. All vertices
within the marquee are selected for performing a subsequent reshape operation.
Lasso Marquee Creates a free-form marquee around several vertices, allowing a more exact selection of
vertices of irregular 2D shapes. Click to set the start point, drag the mouse in the desired
direction, and release to set the end point. All vertices within the marquee are selected for
performing a subsequent reshape operation.
Polygonal Marquee Creates a marquee with an irregular polygonal shape around several vertices. Click to set
the start point, and then continue clicking to define the shape. Double-click to finish the
marquee. All vertices within the marquee are selected for performing a subsequent
reshape operation.

In addition to clicking the Reshape tool from the Basic palette, there are other ways to reshape 2D objects.
Double-clicking eligible 2D objects (polylines, polygons, rectangles, rounded rectangles, and ovals) with the
Selection tool automatically activates the Reshape tool.
2D objects and symbols can be resized with the Single Object Interactive Scaling mode of the Selection tool; see
The Selection Tool on page 61.
Certain objects (polylines, polygons, rectangles, rounded rectangles, circles, ovals, and arcs) can also be reshaped
with the Freehand tool. See Reshaping Objects with the Freehand Tool on page 229.
Additional editing modes are available for certain other objects, such as a site model (Vectorworks Design Series
required). Those specific modes are described in sections about editing or reshaping the object.
Functionality similar to the Reshape tool is available from the Object Info palette Shape tab; see Editing
Vertex-Based Objects on page 252.

3D Reshape Modes
The Reshape tool changes the height and radius of an extruded object, tapered extrude, or a 3D object that is not a
mesh object. In addition, use it to reshape walls (see Editing Walls on page 445), 3D polygons, and solid primitives
(such as cylinders, hemispheres, cones, and spheres), reshape retaining walls (Vectorworks Design Series required),
change the angle (rise/run) of roofs created with the Roof Face command, and reshape roof objects created with the
Create Roof command (see Reshaping Roof Objects on page 464).
The Reshape tool generally has three modes when 3D functionality is enabled. Depending on the selected object,
additional modes are available, as described in the associated sections.
For some objects, such as 3D solids, the reshaping functionality is accessed directly from the drawing, and the
marquee modes display in the tool bar.
Add Vertex

Move Vertex Remove Vertex


296 | Chapter 8: Object Operations

Mode Description
Move Vertex Changes the location of a selected vertex or several vertices
Add Vertex Adds a vertex to the object
Remove Vertex Removes a vertex from the object

Marquee Modes
When no objects are selected, the Reshape tool has three marquee modes to draw a planar marquee in any view.
Lasso Marquee

Rectangular Polygonal
Marquee Marquee

Mode Description
Rectangular Marquee Creates a rectangular marquee box around several vertices. Click to set the
start point, drag the mouse in the desired direction, and release to set the end
point. All vertices within the marquee are selected for performing a
subsequent reshape operation.
Lasso Marquee Creates a free-form marquee around several vertices, allowing a more exact
selection of vertices of irregular 2D shapes. Click to set the start point, drag
the mouse in the desired direction, and release to set the end point. All
vertices within the marquee are selected for performing a subsequent reshape
operation.
Polygonal Marquee Creates a marquee with an irregular polygonal shape around several vertices.
Click to set the start point, and then continue clicking to define the shape.
Double-click to finish the marquee. All vertices within the marquee are
selected for performing a subsequent reshape operation.

Click-drag in the drawing to begin drawing a marquee around vertices for reshaping; the currently active marquee
mode determines the marquee type that will be drawn. Regardless of what marquee mode is currently active, you can
alternatively press and hold the Alt (Windows) or Option (Macintosh) key to draw a lasso marquee or press and hold
Shift+Alt (Windows) or Shift+Option (Macintosh) to draw a polygonal marquee.
As soon as a reshape marquee exists and an object is selected, the available modes switch to the 2D reshape modes, and
2D reshape functionality is enabled (see 2D Reshape Modes on page 294). This allows 2D reshape behavior to be
performed, even on a 3D object and in a 3D view, when the vertex is enclosed in the reshape marquee. For example,
wall length can be changed with the Reshape tool in a 3D view, if the wall end vertex is enclosed within a reshape
marquee that is co-planar with the bottom elevation of the wall.
3D objects can be moved if fully inside the marquee and in Top or Top/Plan view.
While using any marquee selection mode, if the vertices to be selected are surrounded by a filled object, first select the
object(s) using the Selection tool. Press and hold the Shift key while drawing the marquee around the vertices; the
currently active marquee mode determines the marquee type that will be drawn. The desired vertices are selected
without the boundary object being selected.
Perform the desired reshape operation on the selected vertices.
Reshaping Objects | 297

Move Polygon Handles Mode


Select this mode to reshape a 2D rectangle, rounded rectangle, oval, polyline, polygon, or path object by moving one of
its vertices or midpoint handles.
To reshape a 2D rectangle, rounded rectangle, oval, polyline, polygon, or path object by moving a vertex or
midpoint handle:
1. Select the 2D shape to change.
2. Click the Reshape tool from the Basic palette.
3. Click the Move Polygon Handles mode from the Tool bar.
4. Click the vertex or handle to move. When the Reshape cursor displays, move the mouse to the new location.
5. Click to place the vertex/handle.

Bzier

If an object cannot be reshaped with this tool, its handles do not display.

Move Edges Parallel Mode


Select this mode to reshape a 2D rectangle, rounded rectangle, oval, polyline, polygon, or path object by moving an
edge without changing the adjacent angles.

To reshape a 2D rectangle, rounded rectangle, oval, polyline, polygon, or path object by moving an edge:

1. Select the object to change.


2. Click the Reshape tool from the Basic palette.
3. Click the Move Edges Parallel mode from the Tool bar.
4. Click the reshape handle at the midpoint of the edge. When the Resize cursor displays, move the mouse to the new
location.
5. Click to place the edge.

The moving edge changes If the edge is moved beyond the


length to maintain the angles intersection point, a
adjacent angles self-intersecting polygon is created

Only straight edges with straight adjacent segments can be reshaped with this mode; if an object or segment of an
object cannot be reshaped, the reshape handles do not display.
298 | Chapter 8: Object Operations

Change Vertex Mode


Select this mode to change an existing vertex to a different type of control point: corner, Bzier, cubic, radius, or fillet
(circular arc) point.

To reshape a 2D polyline or polygon by changing a vertex:

1. Select the polyline or polygon to change.


2. Click the Reshape tool from the Basic palette.
3. Click the Change Vertex mode from the Tool bar.
4. From the Tool bar, select the new type of control point for the vertex.
Change vertex does not work on a midpoint handle. Select only a vertex point.
5. Click on a vertex to change it to the new type.

Click on the vertex when the Change Vertex cursor displays

Add Vertex Mode


Select this mode to add a vertex to the polygon/polyline. The vertex can be any of the following: corner, Bzier, cubic,
radius, or fillet (circular arc).

To reshape a 2D polyline or polygon by adding a vertex:

1. Select the polyline or polygon to change.


2. Click the Reshape tool from the Basic palette.
3. Click the Add Vertex mode from the Tool bar.
4. From the Tool bar, select the type of control point for the new vertex.
5. Move the cursor to an existing vertex near the location where the new vertex is to be added. The cursor becomes
an arrow with two black diamonds when a vertex can be added.
Clicking on the handle at a center point along an edge adds a new vertex exactly at that center point.
6. Drag the cursor to the desired location for the new vertex.
7. Click at the new location.
Reshaping Objects | 299

With the Add Vertex cursor, click-drag to the new location

Delete Vertex Mode


An existing vertex on the polygon/polyline can be deleted.

To reshape a 2D polyline or polygon by deleting a vertex:

1. Select the polyline or polygon to change.


2. Click the Reshape tool from the Basic palette.
3. Click the Delete Vertex mode from the Tool bar.
4. Click on an existing vertex to delete it.

With the Delete Vertex cursor, click the vertex to remove it

Hide or Show Edges Mode


Select this mode to hide, but not delete, a portion of the objects boundary.

To hide or show the edge of a 2D polyline or polygon:

1. Select the polyline or polygon to change.


2. Click the Reshape tool from the Basic palette.
3. Click the Hide or Show Edges mode from the Tool bar.
4. Click a vertex near the edge to be hidden.
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With the Hide/Show Edges cursor, click a vertex near an edge to show or hide the edge

Click again to show the hidden edge.

Performing Multiple Reshapes


Instead of individually reshaping the vertices of objects, one at a time, several vertices and even several objects can be
reshaped at one time. In addition, vertices and holes can be deleted from objects. Multiple reshaping can be performed
on lines, polylines, walls, dimensions, and polygons. Polygons include all regular and irregular polygons, as well as
objects drawn with the Freehand tool. For example, use this function to resize walls without moving any of the doors
or windows placed inside them, or affecting intersections with other walls.
2D planar objects must be co-planar and in the active plane to be reshaped; the selection marquee is drawn in the active
plane. Multiple 3D objects cannot be reshaped at one time, but must be selected individually.
This function does not work on objects drawn with the Circle, Oval, or Arc tools.

To resize objects with multiple reshape:

1. Select the objects to reshape.


2. Click the Reshape tool from the Basic palette, and select Move Polygon Handles from the Tool bar.
The cursor changes to a cross-hair.
3. Click and drag to create a rectangular marquee around multiple vertices of the objects to be resized or deleted.
To create a lasso marquee, press the Option (Macintosh) or Alt (Windows) key when creating the marquee. Press
the Command and Option (Macintosh) or Ctrl and Alt (Windows) keys for polygonal marquee selection mode.
4. Change the location of the vertices by either clicking and dragging with the mouse or by using the Move
command (see Editing Object Surfaces on page 329). Alternatively, nudge the selected vertices by pressing the
Shift and arrow keys.
To use the mouse, click-drag on the vertices and move them to the desired location. A preview displays the current
and future location of the object vertices.

Create marquee to select multiple vertices, and then drag selected vertices to new location

Press the Delete key (Macintosh) or Delete or Backspace keys (Windows) to delete the vertices or holes.
Alternatively, enter an exact length in the Data bar. Press the Tab key while still pressing the mouse button until
the L field is highlighted, enter a value for the length, and release the mouse button.
Reshaping Objects | 301

Walls are resized with the wall intersections, doors, or other symbols maintained in place. The marquee remains
visible until another tool or command is selected.

Converting Polyline Vertices from Arc to Radius


As of Vectorworks version 2012, a new type of polyline vertex, the radius vertex, simplifies the reshaping of polylines.
Polylines from older versions may include arc vertices, which are harder to edit. Each vertex of a polyline can be
changed to radius type with the Change Vertex mode of the Reshape tool, or by editing the vertex type in the Object
Info palette. However, this is tedious if the object includes several arc vertices. The Convert Arc to Radius Polyline
command is available to convert all of the arc vertices to radius vertices. Objects like hardscapes or slabs (Vectorworks
Design Series required), which are based on path polylines, can benefit by converting their path polyline to contain
radius vertices, because they become easier to reshape.
To convert arc vertices to radius vertices:
1. Select the polyline; for path-based objects, double-click on the object or select Modify > Edit [Object] to access
the path in editing mode. See Object Editing Mode on page 16.
2. Right-click (Windows) or Ctrl-click (Macintosh) on a polyline which contains at least one arc vertex, and select
Convert Arc to Radius Polyline from the context menu.
3. The arc vertices of the polyline or path object are converted to radius vertices.

Radius vertices are easier to edit


with the Reshape tool

Reshaping Polylines
Polylines can be reshaped in a manner that is similar to an Edit Group operation. The polyline itself is locked in this
process, but holes can be added to it, filleted, chamfered, offset, duplicated, extracted, and deleted from it.
To reshape a polyline:
1. Select the polyline to change.
2. Select Modify > Edit Polyline.
3. Select polyline holes and move, delete, or reshape them. Add new holes to the polyline, or move a hole out of the
polyline to extract it, creating individual polylines.
The original polyline is locked and cannot be edited.
4. Click Exit Polyline to return to the drawing.
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Original polyline In Edit Polyline mode, a hole is added The polyline has been edited

Reshaping Extruded Objects and Solid Primitives


The Reshape tool changes the height, and when applicable, the radius of extrudes, cylinders, spheres, hemispheres, and
cones, and the height and angle of tapered extrudes.

To reshape an extrude, cylinder, sphere, hemisphere, cone, or tapered extrude:

1. Select the object to reshape.


2. Click the Reshape tool from the Basic palette.
A resize handle is added to both top and bottom of an extruded object. Multiple resize handles are added around
cylinder, sphere, hemisphere, and cone objects. For a tapered extrude object, one resize handle is added to its top
for changing its height, and one to the side for changing its taper angle.
Tapered extrudes with a taper angle of zero have an additional resize angle at the bottom.
3. Click and drag the resize handle to change the objects height, radius, or taper angle.
When the cursor is over a radius resize handle, the standard arrow cursor changes into a double-headed arrow. It
changes to an unfilled double-headed arrow over a height resize handle.
4. Click again when the object is at the desired height, radius, or angle.
Alternatively, press the Tab key and enter a numeric value for the height, radius, or angle in the Data bar.

With the Reshape cursor, drag the resize handle Change the radius of a cylinder, sphere, Change the angle of a tapered
up (or down) to the desired extrude height hemisphere, or cone by dragging the resize extrude by dragging the side resize
handle to the desired radius handle to the desired angle

Alternatively, use the Push/Pull tool for these operations. Changing the top or bottom face of an extrude does not
change the object type; it remains an extrude.

Reshaping 3D Polygons
The Reshape tool, located in the Basic palette, can manipulate and reshape 3D polygons.

To reshape 3D polygons:

1. Select the 3D polygon to reshape. Only one 3D polygon can be selected for reshaping at a time.
2. Click the Reshape tool from the Basic palette.
Select the mode from the Tool bar.
Reshaping Objects | 303

Add Vertex

Move Vertex Remove Vertex

Mode Description
Move Vertex Changes the location of a selected vertex or several vertices
Add Vertex Adds a vertex to the object
Remove Vertex Removes a vertex from the object

3. Select a vertex. When the cursor is over a vertex, the standard arrow cursor changes to an unfilled, four-way
arrow.

4. Reshape the 3D polygon.


In Move Vertex mode, click-drag the mouse to move the vertex or vertices. The selected constraint mode restricts
the movement to the working plane or to one of the axes. Release the mouse at the desired location.
Alternatively, enter the exact coordinates in the Data bar. Press the Tab key, enter the coordinates, and then press
Enter.
To add a vertex in Add Vertex mode, move the cursor to an existing vertex near the location where the new vertex
is to be added. The cursor becomes an arrow with two black diamonds when a vertex can be added. Drag the
cursor to the desired location for the new vertex. Click at the new location.
To delete a vertex in Remove Vertex mode, click on the vertex to delete.
Functionality similar to the Reshape tool is available from the Object Info palette Shape tab; see Editing
Vertex-Based Objects on page 252.

Reshaping NURBS Curves


The Reshape tool, located in the Basic palette, can manipulate and reshape NURBS curves.

To reshape NURBS curves:

1. Select the NURBS curve to reshape. To reshape multiple vertices, the curve must be a single, smooth continuous
NURBS curve.
2. Click the Reshape tool from the Basic palette.
Select the mode from the Tool bar.
Working Plane
Remove Vertex Constrain Y-axis Constrain

Move Vertex Z-axis Constrain

Add Vertex Change Vertex X-axis Constrain


304 | Chapter 8: Object Operations

Mode Description
Move Vertex Changes the location of a vertex or several vertices
Add Vertex Adds a vertex to the NURBS curve
Remove Vertex Removes a vertex from the NURBS curve
Change Vertex Toggles an existing vertex between a corner vertex and smooth vertex
Working Plane Moves the selected vertex or vertices on a working plane
Constrain
X-axis constrain Moves the selected vertex or vertices along the X axis
Y-axis constrain Moves the selected vertex or vertices along the Y axis
Z-axis constrain Moves the selected vertex or vertices along the Z axis

3. Select a vertex. When the cursor is over a vertex, the standard arrow cursor changes to an unfilled, four-way
arrow.
Alternatively, to select several vertices at one time in Move Vertex mode, click with the Shift key pressed or click
and drag to create a marquee around the desired vertices. Position the cursor over one of the vertices.

4. Reshape the NURBS curve.


In Move Vertex mode, click-drag the mouse to move the vertex or vertices. The selected constraint mode restricts
the movement to the working plane or to one of the axes. Release the mouse at the desired location.
Alternatively, enter the exact coordinates in the Data bar. Press the Tab key, enter the coordinates, and then press
Enter.
To add a vertex in Add Vertex mode, move the cursor to an existing vertex near the location where the new vertex
is to be added. The cursor becomes an arrow with two black diamonds when a vertex can be added. Drag the
cursor to the desired location for the new vertex. Click at the new location.
To delete a vertex in Remove Vertex mode, click on the vertex to delete.
Toggle the vertex between a corner vertex and a smooth vertex by clicking on the vertex in Change Vertex mode.
Functionality similar to the Reshape tool is available from the Object Info palette Shape tab; see Editing
Vertex-Based Objects on page 252.

Reshaping NURBS Surfaces


The Reshape tool, located in the Basic palette, can manipulate NURBS surface control points and to reshape NURBS
surfaces. For example, a dome or bell-curve effect can be created by manipulating the vertices.
This tool can potentially create surfaces which cannot be further manipulated in the 3D Power Pack. See Surface
Geometry Requirements on page 387.

To reshape a NURBS surface:

1. Select the NURBS surface to reshape.


Reshaping Objects | 305

2. Click the Reshape tool from the Basic palette.


Select the mode from the Tool bar.
Move NURBS Surface Working Plane
U Vertices Constrain Y-axis Constrain

Move NURBS Surface


Vertex Z-axis Constrain

Move NURBS Surface X-axis Constrain


V Vertices

Mode Description
Move NURBS Surface Vertex Changes the position of the selected vertex or vertices only
Move NURBS Surface U Vertices Changes the position of all vertices in a row in the U direction
Move NURBS Surface V Vertices Changes the position of all vertices in a row in the V direction
Working Plane Constrain Moves the selected vertex or vertices on a working plane
X-axis Constrain Moves the selected vertex or vertices along the X axis
Y-axis Constrain Moves the selected vertex or vertices along the Y axis
Z-axis Constrain Moves the selected vertex or vertices along the Z axis

To select one vertex or row of vertices, position the cursor over one of the NURBS surface vertices. When the
cursor is over a vertex, the standard arrow cursor changes to an unfilled, four-way arrow.

To select several vertices at one time, click with the Shift key pressed or click and drag to create a marquee around
the desired vertices.
If several vertices are selected, position the cursor over one of them.
3. Click-drag the mouse to move the vertex or vertices.
4. Release the mouse at the desired location.

Functionality similar to the Reshape tool is available from the Object Info palette Shape tab; see Editing
Vertex-Based Objects on page 252.
306 | Chapter 8: Object Operations

Offsetting Objects
The Offset tool either creates a duplicate object offset from the original, or offsets the selected object from its original
location. Use this tool to easily create parallel objects, such as lines and walls. Also use it to produce a larger or smaller
version of closed objects, such as ovals and connected walls. NURBS surfaces are offset by the offset distance along
the surface normal direction.
The Offset tool can be used with the following objects (see the Vectorworks Design Series Users Guide for
information about the Vectorworks Design Series objects).
Vectorworks Fundamentals Objects

NURBS curves NURBS surfaces


Walls Revision clouds
Open 2D objects (arcs, Closed 2D objects (circles, ovals, rectangles,
lines, polylines) rounded rectangles, polylines, polygons)

Vectorworks Design Series Objects

Hardscapes Massing models Property lines


Seating layouts Site modifiers Spaces
Stipples Plants Redlines

The Offset tool has four modes, which are also options in the Offset Tool Preferences dialog box.
Offset by Point Offset Original Object

Offset by Distance Distance Preference (for Offset


by Distance mode only)

Duplicate and Offset Preferences

The 2D conversion resolution field, on the Edit tab of the Vectorworks Preferences dialog box, adjusts the degree
of smoothing. The higher the conversion resolution, the higher the degree of smoothing, which produces a more
accurate offset of objects. For more information on 2D conversion resolution, refer to Setting Vectorworks
Preferences on page 17.

To offset one or more objects:

1. Select the object(s) to be offset, if desired.


2. Click the Offset tool from the Basic palette.
3. Click Preferences from the Tool bar.
The Offset Tool Preferences dialog box opens.
Offsetting Objects | 307

Parameter Description
Method
Offset by Distance Places the offset object at the specified Distance from the original
location (same as selecting the Tool bar button and entering the distance
on the Tool bar)
Offset by Point Places the offset object at a distance specified by a mouse click (same as
selecting the Tool bar button)
Duplication
Duplicate and Offset Creates a duplicate of the object at the offset location (same as selecting
the Tool bar button)
Offset Original Object Moves the original object to the offset location (same as selecting the
Tool bar button)
Wall Offset
Offset from Center Line Offsets walls from the center line of the walls original location
Offset from Nearest Offsets walls from the nearest edge of the walls original location
Edge
Smooth Corners Rounds sharp corners in the offset object
Close Open Curves Draws lines at both ends of the offset and original objects, to create a
closed shape from the open curves

4. Specify the desired preferences and click OK.


To select additional objects or to change the currently selected objects to offset (or duplicate and offset), press and
hold the Alt key (Windows) or Cmd key (Macintosh) while shift-clicking or click-dragging the mouse around
them to marquee select them; the Selection tool is activated in boomerang mode while the Alt or Cmd key is being
pressed.
5. Depending on the offset preferences, do one of the following:
308 | Chapter 8: Object Operations

Offset Method Description


Offset by Distance
Click on objects to Select the object to be offset; the object is highlighted. Click to specify the
offset offset location relative to the selected object, and to place the offset object.
To continue offsetting objects, click another object to highlight it, and then
click again to indicate the offset location.
Offset selected objects Click in the drawing to specify the offset location relative to the originally
selected object, and to place the offset object. The offset object is now
selected; to offset from that object, click again to indicate the offset
location.
Offset by Point
Click on objects to Select the object to be offset; the object is highlighted. Move the mouse to
offset adjust the offset preview if necessary, and then click to place the offset
object. To continue offsetting objects, click another object to highlight it,
and then click again to indicate the offset location.
Offset selected objects Click to set the offset point (move the mouse to adjust the offset preview if
necessary), and then click again to place the offset object. The offset
object is now selected; to offset from that object, click again to indicate
the offset location.

Depending on the offset preferences, either a duplicate object or the original object is placed at the offset location.

Select the walls with the Selection tool, and then select the Offset tool. Select Offset by Distance mode, and set the
offset Distance to 2. Click outside the walls to offset them 2 beyond the original location.

In Offset by Point mode, click the Click the point where the offset is to Click again to place the offset object
object to be copied and offset; the be placed; a preview displays
object is highlighted
Trimming and Clipping Objects | 309

Click on an open Click on an enclosed


area of the group area of the group

For grouped objects, the offset result depends on where you click

Trimming and Clipping Objects


Trim Command
Use the Trim command to trim lines or walls where they intersect with another object.
To trim objects:
1. Position the trimming object with over the object(s) to be trimmed.
2. Select the cutting object.
3. Select Modify > Trim.
4. Click on the object to be trimmed.
The trim command is executed and the pieces can be moved independently.

Trim Tool
The Trim tool trims a portion of the 2D object indicated. Objects that can be edited in this manner include lines, arcs,
rectangles, rounded rectangles, circles, ovals, polylines, and polygons. The Trim tool has two modes that determine
how the object will be trimmed.

All Objects Currently Selected Objects

Mode Description
All Objects The object is trimmed to all intersecting coplanar objects regardless of the current
selection
Currently Selected Objects The object is trimmed only to the intersecting coplanar object(s) that is currently
selected
310 | Chapter 8: Object Operations

To trim a portion of an object:

1. Click the Trim tool from the Basic palette.


The standard arrow cursor changes into a hand.
2. Click the All Objects or Currently Selected Objects mode from the Tool bar.
3. Position the hand cursor over the object to be trimmed; the object to be trimmed is highlighted. Only one object
can be trimmed at a time.
4. Click the portion of the object to be trimmed.
The object is trimmed to all intersecting coplanar objects or to only the currently selected intersecting coplanar
object(s), depending on the mode used.

The 2D object to be trimmed is All Objects mode Currently Selected Objects mode
highlighted when the hand cursor is The object is trimmed to all intersecting The object is trimmed only to the
over it coplanar objects regardless of the intersecting coplanar objects that are
current selection currently selected

To trim another portion of the same object, move the hand cursor to the desired location and click.

Clip Tool
The Clip tool cuts out pieces from 2D objects, such as lines, arcs, rectangles, rounded rectangles, circles, ovals,
polygons, and polylines. In addition, this tool can be used to split an object. The Clip tool operates on all selected
objects in the active plane.
Inclusion Rectangle

Exclusion Circle

Split Polygon

Mode Description
Exclusion Cuts a hole in the object(s) according to the clipping object shape
Inclusion Trims everything away from the outside of the clipping object shape
Split Splits the object(s) and the clipping area into separate objects
Rectangle, Polygon, Circle Each mode can use one of the clipping shapes; select rectangle, polygon, or circle

To clip objects:

1. Select the object or objects to cut.


2. Click the Clip tool from the Basic palette.
Resizing Objects | 311

To select additional objects or to change the currently selected objects to clip, press and hold the Alt key
(Windows) or Cmd key (Macintosh) while shift-clicking or click-dragging the mouse around them to marquee
select them; the Selection tool is activated in boomerang mode while the Alt or Cmd key is being pressed.
3. Select the clipping mode and the clipping object shape.
4. Click and drag to create a marquee box. The marquee is defined on the active plane.
The object is clipped as defined by the clipping object shape.
1st click

2nd click

Resizing Objects
Fixed Point Resize Tool
The Fixed Point Resize tool resizes rectangles, rounded rectangles, polygons, circles, and ovals using a fixed point on
the drawing as the point of reference. It is best used to scale an object relative to a particular location in the drawing. To
rescale an object symmetrically or asymmetrically by a specific factor, use the Scale Objects command. See Scaling
Objects on page 311.

To resize an object:

1. Select the object or objects to change.


2. Click the Fixed Point Resize tool from the Basic palette.
3. Click on the point in the drawing to serve as the fulcrum.
To scale the resized object symmetrically, select a fulcrum point that is at the exact center of the object.
If the fixed point is not at the center of the object, the resized object changes proportions.
4. Click on an object edge and drag the object into its new size, shape, and/or location.

Click fulcrum point Click and drag to resize

If the drag point is moved past the selected fulcrum, the object is reversed.
The starting point for dragging cannot be the same as the fulcrum point or exactly horizontal or vertical to it.

Scaling Objects
The Scale Objects command rescales the X and/or Y dimension of any selected solid, object, or group, or rescales the
selected items uniformly in the X,Y, and Z dimensions. The selected item is rescaled using its center point. The object
312 | Chapter 8: Object Operations

can be rescaled by indicating a segment on the drawing and entering a new distance for the segment. If no objects are
selected, the entire drawing can be scaled.
Spheres, hemispheres, and cones cannot be scaled asymmetrically. Symbols and layer links cannot be scaled with
this command. Use the Object Info palette or the Selection tool to scale symbols.

To scale objects:
1. Select the object(s) to scale.
If no objects are selected, all objects on all layers of the drawing are scaled.
2. Select Modify > Scale Objects.
The Scale Objects dialog box opens. Specify the scaling method and parameters.

Parameter Description
Symmetric Scales uniformly along X, Y, and Z axes
X, Y, Z Factor Enter the scaling factor (for example, enter 2 to double or .5 to halve the scale)
Symmetric By Scales symmetrically using the ratio of the current and new distance values as
Distance a scale factor
Current Distance Enter the current distance to be scaled, or click the button to use a temporary
tool to indicate the distance on the drawing
New Distance Enter the new value for the distance
Asymmetric Scales along only the specified X and Y axes; when asymmetrically scaling a
solid, the current view must be aligned with the solids matrix for scaling to
occur
X / Y Scaling Enter the scaling factor (for example, enter 2 to double or .5 to halve the scale)
Factor
Resizing Objects | 313

Parameter Description
Scale text Scales selected text to the new scaling factor
Entire drawing Scales all objects on all layers, including text, symbols, and hatches

3. If specifying the scale factor with the Symmetric by Distance option, click the button to switch temporarily to the
drawing. Click to indicate the start of the segment, move the mouse, and click to indicate the end of the segment.
You are returned to the Scale Objects dialog box, and the Current Distance value has been specified. Enter the
New Distance for the segment.
4. Click OK.

Scaling Solids Asymmetrically


Solids can be scaled asymmetrically, through both the Scale Objects command (see Scaling Objects on page 311)
and the Object Info palette. The internal components of the solid do not change, and the solid can still be edited after
the scaling operation.
In the Object Info palette, enter a scale factor in the X Scale, Y Scale, or Z Scale field to scale the selected solid along
the specified axis.

Y axis Change the Object Info


X axis palette settings to scale the
Select a solid object solid

A selected solid can also be scaled asymmetrically by selecting the Modify > Scale Objects command and entering an
Asymmetric scale factor. However, the current view must be aligned with the solids matrix for scaling to occur.

Scaling Symbols from the Object Info Palette


Symbol instances placed in the drawing can be scaled from the Object Info palette; this is an advantage because
different sizes of the same symbol do not require a new symbol for each size.
Symbols can also be scaled interactively with the interactive scaling mode of the Selection tool. See The
Selection Tool on page 61.
To scale a symbol instance:
1. Select the symbol instance in the drawing area.
2. From the Object Info palette, select Symmetric or Asymmetric Scaling.
3. For Symmetric scaling, enter the scale Factor. For Asymmetric scaling, enter the scaling factor along the
specified axis.
Page-based symbols can only be scaled symmetrically.
4. The symbol is resized. The Object Info palette displays Scaled at the top of the Shape pane for symbols that have
been scaled. Other instances of the same symbol in the drawing remain unscaled.
314 | Chapter 8: Object Operations

Table is too long and too close to chair Table scaled along X axis

Shearing Objects
The Shear tool simultaneously skews all of the vertices of a rectangle, rounded rectangle, polygon, circle, oval, or
polyline, using a fixed point on the drawing as a point of reference. It is like placing a thumbtack on one point of an
object, or the drawing, and reshaping every other object point except the one tacked down. The Shear tool can be used
to fake a 3D perspective.

To shear an object:

1. Select the object or objects to change.


2. Click the Shear tool from the Basic palette.
3. Click on the point in the drawing to tack down.
4. Click on the object and drag the resize cursor to shear the object. A preview object displays.
5. Click to set the shear position.

Click to tack down a point then drag the resize cursor to shear the object

Joining Objects
Join Command
The Join command can be used to join two single lines, two double lines, or two walls together. Joined lines intersect
but remain as individual objects.

Object Command Specifications


Individual Lines Join An individual line can be joined to another individual line
Join (No Trim)
Joining Objects | 315

Object Command Specifications


Double Lines Join Double lines can be joined to another set of double lines or to a wall. Double
Join and Fillet lines drawn with the Create Polygons option (set in Double Line
preferences) cannot be joined. Only the line elements of double lines drawn
with the Create Lines and Polygons option can be joined.
Walls Join A wall can be joined to another wall or to double lines created with the
Join (No Trim) Create Lines option (set in Double Line preferences). Walls will join to the
line elements of double lines drawn with the Create Lines and Polygons
option.

Join
To join walls, single lines, or double lines:
1. Select the two non-parallel walls, lines, or double lines to join.
2. Select Modify > Join > Join.
The selected walls/lines are joined together with any excess trimmed away.

Join and Fillet


To join and fillet double lines:
1. Select the two sets of non-parallel double lines to join.
2. Select Modify > Join > Join and Fillet.
If a fillet measurement has already been specified for this drawing, the two double lines are connected and filleted
using the default value.
If a fillet measurement has not been specified for this drawing, the Fillet Settings dialog box opens. Enter the
desired fillet radius and click OK to connect and fillet the lines.
316 | Chapter 8: Object Operations

Join (No Trim)


To join two overlapping walls or individual lines, without trimming away the excess:
1. Select the two non-parallel walls or lines to join.
2. Select Modify > Join > Join (no trim).
The selected walls/lines are joined without trimming any excess.

Combining and Connecting Objects


Connect/Combine Tool
The Connect/Combine tool joins objects by their endpoints or at their intersections using one of four modes.
Dual Object Connect Dual Object Combine

Single Object Connect Use Vertical Thickness of


Subject Roof Face

Multiple Object Connect

Mode Description
Single Object Connect Trims or extends the first selected object to join a second or boundary object
This mode can be used to connect roof faces; see Connecting Roof Faces on
page 456.
Dual Object Connect Trims or extends to join two objects at their endpoints or intersections
This mode can be used to connect roof faces; see Connecting Roof Faces on
page 456.
Dual Object Combine Trims or extends to join two objects into one object at their endpoints or intersections
Multiple Object Connect Designates the first selected object as a boundary, and then trims or extends multiple
consecutively selected objects to join the boundary
Use Vertical Thickness If the tool is being used to connect two roof faces that have different thicknesses, this
of Subject Roof Face option automatically adjusts the roof face thickness of the second clicked roof face to
match the vertical thickness of the first clicked roof face; see Connecting Roof Faces
on page 456

When connecting or combining a pair of NURBS, polylines, or open polygons by their endpoints, you may need to
supply additional information to complete the process. In this situation, the Connect/Combine Options dialog box
opens.
Combining and Connecting Objects | 317

Option Description
Mid-Point Connects/combines the two objects by joining the two endpoints midway between them

Blend Connects/combines the two objects by creating another object between them

Position Matching Connects/combines two NURBS curves or surfaces by moving the first objects selected end
(NURBS curves and point to the selected end point of the boundary object (not available if the end points are
surfaces only) coincident)
318 | Chapter 8: Object Operations

Option Description
Tangency Matching Connects/combines two NURBS curves or surfaces by making the first objects selected end
(NURBS curves and point tangent to the selected end point of the boundary object
surfaces only)

Curvature Matching Connects/combines two NURBS curves or surfaces by making the first objects selected end
(NURBS curves and point match the curvature of the selected end point of the boundary object
surfaces only)

Single Object Connect


The Single Object Connect mode trims or extends one or more selected objects to join a boundary object. Only open
objects, such as lines, arcs, open polygons, and NURBS curves and lines, can be connected. Closed objects, such as
circles, rectangles, and closed polygons cannot be connected; they are treated as boundary objects.
This mode can also be used to connect roof faces; see Connecting Roof Faces on page 456.
Connecting Single Objects
To connect a single object to a boundary object:

1. Click the Connect/Combine tool from the Basic palette, and select Single Object Connect from the Tool bar.
2. Click on the object to connect, and then click on the boundary object. The first object is resized to join the
boundary object.
Connecting Multiple Objects
To connect multiple selected objects to a boundary object:

1. Select the objects to be connected to a boundary object.


2. Click the Connect/Combine tool from the Basic palette, and select Single Object Connect from the Tool bar.
3. While pressing and holding Alt (Windows) or Option (Macintosh), click on one of the objects to connect, and then
click on the boundary object. The selected objects are resized to join the boundary object.
Alternatively, use Multiple Object Connect mode to connect multiple objects to a boundary object (see Multiple
Object Connect on page 321).
Combining and Connecting Objects | 319

Connection Type Example


2D object extended to boundary object
1st click
2nd click

2D object trimmed at boundary object

NURBS surface to NURBS surface

Multiple selection connecting 2D


objects to boundary object

Dual Object Connect


The Dual Object Connect mode trims or extends two objects to connect them at their endpoints or intersections. Only
open objects, such as lines and polylines, can be connected. Closed objects, except for NURBS surfaces, cannot be
connected.
This mode can also be used to connect roof faces; see Connecting Roof Faces on page 456.

To connect two objects:

1. Click the Connect/Combine tool from the Basic palette, and select Dual Object Connect from the Tool bar.
2. Click the first, and then the second, object to connect.
The Connect/Combine Options dialog box opens. Select a method for resizing and connecting the two objects (see
Connect/Combine Tool on page 316).
The two objects are resized to connect to each other.

1st click

2nd click

NURBS surface being connected to NURBS surface


320 | Chapter 8: Object Operations

Connection Type Example


Mid-Point

Blend

Position Matching

Tangency Matching

Curvature Matching

Dual Object Combine


The Dual Object Combine mode trims or extends to combine two objects into a single object at their endpoints or
intersections. Only open objects, such as lines and NURBS curves and surfaces, can be connected.

To combine two objects:

1. Click the Connect/Combine tool from the Basic palette, and select Dual Object Combine from the Tool bar.
2. Click on the first, and then the second, object to combine.
The two objects are trimmed or extended if necessary and combined into one object.
Splitting Objects and NURBS Surfaces | 321

1st click The line and the arc are combined to


form a single polyline object
2nd click

Tangent or curvature matching between two


NURBS surfaces creates a single surface

Multiple Object Connect


The Multiple Object Connect mode trims or extends multiple objects to join a selected boundary object. Only open
objects, such as lines, arcs, open polygons, and NURBS curves and lines, can be connected. Closed objects, such as
circles, rectangles, and closed polygons can only be used as boundary objects.
Alternatively, use the Alt (Windows) or Option (Macintosh) key in Single Object Connect mode to connect
multiple objects to a boundary object (see Single Object Connect on page 318).

To connect multiple objects to a boundary object:

1. Click the Connect/Combine tool from the Basic palette, and select Multiple Object Connect from the Tool bar.
2. Click on the boundary object, which becomes highlighted in red.
3. Position the cursor over the first object to trim or extend to the boundary; it becomes highlighted in red. Click to
resize the object to join the boundary object.
4. Continue to click on objects to connect to the boundary. Each consecutively clicked object is connected, until you
click in an empty space to deselect the boundary object.

The first click selects the As each line is clicked, it is connected


boundary object to the boundary object

Splitting Objects and NURBS Surfaces


The Split tool splits the following objects (see the Vectorworks Design Series Users Guide for information about the
Vectorworks Design Series objects).
Vectorworks Fundamentals Objects

3D solid objects (extrudes, 2D objects (ovals, circles, rectangles,


cones, cylinders, spheres, rounded rectangles, arcs, lines, polylines,
hemispheres) polygons)
Revision clouds Pillars
NURBS curves Walls
NURBS surfaces Floors
Viewports Roof faces
322 | Chapter 8: Object Operations

Vectorworks Design Series Objects

Property lines Redlines


Massing models Stipples
Site modifiers Spaces
Seating layouts Hardscapes

Splitting an object may change its type; for example, splitting a roof face creates a solid section, which can no
longer be edited as a roof face.
The following modes are available for the Split tool.
Line Trim

Currently
Point Split Selected
Objects
Line Split All Objects

Mode Description
Point Split Cuts an object or NURBS surface at a specified point
Line Split Splits an object or NURBS surface along a cutting line
Line Trim Splits an object or NURBS surface along a cutting line, and then keeps a designated side
All Objects For Line Split and Line Trim modes, splits all objects along a cutting line regardless of
the current selection
Currently For Line Split and Line Trim modes, splits only the currently selected objects along a
Selected cutting line
Objects

Surfaces generated by successive splitting can be joined together with the Compose command (see Composing
and Decomposing Objects and Surfaces on page 269).
This tool may not be able to manipulate certain types of surface geometry (see Surface Geometry Requirements
on page 387).

Point Split Mode


The Point Split mode cuts an object at a specified location.

Splitting Objects by Point


To split an object at a specific point:

1. Click the Split tool from the Basic palette.


2. Click the Point Split mode from the Tool bar.
3. Click on the object at the point to be split.
If multiple objects are within range of the specified point, the Select Split Candidate dialog box opens.
Splitting Objects and NURBS Surfaces | 323

Highlight the object to split by using the Next and Prev buttons.
4. The object is split into two pieces.

Click
The wall is split into two separate
pieces at the click location; the lower
segment has been moved for clarity

If the object is closed, as in a circle or rectangle, the object is converted so that its endpoints meet unjoined at the
split. Some objects are not truly closed, and instead break into two segments.

Splitting NURBS Surfaces by Point


To split a NURBS surface in point split mode:

1. Click the Split tool from the Basic palette.


2. Click the Point Split mode from the Tool bar.
3. Click on the NURBS surface to split.
See Selecting the Edges and Faces of a Solid on page 384 for information on selecting surfaces.
Click to split the NURBS surface The surface is split at that point

The smaller surface has


been moved for clarity

The surface is split by iso-parametric curves passing through the click point along U and V parametric directions.
If the split point is on an existing iso-parametric curve, the surface is split in both directions (U and V).
324 | Chapter 8: Object Operations

Clicking once on the iso-parametric curve (shown in light gray) with the
Split tool creates four split surfaces (in black)

Line Split Mode


The Line Split mode splits 2D objects, NURBS curves/surfaces, solids, and viewports along a screen plane cutting
line. After the split, all the objects remain on the drawing.

To split an object(s) along a cutting line:

1. Click the Split tool from the Basic palette.


2. Click the Line Split mode from the Tool bar.
3. Click the All Objects or Currently Selected Objects mode from the Tool bar.
4. Draw a line through the object(s) to split; the object(s) to be split is highlighted.
The object(s) is split by the line, and all parts remain in place on the drawing.

The split objects have been


All Objects mode moved for clarity

Currently Selected Objects mode The split object has been


moved for clarity

Solids can also be split in Line Split mode.

All Objects mode Two solid sections have been moved and the image rotated for clarity
Splitting Objects and NURBS Surfaces | 325

Currently Selected Objects mode One solid section has been


moved for clarity

Line Trim Mode


The Line Trim mode splits 2D objects, NURBS curves/surfaces, solids, and viewports along a screen plane cutting
line; it keeps a specified side, and trims away the other side.

To split and trim an object along a cutting line:

1. Click the Split tool from the Basic palette.


2. Click the Line Trim mode from the Tool bar.
3. Click the All Objects or Currently Selected Objects mode from the Tool bar.
4. Draw a line through the object(s) to split; the object(s) to be split is highlighted.
5. An arrow points to the side to be kept. Click to indicate which side of the split line to keep; the other side is
trimmed away.
The object(s) is split by the line, and the indicated side remains.

All Objects mode

Currently Selected Objects mode

Solids can also be split in Line Trim mode.

Two remaining solids have


been rotated for clarity

All Objects mode


326 | Chapter 8: Object Operations

Two remaining solids have


been rotated for clarity
Currently Selected Objects mode

Creating Fillets and Chamfers


Fillet Tool
The Fillet tool adds a highly specific fillet (arc) between two objects in the drawing, making each of the fillets end
points tangent to one of the objects. Apply fillets to lines, rectangles, polygons, polylines, circles, circular arcs,
NURBS curves, 3D polygons, and walls. With rectangles, polygons, or polylines, the tool places a fillet between
adjacent sides of the object. Holes in polylines can be filleted. In addition, this tool trims or splits objects at the fillets
end points by selecting various fillet modes.
A fillet cannot be placed between parallel or concentric objects. If split or trim fillets are placed between a mixture
of objects that can and cannot be split/trimmed, the fillet works only on the objects that can be split/trimmed, and
ignores the others.

To place a fillet:

1. Click the Fillet tool from the Basic palette.


2. Click the desired mode from the Tool bar.
Split Fillet Radius Preference

Standard

Trim

Mode Description
Standard Places a fillet without affecting the original object; the fillet and the object must be
grouped to form a single object

Split Places a fillet and splits the filleted object. If the fillet is between two objects, the
fillet and the objects must be grouped to make a single object. If filleting the corners
of a polygon, the fillet takes the place of the corner and becomes a part of the object.
Creating Fillets and Chamfers | 327

Mode Description
Trim Places a fillet and trims the filleted object. If the fillet is between two objects, the
fillet and the objects must be grouped to make a single object. If filleting the corners
of a polygon, the fillet takes the place of the corner and becomes a part of the object.

3. Enter the Fillet Radius to use in the Tool bar.


4. Click the object where the fillet will begin.
5. Click the object where the fillet will end.
To apply the fillet to all adjacent sides of an object, double-click.
If an object is too short, it extends to match the selected fillet radius.

Chamfer Tool
The Chamfer tool places a chamfer, or line, between two objects or adjacent sides of an object, including rectangles,
NURBS curves, polygons, 3D polygons, polylines, or line segments. A chamfer cannot be placed between parallel lines
or NURBS curves.
The tool has three modes: chamfers can be placed without affecting existing objects, they can split the existing objects
at the chamfer endpoints, or they can trim (or extend) the existing lines to the chamfer endpoints.
Chamfer Preference Fields
(the available fields vary based on the entry option
selected in the Chamfer Settings dialog box)
Trim

Standard

Split Preferences

To create a chamfer:

1. Click the Chamfer tool from the Basic palette.


2. Select the mode from the Tool bar.

Mode Description
Standard Places a chamfer without affecting the original object; to create a single object,
group the chamfer and the chamfered object together
328 | Chapter 8: Object Operations

Mode Description
Split Places a chamfer and splits the chamfered objects. This mode extends lines, if
needed, for the chamfer to connect. To create a single object, group the chamfer
and the chamfered object together. If the corner of a polygon is chamfered, the
chamfer takes the place of the corner.

Trim Places a chamfer and trims the chamfered objects. If the corner of a polygon is
chamfered, the chamfer takes the place of the corner. This mode extends lines, if
needed, for the chamfer to connect.

3. To specify the chamfer size with a different method (for example, by a set chamfer length), click Preferences
from the Tool bar. The Chamfer Settings dialog box opens. Enter the appropriate values and click OK.

Parameter Description
Entry Options Select a method for specifying the chamfer size; once selected, the required entry fields
also display on the Tool bar for easy entry
Editing Object Surfaces | 329

Parameter Description
First and Second Lines Enter the distances from the end of the First Line and Second Line at which to place
the ends of the chamfer line

First Line and Angle Enter the distance from the end of the First Line at which to place one end of the
chamfer line, and enter the Angle between the First Line and the chamfer line

Chamfer Line Length Enter the Chamfer Line Length

4. Fields on the Tool bar indicate where the chamfer will be placed, according to the current settings in the chamfer
preferences. Change the default values if necessary.
5. Click the object where the chamfer will begin.
6. Click the object where the chamfer will end.
The chamfer is drawn according to the mode selection.

Editing Object Surfaces


Editing 2D Object Surfaces
There are four commands for editing 2D and 2D/3D hybrid object surfaces: Intersect Surface, Add Surface, Combine
into Surface, and Clip Surface. The Intersect, Add, and Clip commands have an equivalent context menu command
accessed by a Ctrl-click (Macintosh) or right-click (Windows). Use these commands with the following objects (see the
Vectorworks Design Series Users Guide for information about objects from the Vectorworks Design Series products).

Vectorworks Fundamentals Objects

2D primitive objects that can be filled and are not grouped (arcs,
polygons, polylines, ovals, circles, rectangles, rounded rectangles)
Revision clouds
Floors
330 | Chapter 8: Object Operations

Roof faces
Pillars

Vectorworks Design Series Objects

Ceiling grids Plants


Massing models Stipples
Property lines Redlines
Site modifiers Seating layouts
Spaces Hardscapes
Parking Areas Stages
Slabs

These commands work in any view, as long as the objects involved are in the same plane. If a combination of 2D and
2D/3D hybrid objects (such as floors or pillars) will be used in an operation, the view must be set to Top/Plan. In Top/
Plan view, screen plane and layer plane are considered to be co-planar.
The equivalent 3D commands operate on solids and can be used in a view other than Top/Plan; see Editing 3D Object
Surfaces on page 332.

Intersect Surface
The Intersect Surface command provides an easy way to create a new object that is the exact size and shape of the
overlapping area of two co-planar objects.
To intersect surfaces:
1. Select the two overlapping objects to use to create a third object.
The new objects properties are based on the object on the bottom of the stack of objects. If the bottom object is a
2D primitive (such as a rectangle or circle), the new object will have its attributes. If the bottom object is
something other than a 2D primitive (such as a floor or pillar), the new object will be the same type, with the same
properties. If necessary, use the Send command to stack the objects to produce the desired attributes or object
type.
2. Select Modify > Intersect Surface.
The new object is placed directly on top of the two original intersecting objects. To see the new object, select it
and drag it to the side.

Add Surface
The Add Surface command creates a single object from two or more co-planar objects, as long as all of the following
are true:
The objects are not symbols.
The objects touch or overlap each other.
Editing Object Surfaces | 331

The objects are not locked or grouped.


Note that any open polygons will be converted to closed polygons.
To add surfaces:
1. Select the two or more objects to be combined.
The new objects properties are based on the object on the bottom of the stack of objects. If the bottom object is a
2D primitive (such as a rectangle or circle), the new object will have its attributes. If the bottom object is
something other than a 2D primitive (such as a floor or pillar), the new object will be the same type, with the same
properties. If necessary, use the Send command to stack the objects to produce the desired attributes or object
type.
2. Select Modify > Add Surface.

In Top/Plan view, select the pillar Select Add Surface to combine


(gray object on bottom) and the the two surfaces into a single pillar
rectangle (white object on top) object

Combine into Surface


The Combine into Surface command creates a new object that is formed from a group of objects. The objects must
currently intersect and form a closed polygon or polyline shape. Depending on the types of objects selected and the
location of the mouse click, you can create several different polygons or polylines from the same selection of objects.
For example, with this set of three objects, the following polygon can be created:

Click here

To combine surfaces:
1. Select the two or more closed objects to use to create a new polygon or polyline.
2. Select Modify > Combine into Surface.
The cursor changes into a paint bucket.
3. Place the paint bucket inside the area to be combined and click.
A single polygon or polyline object is created from the selected objects. The new object uses the current attributes.

Clip Surface
The Clip Surface command trims the bottom object in a selection so that any areas overlapped by the top object are cut
out of it. Objects must be co-planar. Multiple objects can be used as clipping objects in one operation. Symbols and
grouped objects cannot be clipped or be used as clipping objects.
332 | Chapter 8: Object Operations

If there is a stack of more than two overlapping objects, then each object under the clipping object (the top object in the
stack) will be clipped.
There are two important things to remember about this command:
If the object to be clipped is an open polygon, it is automatically converted to a closed polygon before it is clipped.
Depending on the objects selected, the command may change the bottom objects type; for example, if a hole is
clipped into a rectangle, the clipped rectangle is automatically changed into a polyline.
To clip a surface:
1. Ensure that the object to be clipped is the bottom object.
If necessary, change the objects order with the Send command (see Changing Object Stacking Order on
page 259).
2. Select the object to be clipped.
3. Select the clipping object.
4. Select Modify > Clip Surface.
The bottom object is clipped by the clipping object; the clipping object can be deleted if it is no longer needed.

In Top/Plan view, select the roof face Select Clip Surface, and then move
(gray object on bottom) and the the rectangle clipping object to
rectangle (white object on top) reveal the modified roof face

Editing 3D Object Surfaces


The 3D editing commands are similar to the 2D Add or Clip Surface commands, but for 3D objects. For 3D objects,
the editing commands are: Intersect Solids, Add Solids, Subtract Solids, and Section Solids. Each of these commands
has an equivalent context menu command accessed by a Ctrl-click (Macintosh) or right-click (Windows).
Intersect Solids creates a single model from the volume created where two or more 3D objects intersect. Add Solids
joins two or more 3D objects into a single model. Subtract Solids cuts (subtracts) a 3D object(s) from another 3D
object, creating a new model. Section Solids discards a portion of solids or NURBS surfaces, allowing the creation of
planar or stepped sections through a solid or surface.
These commands work with the following solid objects: extrudes, multiple extrudes, straight walls, sweeps, meshes,
solid primitives (cylinders, hemispheres, spheres, and cones), and objects created using the 3D Polygon, Extruded
Polygon, and Extruded Rectangle tool, provided the following applicable conditions are met.

Object Criteria
Sweeps Cannot contain lines, or be swept around a locus which is between the left and
right bounds of the swept 2D primitive; if not swept around a locus, should have a
vertical segment on the left edge
Helical Sweep Must be swept around a locus outside the left and right bounds of the object
Multiple Extrude Must have planar polygons
Editing Object Surfaces | 333

Object Criteria
Meshes Cannot have interpenetrating polygons; every edge of every polygon in the mesh
must be shared with one other polygon
Walls Must not have symbols that extend above the top or below the bottom of the wall

2D objects must have a fill applied prior to being converted to 3D to be considered a solid object. If the converted
3D object did not have a fill applied prior to conversion, it can be added using the Enter Group command to
return to the original 2D object.

Adding Solids
The Add Solids command joins two or more 3D objects into a single model.
To add solids in 3D:
1. Select two or more 3D objects to combine.
2. Select Model > Add Solids.
A single solid model is created from the objects.

Intersecting Solids
The Intersect Solids command creates a single model from the volume created where two or more 3D objects
intersect.
To intersect solids:
1. Select the two or more 3D objects to combine.
2. Select Model > Intersect Solids.
A single solid model is created from the objects; it is the size and shape of the overlapping volume of the selected
objects.

Subtracting Solids
The Subtract Solids command cuts (subtracts) one or more 3D objects from another 3D object, creating a new model.
The subtracting object should extend beyond the surface of the original object.
To subtract solids:
1. Select both the object(s) to subtract and the object to subtract from (the base object).
334 | Chapter 8: Object Operations

2. Select Model > Subtract Solids.


The Select Object dialog box opens.
3. Use the forward and back arrows to select the base object, which is shown with a thick outline.
Deselect Retain Subtracting Objects to automatically delete the subtracting object, or select Retain Subtracting
Objects to keep the object in place.
4. Click OK.
If Retain Subtracting Objects is not selected, a single solid model is created, with the subtracting object deleted.

If Retain Subtracting Objects is selected, a mass equal to the subtracting object is removed from the base object,
but the subtracting object remains in place and can be manipulated independently.

Sectioning Solids
The Section Solids command discards a portion of solids or NURBS surfaces, allowing the creation of planar or
stepped sections through a solid or surface. The sectioned surface can be marked by the sectioning surface color.
The sectioning surface must be larger than the base object.
To section a solid:
1. Select both the object to be sectioned (the base object), and the sectioning surface.
The operation will delete the portion of the base object on the same side as the sectioning surfaces normal; select
Show Normal in the Object Info palette to display the surface normals (see Displaying Surface Normals on
page 386). Click Reverse Normal in the Object Info palette if needed to achieve the desired results.

2. Select Model > Section Solids.


The Select Object dialog box opens.
3. Select the sectioning surface. By default, the most recently created object is highlighted, but a different object can
be selected by clicking the arrows.
Select Retain Sectioning Object to keep the object in place, or deselect Retain Sectioning Object to
automatically delete the sectioning object.

4. Click OK.
If Retain Sectioning Object is not selected, a solid section is created, with the sectioning surface deleted.
Obtaining Engineering Properties | 335

If Retain Sectioning Object is selected, a solid section is created, but the sectioning surface remains in place and
can be manipulated independently.

The solid section parameters can be edited in the Object Info palette.

Parameter Description
Width/Depth/Height (display only) Displays the parameters of the solid section surface
Reverse Section Side Switches the remaining side of the solid being sectioned
Use Section Color Applies the color of the sectioning surface to the sectioned surface

Obtaining Engineering Properties


The Engineering Properties command automatically calculates the engineering properties of a 2D object.
To determine the engineering properties of an object:
1. Select a single object, or select a single object and a locus point.
2. Select Model > Engineering Properties.
The Engineering Properties dialog box opens. The data that displays is selection-dependent.
For a single closed surface, the following displays:
Plane properties (area, perimeter, and absolute coordinates of the centroid of the object)
Moments of inertia, section modulus, and radii of gyration about the objects centroidal axes
For a single closed surface and a locus point, the moments of inertia and radii of gyration about the axes that pass
through the locus are also displayed, as well as the horizontal and vertical distances from the locus to the centroid
of the object.
336 | Chapter 8: Object Operations

3. Select the desired options and units.

Parameter Description
Units Update the displayed information to reflect the selected unit of measurement
Place locus at centroid Select to add a locus at the centroid of the selected object after closing the
Engineering Properties dialog box
Place properties on drawing Select to place a list of the properties at the next mouse click after closing the
Engineering Properties dialog box
Write properties to a file Select to send the properties to a text file; specify the file name and location after
closing the Engineering Properties dialog box

4. Click OK.

Obtaining Volumetric Properties


The volumetric properties of a 3D object can be obtained with the Volumetric Properties command.
To obtain the volumetric properties of a 3D object:
1. Select the 3D object.
2. Select Model > Volumetric Properties.
The Volumetric Properties dialog box opens, displaying the surface area, volume, and center of mass of the object.
Drafting Aids | 337

Parameter Description
Place locus at center of mass Places a 3D locus at the center of mass of the object
Place properties on drawing Places the volumetric properties as text on the drawing at a specified location

3. Click OK. If Place locus at center of mass was selected, the 3D locus is placed automatically on the object. If
Place properties on drawing was selected, click in the drawing file to specify the location of the text.

Drafting Aids
The Drafting Aids menu contains several commands that create new arcs, lines, or rectangles that are based on existing
objects, or simplify existing objects, to make drafting faster and easier.

Arc into Segments


The Arc into Segments command converts a selected arc or circle into an equal number of segments, or divides the arc
or circle into segments of a given length. The segments can be drawn as lines or polygons; the original object remains
unchanged.
To convert a circle or arc into segments:
1. Select the arc or circle to be converted.
2. Select Modify > Drafting Aids > Arc into Segments. The Arc into Segments dialog box opens.
338 | Chapter 8: Object Operations

Parameter Description
Method
Number of Segments Draws the specified number of equal segments along the arc
Segment Length Draws segments of the specified length along the arc
Options
Draw Polygon Draws the segments as polygons
Draw Lines Draws the segments as lines

3. Click OK to create the segments.

Line into Segments


The Line into Segments command converts a selected line into the indicated number of equal length segments. The
original line can be converted, or an identical line placed on top of the original and converted.
To convert a line into segments:
1. Select the line to be converted.
2. Select Modify > Drafting Aids > Line into Segments.
The Line into Segments dialog box opens.

Parameter Description
Place loci Places loci at the segment divisions
Break Line Into Segments Creates segments from the original line, converting it; deselect to place loci only
Leave Original Line Intact Retains the original line, and creates segments from a copy of the line
Number of Segments Specifies the number of segments to create

3. Click OK to draw either a new segmented line or convert the selected one.
Drafting Aids | 339

Create Dividing Lines


The Create Dividing Lines command creates lines that evenly divide the space between two existing lines. The
existing lines can be angled or parallel to each other.
To create dividing lines:
1. Select Modify > Drafting Aids > Create Dividing Lines.
2. Select the two lines to create lines between.
3. Click to define first the starting point and then the ending point of the dividing lines. A perpendicular line (for
parallel lines) or circle (for angled lines) indicates the edge along which the lines will start and end. If the starting
point and ending point are on the same line or circle, loci will be created instead of lines.
4. When the Dividing Lines Settings dialog box opens, enter the number of equal divisions to create between the
existing lines.
5. Click OK to create evenly spaced lines (or loci) between the existing lines.
Creating divisions between parallel lines

After you select the two lines, Click another point to The specified number of
the next click indicates the indicate the ending divisions are created; in this
starting edge for the dividing edge for the dividing case, two lines are added to
lines lines create three divisions

Creating divisions between angled lines

After you select the two lines, The specified number of


click two points anywhere on the divisions are created; in this
same indicator circle to create case, three loci are added to
loci instead of lines create four divisions

Even Divide
The Even Divide command divides lines, arcs, circles, and rectangles into the specified number of subdivisions. You
can choose whether or not to retain the original object.
To evenly divide lines, arcs, circles, and rectangles:
1. Select one or more objects to divide.
2. Select Modify > Drafting Aids > Even Divide.
The Even Divide dialog box opens.
340 | Chapter 8: Object Operations

Parameter Description
Number of Divisions
for Line, Circle and
Arc
Number of Specifies the number of even subdivisions to create from each selected line,
Divisions circle, or arc (must be greater than 1)
Number of Divisions
for Rectangle
Number of Specifies the number of even subdivisions to create along the width of each
Divisions in Width selected rectangle; enter 1 to create rectangles of the same width as the original
rectangle
Number of Specifies the number of even subdivisions to create along the height of each
Divisions in selected rectangle; enter 1 to create rectangles of the same height as the
Height original rectangle
Original Object
Retain Select to retain the original object from which the subdivisions are created;
deselect to delete the original object
Leave Selected If the original object is retained, select this option to leave both the original
object and the newly-created objects selected after the division operation.
Deselect this option to leave only the newly-created objects selected after the
operation.

3. Click OK to create new objects that are even subdivisions of the selected object(s).

In this example, four rectangles were created from the original rectangle; the width was divided into four
even sections, and the height remained in one section (one rectangle moved for clarity)
Drafting Aids | 341

Simplifying Polygons and Polylines


The Simplify Polys command simplifies 2D polygons, 3D polygons, and polylines by reducing the number of corner
vertices. This operation can reduce the file size and shorten processing time while having a minimal effect on the shape
of the polygons/polylines themselves. There are two methods for simplifying polygons/polylines: by the maximum
deviation or by the minimum distance.
To simplify a polygon(s) or polyline(s):
1. Select the polygon(s) and/or polyline(s) to simplify.
2. Select Modify > Drafting Aids > Simplify Polys.
The Simplify Polys dialog box opens.

Parameter Description
Simplify by
Maximum Deviation Select to remove the corner vertices within a specified maximum tolerable
deviation between the original and the simplified polygon(s)/polyline(s)
Deviation Specify the maximum deviation value.
A deviation value of zero removes all collinear vertices.
Minimum Distance Select to remove corner vertices located equal to or less than a specified
minimum distance from adjacent vertices
Distance Specify the minimum distance value.
A distance of zero removes all extra vertices existing at the same
location.

3. Click OK to simplify the polygon(s)/polyline(s).


The Simplify Polys command does not remove start and end vertices, and does not remove non-corner vertices
unless multiple vertices exist at the same location.
The command works for stand-alone polygons/polylines. To simplify polygons/polylines located inside objects
such as groups and symbol definitions, you must enter the object and simplify the polygon or polyline while in
object editing mode (see Object Editing Mode on page 16).
342 | Chapter 8: Object Operations

This 398-foot red polyline imported from a site model has 3,130 vertices

This blue polyline was simplified with a maximum deviation of 12 inches


and now has 76 vertices

This green polyline was simplified with a minimum distance of 12 inches


and now has 309 vertices
Adding Text and Annotation 9
The Vectorworks program has several features to add text and annotation to drawings, including text objects,
hyperlinks, callouts, sheet borders, and other notation objects. There are many options to create, format, and customize
the appearance of text objects. Text styles make it easy to apply a consistent look to all text throughout the file, and to
change it quickly when necessary.
To create special effects, you can convert text objects to polylines and extrude them, or create 3D path objects from text
objects.
Commands are also provided to check spelling and to find and replace text.
If Quartz imaging (Macintosh) or GDI+ imaging (Windows) is disabled, text displays only if the current view is
Top/Plan, or if the text is on the screen plane. In any view other than Top/Plan, empty rectangles display as place
holders for the text boxes, but the text can be edited as described in Modifying Text on page 347.

Imaging enabled Imaging disabled

Inserting Text
Use the Text tool to create both single lines and blocks of text in your drawings. Once created, text objects can be
moved, duplicated, duplicated in an array, and rotated. The text bounding box can be resized to adjust a blocks height
or width. Text is placed relative to the specified alignment point, not the bounding box.

Horizontal Text Style list

Rotated Tight Fill

Mode Description
Horizontal Creates horizontal text lines and text blocks
Rotated Creates text blocks at an angle
Tight Fill If a fill is applied to the text object, the fill displays only behind the text on any given line;
blank lines have no fill
Text Style list Applies a stored set of attributes to text as it is created, including the font, size, spacing,
font style, alignment, and color
344 | Chapter 9: Adding Text and Annotation

Setting the Default Text Attributes


The default text attributes are applied to all text as it is added in the current drawing or any other. A text style applies a
saved group of attribute settings. Select a text style as the default, or leave the text un-styled and set the default text
attributes individually.
To set the default text attributes:
1. Ensure that no objects or text are selected in the drawing.
If needed, click the selection arrow on an empty portion of the drawing.
2. Click the Text tool from the Basic palette.
3. From the Tool bar, set the Tight Fill mode as desired.
4. To set the default appearance of text, do one of the following:
From the Tool bar, select any Text Style other than <Un-Styled>.
From the Tool bar, select the <Un-Styled> Text Style. Then from the Text menu, either select Format Text to
set several attributes from one dialog box, or select individual options as desired. See Formatting Text on
page 348 for descriptions of the available options.

Creating a Line of Text


Use the Text tool to create a single line of text, such as a page header.

To type a single line of text:

1. Click the Text tool from the Basic palette, and select Horizontal from the Tool bar.
2. From the Tool bar, set the Tight Fill mode and Text Style as desired.
3. Click to designate the text insertion point; a text editing box with a blinking cursor displays.
4. Enter the text. Text wrapping is off by default, so the text box automatically expands as you type.
5. When the text line is complete, press the Esc key.

Creating Text Blocks


Use the Text tool to create a block of text, when more than a line of text is necessary.

To create a block of text:

1. Click the Text tool from the Basic palette, and select Horizontal from the Tool bar.
2. From the Tool bar, set the Tight Fill mode and Text Style as desired.
3. Click and drag to create a text box of the approximate width needed.
A text editing box with a blinking cursor displays. The position of the text cursor indicates the horizontal
alignment of the text to be placed.
Inserting Text | 345

4. Enter the text. Text wrapping is on by default, so the text automatically wraps to the next line when it reaches the
edge of the text box. To end the current paragraph and start a new one in the current text block, press Enter.
5. When the text block is complete, press the Esc key.

Creating Rotated Text


The Rotated mode of the Text tool creates text at an angle. Text objects can also be rotated after they are created; see
Rotating Objects on page 271 for details.

To create rotated text:

1. Click the Text tool from the Basic palette, and select Rotated from the Tool bar.
2. From the Tool bar, set the Tight Fill mode and Text Style as desired.
3. Click and drag the mouse to specify the angle and width of the text box, and release the mouse button to set. If
needed, move the mouse to adjust the text box position along a line perpendicular to the text box. Click again to
set the position.
When drawing in rotated plan view (Vectorworks Design Series required), set angle snapping to snap to the plan
rotation angle (see Angle Snapping on page 138) and display the Rotated Plan cue. If the text is created to the
same angle as the plan, when the plan is unrotated, the text will align with the world coordinate system.
4. A text editing box with a blinking cursor displays.
To always create and edit rotated text in a horizontal text box, select Edit text horizontally by default on the Edit
tab of the Vectorworks preferences (see Edit Preferences on page 17).
5. Enter the text. The text automatically wraps to the next line when it reaches the edge of a text box. To end the
current paragraph and start a new one in the current text block, press Enter.
6. When the text block is complete, press the Esc key.
Click to make the box
horizontal temporarily

Release
2nd click

1st click

Click and drag; release the Move the mouse to adjust the box Enter the text
mouse button to set the box position along the red perpendicular
width and angle line; click again to set the position

Creating Text with a Tight Fill


The Tight Fill mode of the Text tool modifies the fill applied to a text object so that the fill displays only behind the text
on any given line. Blank lines have no fill.

To create text with a tight fill:

1. Click the Text tool from the Basic palette, and select Tight Fill from the Tool bar.
2. From the Tool bar, select either the Horizontal or Rotated mode, and set the Text Style as desired.
3. From the Attributes palette, select the fill for the text object (unless the selected text style has a background fill).
4. Click and drag to create a text box of the approximate width needed.
346 | Chapter 9: Adding Text and Annotation

A text editing box with a blinking cursor displays. The position of the text cursor indicates the horizontal
alignment of the text to be placed.
5. Enter the text. The text automatically wraps to the next line when it reaches the edge of a text box. To end the
current paragraph and start a new one in the current text block, press Enter.
6. When the text block is complete, press the Esc key.

Text with a yellow tight fill on top of


an oval with a pattern fill

Adding Tabs to Text


Left-aligned tabs can be inserted into text during creation and editing.

To add tabs to text:

1. Click the Text tool from the Basic palette.


2. Enter or edit the desired text; press the Tab key to place tabs within the text where needed.
3. On the text box ruler, click on a tab stop and drag it to adjust the spacing. Tab stops are repeated at equal intervals
throughout the text, and they all move when one tab stop is moved. Tab stops cannot be added or removed.
In isometric views, text boxes have no rulers. Switch to a non-isometric view such as Top/Plan or Front to adjust
the tab stops.
Also, on Macintosh, if Quartz imaging (on the Display tab of the Vectorworks preferences) is disabled, no rulers
display at all. Tabs can be entered in the text, but the tab stops cannot be adjusted.
Click-drag a tab stop to adjust spacing

Pasting Text
To move text between Vectorworks files, select Edit > Copy, and then Edit > Paste. Text is added exactly as copied,
including any formatting. If you define a text block before pasting, the text pasted into the block is wrapped to fit
within the text block. If the scale of the original layer and the new layer are different, the text size changes accordingly;
for example, if you copy 16 point text from a 1:1 layer and paste it to a 4:1 layer, the text changes to 4 points. This also
means that any styled text you paste to a different layer scale becomes un-styled; reapply the text style to restore the
proper text size.
When you paste text from a different program, click on the drawing using the Text tool first. If you paste text without
first establishing an insertion point, each line of text is brought in as an individual text block. Embedded graphics are
not supported and are removed when the text block is pasted into the Vectorworks file. In addition, multi-aligned text is
converted to the current default alignment.
Modifying Text | 347

Modifying Text
Once a text object is created, you may need to make changes, such as add words, change the font color, or change the
margins. Changes can be applied to a portion of the text or to the whole object. A text object can even be converted into
polylines and extruded, or converted to a 3D path object. Depending on what changes are required, either select the text
object with the Selection tool or activate the text editing mode.

Text Editing Mode


To add, edit, or delete text in a text box, or to change the attributes of a portion of the text, the text editing mode must
be active. To activate editing mode, double-click on the text object with the Selection tool, or click on it with the Text
tool. Alternatively, right-click (Windows) or Ctrl-click (Macintosh) the text, and select Edit from the context menu.
Editing mode is indicated by a purple highlighted box with a ruler at the top. The units on the ruler reflect the current
document units and layer scale. If the text box is placed so that it is skewed in the current view, a ruler does not display.

The standard keyboard shortcuts for Macintosh and Windows apply in the text editing box. For example, use
Command+B (Macintosh) or Ctrl+B (Windows) to apply bold formatting.
Text that is rotated or skewed can be edited in place. A rotation button is provided on the right side of the text editing
box to display the text box horizontally for easier editing, or to access the ruler if it is not displayed. When the edits are
complete, press the Esc key; the text box returns to the original position.
On Macintosh, if Quartz imaging is disabled, text cannot be edited in a rotated position. The text box
automatically switches to a horizontal position in editing mode.

Click the rotation


button to unrotate or
re-rotate the text box

Editing Text Objects


To edit the properties of a text object (such as font or spacing), select it with the Selection tool. An X displays at the
text alignment point. If the Wrap Text option is enabled, a triangular margin marker displays along the right, left, or
both margins, depending upon the alignment setting.
Once the text object is selected, you can move it, or change the objects properties, such as alignment or text style.
348 | Chapter 9: Adding Text and Annotation

Alignment Point Margin Marker

The text object can also be resized and rotated similar to other 2D objects, using the reshape handles.
Drag the middle handle left
to widen the text box;
the height adjusts
automatically

Press the Alt (Windows) or


Option key (Macintosh) while
dragging a handle to rotate
the text box

Formatting Text
The Format Text command modifies multiple text attributes from a single dialog box. Individual attributes also can be
changed with various commands on the Text menu, including font, size, font style, alignment, spacing, and
capitalization (lower case, UPPER CASE, and Title Caps). All attributes are available on the Object Info palette, as
well. Some objects have the ability to select the font formatting while setting the object attributes.
Formatting can be applied to an entire text block or to selected characters and words. If no text is selected, the settings
become the defaults for the Text tool.
To format text:
1. To select the text to change, do one of the following:
To format the entire text box, select the text object with the Selection tool.
To format a word, double-click the text object to activate the editing mode; then double-click anywhere within
the word to highlight it.
To format a line, double-click the text object to activate the editing mode; then triple-click anywhere within the
line to highlight it.
To format a section of the text, double-click the text object to activate the editing mode; then highlight the
desired text by dragging over it.
To exit the text editing mode when text is highlighted, press the Esc key.
2. Once the text is selected, do one of the following:
From the Text menu, select the text option to change.
Select the option to change from the Object Info palette.
Select Text > Format Text. Alternatively, right-click (Windows) or Ctrl-click (Macintosh) the text, and select
Format Text from the context menu. The Format Text dialog box opens.
Modifying Text | 349

Parameter Description
Style Displays the style of the currently selected item(s). If multiple items with different styles are selected,
<Un-Styled> is selected.
Select a style from the list; the remaining parameters change to match the settings for that style. If you
change any of the other parameters after selecting a style, the style reverts to <Un-Styled>.
Save Opens the Assign Name dialog box to save the current settings as a new style. Enter a name for the
style and click OK.
The new style is automatically assigned the current solid pen and fill color that are set as the
default for new objects in the Attributes palette.
Font Displays the font of the currently selected item(s) and lists all available, installed fonts. This field is
blank when multiple items with different fonts are selected.
Select a font from the list, or type the first letter(s) of the desired font to highlight the closest match in
the list.
Size Displays the size and unit measurement (points, millimeters, or inches) of the currently selected
item(s). This field is blank when multiple items with different size/unit measurement are selected.
Select a standard text size, or enter your own.
Spacing Displays the line spacing of the currently selected item(s). If multiple items with different spacing are
selected, Other is selected.
Select one of the standard spacing options, or select Other and specify a size and unit measurement
(points, millimeters, or inches) of your own.
350 | Chapter 9: Adding Text and Annotation

Parameter Description
Font Style Displays the font style of the currently selected item(s). If multiple items are selected and they have
different settings for a particular style, the selection box displays an indeterminate state:
(Windows) or (Macintosh).
Specify the desired options. Outline and Shadow options are available for Macintosh only.
Superscript and Subscript are disabled when the entire text block is selected.
Alignment Displays the alignment of the currently selected item(s). If multiple items with different alignments are
selected, the Alignment fields are blank.
Specify the horizontal and vertical alignment.
Preview Previews text font, size, and style

Recent Font List


Recently used fonts are stored for quick access. When you select Text > Font, the eight most recently used fonts
display at the top of the font list (with the most recent font listed first), followed by an alphabetical list of all available
fonts. In addition, when the Object Info palette contains a Font field, the top of the drop-down list is populated with the
eight most recently used fonts, followed by an alphabetical list of the available fonts. Fonts changes made within the
Format Text dialog box or Object Info palette also update the recent font list.

Changing Other Text Features


In addition to text format, other text features can be modified as needed.
Use the Capitalization command to set all letters to lowercase, uppercase, or title case. Select the text and then
select Text > Capitalization.
Use the Attributes palette to apply color to text. Select the text and then choose a solid pen color (see Pen
Attributes on page 507).
Use the Attributes palette to apply a fill to a text box. Select the text box and then choose a fill style and/or solid
fill color (see Fill Attributes on page 505). Add lines or spaces before and after the text to extend the box.
Use the Attributes palette to apply opacity to both the text and fill of a text object. Select the text box and then
choose an opacity setting (see Opacity Attributes on page 508).
Use the Object Info palette to change the following text features.

Object Info Palette Field Change


X and Y Moves the text box along the X and Y axis
Width Adjusts the text box width
Rotation Rotates the text box
Wrap Text Enables or disables text wrapping
Tight Fill For filled text objects, enables or disables the tight fill option

Use one of various methods to rotate a text box. Select the text box and then use the Rotate command, Rotate
tool, or Selection tool. See Rotating Objects on page 271 for details.

Setting Special Text Sizes


To change text to a different standard size, you can select a size from either the Text menu or the Object Info palette. To
set a non-standard text size, such as 60 pt, or 1 page inch, use the Set Size command.
Modifying Text | 351

To specify the text size:


1. Select Text > Size > Set Size. Alternatively, select Set Size from the Size list on the Object Info palette.
The Set Text Size dialog box opens.

2. Select the desired unit of measure, enter the font Size, and then click OK.

Converting Text to Polylines


The Convert Text to Polylines command converts text created with TrueType or OpenType fonts into polylines. After
it is converted, the text is no longer a font and can be edited just like any other polyline. This is useful for creating 3D
text objects. By their nature, TrueType and OpenType fonts are defined by Bzier curves and arc points. These same
definitions are used to convert the text objects.
The text conversion is not affected by the conversion resolution setting in the Vectorworks Preferences dialog box.
However, if the converted polyline is extruded, the 3D resolution setting in this same dialog box affects how the
polyline is extruded.

To convert text to polylines:


1. Select the text (lines or blocks) to convert.
2. Select Text > Convert Text to Polylines.
The text is converted into a group of polylines.
3. To extrude the polylines, creating 3D text, select the group of polylines. Ungroup them by selecting Modify >
Ungroup.
4. Select all of the individual polylines and select Model > Extrude.
The Create Extrude dialog box opens.
5. Specify the extrusion length and click OK.

Creating Text Along a Path


The Text Along Path command converts text created with TrueType or OpenType fonts into polylines, and places
them along a specified path. The appearance of the path object can be adjusted after placement.
To create 3D text along a path:
1. Select the text and a path object. The text must be a single line, and the path must be long enough for the text, or
text along path conversion will not occur.
2. Select Text > Text Along Path.
The Text Along Path dialog box opens. Specify the options for creating the text along the path.
352 | Chapter 9: Adding Text and Annotation

Parameter Description
Text Size Specifies text size options
Preserve Height Maintains the aspect ratio of the text, keeping width and height parameters the same as they
and Width were in the original text
Scale Width Only Changes the width of the text to fit the path, but does not change the height accordingly
(resulting in wider, shorter text, depending on the path)
Scale Height and Changes the width of the text to fit the path, and then changes the text height to match
Width (resulting in wider, tall text, depending on the path)
Create Text As Specifies the format for converting the text
Curves Converts the text into a group of polylines (if the path is drawn on the active layer plane) or
NURBS curves (if the path has a Z height or a Rot about Path greater than 0)
Surfaces Converts the text into a group of NURBS surfaces
Extrusions Converts the text into a group of extrude objects; specify the Height of the extruded letters

3. Click OK. The selected text follows the path object, and the original path object is deleted.

The Text Along Path parameters can be edited in the Object Info palette. The parameters are identical to those in
the Text Along Path dialog box, with two additional parameters.

Parameter Description
Above Path Places the bounding box of the letters directly above the path; above depends on the direction
that the path was drawn. Deselect this option to place the letters below the path. Depending on
the path and letters, the appearance of the text may be improved by switching it above or below
the path.
Rot about Path Indicates the angle of rotation about the path, using the path as a rotation axis

To edit the path object, select Modify > Edit Text Along Path, and then select Path. The path object can be edited
with the Reshape tool. To reverse the direction of the path object, click Reverse Direction; this affects the text
placement above or below the path.
Using Text Styles | 353

Using Text Styles


A text style is a resource that specifies text attributes, including the font, size, line spacing, font style, text alignment,
and text and background colors. Text styles make it easy to apply a consistent look to all text throughout a file; if you
change a text style, all objects that use the style are updated at once. A text style can be applied to objects created with
the Text tool, as well as to the text portions of other objects, such as title blocks, dimensions, and callouts.
Not all features or plug-in objects can make use of a text style. For example, worksheets and space objects have
text components, but they cannot use text styles.
Some basic text styles are provided with the Vectorworks program as default content; these display on the Text Style
list on the Tool bar when the Text tool is active. In addition, you can create custom text styles for your own use, or to
share with coworkers. Because they are resources, text styles can be exported and imported into another file, copied
among files, and shared via workgroup referencing. For more information about default content, see Libraries on
page 155. For more information about using custom resources, see Accessing Existing Resources on page 162 and
Creating Resource Libraries on page 156.

Creating Text Styles


Create custom text styles as needed. These are saved with the current file, and they can also be exported into other files
or added to resource libraries.
To create a new text style:
1. Do one of the following:
In the Resource Browser, select New Resource from the Resources menu; select Text Style from the list of
resource types.
Click the Text tool from the Basic palette, and select New from the Text Style list on the Tool bar.
The Create Text Style dialog box opens.
Alternatively, select Text > Format Text to open the Format Text dialog box. Set the parameters as needed, click
Save, and enter a name for the new style. See Formatting Text on page 348.
354 | Chapter 9: Adding Text and Annotation

Parameter Description
Style Name Enter a name for this text style.
Font Select a font from the list; type the first letter(s) of the desired font to automatically scroll and
highlight the closest match in the list
Size Enter a size and select a unit measurement (points, millimeters, or inches)
Spacing Select one of the standard spacing options, or select Other and specify a size and unit measurement
(points, millimeters, or inches) of your own
Font Style Specify the desired options. Outline and Shadow options are available for Macintosh only
Alignment Specify the horizontal and vertical alignment
Color Select a color for the Text from the color menus (see Selecting a Color from a Color Palette on
page 543).
To have a background fill behind the text, select the Background option and also specify a color.
To have no background fill, deselect the Background option.
Preview Previews text font, size, style, text color, and background color, if applicable

2. Click OK to create the resource.


The new text style is saved with the file and displays in the Resource Browser under Text Styles. Text styles also
display on the Tool bar when the Text tool is active, and on the Object Info palette when a text object is selected.

Applying Text Styles


Text styles can be applied from different places in the Vectorworks program, depending on the type of object.

Object Type Method


New text object Click the Text tool, and select a Text Style from the Tool bar.
Existing text or plug-in object From the Resource Browser, drag and drop the text style onto the object.
Existing text object Select all or part of a text object, and select a Text Style from the Object Info
palette.
Existing text object Select all or part of a text object, select Text > Format Text, and select a Style
from the Format Text dialog box.

If you change any of the attributes of styled text (for example, if you change the size from 16 points to 18 points), the
text style automatically becomes <Un-Styled>. Text also becomes un-styled if you apply the <Un-Styled> option to it,
but the text attributes remain the same.
If you move styled text to a layer that has a different scale from the original layer, the text will be scaled accordingly,
and it automatically becomes <Un-Styled>; reapply the text style to restore the proper text size.
The alignment, spacing, and background color attributes of a text style are only applied if an entire text object is
selected; these attributes are ignored if you apply a style to a portion of a text object.
If a text object contains text with multiple styles, the text object itself does not display a text style in the Object Info
palette. The styled portions of text within the object are still updated if the referenced text style resource is changed.
Checking Spelling | 355

Green text is style 1 and blue text is style 2 Because it contains


two text styles, the text
object itself has no
Text Style

Editing Text Styles


If you change a text style resource, all objects in the file that use the style are updated at once.
To edit a text style:
1. From the Resource Browser, select the text style, and then select Edit from the Resources menu.
The Edit Text Style dialog box opens.
2. Edit the parameters as described in Creating Text Styles on page 353 and click OK.
The text style definition and all objects in the file that use the text style are updated.

Checking Spelling
Check the spelling of either selected text or all the text in a file with the Check Spelling command. Spelling in text
blocks, symbols, records, worksheets, and viewports can be checked. Available dictionaries include:

Danish Dutch English (American) English (British)


Finnish French German Italian
Norwegian Portuguese (Brazilian) Portuguese (Iberian) Spanish
Swedish

Dictionaries can be edited and added. See Adding and Editing Dictionaries on page 357.

Checking the Spelling


To check the spelling of a selected object:
1. Select the object.
2. Select Text > Check Spelling.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) the text, and select Check Spelling from the
context menu.
3. If a spelling error is detected, the Selection Spelling Check dialog box opens so that corrections can be made.
To check the spelling of all text in the file:
1. Ensure that no objects are selected.
2. Select Text > Check Spelling.
The Spelling Check Filter dialog box opens.
356 | Chapter 9: Adding Text and Annotation

Parameter Description
Text Blocks Checks text contained in text blocks
Symbols Checks text contained in symbol definitions
Records Checks text contained in records
Worksheets Checks text contained in worksheets
Viewports Checks text annotations contained in viewports

3. Select the items to have spelling checked, and then click OK. If a spelling error is detected, the Document
Spelling Check dialog box opens so that corrections can be made.
If no spelling errors are detected, a message displays to indicate that the spelling check is complete.

Correcting Spelling Errors


If a spelling error is found, either the Selection Spelling Check (when checking a selection) or the Document Spelling
Check (when checking all text) dialog box opens. Both dialog boxes contain the same options.

Parameter Description
Spelling error in Identifies the location of the object containing the potential spelling error
Not in Dictionary Lists the potentially misspelled word; if none of the suggested corrections in the
Suggestions list is an acceptable replacement, type the correction into the Not in
Dictionary field (or delete the word by leaving the field blank). Then click Change or
Change All to replace the error with the typed word. The word is replaced and the spelling
check resumes.
Suggestions Suggests the closest matching word(s) from the dictionary
Checking Spelling | 357

Parameter Description
Change / Change All Select one of the suggested words from the list of Suggestions to replace the misspelled
word and click Change. The misspelled word is replaced with the suggested word.
Alternatively, press Enter with the suggestion selected. To replace all occurrences of the
same error in the file, click Change All. The word is replaced and the spelling check
resumes.
Ignore / Ignore All If the word is spelled correctly, but it is not present in the dictionary, click Ignore to leave
the word as is and continue the spelling check. Click Ignore All to ignore all occurrences of
the word in the file. The word is ignored and the spelling check resumes.
Learn Click to add the word to the dictionary; this allows the spelling checker to recognize all
future occurrences of the word
Options Click to customize the spelling check options; see Spelling Check Options on page 357
Done Click to discontinue the spelling check; all changes up to that point are saved, but can be
undone by selecting Edit > Undo

The spelling of layers, classes, symbol names, object names, script palette names, dimension text, locked objects,
or records attached to locked objects is not checked.

Spelling Check Options


Click the Options button in the Spelling Check dialog box to customize the spelling check function. The Spelling
Check Options dialog box opens.

Specify the types of misspelled words for the spelling checker to find. If a check box is not selected, the spelling
checker ignores errors for that category of words. Examples include:

Capitalized words: Canada Words in all caps: ANGLE


Words with mixed case: VectorScript Words with numbers: Q4

Customize the spelling checker to reduce unnecessary spelling checks in your typical files. Click OK to return to the
Selection Spelling Check or Document Spelling Check dialog box.

Adding and Editing Dictionaries


The user dictionary, UserDictionary.txt, is a text file located in [Vectorworks]\Plug-Ins\Dictionaries. It can be edited, if
desired. When manually editing a dictionary, type the word followed by a tab and the letter i to indicate that the
spelling checker should ignore the word.
Additional dictionaries, such as a foreign language dictionary, can be added by placing the dictionary file into the
[Vectorworks]\Plug-Ins\Dictionaries folder. The spelling checker automatically uses all the dictionaries with the .clx
extension in the folder to check the spelling. However, the addition of multiple dictionaries can slow down the spelling
check process.
358 | Chapter 9: Adding Text and Annotation

Finding and Replacing Text


The Find-Replace Text command searches for and optionally replaces text strings within a Vectorworks file. It can
search for and replace text strings within text objects, record fields, and worksheet cells.
Use this command to find a text item, replace it, search for more occurrences, or replace all occurrences. All settings
are retained from one use to the next, including find and replace text strings.
To find-replace text:
1. Select Text > Find-Replace Text.
The Find or Replace Text dialog box opens.

Parameter Description
Action Locates and, if selected, replaces a given text string with a new text string
Find Next Finds the next occurrence of the text string
Replace Next Replaces the next occurrence of the text string
Replace All Replaces all selected occurrences of the text string
Selected
Replace All Replaces all occurrences of the text string
Look in Searches for occurrences in the specified parts of the document
Text Objects Searches in all text objects
Record Fields Searches in all record fields, including Callout objects
Worksheets Searches in all worksheets; appears dimmed if Replace All Selected is chosen, since there
is no selection attribute for a worksheet
Find String Enter text string to search for
Replace With Enter replacement text string; dimmed if Find Next is selected
Options Specifies the depth of the search
Active Layer Only Searches in the active layer only
All Layers Searches on all layers within the document, regardless of visibility
Visible Layers Searches in all currently visible layers
Only
Case-sensitive Searches for text that exactly matches the criteria, including capitalization
Creating Hyperlinks | 359

2. Enter the desired search and, if using, replace criteria.


3. Click Find/Replace.

Creating Hyperlinks
The Hyperlink tool inserts a hyperlink object in the drawing, for navigating to saved views or sheet layers in the file,
opening other files or folders, or launching applications or web sites. The hyperlink can consist of text and/or geometry,
and can be created from a custom symbol; symbols can be page based or world based. Hyperlink properties are easy to
customize and they can be batch edited from a worksheet. Hyperlinks to websites and sheet layers can be exported to a
PDF file (Vectorworks Design Series required); hyperlinks to sheet layers are functional when the sheet layers are
exported as a batch to a single PDF file.

Inserting a Hyperlink
To insert a hyperlink object:

1. Click the Hyperlink tool from the Dims/Notes tool set.


2. Click Preferences from the Tool bar to specify the hyperlink parameters.
Alternatively, double-click on the Hyperlink tool.
The Hyperlink Settings dialog box opens. The parameters in the Details area depend on the selected Function.

Parameter Description
Layout Select the desired appearance of the hyperlink
Symbol Select a symbol from the hyperlink symbols available in the file and the default content
symbols provided. (Default content is automatically imported into the current file at the
point of use and displays in the Resource Browser; see Libraries on page 155.)
Symbols can be page based or world based; default hyperlink symbols are page based.
#Hyperlinktext# indicates the area of the symbol that displays the Label text.
360 | Chapter 9: Adding Text and Annotation

Parameter Description
Edit Symbol The selected symbol can be edited for use in this file. Clicking Edit Symbol exits the
Hyperlink Settings dialog box, and the Edit window displays for editing the symbols
2D component (a colored border around the drawing window indicates the editing mode
is active). Reshape the geometry, change attributes, add text, paste images, and perform
other editing operations, and then click Exit Symbol to return to the drawing.
The hyperlink symbols in the drawing can also be edited from the Resource Browser;
see Editing Symbol Definitions on page 181.
Edited symbols are available for selection from the Symbol list.
New Symbol Opens the New Symbol dialog box; provide a name for the new hyperlink symbol and
click OK to return to the Hyperlink Settings dialog box. A new text-only hyperlink
symbol is automatically created and added to the resources in the file. This new custom
hyperlink symbol can then be selected from the Symbol list and edited by clicking Edit
Symbol.
Details
Label Enter the text to display for the hyperlink
Function Select the hyperlink function
Open Webpage Launches the specified website in the default browser; enter the URL in Webpage
Launch Application Launches the specified application; click Browse to select the application. Choose
whether the path to the application should be saved as absolute or relative. To set a
relative path, the Vectorworks file must exist on the same volume as the application.
Open Document Opens a file, such as a movie or image; click Browse to select the file. Choose whether
the path to the file should be saved as absolute or relative. To set a relative path, the
Vectorworks file must exist on the same volume as the file to open.
Open Folder Opens the specified folder; click Browse to select the folder. Choose whether the path
to the folder should be saved as absolute or relative. To set a relative path, the
Vectorworks file must exist on the same volume as the folder to open.
Activate Saved View Displays the specified saved view; select the view from the Saved View list
Activate Sheet Layer Activates the specified sheet layer; select the sheet layer from the Sheet Layer list

3. Select the hyperlink symbol and function, and then click OK.
On the Tool bar, the current hyperlink function and target displays.
4. Click in the drawing to insert the hyperlink object.
5. To execute the hyperlink, Ctrl-click (Windows) or Cmd-click (Macintosh) on the hyperlink, or click Open Link
from the Object Info palette or context menu of a selected hyperlink object.

Editing Hyperlinks
The Object Info palette of a selected hyperlink object displays its currently assigned Function and Target. Click Open
Link to execute the hyperlinks function. Click Edit to open the Hyperlink Settings dialog box and specify the
hyperlink properties as described in Inserting a Hyperlink on page 359. Other methods of accessing the Hyperlink
Settings dialog box include double-clicking on the hyperlink or pressing Ctrl-click (Macintosh) or right-click
(Windows) and selecting Edit from the context menu.
If a link is invalid or broken, the Object Info palette displays a message in red text, and an alert displays when the
hyperlink is executed. Edit the hyperlink settings to specify a valid target.
Inserting Callouts | 361

The hyperlink symbol definition can be edited from the Resource Browser (see Editing Symbol Definitions on
page 181); this affects all instances of the symbol.
It can be tedious to edit multiple hyperlinks in large projects. In this type of situation, use scripted commands or create
a report containing the hyperlink objects by selecting Tools > Reports> Create Report. See Creating Reports on
page 811. In the resulting worksheet, columns labeled Editable can be changed, for convenient editing.

Exporting Hyperlinks to PDF


Only hyperlinks that open a web page or navigate to a sheet layer are functional when exported to a PDF file
(Vectorworks Design Series required).
To obtain successful hyperlinks to sheet layer targets, the file must be exported with the File > Export > Publish
command. The sheet layer containing the hyperlink, as well as the target sheet layers, need to be exported to a single
PDF file so that the links can be executed. Export PDFs as separate files must be deselected in the Publish dialog box.

Inserting Callouts
The Callout tool places callout objects on a drawing. A callout object is a block of text attached to a leader line with an
optional bubble surrounding the text. Use callout objects to annotate items in a file.
In the Vectorworks Design Series products, the Callout tool includes extended capabilities which allow it to be
used for keynotes, and in conjunction with an external notes database (see Notes Management on page 641 in
the Vectorworks Design Series Users Guide).
Towards Text Three Point

Towards Target

Two Point Preferences

Mode Description
Towards Target Click first where the callout text is to be placed, and then near the object to be
annotated
Towards Text Click first near the object to be annotated, and then where the callout text is to be
placed
Two Point Two clicks are required to place the callout object; in Two Point mode, the length
of the shoulder is determined in the callout preferences or Object Info palette
Three Point Three clicks are required to place the callout object; in Three Point mode, the
third click determines the length of the shoulder
Preferences Opens the Callout Preferences dialog box
362 | Chapter 9: Adding Text and Annotation

Creating a Callout Object


To create a callout object:

1. Click the Callout tool from the Basic palette.


2. Click the Preferences button on the Tool bar. Specify the callout object preferences, which apply to new callouts
created either in this file or all files. These parameters can be changed later for a selected callout object in the
Object Info palette. If a marker type is selected in the Preferences, the marker can be changed later from the
Attributes palette.
Database controls are not available in the Vectorworks Fundamentals product. In the Vectorworks Design Series
products, the Callout tool can be used in conjunction with an external notes database (see Notes Management
on page 641 in the Vectorworks Design Series Users Guide).

Parameter Description
Text Options
Rotate Text When selected, rotates the callout text to the specified Text Angle
Text Angle Specifies the angle of text rotation; certain angles may not be available, depending on
the texts Horizontal Position settings
Max. Text Width Indicates the maximum text width before text wraps; if the text string is shorter than
maximum width, the bubble sizes to fit the text. Rotated text cannot restrict the
maximum text width.
Vertical Position Sets the vertical position of the text relative to the shoulder; select Auto to align the
top text line to the shoulder if the leader is on the left, or to align the bottom text line
to the shoulder if the leader is on the right
Horizontal Position Sets the horizontal position of the text relative to the shoulder; select Auto to position
the text to the right if the leader is on the left, or to the left if the leader is on the right
Always Left-Justify Text Forces the text to be left-justified, even when the text is to the left of the leader
Format Text Opens the Format Text dialog box, to set text attributes or select a text style
Inserting Callouts | 363

Parameter Description
Bubble Options
Bubble Style Select the type of bubble to draw around the text

None Box Bracket ISO


Round Cloud
Rect

Vertical Accent Bar Hexagonal Circle

RR Corner Radius For Round Rect bubble styles, sets the corner radius
Text Margin Sets the distance between the bubble and the text
Bubble Shadow Select to draw the bubble with a drop shadow (does not apply to None, Bracket, or
ISO styles)
Leader Options
Shoulder Length Sets the length of the line between the text and the start of the leader; can be changed
by moving a control point or in the Object Info palette. In Three Point mode, this
length is set by the third mouse click.
Leader Type Select Line, Arc, Bzier, or None; curved leader lines contain additional control
points for controlling the curve shape
Leader Radius For arc leader types, specifies the arc radius
Use Marker Select a marker style from the marker style list, or select Custom to create a custom
marker. Select Edit Marker List to open the Edit Marker List dialog box; see
Editing the Marker List on page 511.
Other Options
Apply Settings to New Select whether these callout preferences should apply to new callouts in this file only
Callouts in or globally, to all future files

3. Click OK to set the callout preferences.


4. Click the desired insertion modes from the Tool bar, and then click in the drawing to select the insertion point of
the callout object.
Depending on the mode, the first click defines the leader shoulder or the leader endpoint.

Leader shoulder
example

Leader
endpoint

5. Click again to determine either the leader endpoint or leader shoulder, depending on the mode.
364 | Chapter 9: Adding Text and Annotation

2nd click defines the 1st click defines the


leader endpoint 1st click defines the 2nd click defines the
leader endpoint leader shoulder
leader shoulder

Towards Target mode Towards Text mode

6. If in Three Point mode, click a third time to define the shoulder length.
The Notes Manager: Callout dialog box opens. Enter the callout object text; text wraps if longer than the specified
maximum text width. Press Enter to add a carriage return.

7. Click OK to create the callout object in the drawing.

New dishwasher

Editing a Callout Object


Editing Callout Text
To edit the text of an existing callout object:
1. Select the callout object to edit.
2. Either double-click on the callout object with the Selection tool, or click Edit Note from the Object Info palette.
The Enter the Text of the Note dialog box opens.
3. Enter the desired text changes.
Inserting a Leader Line | 365

4. Click OK.
5. Set the text attributes as needed using the Text > Format Text command. You can also drag and drop a text style
from the Resource Browser onto the callout object.

Editing Callout Parameters


To edit the callout properties:
1. Select the callout object.
2. In the Object Info palette, change the parameters as desired. The parameters are described in Creating a Callout
Object on page 362. An additional parameter that is available in the Object Info palette is Leader Length, which
allows the length of the leader line to be specified precisely with numeric values rather than with the mouse.
Finally, the marker type can be changed from the Attributes palette.
3. On the drawing, a callout object contains control points which can be moved with the mouse to change the callout
text width, shoulder length, and endpoint position. A curved callout leader includes additional control points for
adjusting the leader curvature.
Adjusts shoulder length
Adjusts endpoint location
R-19 faced batt insulation

Adjusts text width Adjusts leader length


Adjusts leader curvature

Re-scaling Callout Objects


Callout objects are specified and drawn in page scale; they draw to the same apparent size, regardless of the layer scale.
If the layer the callout object is on is re-scaled, or the callout object is cut and pasted between layers of different scales,
the callout object automatically re-scales.

Inserting a Leader Line


The Leader Line Simple tool inserts a basic leader line. Two modes are available.
Constrained Unconstrained

Parameter Description
Constrained Constrains the line to be vertical, horizontal, and 30 or 45 from vertical or horizontal in
any direction
Unconstrained Draws the line at any angle
Press and hold the Shift key to snap the line to predetermined angles

To insert a leader line symbol:

1. Click the Leader Line Simple object from the Basic tool set and select the Constrained or Unconstrained mode
from the Tool bar.
2. Click and move the mouse to define the leader line shoulder length. Click and move the mouse to define the leader
line, and click to set the end point.
366 | Chapter 9: Adding Text and Annotation

Once the leader line has been placed, its marker can be selected from the Attributes palette (see Marker Attributes on
page 510).

Adding a Sheet Border


The Sheet Border tool places a pre-formatted border along the edges of the drawing area, set to the drawing size.
Standard size pages have a matching standard sheet border. A custom size border can easily be specified, and sheet
borders and title blocks can be customized to meet office requirements.
The Update Plug-in Objects command may need to be run on files that contain sheet borders (formerly known as
drawing borders) that were created in an earlier version of the Vectorworks program. This command converts
the drawing borders to the latest format; see Migrating from Previous Versions on page 49. Additional sheet
border capabilities are available in the Vectorworks Design Series products. See Creating Sheet Borders on
page 561 in the Vectorworks Design Series Users Guide.

To place a sheet border:

1. Make the design or sheet layer active.


2. Click the Sheet Border tool from the Dims/Notes tool set.
3. Click Preferences from the Tool bar to set the default sheet border parameters.
The Sheet Border Preferences dialog box opens.

Parameter Description
Sheet Size Select a standard size and format for the sheet border, or select Fit to Page to set the sheet
border to the page dimensions (see Page Setup on page 82). Select Custom to use custom
sheet border dimensions, and specify the Width and Height dimensions.
Title Block Opens the Import Title Block dialog box, for selecting a title block symbol to insert (see
Adding a Title Block on page 370), or select None for no title block
Lock to Page Center Locks the sheet border center position to the page center; deselect to position the sheet
border manually. If the plan has been rotated (Vectorworks Design Series required), select
Lock to Page Center to position the sheet border correctly when in a non-rotated view.
Use As Title Block When a title block has been selected, displays only the title block and hides all other sheet
Only border elements
Adding a Sheet Border | 367

4. Click once in the drawing to set the sheet border insertion point, and then click again to set the sheet border
orientation.
5. The sheet border is placed on the drawing. Sheet borders should be placed as 2D screen objects (See Planar
Modes of 2D Objects: Screen Plane and Layer Plane on page 201).
6. Set the text attributes as needed using the Text > Format Text command. You can also drag and drop a text style
from the Resource Browser onto the sheet border object.
7. Set the line attributes as needed using the Attributes palette.
8. The sheet border can be re-sized and re-scaled after placement, and title blocks and revision histories can be
added.

Sheet Border Properties


The sheet border properties can be edited in the Object Info palette.

Parameter Description
Plane Generally, for sheet borders, select Screen to place the border on the screen plane. See
Planar Modes of 2D Objects: Screen Plane and Layer Plane on page 201.
Lock to Page Center Locks the sheet border center position to the page center; deselect to position the sheet
border manually. If the plan has been rotated (Vectorworks Design Series required),
select Lock to Page Center to position the sheet border correctly when in a non-rotated
view.
Size Select a standard size and format for the sheet border, or select Fit to Page to set the sheet
border to the page dimensions. Select Custom to use custom sheet border dimensions,
and click Border Settings to specify the dimensions.
Orientation Select Portrait or Landscape orientation
Horizontal Dimension Displays the sheet border horizontal dimensions
Vertical Dimension Displays the sheet border vertical dimensions
Border Settings Opens the Sheet Border Settings dialog box, for specifying further properties (see
Specifying Additional Sheet Border Settings on page 369)
368 | Chapter 9: Adding Text and Annotation

Parameter Description
Title Block Opens the Import Title Block dialog box, to select a title block symbol to insert (see
Adding a Title Block on page 370). This dialog box can also be accessed from the
sheet border context menu; right-click (Windows) or Ctrl-click (Macintosh) on the sheet
border, and select Title Block.
To remove a title block, select the Defaults symbol folder, and then select None from the
Symbols list.
Current Title Block When a title block has been inserted, displays the title block symbol name
Use As Title Block When a title block has been selected, displays only the title block and hides all other
Only sheet border elements
Title Block Position Specifies the title block location relative to the sheet border
Title Blk Scale Factor If the title block is too large or small at normal scale (scale factor 1), scales the title block
size, including text. A value below 1 makes the title block smaller, while a value above 1
makes the title block larger; text is automatically scaled along with the title block
geometry.
Title Blk Margin Adds a horizontal, vertical, or block margin to the title block
Use Revision Block Adds a revision history block to the sheet border
(Vectorworks Design
Series required)
Show Revision Zone Adds a revision zone column to the revision block, for specifying the location of the
(Vectorworks Design revision
Series required)
Use Tolerance Block For ASME title blocks, adds a tolerance block area to the title block
(Vectorworks Design
Series required)
Use Projection Block For ASME title blocks, adds a projection block area to the title block; specify First Angle
(Vectorworks Design or Third Angle in Projection
Series required)
Show Grids Displays grid text and lines in the sheet border margin. This setting can also be accessed
from the sheet border context menu: right-click (Windows) or Ctrl-click (Macintosh) on
the sheet border, and select Show Grids.
Show Grid Lines Displays grid lines on the drawing
Fold Marks Select the fold mark measurements when adding fold marks to the sheet border. The first
measurement specifies the drawing fold width and the second measurement indicates the
margin fold width. Select Custom to specify custom fold mark distances.
Fold marks are designed for use with ISO drawings.
Margin Width When custom fold marks are selected, enter the margin fold width
Folded Width When custom fold marks are selected, enter the drawing fold width
Folded Height When custom fold marks are selected, enter the drawing fold height
Hide Border When the sheet border includes a title block, hides the sheet border and displays only the
title block (this allows a different sheet border to be used with that title block, if desired)
Fill Border Fills the area between the outer and inner border lines with a fill selected from the
Attributes palette
Adding a Sheet Border | 369

Parameter Description
Add Parts List Adds a parts list to an ASME title block, when a parts list worksheet has been created
(Vectorworks Design
Series required)
Edit Title Block Opens the Edit Title Block dialog box, for specifying the title block information.
Depending on the selected title block, different fields and tabs are available.
In Vectorworks Design Series products, ASME title blocks include a tolerance tab, for
editing the tolerance block information (see Editing a Tolerance Block on page 564 in
the Vectorworks Design Series Users Guide). US Arch title blocks include Project and
Sheet tabs; information is entered from the Issue Manager but can be edited manually
(see The Issue Manager on page 664 in the Vectorworks Design Series Users Guide).

Edit Revision Data Opens the Edit Revision Data dialog box, for specifying revision information and format
(Vectorworks Design (see Editing Revision Block Data on page 563 in the Vectorworks Design Series
Series required) Users Guide)
Edit Issue Data Opens the Edit Issue Data dialog box, for specifying issue data on US Arch title blocks
(Vectorworks Design (see Editing Issue Data on page 565 in the Vectorworks Design Series Users Guide)
Series required)

Specifying Additional Sheet Border Settings


Additional sheet border settings are available from the Object Info palette.
To specify additional sheet border settings:
1. Select the sheet border.
2. In the Object Info palette, click Border Settings. Alternatively, double-click on the sheet border.
The Sheet Border Settings dialog box opens.
370 | Chapter 9: Adding Text and Annotation

Parameter Description
Drawing Size Specifies the sheet border size
Vertical/Horizontal Specifies the sheet border vertical/horizontal dimensions; initially, these are based on the
Dimension Size selected in the Object Info palette, but the dimensions can be edited. This parameter
is not available when the Size is Fit to Page.
Dimensions Shown Applies the dimensions to either the outer or inner border dimensions
Are
Margins Specifies the sheet border margin widths
Zones/Grids
Vertical Zones Specifies the number of vertical zones to include
Grid Text Order Indicates whether vertical grid text starts at the top or bottom of the border
Horizontal Zones Specifies the number of horizontal zones to include
Grid Number Order Indicates whether horizontal grid numbers start at the left or right of the border
Grid Label Size Specifies the text size for both grid text and numbers
Reset to Default Values If the sheet border Size is set to one of the standard sizes (such as US Arch B or ISO AS),
select this button to restore the default sheet border settings

3. Click OK to set the sheet border parameters.

Adding a Title Block


A title block containing drawing information can be added to the sheet border. Title blocks are saved as symbols with
text linked to a record.
A title block can be the only part of the sheet border that displays, by selecting Use As Title Block Only in the sheet
border preferences or the Object Info palette.
Additional title block capabilities are described in Creating Sheet Borders on page 561 in the Vectorworks
Design Series Users Guide.
Adding a Sheet Border | 371

To add a title block to the sheet border:


1. Select the sheet border.
2. In the Object Info palette, click Title Block.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the sheet border and select Title Block from the
context menu.
The Import Title Block dialog box opens.

Parameter Description
Symbol Folders Specifies the location of the sheet border symbols
Symbols Provides a graphical list of available sheet border symbols

3. Select a title block symbol from the selected symbol folder. The Defaults folder contains the default title block
resources; see Libraries on page 155. The title blocks listed under Top Level are title block symbols that exist in
the current file.
To remove an existing title block, select None.
4. Click OK to add the selected title block symbol to the sheet border. The title block is scaled to match the current
layer scale if necessary.
When a sheet border with a title block is inserted into a drawing, the Sheet Border Components symbol folder is
automatically created and displays in the Resource Browser. Title block symbols added to the sheet border are
automatically placed in that folder.

Creating a Custom Title Block in Vectorworks Fundamentals


A custom title block, containing company-specific graphics, information, and data fields, can be created and then
inserted into a sheet border.
Three steps are required: create a title block symbol, create a custom record format, and link the record format fields to
the title block symbol text fields.
Creating a custom title block in the Vectorworks Design Series products requires additional steps, if the custom title
block is to be used with the Issue Manager. See Creating a Custom Title Block in Vectorworks Design Series on
page 972 in the Vectorworks Design Series Users Guide.
To create a custom title block for use in the Vectorworks Fundamentals product:
1. In a new file with a scale of 1:1, create the elements of the title block, including lines, rectangles, graphics, and
text. Creating the title block at a scale of 1:1 ensures that it is inserted at the correct scale when it is placed on a
sheet layer or a design layer of any scale. The title block should be a 2D screen object (See Planar Modes of 2D
Objects: Screen Plane and Layer Plane on page 201).
372 | Chapter 9: Adding Text and Annotation

Do not use any 3D elements.


Company logos can be imported as bitmaps.
The title block geometry (pen color, pen style, and line thickness) and text (font, style, and color) can either
inherit the sheet border attributes, or retain those attributes as created. The By Class setting in the Attributes
palette indicates that the attributes should be inherited from the sheet border. If an attribute is not set to By
Class, then its original setting is retained.

Description Method
The attributes of the title block elements are Specify By Class in the Attributes palette for these elements. For
inherited from the sheet border text font and style attributes, set the Pen Style by class to use the
same font and style as the sheet border. For text color, set the Pen
Color to Color By Class.
The title block elements retain the attributes Set the attributes of the geometry and text from the Attributes palette
as created when the title block is created. For text font and style attributes, set
the Pen Style to Solid to use the text attributes set when the title
block was created. For text color, select the desired Pen Color.

Different settings can be combined so that some attributes are inherited from the sheet border, while others remain
as created. For example, if a line should use the same color as the sheet border, but have a dashed line type with a
thickness of 1 mm, when creating the line, set the lines Pen Color to Color By Class, its Line Thickness to 1
mm, and its Pen Style to the desired dashed line type.
2. Select all the title block elements, and then select Modify > Create Symbol.
The insertion point of the symbol should be at lower right corner of the title block. See Creating New Symbols
on page 172.
3. Create a new record format as described in Creating Record Formats on page 188.
The field names of the record format are used as the titles for the associated editable fields in the Edit Title Block
dialog box.

To create a multi-line field, append a pound sign (#) to the field name, as in Drawing Title#.
Adding a Sheet Border | 373

Use a P_ prefix to indicate project fields (fields with the same value on all title blocks in the file). An S_ prefix
indicates sheet fields (fields with a different value on any title blocks). The prefixes cause the Edit Title Block
dialog box, accessed from the Object Info palette, to be separated into project and sheet tabs. Fields without a
prefix are placed on the General tab.
Use an _SN suffix to indicate that a field should gets its value from the Sheet Number of its sheet layer. If Use
Automatic Drawing Coordination is enabled in document preferences (Vectorworks Design Series required),
the _SN suffix also means that when this title block field is updated, the Sheet Number of the sheet layer and of
annotation objects on the layer are updated.
Use an _SD suffix to indicate that the field should get its value from the Sheet Title of its sheet layer. If Use
Automatic Drawing Coordination is enabled in document preferences (Vectorworks Design Series required),
the _SD suffix also means that when this title block field is updated, the Sheet Title of the sheet layer is updated.
If the field should also be multi-line, use an _SD# suffix.

To work with the Issue Manager (Vectorworks Design Series required), special considerations apply when the title
block fields are formatted. See Creating a Custom Title Block in Vectorworks Design Series on page 972 in the
Vectorworks Design Series Users Guide.
4. Attach the custom record format to the title block symbol through the Resource Browser as described in
Attaching Record Formats to a Single Symbol Instance or Object on page 190.

5. Edit the title block symbol and attach the record fields to the associated symbol text; see Linking Text to Record
Formats on page 195 for more information.
6. To be available to the Sheet Border tool, either the file must be saved in the sheet border- title block folder in the
[Vectorworks]\Libraries\Defaults folder, or the custom symbol and its associated record format must be imported
into the Custom Title Blocks.vwx file, located in the same default content folder.
Alternatively, import the title block symbol from another file.
7. To place the custom title block, click Title Block from the Object Info palette of a selected sheet border, and select
the custom title block symbol.
374 | Chapter 9: Adding Text and Annotation

Using Notation Objects


Several tools in the Dims/Notes tool set add information to a drawing with preformatted objects.

Creating Revision Clouds


Use the Revision Cloud tool to identify a section of a drawing that has changed. Insert a revision cloud in an area of
the drawing, or around an entire portion of the drawing, if appropriate.
For the Vectorworks Design Series products, revision clouds can also be created by first drawing a polyline and then
selecting the Create Objects from Shapes command (see Creating Objects from Shapes on page 696 in the
Vectorworks Design Series Users Guide).
Freehand Concave
Rectangular Polygon Shape

Oval Preferences

Regular Convex
Polygon Shape

To create a revision cloud:

1. Click the Revision Cloud tool from the Dims/Notes tool set.
2. Click the Preferences button on the Tool bar to define the revision cloud properties. The properties can also be set
after placement, from the Object Info palette. Click OK.
3. Select the revision cloud mode and select to draw the cloud with either a convex or concave shape. The convex
shape draws billows outward from the preview image or from the specified vertices. The concave shape draws
billows inward from the preview image or from the specified vertices.

Mode Description
Oval Inserts the revision cloud around the perimeter of a preview oval. Click to set the start point,
move the cursor in the desired direction, and click to set the end point. Constrain the oval to 45
degrees to draw a circle.
1st click

2nd click
Convex Shape Concave Shape
Using Notation Objects | 375

Mode Description
Rectangular Inserts the revision cloud around the perimeter of the preview rectangle. Click to set the start
point, move the cursor in the desired direction, and click to set the end point. Constrain the
rectangle to 45 degrees to draw a square.

1st click

2nd click
Convex Shape Concave Shape
Regular Polygon Inserts the revision cloud around the perimeter of the specified vertices. Click to set the start
point (first vertex), click at the desired location for each subsequent vertex, and either click at
the starting vertex to close the polygon or double-click at the final vertex to create an open
polygon. If the polygon is open, the cloud is completed based on the outline.
2nd click

Start and
end click
3rd click
Convex Shape Concave Shape
Freehand Inserts the revision cloud around the perimeter of the specified vertices. Click to set the start
Polygon point and click-drag to draw the freehand polygon. If the polygon is open, the cloud is
completed based on the outline.
Start and
end click

Convex Shape Concave Shape

4. Click to draw the revision cloud according to the specified mode.

Parameter Description
Billow Size Select the relative billow size from extra small to extra large, or select Custom to specify a
billow size
Billow Radius For a custom billow size, sets the billow size
Billow Variability Select the variability (the variation between the smallest and largest billows)
Billow Height Select the relative billow height (small, medium, or large)
Billow Type Select a convex or concave billow type
Vertex Parameters Edits the revision cloud vertices; see Editing Vertex-Based Objects on page 252

The following illustration demonstrates the effects of varying the billow size and billow variability parameters.
376 | Chapter 9: Adding Text and Annotation

Billow Height = Medium

None

Billow Variability

Low

Medium

High

Extra Small Small Medium Large Extra Large

Billow Size

Creating Drawing Labels


The Drawing Label tool is a point object that provides descriptive information for the drawing.
By default, a label object includes a title, the scale of the drawing, and an automatically assigned drawing number. The
number of the sheet that contains the drawing can also be included in the label.
Many of these values default, depending on where the label was created: on a design layer, or in a viewport annotation,
for example.

To create a drawing label:

1. Ensure that the appropriate layer is active.


2. Click the Drawing Label tool from the Dims/Notes tool set.
3. Click on the drawing at the desired location to place a drawing label object.
4. Click again to set the rotation.
If this is the first time the object is inserted in this session, the Object Properties dialog box opens. These
parameters apply to subsequent placements of the object and can be changed in the Object Info palette. Click OK.
Drawing label objects maintain a constant size regardless of the drawing scale.

Parameter Description
Rotation Specifies the number of degrees to rotate the label (0.00 is horizontal)
Drawing Title Specifies the title text that displays above the labels horizontal ruling line; defaults to
the file name (on a design layer), to nothing (on a sheet layer), or to the Drawing Title
(in a viewport), but it can be edited.
If Use Automatic Drawing Coordination is enabled in document preferences
(Vectorworks Design Series required), and the label is in a viewport, changing this field
will update the viewports drawing title, and vice versa.
Using Notation Objects | 377

Parameter Description
Drawing Number Identifies this drawing on the current sheet. This value displays in the top half of the
label bubble, unless Number Style is set to None. If the label is in a viewport or sheet
layer, the program automatically numbers items and updates this field; this number must
be unique on this layer. If the label is on a design layer, enter an identifier manually.
Sheet Number Identifies the sheet that contains the drawing. This value displays in the bottom half of
the label bubble, if Number Style is set to Drawing and Sheet. If the label is on a sheet
layer, this field defaults to the Sheet Number.
If Use Automatic Drawing Coordination is enabled in document preferences
(Vectorworks Design Series required), and the label is on a sheet layer, this field cannot
be edited and always contains the Sheet Number.
Number Style Specifies which drawing identifier numbers (from the Drawing Number and Sheet
Number fields) display in the label

None Drawing only Drawing and sheet


(Bubble Style=None)

Scale Display Style Specifies which scale information displays beneath the labels horizontal ruling line

None Numbers only

Scale label Custom

Custom Scale If Scale Display Style is set to Custom, enter information to display in the scale area
Use Architectural Scale Select this option to use the US Architect scale style (as in 1/4 = 1- 0); deselect the
option to use the Engineering style (as in 1:48)
Bubble Style Select the style of the label bubble graphic, which can contain the Drawing Number and
Sheet Number that identify the drawing

None Round rect

Circle Rectangle

Draw Full-width Bubble Select this option to extend the bubble graphic to the full length of the ruling line; not
available if Bubble Style is set to None
Title / Scale / Drawing# Select the font sizes for the various elements of the drawing label
/ Sheet# Text Size
378 | Chapter 9: Adding Text and Annotation

Parameter Description
Bubble Scale Factor Specifies the labels bubble size; enter a larger value to increase the size (the number
must be greater than zero)
Line Length Mode Sets the length of the drawing labels horizontal ruling line. A fixed length ruling line is
set by the Printed Length value. An auto-fit ruling line is set to the length of the longest
text bounding box, either above or below the ruling line. A control point ruling line is set
by the location of its control point; click the control point to select it and click in the
desired location in the drawing to adjust the ruling line length or to flip the ruling line to
the opposite side.

Fixed control point

Control Point

Auto-Fit

Printed Length For a drawing label using a fixed length ruling line, sets the length of the drawing label
on the printed page
Flip Select this option to move the bubble (including the Drawing Number and Sheet
Number) to the right side of the label:

Default label Flipped label

Rule Offset Specifies the vertical offset between the labels bubble and horizontal ruling line on the
printed page (0 is centered); enter a negative number to move the line, title, and scale
below the center line of the bubble
Title Margin Specifies the vertical distance between the labels horizontal ruling line and the text
above it. Enter a positive value to move the text further above the ruling line, or a
negative value to move the text closer to the ruling line.
Scale Margin Specifies the vertical distance between the label line and the text below it. Enter a
positive value to move the text further above the ruling line, or a negative value to move
the text closer to the ruling line.

5. Set the text attributes as needed using the Text > Format Text command. You can also drag and drop a text style
from the Resource Browser onto the drawing label object.
6. Set the line attributes as needed using the Attributes palette.

Creating Reference Markers


The Reference Marker tool displays the drawing number and sheet number of the referenced drawing. Select from a
variety of configurations.

To create a reference marker:

1. Ensure that the appropriate layer is active.


2. Click the Reference Marker tool from the Dims/Notes tool set.
Using Notation Objects | 379

3. Click on the drawing at the desired location to place a reference marker object.
4. Click again to set the rotation.
If this is the first time the object is inserted in this session, the Object Properties dialog box opens. These
parameters apply to subsequent placements of the object and can be changed in the Object Info palette. Click OK.
Reference marker objects maintain a constant size regardless of the drawing scale.

Parameter Description
Rotation Specifies the number of degrees to rotate the marker (0.00 is horizontal)
2D Scale Factor Specifies the marker size; increase the scale value to obtain a larger marker
Type/Config Select one of the types and configurations from the list

Elevation

Config 1 Config 2 Config 3

Detail

Config 1 Config 2 Config 3

Section

Config 1 Config 2 Config 3

Drawing Number Specifies the drawing number of the item the marker references
Sheet Number Specifies the sheet number of the item the marker references
Separator For Config 1 configurations, specifies the separator between the Drawing Number and
Sheet Number information
Arrow Angle For some configurations, specifies the angle of the marker arrow
Arrow Fill Select a filled or unfilled arrow style from the list

5. Set the text attributes as needed using the Text > Format Text command. You can also drag and drop a text style
from the Resource Browser onto the reference marker object.
6. Set the line attributes as needed using the Attributes palette.

Creating Data Stamps


The Data Stamp tool displays the date, time and file name of the current drawing. Select from a variety of
configurations.

To create a data stamp:

1. Click the Data Stamp tool from the Dims/Notes tool set.
2. Click on the drawing at the desired location to place a data stamp.
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If this is the first time the object is inserted in this session, the Object Properties dialog box opens. Specify the
preferences to use for this tool during this session, and then click OK.
3. Click again to set the rotation.
The data stamp parameters can be edited from the Object Info palette.

Parameter Description
Show Date Select to display the current date
Show Time Select to display the current time in hours, minutes, and seconds
Show File Name Select to display the drawings file name
Draw Box Select to display a border around the data stamp
Use Labels Select to display date, time, and file name labels placed before the data
Date Display Style Select the format for the date display. Options include:
Short - 1/1/13
Medium - Jan 1, 2013
Long - January 1, 2013
Medium w/ Weekday - Mon, Jan 1, 2013
Long w/ Weekday - Monday, January 1, 2013
Text Size Select a font size for the data; the font itself can be changed from the Text menu
Text Style Select a text style for the data
Label Style Select a text style for the labels
Margin Spacing Specify the space between the text and the surrounding border
Label Size Factor Specify the label size relative to the data size
Update Click Update to manually update the data stamp date, time, or file name prior to printing
it or exporting it, so that it reflects the most current data

The date and time formats are determined by each Vectorworks application users local computer settings.
Advanced 3D Modeling 10
The 3D Power Pack technology is fully integrated with the Vectorworks program to provide comprehensive NURBS
(Non-Uniform Rational B-splines) functionality.
The 3D Power Pack provides the following features and benefits:
Advanced solid modeling operations
Advanced surface modeling operations
Solid-surface interactions
Participation of surfaces in Boolean operations
Easy manipulation of surface geometry
Simple 3D user interface
The 3D Power Pack commands are on the Model menu. Additionally, there are several tools in the 3D Modeling tool
set that provide advanced capabilities, such as the Push/Pull, Taper Face, Chamfer Edge, and Fillet Edge tools.

3D Power Pack Fundamentals


NURBS Curves and Surfaces
Non-Uniform Rational Basis Spline (NURBS) is a mathematical formulation that represents the geometry of curves,
circles, arcs, and surfaces in 3D space. Free-form curves and surfaces can be created and edited with a high level of
both flexibility and precision.
A NURBS curve generally consists of a degree value and weighted control points, or vertices. The curve passes
between the vertex points; the degree determines how many points affect the curve. The direction indicates the starting
and ending points of the curve as it was drawn, which can affect the outcome of certain operations.

NURBS curve
Degree = 3
Vertices = 6
Weight of each vertex = 1

Increasing the relative weight of one of the vertices means the vertex has more of an influence on the curve and pulls
the curve towards that vertex.

NURBS curve
Degree = 3
Vertices = 6
Weight of selected vertex = 8
Weight of remaining vertices = 1

The Reshape tool can be used to move a vertex or several vertices, changing the shape of the curve (see Reshaping
NURBS Curves on page 303).
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Increasing the degree of a NURBS curve proportionally increases the number of vertices, allowing for more flexibility
in drawing the curve, but also more complexity due to the numerous weights affecting the curve.

NURBS curve
Degree = 10
Vertices = 27
Weight of each vertex = 1

The same principles that apply to a NURBS curve apply to a surface. A NURBS surface is a grid, or mesh, of weighted
control points in the U and V directions.

V direction
NURBS surface
U Degree = 2
V Degree = 2
Vertices = 9
Weight of each vertex = 1

U direction

Increasing the degree of a NURBS surface in the U and/or V direction increases the number of vertices, adding
flexibility as well as complexity.

NURBS surface
U Degree = 6
V Degree = 6
Vertices = 49
Weight of all each vertex = 1

A NURBS surface also has a direction, or normal, which affects the outcome of certain operations, such as fillet surface
creation. Iso-parametric curves indicate the U and V direction, and edge curves are drawn along the edges, helping to
visualize the NURBS surface.

Edge

Iso-parametric curve

Each vertex on the surface can have a weight which pulls the surface towards the weighted vertices.
3D Power Pack Fundamentals | 383

NURBS surface
U Degree = 6
V Degree = 6
Vertices = 49
Weight of selected vertex = 100
Weight of remaining vertices = 1

The Reshape tool can move a single vertex or a row of vertices, deforming the surface (see Reshaping NURBS
Surfaces on page 304).

Surface V vertices moved with Reshape tool

Both NURBS curves and surfaces can be defined by control points or by interpolation points. The curve or surface
passes between control points or through interpolation points.
Control point Interpolation point

Interpolated curves and surfaces may be easier to modify. See Creating NURBS Curves on page 387 and
Interpolated NURBS Surfaces on page 389.
Complex, free-form shapes can be created with NURBS curves and NURBS surfaces. The shapes can then be
combined, clipped, added to, trimmed, extended, analyzed, and otherwise modified as described in these sections.

3D Power Pack Cursors


Special cursors display during certain operations to help determine the current mouse function; they do not display
when an active selection is about to occur.

Cursor/Operation Where Used


Edge Selection Extract tools Point and Curve modes, Chamfer Edge tool, and the Fillet Edge tool
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Cursor/Operation Where Used


Face Selection Extract tools Surface modes, Shell Solid tool, Push/Pull tool, as well as the
Chamfer Edge and Fillet Edge tools with the Select Faces option turned on.
Press the Alt key (Windows) or Option key (Macintosh) to select the back faces of
solid objects.
Curve Selection Loft Surface tool, Project tool, and Push/Pull tool

Surface Selection Project tool

Selecting the Edges and Faces of a Solid


Several 3D Power Pack tools require the selection of edges or faces of a solid. For example, the Extract tools Extract
Surface mode, the Push/Pull tool, and the Shell Solid tool require face selection. The Chamfer Edge and Fillet Edge
tools can require both face and edge selection.
The color and opacity used for pre-selection highlighting is set by the Object Highlighting - Tool Highlighting
preference in the interactive settings. See Selection and Pre-selection Indicators on page 66 and Configuring
Interactive Display on page 68.

Selecting Edges
The cursor changes to an arrowhead when on or near an edge, and the edge is highlighted for selection. If more than
one edge is near the cursor, the nearest edge is highlighted. Click the edge to select it.
The cursor also changes to an arrowhead when on or near an iso-parametric curve for the Extract tool in Extract
Iso-parametric Curves mode.

Action Description
Select more than one edge Press the Shift key and select the edges
Deselect a selected edge Click on the edge again with the Shift key pressed
Deselect edges that have been selected Click on an empty area
Deselect the last selection Press the Backspace key, or double-click on the edge

Arrowhead cursor
Arrow cursor (away (on or near edge)
from edge)
3D Power Pack Fundamentals | 385

Multiple edges
selected

Iso-parametric
curve

Selecting Faces
When the cursor is over a face, the face geometry is highlighted, making it very easy to determine which face will be
selected. Click on a face to select it.

2D face selection Wireframe 3D face selection Rendered 3D face selection

Multiple faces can be selected while pressing the Shift key, much like the edge selection described earlier. Deselecting
faces is also similar to deselecting edges.

Face will be Face already


selected selected

Face selection can also be an edge-based selection. When the cursor is on or near an edge or near an iso-parametric
curve, you can select the face on either side of the edge depending on the cursor position. Face highlighting helps
determine which face will be selected.
Normally, only the front surfaces of a solid object can be selected directly. To select the back face of a solid, press the
Option key (Macintosh) or the Alt key (Windows) during face selection.

Press Option (Macintosh)/Alt


(Windows) to select the back
face

If the cursor is positioned over more than one back face and the desired face to select is difficult to determine, the
Select Face dialog box opens to specify the face. Click Next or Prev until the desired face is highlighted. Click OK to
select the face.
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Displaying Surface Normals


The surface normal of NURBS surfaces can be displayed in order to clarify the surface direction and facilitate the
creation of fillet surfaces (see Creating a Fillet Surface on page 398), shell solids (see Shell from a NURBS
Surface on page 426), and the sectioning of solids (see Sectioning Solids on page 334).
To display the surface normal of a NURBS surface:
1. Select one or more NURBS surfaces.
2. In the Object Info palette, select Show Normal. The NURBS surface normal displays as a red arrow.

If desired, click Reverse Normal when a single NURBS surface is selected to reverse the direction of the surface
normal. The arrow changes direction accordingly to indicate the new direction.

Displaying Curve Direction


The direction of NURBS curves can be displayed to help perform 3D operations.
To display the direction of a NURBS curve:
1. Select one or more NURBS curves.
2. In the Object Info palette, select Show Direction. The NURBS curve direction displays as a red arrow.

If desired, click Reverse Direction when a single NURBS curve is selected to reverse the direction of the curve.
The arrow changes direction accordingly to indicate the new direction.

Editing a Fillet/Chamfer or Shell Object


A fillet, chamfer, or shell object follows certain editing conventions.
Creating NURBS Curves | 387

The set of edges or faces used to create the fillet/chamfer or shell cannot be changed once the operation is performed;
edges or faces cannot be deleted from or added to the existing set. To add or delete edges or faces, first ungroup the
object, and then perform the operation again.

Fillet operation performed Ungroup to change Fillet operation performed


existing set of edges with new set of edges

The properties that can be changed from the Object Info palette include the thickness of a shell, direction of shelling
(inside/outside), the radius of a fillet or setback distance of a chamfer. In the case of variable radius fillets, the
percentage of length and radius value at each point can be edited. However, only the parameters of the topmost object
can be changed.
For example, if a shell is created, and then some of the shell edges are filleted, only the fillet parameters can be changed
directly from the Object Info palette. To change the shell thickness, the fillet object must first be ungrouped. To change
the original extrusion, both the fillet and the shell must be ungrouped. Once changes have been made, reapply the shell
and fillet.
The Modify > Edit Group command cannot be used for these objects.

Surface Geometry Requirements


Some surface geometry can contain degenerate patches, singularities, or self-intersections. These types of surfaces
could potentially be produced with the Reshape tool, Loft Surface tool, or Create Surface from Curves command,
and can produce undesirable results in the finished model. Surface operations, such as trim and stitch surfaces, split,
and other operations, like creating contours and solid operations, may not be able to manipulate these types of surfaces.
Decomposing such surfaces may help by separating the surfaces into NURBS surfaces without discontinuities.
See Decomposing Objects and Surfaces on page 270.

Converting to NURBS
The Convert to NURBS command converts planar objects and 3D polygons into NURBS curves, and converts the
faces of solids to NURBS surfaces. This is a quick way of creating NURBS curves from circles and arcs, or NURBS
surfaces from an extrusion, sweep, or other solids.
To convert to NURBS curves or surfaces:
1. Select the object or solid to convert to NURBS surfaces.
2. Select Modify > Convert > Convert to NURBS.
The selection is converted to NURBS surface(s) or a NURBS curve, as reflected in the Object Info palette.
If the solid consisted of several faces, the conversion results in a group of NURBS surfaces. Select Modify > Ungroup
to access the individual NURBS surfaces that make up the solid.

Creating NURBS Curves


NURBS (Non-Uniform Rational B-Splines) are used to create curves in 3D space. They can also be used as defining
objects for extrusions along a path.
NURBS curves can be created using one of two modes. Specify the NURBS curve degree prior to selecting a mode.
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Interpolation Point

Control Point NURBS Curve


Degree Setting

NURBS curves can also be created from planar objects by converting them to NURBS; see Converting to
NURBS on page 387.

Setting the NURBS Curve Degree


The curve degree affects the number of vertices created; the higher the degree value, the greater the number of vertices.

To specify the NURBS curve degree:

1. Click the NURBS Curve tool from the 3D Modeling tool set, and click NURBS Curve Degree Setting from the
Tool bar.
Alternatively, double-click the NURBS Curve tool to open the Curve Degree dialog box.
2. The Curve Degree dialog box opens. Specify the curve degree for the NURBS Curve tool to use. Click OK.
Set the degree value to 1 to create a NURBS curve with linear segments (similar to a 3D polygon). A linear
NURBS curve can be used to measure an object from point to point in a 3D view.

NURBS Curve by Interpolation Point


To create a NURBS curve by interpolation point:

1. Click the NURBS Curve tool from the 3D Modeling tool set, and select the Interpolation Point mode.
2. Click to set the first point on the curve.
3. Click to set the point through which the curve passes.
Continue clicking to add more interpolation points, extending the curve.
Interpolation point

4. Double-click to set the end point of the curve.

NURBS Curve by Control Point


To create a NURBS curve by control point:

1. Click the NURBS Curve tool from the 3D Modeling tool set, and select the Control Point mode.
2. Click to set the first point on the curve.
3. Click to set the point that the curve pulls toward but does not touch.
Continue clicking to add more control points, extending the curve.
NURBS Surfaces | 389

Control point

4. Double-click to set the end point of the curve.

NURBS Surfaces
Interpolated NURBS Surfaces
As described in Creating NURBS Curves on page 387, NURBS curves can be created by interpolation points or
control points. Similarly, a NURBS surface can be created by interpolation points. An interpolated surface is a NURBS
surface that passes through a two-dimensional array of 3D interpolation points. Regular NURBS surfaces are defined
by their control points, which may not lie on the surface and can be difficult to use for reshaping the surface (it is
difficult to know how much the control point should be moved in order to reshape the surface by a specific distance).
Because interpolation points lie on the surface, it is much easier to modify these points with the Reshape tool or the
Object Info palette, and have the surface pass through the points.
An interpolated surface can be created, or an existing untrimmed NURBS surface can be converted to an interpolated
surface, for easier reshaping.
When an interpolated surface is used in another operation, such as a Boolean operation or trimming, the surface
becomes a control point surface.

Creating an Interpolated Surface


A new interpolated NURBS surface can be created with the Create Interpolated Surface command.
To create an interpolated surface:
1. Select Model > 3D Power Pack > Create Interpolated Surface.
2. Click to define the start of the interpolation point row, and then click again to define the end of the row. Click a
third time to define the column of interpolation points.

The Create Interpolated Surface dialog box opens.


3. Specify the number of interpolation points and degree of flexibility to create for both the U and V direction.
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Parameter Description
U Direction
Number of Points Specifies the number of interpolation points (up to 1000) to create in the U direction; this
number must be greater than the U degree number
Degree Indicates the flexibility of the surface in the U direction, from 1 to 28; a larger number
results in a more variable surface
V Direction
Number of Points Specifies the number of interpolation points (up to 1000) to create in the V direction; this
number must be greater than the V degree number
Degree Indicates the flexibility of the surface in the V direction, from 1 to 28; a larger number
results in a more variable surface

4. Click OK to create the interpolated surface. Select Show Vertices in the Object Info palette to display the
interpolation points. Use the Reshape tool to reshape the interpolated NURBS surface.

Converting to an Interpolated Surface


An existing untrimmed NURBS surface can be converted to an interpolated NURBS surface for easier reshaping.
To convert an untrimmed NURBS surface to an interpolated surface:
1. Select an untrimmed NURBS surface.
2. Select Model > 3D Power Pack > Create Interpolated Surface.
The Create Interpolated Surface dialog box opens, with a suggested number of interpolation points and degree
values for the conversion. These parameters can be changed (see Creating an Interpolated Surface on page 389).
NURBS Surfaces | 391

3. Click OK to create the interpolated surface. Select Show Vertices in the Object Info palette to display
interpolation points. Use the Reshape tool to reshape the interpolated NURBS surface.

Creating a Loft Surface


The Loft Surface tool creates complex shapes from two or more NURBS curve cross sections with no rail, with a rail
and one or more cross sections, or with two rails and one cross section. A rail is a guide NURBS curve which
determines the resulting shape, in the one rail mode. In Birail Sweep mode, the rails do not need to intersect the cross
sections.
Three modes are available.
One Rail

No Rail Birail Sweep

Mode Description
No Rail Creates a loft surface using two or more NURBS curve cross sections
One Rail Creates a loft surface using a NURBS curve rail and one or more NURBS curve cross sections
Birail Sweep Creates a loft surface using two NURBS curve rails and one NURBS curve cross section

Similar to the Multiple Extrude command, the Loft Surface tool normally creates a 3D object (a generic solid) from a
series of other objects (in this case, NURBS curves). Unlike Multiple Extrude, the cross sections do not need to be
equally spaced, and the resulting profile can be manipulated to avoid self-intersection and to control twist.
This tool can potentially create surfaces which cannot be further manipulated in the 3D Power Pack. See Surface
Geometry Requirements on page 387.
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Loft Surface Using No Rails


To create a loft surface from two or more NURBS curve cross sections:

1. Click the Loft Surface tool from the 3D Modeling tool set, and then select No Rail from the Tool bar.
2. Click on each cross section. The cursor changes into an arrowhead when over a valid cross section. The point
nearest to the click is selected.

The proposed curve alignment displays in red as each section is selected.


Cross sections are created using NURBS curves which do not need to be the same shape or planar. All NURBS
curves must be either closed or open objects, not a mixture of the two. 3D loci can be used in a loft, but must
display at the ends of the loft.
3. Once all curves are selected, press Enter or click the check mark button on the Tool bar.
The Loft Creation dialog box opens.

4. Specify the desired loft creation settings.

Parameter Description
Select Curve Selects the previous or next cross section curve. Reverse changes the direction
of the curve to twist or untwist the loft surface.
Reverse Click to reverse the curve direction
NURBS Surfaces | 393

Parameter Description
Select Alignment by Point Selects the previous or next point on the selected cross-section curve. If the
cross section does not have any corners, this option is disabled.
Select Alignment by Percentage Selects points along a geometrically continuous cross section (such as a circle)
by a specified percentage, or by adjusting the slider
Ruled Creates a linearly interpolated object

Closed Creates a loft surface that closes in on itself. Because the start point cannot be
selected as the end point of a loft, the Closed option automatically completes
the connection.

Cross section Loft surface without Loft surface with


Closed option Closed option

Create Solid Creates a solid loft surface with capped ends; deselect to create a group of
NURBS surfaces instead of a generic solid

Keep Curves Retains the cross sections after the loft is created
Preview Displays the proposed loft surfaces based on the current settings

5. Click OK to close the dialog box and create the loft surface(s).

Loft Surface Using One Rail


To create a loft surface using one NURBS curve rail:

1. Click the Loft Surface tool from the 3D Modeling tool set, and then select One Rail from the Tool bar.
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2. Click on the rail, and then click on each cross section.


Rail

3. Once all curves are selected, press Enter or click the check mark button on the Tool bar.
The Loft Creation dialog box opens.
4. Specify the desired loft creation settings (see Loft Surface Using No Rails on page 392).
5. Click OK to close the dialog box and create the loft surface(s).

The rail NURBS curve should intersect all cross-section curves if there is more than one curve.
When a single cross section is used, the curve is swept along the rail and the cross section does not need to
intersect the rail.

Loft Surface Using Two Rails


To create a loft surface using two NURBS curve rails:

1. Click the Loft Surface tool from the 3D Modeling tool set, and then select Birail Sweep from the Tool bar.
2. Click on each rail, and then click on the cross section. The cross-section profile curve does not need to intersect
the rail curves.
In this mode, only one cross section can be selected.
NURBS Surfaces | 395

Rails

3. Once the profile curve is selected, press Enter or click the check mark button on the Tool bar.
The Loft Creation dialog box opens.
4. Specify the desired loft creation settings (see Loft Surface Using No Rails on page 392).
5. Click OK to close the dialog box and create the loft surface(s).

The loft surface is created differently depending on whether the profile curve is open or closed, and how the start/end of
the rails touch the profile curve. In certain instances, the click order (which rail is clicked first) and location (part of the
profile curve that is clicked) will produce a different loft surface.

Status of Profile Curve and Rails Effect of Rail Click Order/Profile Click Location
Open Profile Curve
Start/end of one of the rails touches the start/ The rail click order and profile click location do not affect the loft
end of the open profile surface creation
Start/end of the rails do not touch the start/end Both the rail click order and the location where the profile is
of the open profile, or do not touch the open clicked affect how the loft surface is created
profile at all

Rails

Top rail clicked first, then bottom rail, and Top rail clicked first, then bottom rail, and
Rails do not touch the open profile curve then the top of the profile curve then the bottom of the profile curve
OR OR
Bottom rail clicked first, then top rail, and Bottom rail clicked first, then top rail, and
then the bottom of the profile curve then the top of the profile curve

Closed Profile Curve


Start/end of one of the rails touches the closed The click order and location do not affect the loft surface creation
profile curve
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Status of Profile Curve and Rails Effect of Rail Click Order/Profile Click Location
Start/end of the rails do not touch the closed The click order affects how the loft surface is created
profile at all

Rails

Top rail clicked first, then bottom Bottom rail clicked first, then top
Rails do not touch the closed profile curve rail, and then the profile curve rail, and then the profile curve

Creating Surfaces from Curves


The Create Surface from Curves command creates a NURBS surface from a network of single closed curves
(including closed 2D objects) or two or more open NURBS curves. These NURBS curves can be planar or non-planar,
but NURBS in the U direction must intersect NURBS in the V direction at only one point.
This command can potentially create surfaces which cannot be further manipulated in the 3D Power Pack. See
Surface Geometry Requirements on page 387.
To create a NURBS surface from curves:
1. Draw two or more open NURBS curves to create an enclosed region.
2. Select the NURBS objects being used to create the NURBS surface.
3. Select Model > 3D Power Pack > Create Surface from Curves.
A NURBS surface is created.

Multiple open NURBS that form both boundary and interior curves can be used to create a NURBS surface, but
must have an equal number of intersections.
A NURBS surface is not created if there is more than one intersection created by the selected curves, creating multiple
enclosed regions. It is also not created if there is an intersection between selected curves in the same parametric
direction or if there are an unequal number of intersections.

Only one enclosed region allowed Intersection between curves in the Unequal number of intersections
same parametric direction
NURBS Surfaces | 397

Creating a Drape Surface


You can automatically create a rectangular, draped NURBS surface over an object, up to a specific Z plane value. This
is useful for representing surfaces including curtains, tablecloths, product packaging, and site models (Vectorworks
Design Series required).
To create a drape surface:
1. Select one or more objects to be draped.

2. Select Model > 3D Power Pack > Create Drape Surface.


The Create Drape Surface dialog box opens.

Parameter Description
Number of Points Specifies the number of control points on the drape surface; the greater the number of
points, the closer the drape surface is to the object
U Direction Enter the number of points to create in the U direction; this number must be greater than 3
V Direction Enter the number of points to create in the V direction; this number must be greater than 3
Plane Z Value Specify the base level of the drape surface (how far down the bottom of the drape goes),
which must be less than the highest Z coordinate of the object

3. Click OK to create the drape surface.


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Creating a Fillet Surface


The Create Fillet Surface command creates a surface between two selected surfaces, trimming the original surfaces by
default.
This command is useful for sheet metal design (for example, for car bodies) to provide a smooth transition between two
adjacent surfacesperhaps for aesthetic quality or because of a manufacturing requirement.
To create a fillet surface at the intersection of two selected NURBS surfaces:
1. Select two NURBS surfaces. The position of the fillet surface depends on the normal of the NURBS surfaces;
select Show Normal in the Object Info palette to display the surface normals (see Displaying Surface Normals
on page 386).

2. Select Model > 3D Power Pack > Create Fillet Surface.


The Fillet Surface Preferences dialog box opens. Enter the desired Fillet Radius, and then select the trim and
cross section type for the fillet.
The following trim type examples use a circular cross section type, and the cross section examples use an edge
tangency trim type. The original surfaces are trimmed.
NURBS Surfaces | 399

Parameter Description
Fillet Radius Specifies the radius of the fillet surface
Trim Type
Edge Tangency Creates a blend between the minimal and maximal intersections on each end of the
fillet

Minimal Trims the fillet surface to the minimal intersecting areas on the face boundaries
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Parameter Description
Maximal Trims the fillet surface to the maximal intersecting areas on the face boundaries

None Generates the entire fillet without trimming the fillet surface

Cross Section Type


Circular Creates a fillet surface with a circular cross section

Linear Creates a fillet surface with a linear cross section


NURBS Surfaces | 401

Parameter Description
Tangent Creates a fillet surface with a tangent continuous G1 cross section
Continuous
Blend

Curvature Creates a fillet surface with a curvature continuous G2 cross section


Continuous
Blend

Trim Original Creates a fillet surface and trims the original surfaces where they connect to the
Surfaces fillet surface

Trim Original Surfaces selected Trim Original Surfaces deselected

3. Click OK.
A NURBS fillet surface is created between the two objects.
The position of the fillet surface depends on the surface normals. The fillet is created differently if the Reverse
Normal button is clicked for one or both of the surfaces in the Object Info palette.

Fillet surface after reversing the


normal of the vertical surface
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Creating Planar Caps


The Create Planar Caps command closes off the ends of open-ended solids by creating planar NURBS surfaces.
These surfaces can then be added to the rest of the surfaces with the Add Solids command.
To create planar caps:
1. Select the open-ended solid.

2. Select Model > 3D Power Pack > Create Planar Caps.


Planar NURBS surfaces are created to close off the ends of the solid.

Planar caps moved for clarity

3. Add the solid and the planar cap surfaces by selecting them all and choosing Model > Add Solids.

Creating a NURBS Surface by Revolving a Profile Along a Rail


Complex NURBS surfaces can be created by revolving a profile along a guide curve (rail). This is an alternate, and
sometimes easier, method of creating NURBS surfaces than using the Loft Surface tool, especially when creating
tent-like structures.
The Revolve with Rail command creates the NURBS surface by revolving a planar NURBS curve about an axis. The
revolution is guided by a rail curve on a plane perpendicular to the plane containing the profile curve and axis.

profile
axis

rail

To create a NURBS surface with profile and rail:


1. Create the axis, rail and profile out of NURBS curves.
Conditions must meet the following requirements:
The axis must be a linear NURBS curve
The profile must be a planar NURBS curve
The profile cannot intersect the axis, though it can touch
NURBS Surfaces | 403

The axis must lie on the same plane as the profile


The rail must be a planar NURBS curve that lies on a plane perpendicular to the plane containing the axis and
profile
2. Select Model > 3D Power Pack > Revolve with Rail. Select, in order, the axis, profile, and rail.

Click 3

Click 1
Click 2

3. The NURBS surfaces are automatically created.

The rail defines the extent of the revolution. An open rail curve generates surfaces until the rail ends.

NURBS Surface Properties


The properties of a NURBS surface are displayed in the Object Info palette, where they can also be edited. NURBS
surfaces can also be reshaped with the Reshape tool; see Reshaping Objects on page 293 for more information.

Parameter Description
Move Select Entire Object to edit all the vertices of the surface, Vertex Only to edit only
the selected vertex, U Vertices to edit all of the vertices in a row in the U direction,
and V Vertices to edit all of the vertices in a row in the V direction
Edit U/V Scrolls through the vertices of the selected NURBS surface in either the U parametric
direction or V parametric direction
X, Y, Z / X,Y,Z Depending on the selection in the Move list, displays the position of the current
surface or vertex; edit the values to change the surface/vertex position
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Parameter Description
U Degree/ V Degree A NURBS surface is defined mathematically by two parameters, U and V, which
increase or decrease along certain directions called the U and V parametric
directions. The two directions are perpendicular to each other.
Increasing the U or V Degree value adds vertices in that parametric direction; the
vertices can then be manipulated
V Degree Degree in the V parametric direction; increasing this value adds vertices that can then
be manipulated
Weight NURBS curves and surfaces are represented mathematically by weighted control
points. The weight value can be anywhere between .01 and 100. A weight above 1
pulls the curve or surface toward the control point; a weight below 1 has the reverse
effect.
Reverse Normal Flips the surface normal direction
Untrim Creates a NURBS surface, if the surface has been trimmed
NURBS Surface Displays the NURBS surface parameters
parameters (display only)
Show Vertices Select to display the surfaces vertices
Show Normal Displays the surface normal as a red arrow for the selected NURBS surface

Extracting Geometry
The Extract tool can be used to extract geometry from the edge or surface of a NURBS surface or solid object, leaving
the original unmodified. The extracted geometry can then be used for snapping or for other surface operations.
Extract Curve Extract Surface

Preferences

Extract Point Extract Iso-parametric Curves

Mode Description
Extract Point Extracts 3D loci from the edges of a NURBS surface or solid object. 3D loci are
placed at the start, end, and mid-points of the selected edges. For circular edges,
a 3D locus is created at the circle center as well.
Extract Curve Extracts a NURBS curve from the edge of a solid object
Extract Iso-parametric Curves Extracts an iso-parametric curve from the surface of a solid object
Extract Surface Extracts a NURBS surface from the face of a solid
Preferences Provides options for extracting tangent entities, faces, or all entities; the specific
items extracted depends on which mode is selected. These options have no effect
in Extract Iso-parametric Curves mode.

To extract geometry from the edge or surface of a NURBS surface or solid object:

1. In the desired view, click the Extract tool from the 3D Modeling tool set, and then select the desired mode from
the Tool bar.
Extracting Geometry | 405

2. If Extract Iso-parametric Curves mode was selected, skip to step 4. For all other modes, click Preferences from
the Tool bar.
The Extract Preferences dialog box opens.

Parameter Description
Select Tangent Entities In Extract Point or Extract Curve mode, extracts loci or curves from tangentially
connected edges of the selected object; in Extract Surface mode, extracts surfaces
from tangentially connected faces of the selected object
Select Faces In Extract Point or Extract Curve mode, extracts loci or curves from all edges of
the selected face(s)
Select All Entities In Extract Point or Extract Curve mode, extracts loci or curves from all edges of
the selected object; in Extract Surface mode, extracts surfaces from all faces of
the selected object
Create Planar Objects In Extract Surface mode, creates planar objects from faces by extracting the
geometry of a planar face. For example, create a polyline extracted from the face
of a wall. The polyline could then have a hatch applied to simulate the appearance
of brick in 3D views.

Another way to create planar objects from faces is with the Polygon from Inner
Boundary mode of the 2D Polygon tool. See Creating a Polygon from an Inner
Boundary on page 234.

3. Specify the desired preferences and click OK.


Select the edge(s) or surface(s) from which geometry will be extracted. To select multiple edges or surfaces, hold
the Shift key while selecting. To select the back faces of solids, press the Alt key (Windows) or Option key
(Macintosh).
See Selecting the Edges and Faces of a Solid on page 384 for information on selecting surfaces.
4. Press Enter or click the check mark button on the Tool bar to extract the 3D loci, curves, or surfaces.
To edit extracted groups, select Modify > Ungroup.
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In Extract Iso-parametric Curve mode, click the Extracted curve moved for clarity
hemisphere surface to select curve(s)

In Extract Surface mode, with the Select Tangent Extracted surface moved for clarity
Entities preference selected, click an interior surface to
select all tangent interior surfaces

NURBS Surface-curve Interaction


Analyzing NURBS Curves and Surfaces
The Analysis tool provides proximity, intersection, and curvature information for NURBS curves and surfaces.
Two modes are available.
Proximity Interrogation

Mode Description
Proximity Determines the minimum distance between NURBS curves/surfaces and 3D loci, or the
intersection between NURBS curves/surfaces
Interrogation Interactively determines the curvature of NURBS curves and surfaces and displays curvature
parameters

Determining NURBS Curve and Surface Proximity


In Proximity mode, the Analysis tool places a 3D locus at the minimum distance or intersection between two NURBS
curves, a NURBS curve and NURBS surface, and a 3D locus and NURBS curve or surface. The tool places a NURBS
curve at the intersection of two NURBS surfaces.

To analyze NURBS proximity or intersection:

1. Click the Analysis tool from the 3D Modeling tool set, and then select Proximity from the Tool bar.
2. Click on a NURBS curve, NURBS surface, or 3D locus, and then click on another NURBS curve or surface.
NURBS Surface-curve Interaction | 407

A 3D locus is placed on each NURBS curve at the closest minimum distance or intersecting points between the
two items, or a NURBS curve is placed at the intersection of two NURBS surfaces.

NURBS curve

Locus points placed at each intersection between Locus points placed at the NURBS curve placed at the
a NURBS curve and NURBS surface minimum distance from a 3D intersection of two NURBS
locus point to both a NURBS surfaces
curve and a NURBS surface

Determining NURBS Curvature, Tangents, and Normals


In Interrogation mode, the Analysis tool provides curvature parameters for NURBS curves and NURBS surfaces. It
also shows curvature circles and tangent and normal curves interactively, for any point on the existing curve or surface.
Optionally, you can add these curves to the drawing; the tool can also place two 3D loci for each curvature circle: one
locus where the circle meets the NURBS curve or surface, and one at the center of the circle.
Analyzing NURBS Curves
To determine the curvature of a NURBS curve, or create a tangent curve:

1. Click the Analysis tool from the 3D Modeling tool set, and then select Interrogation from the Tool bar.
2. Click on the NURBS curve of interest, and then move the cursor along the curve to display the curvature circle (in
red) and tangent curve (in blue) at the cursor position.
Tangent curve Curvature circle

Original NURBS curve

3. Click the curve to obtain curve properties at a specific location along the curve. The Curve Properties dialog box
opens, displaying curvature parameters for that location.
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Option Description
Create Curvature Circle Adds the NURBS curve displaying in red to the drawing
Locus at center of Adds a 3D locus at the point where the curvature circle meets the NURBS curve, and
curvature another locus at the center of the circle
Create Tangent Curve Add the NURBS curve displaying in blue to the drawing
Length Specifies the length of the tangent curve

4. To add a curvature circle or tangent curve to the drawing, select the appropriate options and click OK. If you
select multiple items, they are created as a group.

Click a point on the existing NURBS curve and select


Create Tangent Curve to place a curve at that point

Analyzing NURBS Surfaces


To determine the curvature of a NURBS surface, or create a normal curve:

1. Click the Analysis tool from the 3D Modeling tool set, and then select Interrogation from the Tool bar.
2. Click on the NURBS surface of interest and move the cursor along the surface to display the curvature circles (in
red) and normal curve (in blue) at the cursor position.
Original NURBS surface

Curvature circles

Normal curve
NURBS Surface-curve Interaction | 409

3. Click again to obtain surface properties at a specific location along the surface. The Surface Properties dialog box
opens, displaying curvature parameters for that location.

Option Description
Create Curvature Circles Adds the NURBS curve(s) displaying in red to the drawing
Loci at centers of curvature Adds a 3D locus at the point where the curvature circle(s) meet the NURBS
surface, and another locus at the center of each circle
Create Normal Curve Add the NURBS curve displaying in blue to the drawing
Length Specifies the length of the normal curve

4. To add curvature circle(s) or a normal curve to the drawing, select the appropriate options and click OK. If you
select multiple items, they are created as a group.

Click a point on the existing NURBS surface and select


Create Curvature Circles to place curves at that point

Rebuilding NURBS Curves and Surfaces


The number of vertices in one or more selected NURBS curves or untrimmed surfaces can be changed with the
Rebuild NURBS command. Reducing vertices simplifies the geometry, making it easier to manipulate, and increases
the speed and ease-of-use for other objects that are based upon it.
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To rebuild NURBS a curve or surface:


1. Select the NURBS curve(s) or surface(s).
2. Select Model > 3D Power Pack > Rebuild NURBS.
The Rebuild NURBS dialog box opens. Enter the number of points to use; specifying fewer points simplifies the
NURBS curve or surface, but increases the difference between the original geometry and the rebuilt geometry.

Parameter Description
Number of Points Specifies the number of points to use; for a NURBS curve, enter the number of points,
which must be at least 3
U Direction For a NURBS surface, enter the number of points to use along the U direction; this
number must be at least 3
V Direction For a NURBS surface, enter the number of points to use along the V direction; this
number must be at least 3
Keep Original Retains the original curve or surface, and adds a new, rebuilt curve or surface
Maximum Deviation After clicking Preview, displays the maximum deviation between the original and rebuilt
surface or curve
Preview Displays a preview of the new, rebuilt curve or surface

3. Click OK to rebuild the NURBS curve(s) or surface(s).

Splitting or Trimming NURBS Surfaces


The Project tool projects a 2D object or NURBS curve onto a NURBS surface, and then splits the NURBS surface or
trims the NURBS surface according to the region selected. This allows nonlinear splitting or trimming of surfaces to
create different shapes or cut a hole in an object.
NURBS Surface-curve Interaction | 411

Trim Add Upward

Split Add Both Directions

Add Add Downward

Mode Description
Split Splits a NURBS surface with a projection
Trim Trims a NURBS surface with a projection
Add Adds a projection to a NURBS surface
Add Upward In Add mode, adds the projection in the profile plane normal direction
Add Downward In Add mode, adds the projection in the opposite direction from the profile
plane normal direction
Add Both Directions In Add mode, adds the projection in both the profile plane normal direction
and the opposite direction

Project and Split


To split a NURBS surface with a projection:

1. In the desired view, draw a 2D object or NURBS curve on top of a NURBS surface.

If the object to be projected is an open NURBS curve or open 2D object, both end points must be outside the
NURBS surface.
2. Click the Project tool from the 3D Modeling tool set, and then select Split from the Tool bar.
3. Click on the splitting object, and then click on the NURBS surface.

Objects ungrouped and


separated for clarity

The splitting object is projected onto the NURBS surface, resulting in a group of NURBS surfaces.

Project and Trim


To trim a NURBS surface with a projection:

1. In the desired view, draw a 2D object or NURBS curve on top of a NURBS surface.
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If the object to be projected is an open NURBS curve or an open 2D object, both end points must be outside the
NURBS surface.
2. Click the Project tool from the 3D Modeling tool set, and then select Trim from the Tool bar.
3. Click on the trimming object, and then click on the NURBS surface. The cursor changes into the pointing hand
cursor. Click on the side of the intersection to be trimmed away.

Select the project and trimming Select the NURBS surface Select the region to be trimmed
object

The trimming object is projected onto the NURBS surface, and the region selected to be trimmed away is removed
from the NURBS surface at the point of intersection, resulting in a group of NURBS surfaces.

Project and Add


To add a projection to a NURBS surface:

1. In the desired view, draw a 2D object or NURBS curve on top of a NURBS surface.

The 2D object or NURBS curve must be closed and planar.


2. Click the Project tool from the 3D Modeling tool set.
NURBS Surface-curve Interaction | 413

3. Select Add from the Tool bar. Select the appropriate direction mode so that the projection direction intersects the
NURBS surface (Add Upward, Add Downward, or Add Both Directions).
The projection direction must intersect with the NURBS surface, or no projection is created.
4. Click on the object to add; the projection direction is indicated by a red arrow. Click on the NURBS surface.

The objects projection is added to the NURBS surface at the point of intersection, creating a generic solid.

Creating a Rib
The Add mode of the Project tool can be used to create ribs.

To create a rib:

1. In the desired view, draw a 2D object or NURBS curve on top of a solid.

The 2D object or NURBS curve must be closed and planar.


2. Click the Project tool from the 3D Modeling tool set, and then select Add from the Tool bar.
3. Select the appropriate projection direction mode.
4. Click on the object to add, and then click on the solid.
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The rib profile is projected until it meets the next surface it encounters. The profile is trimmed at the extremities
automatically.

Extending NURBS Curves and Surfaces


NURBS curves and surfaces can be extended by a specified distance with the Extend NURBS command.
Closed NURBS curves and trimmed NURBS surfaces cannot be extended. In addition, a NURBS surface cannot
be extended in the direction (U or V) that it is closed.
To extend a NURBS curve or surface:
1. Select the NURBS curve or surface to extend.
2. Select Model > 3D Power Pack > Extend NURBS.
The Extend NURBS dialog box opens. Select the end point (for NURBS curves) or edge (for NURBS surfaces) to
extend. On the drawing, the selected edge or end point is displayed in red. Select the type of extension to make and
specify the extension distance.

Parameter Description
Select End Point/Edge Click the arrows to select the end point or edge to extend. The selected end point or
edge is displayed in red on the drawing.

Linear Extension Extends the edge or end point tangentially


Smooth Extension Extends the edge or end point by continuing the current curvature
Distance Specifies the extension distance
Creating Helix-Spirals | 415

Parameter Description
Preview Click to see a preview of the extension in red

Linear Extension Smooth Extension

3. Click Preview to check the extension, and then click OK to extend the NURBS curve or surface.

Linear Extension Smooth Extension

Creating Helix-Spirals
The Create Helix-Spiral command creates a helix-shaped or spiral-shaped 3D object from one or more path objects.
The paths can be 2D objects or NURBS curves.
To create a helix or spiral:
1. Select the object(s) to use as the path.
2. Select Model > 3D Power Pack > Create Helix-Spiral.
The Helix-Spiral Creation dialog box opens.

Parameter Description
Use Turns Select to create a helix/spiral by a specified number of turns along the path
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Parameter Description
Turns Enter the total number of turns to be created along the path
Use Pitch Select to create a helix/spiral by pitch
Pitch Enter the pitch value (the distance between successive turns)
Start Radius Enter the radius of the perpendicular starting circle
End Radius Enter the radius of the perpendicular ending circle. To create a helix, enter a value matching
the start radius. To create a spiral, enter a different value.
Start Angle Enter the starting point of the twist on the starting circle
Reverse Direction Select to change the rotation direction of the helix/spiral from clockwise to
counter-clockwise or vice-versa
Flatten Select to flatten the helix/spiral into a 2D spiral. Use Pitch is not available with this option.

3. Click OK.
A helix or spiral is created.

Helix object Spiral object

A helix or spiral object can be used, without further conversion, as a path object for the Extrude Along Path
command.
Ungrouping a helix-spiral object results in a NURBS curve.

Creating Contours
Contours are intersections of a solid or surface with a plane passing through the line specified with the Create
Contours tool. This tool creates contours at specified intervals, which can then be used to create a loft surface in order
to re-create a solid shape.

To create contours:

1. Click the Create Contours tool from the 3D Modeling tool set, and then select Preferences on the Tool bar to
specify the contour interval.

To create a single contour, specify a Contour Increment of zero.


Direct Modeling with the Push/Pull Tool | 417

2. Click and drag to indicate the position of the intersecting plane.


The contours, a group of NURBS curves, are created.

Direct Modeling with the Push/Pull Tool


The Push/Pull tool interactively reshapes planar geometry, creating bosses (protrusions) or cutouts on solids by adding
or subtracting volume from a solid. The volume is created or subtracted by extruding a face in Extrude Face mode,
including all the geometry present on a face in Move Face mode, or extruding a planar NURBS curve (or group of
closed, non-intersecting NURBS curves) in Sub-Face mode.
Three modes are available.
Extrude Face Sub-Face

Move Face

Mode Description
Extrude Face Selects the planar face of a solid, a 2D planar object, or NURBS curve, to add to or subtract
volume, creating perpendicular faces
Move Face Extends the planar face of a solid, adding or subtracting the face along with any geometry
present on the face
Sub-Face Selects a curve or group of curves to add to or subtract volume from a solid

To preserve the primitive profile geometry of an extrude, right-click (Windows) or Ctrl-click (Macintosh) on the
extrude and select Edit from the context menu. See Object Editing Mode on page 16.

Face-based Addition or Subtraction


The Extrude Face mode creates perpendicular faces as volume is added or subtracted. Objects that can be modified
include 2D planar objects, NURBS curves, and the planar face of any solid.

To add to or subtract from a solid in Extrude Face mode:

1. Click the Push/Pull tool from the 3D Modeling tool set, and then select Extrude Face from the Tool bar.
2. Click on the desired planar face, planar object, or NURBS curve.
If needed, the Select Face dialog box opens to help select the correct face, as described in Selecting the Edges and
Faces of a Solid on page 384. To select the back faces of solids, press the Alt key (Windows) or Option key
(Macintosh) while selecting. When the correct face is selected, click OK.
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3. The cursor changes to a double-headed arrow. Move the cursor to expand (Add mode) or decrease (Subtract
mode) the solid volume, or create an extrusion from the 2D planar object or NURBS curve. The cursor direction
determines whether volume is added or subtracted. The distance of the protrusion or cutout can also be specified
by entering a value in the Distance field on the Tool bar or floating data bar. The new solid is previewed on the
drawing.

4. Click at the desired location to edit the solid.

Moving the Face of a Solid


The Move Face mode extends the face of a solid, extruding the surrounding or adjacent geometry as the face moves.

To move the face of a solid in Move Face mode:

1. Click the Push/Pull tool from the 3D Modeling tool set, and then select Move Face from the Tool bar.
2. Click on the desired planar face.
If needed, the Select Face dialog box opens to help select the correct face, as described in Selecting the Edges and
Faces of a Solid on page 384. To select the back faces of solids, press the Alt key (Windows) or Option key
(Macintosh) while selecting. When the correct face is selected, click OK.
3. The cursor changes to a double-headed arrow. Move the cursor to extend the face and its geometry. The distance
can also be specified by entering a value in the Distance field on the Tool bar or floating data bar. The new solid is
previewed on the drawing.
4. Click at the desired location to edit the solid.
Tapering Faces | 419

Curve-based Addition or Subtraction


To add or subtract from a solid in Sub-Face mode:

1. Click the Push/Pull tool from the 3D Modeling tool set, and then select Sub-Face from the Tool bar.
2. Select the NURBS curve or group of NURBS curves that will be used to create the protrusion or cutout, and then
select the solid.
3. The cursor changes to a double-headed arrow. When an open NURBS curve is coplanar with the solid face and
also splits the face of the solid, each split section can be moved individually. Move the cursor to expand (Add
mode) or decrease (Subtract mode) the solid volume. The cursor direction determines whether volume is added
or subtracted. The distance of the protrusion or cutout can also be specified by entering a value in the Distance
field on the Tool bar or floating data bar. The new solid is previewed on the drawing.
In Subtract mode, the distance value can exceed the solid perimeter; the cutout operation is only performed on the
selected solid.

Each coplanar face can be moved individually

4. Click at the desired location to edit the solid.

Tapering Faces
The Taper Face tool tapers faces of solid objects to a specified angle, with respect to a selected reference plane. This
allows you to quickly and easily explore different solid shapes.
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Two modes are available.

Tangent Faces Picked Face

Mode Description
Tangent Faces Tapers the picked face and any faces that are tangent to it, as a group; for solids with curved sides
Picked Face Tapers only the picked face

To taper a face of a solid:

1. Click the Taper Face tool from the 3D Modeling tool set, and then select a mode from the Tool bar.
2. Click to select an object or face of an object that will be used to determine the pivot point for the taper operation.
This can be a 2D object such as a rectangle, the planar face of a solid (including the solid being tapered), or a
planar NURBS curve or solid edge. Valid objects are highlighted when the cursor tracks over them.
Press the Alt (Windows) or Option (Macintosh) key to select an object or face that is behind another object.
3. Next, move the cursor to highlight the face to taper, and click to select it. In Tangent Faces mode, both the clicked
face and the faces tangent to it are selected.
Press the Alt (Windows) or Option (Macintosh) key to select a back face of an object.
4. Drag to display a preview of the taper. Or, to taper to a precise angle, press the Tab key and enter a negative or
positive number in the Data bar; press Enter (Windows) or Return (Macintosh) to display a preview of the taper.
5. Click, or press Enter (Windows) or Return (Macintosh) to complete the taper operation. The result is a generic
solid object.

1st click

2nd click 3rd click

Click to select the Click to select the Drag to the desired


reference plane object face to taper taper angle and click

The original object is an In Tangent Faces mode, all of the In Picked Faces mode, only
extruded NURBS curve side faces are tangent to each other, the front face is selected and
so they are tapered as a group tapered
Twisting Solids | 421

Twisting Solids
The Twist tool twists solid objects, NURBS surfaces, and faces of solid objects to a specified angle with respect to a
selected axis of rotation. This allows for easy exploration of sculptural shapes.

Two modes are available.


Solid Face

Mode Description
Solid Twists the selected solid(s) or NURBS surface(s) to a specified angle
Face Twists the selected face and the adjacent and tangent faces of a solid to a specified angle

In Solid mode, the entire solid In Face mode, only the selected
object is twisted face and the adjacent and
tangent faces are twisted

Twisting an Entire Solid or NURBS Surface


To twist a solid or NURBS surface:

1. Click the Twist tool from the 3D Modeling tool set, and then select Solid mode.
2. As you move the mouse over 3D objects, they are highlighted to indicate they can be twisted. Click to select the
solid or NURBS surface to twist.
Shift-click to select more than one object to twist.
3. A protractor feedback graphic displays around the cursor. Position the protractor on the appropriate twist plane,
and click at the center point of the twist.
The protractor graphic displays only when an object is selected. To position the protractor as desired, you may
need to activate a specific plane using the Active Planes list on the View bar.
The center point of the twist can be located away from the object being twisted.
4. The protractor graphic remains at the click point, and the twist axis line appears. As you move the cursor, the
protractor rotates, and the twist reference line appears and previews the starting point for the twist. Click to place
the reference line.
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5. As you move the cursor, the twist angle line tracks the cursor, and a preview of the rotated object displays. Click to
set the twist angle.
Objects can be twisted more than 360 degrees.
The object is twisted to the new position and converted into a generic solid object.
3rd click
2nd click
1st click
4th click

90 clockwise 450 clockwise

Twisting Faces of a Solid


To twist faces of a solid:

1. Click the Twist tool from the 3D Modeling tool set, and then select Face mode. A protractor feedback graphic
displays around the cursor.
2. As you move the protractor over 3D objects, the faces to be twisted are highlighted. Position the protractor on the
appropriate face, and click at the center point of the twist.
The protractor is oriented according to the face normal. Face mode twists the selected face and all adjacent and
tangent faces as indicated by the highlight.
3. The protractor graphic remains at the click point, and the twist axis line appears. As you move the cursor, the
protractor rotates, and the twist reference line appears and previews the starting point for the twist. Click to place
the reference line.
4. As you move the cursor, the twist angle line tracks the cursor, and a preview of the rotated object displays. Click to
set the twist angle.
5. The faces are twisted to the new position and the object is converted into a generic solid object.

2nd click
3rd click

1st click

Chamfering Solid Edges


The Chamfer Edge tool modifies the edge of a solid with a linear cross section. Edges are usually modified during the
detailed design phase of a project to provide a more realistic or aesthetic appearance to a model.

To chamfer the edges of a solid:

1. Click the Chamfer Edge tool from the 3D Modeling tool set, and then select Preferences on the Tool bar to
specify chamfer edge preferences.
Chamfering Solid Edges | 423

The Chamfer Edge Preferences dialog box opens.

Parameter Description
Setback Specify the distance by which the faces are set back
Alternatively, enter a value in the Setback field on the Tool bar
Select Tangent Entities Choose this option to select tangentially connected edges and faces for chamfering
Select Faces Choose this option to select faces for chamfering
Select All Edges Selects all the edges of the solid for the chamfer operation

2. Click OK to close the Chamfer Edge Preferences dialog box.


For tangent entity selections, select the tangentially connected edges and faces to be modified. For face selections,
select the faces to be modified. To select multiple edges or surfaces, hold the Shift key while selecting. To select
the back faces of solids, press the Alt key (Windows) or Option key (Macintosh).
See Selecting the Edges and Faces of a Solid on page 384 for information on selecting surfaces.
When Select All Edges is enabled, clicking on one of the highlighted edges selects all the edges for chamfering.
3. Press Enter or click the check mark button on the Tool bar to perform the edge modification.

Before chamfering After chamfering Results rendered

The Setback value for the chamfered edge can be edited through the Object Info palette.
Once the modification is complete, the edge set used to create the modification cannot be changed. The modified
edge can be ungrouped, and a new modification with different edges can be created.
If one modification has been created over another, the first modification cannot be edited in the Object Info palette
unless the last one is ungrouped (see Editing a Fillet/Chamfer or Shell Object on page 386).
A chamfer edge operation may fail due to:
complex surface geometry adjacent to an edge or corner involved in the modification;
an attempt to modify one edge in a sequence of tangential edges (select all the edges for a better chance of
success); or
an attempt to modify without selecting all the edges at a vertex.
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Filleting Solid Edges


The Fillet Edge tool modifies the edge of a solid with a circular cross section. Edges are usually modified during the
detailed design phase of a project to provide a more realistic or aesthetic appearance to a model.

To fillet the edges of a solid:

1. Click the Fillet Edge tool from the 3D Modeling tool set, and then select Preferences on the Tool bar to specify
fillet edge preferences.
The Fillet Edge Preferences dialog box opens.

Parameter Description
Select Tangent Entities Choose this option to select tangentially connected edges and faces for filleting
Constant Radius Create a filleted surface based on a constant radius
Radius Indicate the radius of the fillet edge
Alternatively, enter a value in the Constant Radius field on the Tool bar
Select Faces Choose this option to select faces for filleting
Select All Edges Selects all the edges of the solid for the fillet operation
Variable Radius Create a filleted surface based on a variable radius
Length (%) Enter the length up to the point as a percentage of the total edge length (for example, 50)
Radius Enter the radius value at the corresponding percentage of length value (for example, 1)
Set Click to add a length/radius pair or modify the currently selected pair
Delete Click to delete the selected length/radius value
Reverse Reverses the order of the radius values; the radius values that were at the shortest
percentage length are switched to the longest percentage length, and vice versa

2. Click OK to close the Fillet Edge Preferences dialog box.


Creating a Shell from Solids, NURBS Surfaces, and Planar Objects | 425

For tangent entity selections, select the tangentially connected edges and faces to be modified. For face selections,
select the faces to be modified. To select multiple edges or surfaces, hold the Shift key while selecting. To select
the back faces of solids, press the Alt key (Windows) or Option key (Macintosh).
See Selecting the Edges and Faces of a Solid on page 384 for information on selecting surfaces.
When Select All Edges is enabled, clicking on one of the highlighted edges selects all the edges for filleting.
3. Press Enter or click the check mark button on the Tool bar to perform the edge modification.

Before filleting After filleting with a constant radius Results rendered

Before filleting After filleting with a variable radius Results rendered

The Radius value for the filleted edge can be edited through the Object Info palette. For the fillet by variable radius,
press the Edit arrow buttons to highlight each point along the edge for editing.
Once the modification is complete, the edge set used to create the modification cannot be changed. The modified
edge can be ungrouped, and a new modification with different edges can be created.
If one modification has been created over another, the first modification cannot be edited in the Object Info palette
unless both are first ungrouped (see Editing a Fillet/Chamfer or Shell Object on page 386).
A fillet edge operation may fail due to:
complex surface geometry adjacent to an edge or corner involved in the modification;
a radius value that is too large;
an attempt to modify one edge in a sequence of tangential edges (select all the edges for a better chance of
success); or
an attempt to modify without selecting all the edges in a vertex.

Creating a Shell from Solids, NURBS Surfaces, and Planar Objects


The Shell Solid tool creates a hollow shell from a solid object or gives thickness to NURBS surfaces and planar
objects. Most injection-molded plastic parts have a shell.

Shell from a Solid Object


To create a shell solid from a solid object:

1. Click Shell Solid from the 3D Modeling tool set, and then select Preferences on the Tool bar to specify the shell
solid preferences.
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The Shell Solid Preferences dialog box opens. Specify or edit the shell settings.

Parameter Description
Shell
Inside Creates an interior shell
Outside Creates an exterior shell
Thickness Enter the thickness of the shell wall
Alternatively, enter a value in the Thickness field on the Tool bar
Select Tangent Faces Selects a tangentially connected chain of faces

2. Click OK to close the Shell Solid Preferences dialog box.


Click on the face of the object where the shell will be created. To select multiple surfaces, hold the Shift key while
selecting. To select the back faces of solids, press the Alt key (Windows) or Option key (Macintosh).
See Selecting the Edges and Faces of a Solid on page 384 for information on selecting surfaces.
3. Press Enter or click the check mark button on the Tool bar to create the shell.

Shell from a NURBS Surface


To create a shell solid from a NURBS surface:

1. Click Shell Solid from the 3D Modeling tool set, and then select Preferences on the Tool bar to specify the shell
solid preferences.
Specify the desired shell settings as described in Shell from a Solid Object on page 425.
For NURBS surfaces, the Inside setting extends the shell solid in the opposite direction from the surfaces normal,
and the Outside setting extends the shell solid in the direction of the surfaces normal. (See Displaying Surface
Normals on page 386).
2. Click OK.
Click on the NURBS surface to thicken. To select multiple surfaces, hold the Shift key while selecting.
Stitching and Trimming Surfaces | 427

3. Press Enter or click the check mark button on the Tool bar to create the shell.

Shell from a Planar Object


To create a shell solid from a planar object:

1. Click Shell Solid from the 3D Modeling tool set, and then select Preferences on the Tool bar to specify the shell
solid preferences.
Specify the desired shell settings as described in Shell from a Solid Object on page 425.
For planar objects, the Inside/Outside setting determines on which side of the plane the shell solid will be
extended; the direction depends on several factors related to the objects creation, geometry, and placement in the
document.
2. Click OK.
Click on the planar object to thicken. To select multiple objects, hold the Shift key while selecting.
3. Press Enter or click the check mark button on the Tool bar to create the shell.

Stitching and Trimming Surfaces


The Stitch and Trim Surfaces command creates a generic solid from several intersecting surfaces (including NURBS
surfaces or solids such as extrudes or sweeps).
This command may not be able to manipulate certain types of surface geometry. See Surface Geometry
Requirements on page 387.
To stitch and trim intersecting surfaces:
1. Select the intersecting surfaces.
428 | Chapter 10: Advanced 3D Modeling

The surfaces must enclose a volume.


2. Select Model > 3D Power Pack > Stitch and Trim Surfaces.
The surfaces enclosing the volume are stitched together and then trimmed, resulting in a generic solid.

Converting to Generic Solids


Solid objects created using such commands as Add Solid, Subtract Solid, and tools such as Fillet Edge, Chamfer
Edge, and Shell Solid, contain a history composed of the original elements used to make the new object. This also
includes any editing performed with other solids operations. The Convert to Generic Solids command removes this
history from the solid objects, reducing the file size (though the object is no longer editable).
For example, use this command on a copy of the final drawing to reduce file size when sending a file to a print bureau.
To convert an object into a generic solid:
1. Select the solid object(s) to convert.
2. Select Modify > Convert > Convert to Generic Solids.
3. A warning dialog box opens. Click OK to convert the object(s).
The object is converted.
If objects are selected that cannot be converted, a dialog box opens stating that these objects have been deselected.
Creating Building Elements 11
The Vectorworks program provides a variety of specialized tools and commands for creating building and structural
elements such as floors, walls, and roofs.

Creating Floors
The Floor command can be used to create not only floors, but also decks, patios, stages, platforms, and lofts. The
command converts any 2D drawing object into a hybrid (2D/3D) object of any shape and thickness. The source object
must be flat and must also be parallel to the active layer plane.
In the Vectorworks Design Series products, the Floor command is located under a different menu.

Product Command
Vectorworks Architect AEC > Floor
Vectorworks Landmark Landmark > Architectural > Floor
Vectorworks Spotlight Spotlight > Architectural > Floor

To create a floor:
1. Select the 2D or flat hybrid object(s) to turn into a floor.
2. Select Model > AEC > Floor.
The Create Floor dialog box opens.

Parameter Description
Bottom Z Specifies the distance above the active layer plane that the floor will begin (the
Bottom Z height). In most cases, use the default of 0, which starts the floor on the
active layer plane.
Thickness Sets the floor thickness

3. Click OK.

Creating Walls
Use the wall tools to draw both straight and round walls and to join those walls to other walls. Each wall segment is
treated as a separate object. Either automatically join walls together when drawing them, or join them after drawing by
using one of the joining options. Other wall options include the ability to add component lines and fills to walls, cap
and trim them, and insert symbols (such as doors and windows) into them. You can also add and delete peaks in a wall,
if the elevation changes from one end of the wall to the other.
Additional wall capabilities are available in the Vectorworks Architect product, and are cross-referenced to the
appropriate section in the Vectorworks Design Series Users Guide where applicable.
430 | Chapter 11: Creating Building Elements

There are four ways to position the wall in relation to the control line; the control line can be set relative to either the
wall or an optional core component. These modes are activated by the buttons on the Tool bar.
Right Control Line Wall Control Line Preferences

Left Control
Straight Walls Line

Custom Control Line


Core Component
Center Control Line Control Line Round Wall Arc
Custom Wall Offset Creation Controls

Round Left Control


Walls Line

Right Control Line Wall Control Line Preferences

Mode Description
Left Control Line Walls are drawn along their left sides
Center Control Line Walls are drawn from the center
Right Control Line Walls are drawn along their right sides
Custom Control Line / Walls are drawn from an offset point specified in wall preferences; most effective when
Custom Wall Offset drawing walls containing components
Wall Control Line Sets the control line relative to the wall
Core Component Sets the control line relative to the wall component that has been designated as the core
Control Line component in the wall preferences
Preferences Sets the physical parameters of the wall; see Drawing Straight Walls on page 430
Arc Creation Controls Select the arc creation method to use when drawing round walls; for more information on
arc creation modes, see Creating Arcs on page 221

See Wall Direction on page 437 for details on how the starting point and direction in which the wall is drawn
determines the walls interior and exterior sides.

Drawing Straight Walls


The Wall tool creates a hybrid wall object, simultaneously adding both a 2D and a 3D version of the wall to the
drawing. Walls can be drawn in Top/Plan or in a 3D view.
2D wall segment

3D walls

Create walls by drawing them with the mouse, or by using a mouse-Data bar combination (see Using the Data Bar on
page 203). The following directions assume that the walls are drawn with the mouse.
Creating Walls | 431

To create straight walls:

1. Select the Wall tool from the Walls tool set.


2. Click the desired Offset mode button (see Creating Walls on page 429).
3. Click the Preferences mode button.
The Wall Preferences dialog box opens. This dialog box can be accessed any time afterward to modify wall
settings. Walls can also be drawn first, and then the parameters can be set later from the Object Info palette.
Additional wall capabilities are available in the Vectorworks Architect/Landmark product, and are
cross-referenced to the appropriate section in the Vectorworks Design Series Users Guide where applicable.

Parameter Description
Wall Style In the Vectorworks Fundamentals product, all walls are unstyled.
(Vectorworks For information on wall styles, see Creating Walls in Vectorworks Architect
Architect/Landmark and Landmark on page 114 in the Vectorworks Design Series Users Guide.
required)
Save Preferences as See Creating Walls in Vectorworks Architect and Landmark on page 114 in
Wall Style the Vectorworks Design Series Users Guide
(Vectorworks
Architect/Landmark
required)
Preview Displays a preview of the wall structure, including any defined components; the
preview wall is drawn from left to right, so the top of the preview, by default,
indicates the left part of the wall as it will be drawn (see Wall Direction on
page 437). The arrow shows the wall direction.
432 | Chapter 11: Creating Building Elements

Parameter Description
Overall Thickness Displays the thickness of the wall. If a wall contains no components, enter the
wall thickness.
The thickness of a wall with components is defined by the sum of the
component thicknesses. When components have been defined, this parameter
becomes read-only.
Edit Wall Attributes Opens the Wall Attributes dialog box, to specify the wall fill and pen settings
Components Lists the components that form the structure of the wall, in order from left to
right as displayed in the preview. To change the order of a component, click and
drag within the # column.
Core One of the wall components can optionally be designated as a core component
by clicking in the Core column. A check mark indicates that the component is
the core component. When the Auto join walls Vectorworks preference is
enabled, components also automatically join based on the core component
specified for each wall. See Automatically Joining Walls on page 437.
Other Component The remaining columns in the component list display the component thickness
settings and class setting
New Click to define the components of the wall; see Creating Wall Components on
page 438 for information on creating components
Edit Opens the Wall Component Attributes dialog box to edit the selected
components thickness and attributes (alternatively, double-click on a
component to open the Wall Component Attributes dialog box)
Delete Deletes the selected wall component; the wall thickness is adjusted accordingly

4. Click Edit Wall Attributes to specify the wall attributes.


The Wall Attributes dialog box opens. The wall attributes of an unstyled wall are initially set to the parameters
displayed in the Attributes palette. If they are changed here, the Attributes palette reflects the changed attributes of
the selected wall (after exiting the Wall Preferences dialog box).
Fill, pen, and opacity can be set by class rather than by the attributes in the Wall Attributes dialog box. If the wall
class is changed later, the wall changes to use the attributes of the new class. Wall attributes cannot be overridden
on a per-instance basis; if a wall style uses class attributes, all walls of that style must use class attributes.
However, walls of the same wall style can be placed in different classes.
Creating Walls | 433

Parameter Description
Fill
Use Class Sets wall fill attributes by class rather than by the parameters in the Wall
Attributes Attributes dialog box
Style Specify the wall fill attributes, or select None for no fill. Selected hatch, gradient,
or image fills, if not already present in the file, are imported and added to the
Resource Browser (default content is automatically imported into the current file
at the point of use and displays in the Resource Browser). See Libraries on
page 155 and Fill Attributes on page 505.
Pen
Use Class Sets pen attributes by class rather than by the parameters in the Wall Attributes
Attributes dialog box
Style Specify the wall pen attributes, or select None for no pen; see Pen Attributes on
page 507
Line When a pen style has been selected, specify the line thickness; see Line
Thickness Attributes on page 509
Opacity
Use Class Sets wall opacity by class rather than by the parameters in the Wall Attributes
Opacity dialog box
Opacity Specifies the transparency of the wall; drag the slider to the left to increase the
transparency, or enter a percentage directly in the box to the right of the slider
Wall Caps
Use Wall Line Uses the attributes of the wall line for the wall caps
Attributes
Use Component Uses the attributes of the components (left line) for the wall caps
Line Attributes

5. Click OK to return to the Wall Preferences dialog box. If components are to be added to the wall, click New to
define each component (see Creating Wall Components on page 438). The Overall Thickness is then defined
by the thickness of the wall components.
434 | Chapter 11: Creating Building Elements

6. Click the Insertion Options tab to set the wall options and to select textures for the wall parts (Renderworks
required).

Parameter Description
Height
Height Directly sets the desired height of the wall. When the wall height is determined
manually by this method, the Top Bound property of the wall is automatically
set to Layer Elevation, and the Top Offset value is modified accordingly.
When the top of the wall is bound by the layer wall height value, the wall
height updates automatically.
Top Bound Sets the vertical reference that determines the top of the wall.
The Layer Wall Height value is set by the design layer (see Setting Design
Layer Properties on page 97).
Additional options are available for the Vectorworks Architect product; see
Creating Walls in Vectorworks Architect and Landmark on page 114 in the
Vectorworks Design Series Users Guide.
Top Offset Sets the offset of the top of the wall from its specified top bound height.
Bottom Bound Sets the vertical reference that determines the bottom of the wall; Layer
Elevation is the only option available unless the Vectorworks Architect product
is installed
Bottom Offset For the bottom of the wall, sets the offset from the layer elevation
Caps Select whether a wall segment is capped at the start point, the end point, both
ends, or has no caps at all
Creating Walls | 435

Parameter Description
Class Specifies the default class for the walls
Control Offset If using the Custom Control Line wall mode, enter the offset value for the
control line (see Creating Walls on page 429)
Textures
(Renderworks
required)
Use Component Uses the textures defined for the wall components to texture the wall
Textures This option can also be selected for an existing wall from the Render tab of
the Object Info palette
Use Object Textures Uses the textures defined below for the wall parts
Part Applies the texture selected in Texture to the selected parts of the wall (see
Applying a Texture to an Object on page 620 for information on applying
textures to an object with parts)
Revert to Overall If a part was assigned a texture but it should inherit its texture from Overall
instead, select the part and click Revert to Overall. The part moves back below
the divider, and (from Overall) displays as its texture name.
Texture Applies the selected texture to the selected Part.
Textures can also be set from the Render tab of the Object Info palette. Textures
applied from the Object Info palette override the textures set here. Applying a
Texture to an Object on page 620
No Texture Does not apply a texture to the selected Part
Class Texture Uses the texture defined by the walls class. Any walls with that wall style use
class textures for that part of the wall (unless overridden). Class Texture can
also be chosen for a selected wall in the Render tab of the Object Info palette.
Choose Texture Choose a texture for the selected Part from the default content or the current
files content (see Libraries on page 155). Textures set here override the
object class textures.

The Vectorworks Architect/Landmark product is required to display the Data tab. See Creating Walls in
Vectorworks Architect and Landmark on page 114 in the Vectorworks Design Series Users Guide.
7. Click OK when the wall preferences have been set.
8. Click at the starting point of the first wall section.
9. Click to end the first wall section.
To continue creating walls, click at the end of each additional wall section.
10. Double-click to finish the wall if the start point and end point are not at the same location; otherwise, click at the
starting location (a SmartCursor cue displays) to finish the wall.
436 | Chapter 11: Creating Building Elements

2nd 3rd

4th 5th

1st click
Walls drawn in Top/Plan view

4th

1st click 3rd 5th

2nd
Walls drawn in a 3D view

Drawing Round Walls


Round, hybrid walls can be created and joined to straight walls. The Round Wall tool is essentially a combination of
the Wall tool and Arc tool functions. It creates a round wall with the same features and elements as straight walls.
Walls can be drawn in Top/Plan or in a 3D view.

3D view 2D view

Round walls preferences include all of the same parameters as straight walls.

To create round walls:

1. Click the Round Wall tool from the Walls tool set.
2. Click the desired Offset mode button (see Creating Walls on page 429).
3. Click the Preferences mode button (the preferences are described in Drawing Straight Walls on page 430).
4. Click OK when the round wall preferences have been set.
5. Click to set the center point of the wall arc.
6. Click the mouse to begin drawing the wall, or use the Data bar to enter an angle. For more information on arc
creation modes, see Creating Arcs on page 221.
7. Click to end the wall.
Creating Walls | 437

1st click

2nd click
3rd click

Wall Direction
The starting point and the direction in which the wall is drawn determine a walls sides. Think of walking along the
top of the wallthe wall side on your left could be the exterior of a building or the interior, depending on which
direction you travel. The left side and right side designations are used when textures are applied to the walls.
In Top/Plan view, arrows indicate the current wall direction

Right Left Left Right


(interior) (exterior) (interior) (exterior)

For walls drawn in a For walls drawn in a


clockwise direction, the left counterclockwise direction, the
side is the exterior right side is the exterior

To reverse the wall direction, click Reverse Sides from the Object Info palette.

Automatically Joining Walls


The Vectorworks preferences item, Auto join walls, automatically joins walls at corners and intersections, and
automatically heals the mitered ends of walls when they are separated from one another. For T joins, the break in the
side of the wall is healed. Walls can be in either 2D or 3D view.

Original walls Walls separated and Walls separated but When drawing walls with auto join on, connected
ends automatically ends not automatically walls are highlighted to show which walls will join
healed healed

When a core component has been set for walls with components, the components also automatically join. Core
components, as well as the other components, join uncapped if they have the same fill, and capped otherwise.
To set the Auto join walls preference:
1. Select Tools > Options > Vectorworks Preferences (see Edit Preferences on page 17).
2. On the Edit tab, select Auto join walls.
438 | Chapter 11: Creating Building Elements

3. Click OK.

Creating Wall Components


Wall components define the sections that make up a wall. For example, to indicate that a wall is made up of studs, inner
drywall, outer sheathing, and then a siding material, define a component for each of these items to illustrate their
location. Wall components can be offset from the top or the bottom of the wall, and textured (Renderworks required),
creating realistic section views and rendered views, as well as accurate wall material estimates. The area and volume of
wall components can be calculated in worksheets; see Worksheet Functions on page 837).

The overall thickness of a wall is equal to the sum of its components. Component fill and pen style are only displayed
in Top/Plan view (except for section viewports in the Vectorworks Design Series products).
Use the Eyedropper tool to copy wall component settings from one wall to another (see Transferring Attributes on
page 502).
Additional wall capabilities are available in the Vectorworks Architect/Landmark product.
Wall components can be defined prior to drawing the wall in Wall Preferences mode, or after drawing the wall, from
the Object Info palette.
Wall components can also be edited from Wall Preferences mode. Editing a component from wall preferences
does not affect existing walls.

Defining Components for New Walls


To define a wall component prior to drawing the wall:
1. Select the Wall tool or Round Wall tool from the Walls tool set, and then click Preferences from the Tool bar.
The Wall Preferences dialog box opens.
2. On the Definition tab, click New.
The Wall Component Attributes dialog box opens. Specify the component thickness, name, and parameters.
Creating Walls | 439

Parameter Description
Definition
Name Provide a name for the component, which displays in the Components list in
the Wall Preferences dialog box
Class Displays the component class; this setting can be changed in the Vectorworks
Architect/Landmark product (see Creating Walls in Vectorworks Architect
and Landmark on page 114 in the Vectorworks Design Series Users Guide).
The Vectorworks Fundamentals product can display classes set in a
Vectorworks Design Series product. <Object Class> indicates that the
component assumes the same class setting as that of the wall.
Thickness Specifies the components thickness; the thickness of a wall is the sum of its
components. A component must have a thickness greater than 0.
Offset from Wall Sets the offset distance for the component from the top of the wall
Top
Offset from Wall Sets the offset distance for the component from the bottom of the wall
Bottom
Follow Top Wall The component follows the wall peaks at the top of the wall
Peaks
Follow Bottom The component follows the wall peaks at the bottom of the wall
Wall Peaks
Fill
Use Class Sets component fill attributes by class rather than by the parameters in the Wall
Attributes Component Attributes dialog box. If the component class is changed later, the
component changes to use the attributes of the new class.
440 | Chapter 11: Creating Building Elements

Parameter Description
Style Specify the wall fill attributes, or select None for no fill. Selected fills, if not
already present in the file, are imported and added to the Resource Browser
(default content is automatically imported into the current file at the point of
use and displays in the Resource Browser). See Libraries on page 155 and
Fill Attributes on page 505.
Use a tile fill with Fit to Wall selected, to represent insulation fill. See
Defining Tiles on page 520.
Left Pen/Right Pen Class attributes can be used for the left and right pen parameters. Otherwise,
select a style and line thickness for the left and right sides of the component;
see Pen Attributes on page 507, and Line Thickness Attributes on
page 509.
Texture (Renderworks
required)
No Texture Does not apply a texture to the component
Class Texture Sets the component to use the texture specified by the components class. The
class texture is set from the Other tab in the Edit Classes dialog box; see
Setting Class Properties on page 109.
Choose Texture Select a texture for the component from the default content or the current files
content (see Libraries on page 155).

3. Click OK to create the component and return to the Wall Preferences dialog box.
The walls Overall Thickness value changes to be determined by its components. As components are defined,
they display in the preview. Click and drag a component in the # column to change its order.
Creating Walls | 441

4. Click OK.

Defining Components for Existing Walls


To define or edit wall components for an existing, unstyled wall:
1. Select the wall(s).
2. From the Object Info palette, click Components.
The Components dialog box opens.

Parameter Description
Preview Displays a preview of the wall structure, including the defined components; the
preview wall is drawn from left to right, so the top of the preview, by default,
indicates the left part of the wall as it will be drawn. The arrow shows the wall
direction.
Overall The thickness of a wall with components is defined by the sum of the component
Thickness thicknesses
Components Lists the components that form the structure of the wall, in order from left to right as
displayed in the preview. To change the order of a component, click and drag within
the # column.
Core One of the wall components can optionally be designated as a core component by
clicking in the Core column. A check mark indicates that the component is the core
component. When the Auto join walls Vectorworks preference is enabled,
components also automatically join based on the core component specified for each
wall. See Automatically Joining Walls on page 437.
New Click to define the components of the wall as described previously in this section
Edit Opens the Wall Component Attributes dialog box to edit the selected components
thickness and attributes (you can also double-click on a component to open the Wall
Component Attributes dialog box)
Delete Deletes the selected wall component; the wall thickness is adjusted accordingly

3. Click New or Edit, and define or edit the components as described previously.
4. Click OK to return to the Components dialog box.
5. Click OK. The new component definition is applied to the selected wall(s).
442 | Chapter 11: Creating Building Elements

Creating Walls from a Polygon


Another way of obtaining walls is to create them from a polygon.
To create walls from a polygon:
1. Draw or select the polygon to become the basis for the walls.
2. Select Modify > Create Walls from Polygon.
The Create Walls from Poly dialog box opens. Select the desired wall parameters.

Parameter Description
Wall position relative to Specifies whether the wall position should be centered on the polygon,
edge of poly inside the polygon, or outside the polygon
Use existing wall style Specifies whether to create the walls using the existing wall style
Use existing wall Specifies whether to create the walls using the existing wall thickness or
thickness specify a new Thickness value
Use existing wall height Specifies whether to create the walls using the existing wall height or specify
a new Height value
Assign to class Select the class into which the walls should be placed
Delete Source Poly Deletes the source polygon after the walls are created

3. Click OK.
The wall(s) are created based on the original polygon and the specified parameters.
Creating Walls | 443

Creating Pillars
The Pillar command converts any closed 2D shaperectangle, circle, oval, or polygoninto a pillar. In addition, use
it on open 2D shapes, such as lines and polylines, to create a flat, screen-like object. These objects include such things
as movie screens, room dividers, and moving walls. Once created, a pillar can be joined to a wall.

3D view 2D view

In the Vectorworks Design Series products, the Pillar command is located under a different menu.

Product Command
Vectorworks Architect AEC > Pillar
Vectorworks Landmark Landmark > Architectural > Pillar
Vectorworks Spotlight Spotlight > Architectural > Pillar

To create a pillar:
1. Click on the object to convert.
2. Select Model > AEC > Pillar.
The Pillar Preferences dialog box opens.

3. Enter a pillar height.


4. Click OK.
After creation, the pillar can be edited by selecting Modify > Edit Pillar. See Object Editing Mode on page 16.
444 | Chapter 11: Creating Building Elements

Joining Pillars and Walls


Walls and pillars can be joined together. Any number of walls can connect to the pillar as long as space exists on the
pillar.
The pillar needs to be joined to the end of a wall; it cannot be added to an existing wall intersection such as the corner
of L-joined or T-joined walls.

3D view 2D view

To join a pillar to a wall:


1. Click on the pillar.
2. Draw the walls.
If the Auto-join feature is enabled, then the walls automatically connect to the pillar.
If the Auto-join feature is disabled, then click the Wall Join tool from the Walls tool set and join the walls to the
pillar.

Creating a Polygon or Polyline from Walls


You can create a polygon or polyline based on either the gross area or net area of walls. This is useful for calculating
the area of a room, for example, or for using color to differentiate among rooms.
In the Vectorworks Design Series products, the Create Polys from Walls command is located under a different
menu.

Product Command
Vectorworks Architect AEC > Create Polys from Walls
Vectorworks Landmark Landmark > Architectural > Create Polys from Walls
Vectorworks Spotlight Spotlight > Architectural > Create Polys from Walls

To create a polygon or polyline based on the perimeter of the walls:


1. Select the walls to use for the polygon or polyline. Multiple walls can be selected to create several polygons or
polylines at the same time.
Editing Walls | 445

2. Select Modify > Create Polys from Walls.


The Create Polys from Walls dialog box opens.

Parameter Description
Gross Area Polys Creates a polygon or polyline from the exterior perimeter of the selected walls
Net Area (Room) Creates a polygon or polyline from the interior perimeter of the selected walls
Polys

3. Click OK.
The polygon or polyline is created, leaving the original walls unchanged.

Polygons and polylines shaded and moved for clarity

Editing Walls
Wall parameters can be edited from the Object Info palette. Vertices can be added, deleted, or moved, and walls can be
reshaped. In addition, wall breaks can be removed, walls can be joined in a variety of conformations, and symbols can
be added to the walls.

Wall Properties
The properties of selected straight or round walls and their components can be edited in the Object Info palette. Change
the wall attributes from the Attributes palette.

Parameter Description
Shape tab
Style In the Vectorworks Fundamentals product, all walls are unstyled. The
Vectorworks Architect or Landmark product is required to select other wall
styles; see Creating Walls in Vectorworks Architect and Landmark on page 114
in the Vectorworks Design Series Users Guide.
Thickness
446 | Chapter 11: Creating Building Elements

Parameter Description
Thickness Displays the overall thickness of the wall; the thickness of a wall without
components is determined by the wall attributes. The thickness of a wall with
components is defined by the sum of the component thicknesses.
Vis Thick Displays the visible wall thickness, while accounting for component visibility
settings. Invisible components on the interior and exterior of the wall cause the
wall to appear thinner than its actual length, for display purposes.
Height
Height Directly sets the desired height of the wall. When the wall height is determined
manually by this method, the Top Bound property of the wall is automatically set
to Layer Elevation, and the Top Offset value is modified accordingly.
When the top of the wall is bound by the layer wall height value, the wall height
displays automatically.
Top Bound Sets the vertical reference that determines the top of the wall.
The Layer Wall Height value is set by the design layer (see Setting Design
Layer Properties on page 97).
Additional options are available for the Vectorworks Architect product; see
Creating Walls in Vectorworks Architect and Landmark on page 114 in the
Vectorworks Design Series Users Guide.
Top Offset Sets the offset of the top of the wall from its specified Top Bound height.
Bottom Bound Sets the vertical reference that determines the bottom of the wall; Layer
Elevation is the only option available unless the Vectorworks Architect product
is installed
Bottom Offset For the bottom of the wall, sets the offset from the layer elevation
Caps Select whether a wall segment is capped at the start point, the end point, both
ends, or has no caps at all
Attr When the wall is capped, specifies whether the wall cap attributes comes from the
wall line attributes or the component line attributes
Components Edits the wall components of unstyled walls (see Creating Wall Components on
page 438)
Reverse Sides Reverses the direction of the wall sections (see Wall Direction on page 437)
Render tab
(Renderworks
required)
Mode Select whether to texture the wall according to textures defined for the wall (By
Object) or according to textures defined for the components (By Component).
See Applying a Texture to an Object on page 620, Applying Wall Textures
on page 634, and Creating Wall Components on page 438.

Reshaping Walls
Use the Reshape tool in a view other than Top/Plan to edit the wall height, change the elevation of wall peaks, add
vertices to create peaks in a wall, and delete vertices that have been added. Use the Selection tool to change the wall
length. Symbols remain where placed when a wall is reshaped.
Editing Walls | 447

In Top/Plan view, or when multiple walls are selected, or when a wall and other objects are selected, or when a marquee
has been drawn, the Reshape tool displays 2D Reshape modes; the vertices at either end of the wall can be moved,
changing the wall length and/or location. See 2D Reshape Modes on page 294.
In any 3D view, three modes are available for the Reshape tool when a single wall is selected.
Add 3D Wall Peaks

Reshape 3D Walls Delete 3D Wall Peaks

Mode Description
Reshape 3D Walls Adjusts the position of a selected wall vertex
Add 3D Wall Peaks Adds a vertex to a wall for reshaping purposes
Delete 3D Wall Peaks Deletes a wall vertex

Changing Wall Length


To change a walls length:

1. Select the wall to reshape.


2. Click the Selection tool from the Basic palette.
Single Object Interactive Scaling mode must be enabled.
3. Position the cursor over an end selection handle, and click.
In a 3D view, the handles are at the base of the wall.
4. Move the mouse to lengthen or shorten the wall.
5. Click when the wall is at the desired length.

With the Selection tool, drag the handle at the base of the wall to
lengthen or shorten the wall

Wall length can also be changed with the Reshape tool in Top/Plan view. In a 3D view, draw a marquee with the
Reshape tool to enclose the wall vertex in a marquee that is co-planar with the bottom wall elevation. Select the wall
with the Reshape tool. The available modes switch to the 2D reshape modes, and 2D reshape functionality is enabled
(see 2D Reshape Modes on page 294). This allows the wall length to be adjusted, even when in a 3D view.

Changing Wall Height


To change the height of the wall:

1. In a 3D view, select the wall to reshape.


448 | Chapter 11: Creating Building Elements

2. Click the Reshape tool from the Basic palette, and select Reshape 3D Walls mode.
3. Position the cursor over one of the handles in the middle of the top or bottom of the wall, and click.
When the cursor is over a reshape handle, the standard arrow cursor changes into a double-headed, unfilled arrow.
4. Move the mouse to adjust the wall.
5. Click at the desired location.

With the 3D Reshape cursor, drag a handle in the


middle to change the wall height

In the Object Info palette, the height change displays as a top or bottom offset value.

Changing Wall Peak Height


To change the height of a peak on the wall:

1. In a 3D view, select the wall to reshape.


2. Click the Reshape tool from the Basic palette, and select Reshape 3D Walls mode.
3. Position the cursor over one of the handles on the ends of the top or bottom of the wall, and click.
When the cursor is over a reshape handle, the standard arrow cursor changes into a double-headed, unfilled arrow.
4. Move the mouse to adjust the wall.
5. Click at the desired location.

With the 3D Reshape cursor, drag a handle on the end of the top
or bottom of the wall to reshape the wall

Changing the height of a wall peak does not change the height of the wall.
Editing Walls | 449

Adding a Vertex to Walls


To add a vertex to a wall:

1. In a 3D view, select the wall that requires a peak (vertex).


2. Click the Reshape tool from the Basic palette, and select Add 3D Wall Peaks mode.
3. Position the cursor over an end point on one of the corners or an existing vertex, and click.
When the cursor is over an end point, the standard arrow cursor changes into a single-headed, filled arrow with
shaded boxes on either side of the shaft.
4. Move the mouse to add a vertex to the top or bottom of the wall.
A vertex can be moved to any location along the same wall as long as the location does not pass another existing
vertex.
5. Click when the vertex is at the desired location.

With the Add Peak cursor, click-click an end point to add a peak (Front The top of the wall is now flush with
view depicted) the bottom of the roof

To reshape a curved wall to match a planar surface, use the Subtract Solids or Intersect Solids command with an
object that matches the plane of the roof.

Deleting a Wall Vertex


To delete a control point:

1. In a 3D view, select the wall with the peak (vertex) to be deleted.


2. Click the Reshape tool from the Basic palette, and select Delete 3D Wall Peaks mode.
3. Position the cursor over the vertex to delete.
When the cursor is over a vertex, the standard arrow cursor changes into a single-headed, filled arrow with a
hollow diamond in the shaft.
4. Click on the vertex.
The vertex is removed and the wall is reshaped to the remaining vertices.

Wall with two unnecessary vertices With the Delete Peak cursor, click a Wall with two vertices removed
(Front view depicted) vertex to delete it
450 | Chapter 11: Creating Building Elements

Changing Round Wall Radius


To change the radius of a round wall:

1. Select the round wall to edit.


2. Click the Selection tool from the Basic palette.
3. Position the cursor over the center control point, and click.
4. Move the mouse to change the radius, and click to set the end point.

Move the control point to


change the round wall radius

Flip the round wall arc by dragging toward, and through, the arc center.

Removing Wall Breaks


The Remove Wall Breaks tool cleans up any wall breaks or gaps that were created during editing. For example, when
creating a new wall that joins an existing wall, if the new wall is later deleted, a break in the remaining wall displays at
the joint. The Remove Wall Breaks tool can remove the break and any end caps.

To remove wall breaks:

1. Click the Remove Wall Breaks tool from the Walls tool set.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the wall and select Remove Break from the
context menu.
2. Click and drag to create a marquee box around the wall break or end cap to remove.
The wall break or end cap is automatically removed.

2nd click

1st click

Joining Walls
The Wall Join tool joins straight or curved wall segments, not already connected using the Auto join walls preference.
(See Automatically Joining Walls on page 437 for information on Auto join walls.) There are three modes for
joining walls and two end cap modes.
L Join Uncapped Join

T Join

X Join Capped Join


Editing Walls | 451

Mode Description
T Join Extends or shortens one wall segment until it intersects with a second wall
segment; creates Y joins by joining the first selected wall to two sections of an
existing L join
L Join Joins the closest ends of two walls to create a corner
X Join Joins two wall segments at the point where they intersect
Uncapped Join Applies an uncapped join to wall join operations
Capped Join Applies a capped join to wall join operations

To temporarily activate this tool, right-click (Windows) or Ctrl-click (Macintosh) on a wall, and select Join from
the context menu.

T Wall Joins
The T Join mode extends or shortens the first wall segment until it intersects with a second wall segment. As only the
first wall is extended, this mode will not create corner type joins. (For those, use the L wall join mode. See L Wall
Joins on page 452 for more information.)

To join walls with the T Join mode:

1. Click the Wall Join tool from the Walls tool set
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the wall and select Join from the context menu.
2. Click T Join from the Tool bar.
3. Select the wall segment to join.
4. Select the second wall segment to join.

To create a T join to an existing corner, join the wall segment to the perpendicular corner segment. This creates a
clean join between the walls.

B C

B C

In both cases, wall A and B are already corner joined; wall C is joined to wall A
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Y Wall Joins
Y wall joins are not automatically created when using the Auto join walls preference. (See Setting Vectorworks
Preferences on page 17 for information on Auto join walls.) Instead, the T Join mode is used to create Y wall joins.

To create a Y wall join between three wall segments:

1. Click the Wall Join tool from the Walls tool set.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the wall and select Join from the context menu.
2. Click T Join from the Tool bar.
3. Select the wall segment to join.
4. Select one of the two wall segments to join.
The wall segments are joined.

L Wall Joins
The L Join mode joins the closest ends of two walls to create a corner, or joins two walls end to end. Both wall lengths
are extended or shortened, as necessary, until they meet cleanly.

To join walls with the L Join mode:

1. Click the Wall Join tool from the Walls tool set.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the wall and select Join from the context menu.
2. Click L Join from the Tool bar.
3. Select the first wall segment to join.
4. Select the second wall segment to join.
The wall lengths are resized, as necessary.

Joining walls end to


end

X Wall Joins
The X Join mode joins two wall segments at the point where they intersect.
Creating Roof Faces | 453

To join walls with the X Join mode:

1. Click the Wall Join tool from the Walls tool set.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the wall and select Join from the context menu.
2. Click X Join from the Tool bar.
3. Select the first wall segment to join.
4. Select the second wall segment to join.
The first wall is split about the second wall to create the join.

The two wall segments must already intersect in order to use this mode, as neither segments length is altered.

Joining Walls with the Fillet Tool


The Fillet tool, located on the Basic palette, joins two wall segments by creating a round wall between them. See
Creating Fillets and Chamfers on page 326.

Creating Roof Faces


There are two ways to create a roof for a structure:
The Roof Face command converts any closed 2D object into a roof face object.
The Create Roof command creates a roof object by selecting the object(s) that the roof will be based upon
(including walls, polygons and polylines). See Creating Roof Objects on page 458.
Use the Roof Face command to create hybrid (2D/3D) roof structures from any closed 2D object. This is an easy way
to create a slab or flat roof. You can also use this command to create a uniquely shaped roof, such as a gable roof over a
round structure.
Roof faces created with this command can be connected to other roof faces; roof faces can contain elements like gables
and skylights.
The roof can be created in the same design layer as the wall structure, or in a different layer. If the walls and roof are on
different layers, create a viewport to view the walls and roof together.
In the Vectorworks Design Series products, the Roof Face command is located under a different menu.
454 | Chapter 11: Creating Building Elements

Product Command
Vectorworks Architect AEC > Roof Face
Vectorworks Landmark Landmark > Architectural > Roof Face
Vectorworks Spotlight Spotlight > Architectural > Roof Face

To create a roof face:


1. Draw the 2D object that is the basis for the roof. Any enclosed 2D object can be used, such as enclosed arcs,
polylines, rectangles, circles, and ovals.
2. With the object selected, select Model > AEC > Roof Face.
The Create Roof Face dialog box opens. Specify the roof slope creation method, edge and hole miter options, and
roof parameters.

Parameter Description
Roof Slope Indicates the roof slope creation method and criteria
Angle Creates a roof slope based on an angle; specify the Angle
Rise over Run Creates a roof slope based on rise over run values; specify the Rise and Run.
The rise is the distance along the Y axis the roof rises above the Z height, and
run is the distance along the X axis for the roof to reach that height.
2nd Click Height Creates a roof slope based on a mouse click position (this option only available
in Top/Plan view). Enter the Height for the second mouse click.
Edge Miter Indicates the miter type for the roof edge
Vertical Creates the roof edge perpendicular to the active layer plane
Horizontal Creates the roof edge parallel to the active layer plane
Double Creates the roof edge with a horizontal and vertical miter; specify the
Horizontal and Vertical lengths
Square Creates the lower edge of the roof face perpendicular to the roof surface,
regardless of the roof angle
Hole Miter Specifies miter options for a roof cutout
Vertical Cutout edges are perpendicular to the active layer plane
Creating Roof Faces | 455

Parameter Description
Splayed The bottom edge of a cutout is perpendicular to the active layer plane, and the
top edge of a cutout of is parallel to the active layer plane
Square Cutout edges are perpendicular to the roof surface
Axis Z Sets the roof height at the axis
Angle For angled roof slopes, indicates the roof slope angle
Rise/Run For rise over run roof slopes, specifies the rise and run values
Height Indicates the height of the second mouse click when the roof slope is specified
with that option
Thickness Specifies the roof thickness
Vertical/Horizontal For double miters, specifies the horizontal and vertical miter lengths

3. Click OK.
4. Click-drag the mouse across the 2D object to draw a line that defines the roof axis; click again to complete the
line. A black arrow displays on one side of the line, indicating which side of the object will be the high side of the
roof.
5. Point the mouse to the side of the roof that will be highest, and then click again. The roof axis line displays
selection handles, and the arrow pointing to the high side of the roof turns blue, indicating that the roof face is
complete.

2D view 3D view

Editing and Reshaping Roof Faces


Once a roof face has been created, there are several ways to edit it:
Edit the roof face parameters (such as the angle or eave type) in the Object Info palette.
Change the roofs basic 2D object shape using the Edit Roof command. (Be careful not to use the Ungroup
command, as this permanently changes the roof face back into the original 2D object.) Use the Exit Roof
command to complete the change.
Move the roof face axis using the Selection tool in Top/Plan view.
Change the roof face angle using the Reshape tool (best in Front or Back view).
The roof angle must be between 0 and 85 to be changed by the Reshape tool.
Add gable windows or skylights as described in Adding Roof Elements to Roof Objects and Roof Faces on
page 466.
The roof face properties can be edited from the Object Info palette. The roof face parameters are described in Creating
Roof Faces on page 453. Only the parameters which are different are described here.
456 | Chapter 11: Creating Building Elements

Parameter Description
Dormer Settings When the roof face includes one or more dormers, their parameters can be set. Parameter
settings affect all dormers in the roof face.
Wall Thickness Sets the thickness of the walls in the dormer
Roof Thickness Sets the thickness of the dormer roof

Connecting Roof Faces


Use either the Single Object Connect or the Dual Object Connect mode of the Connect/Combine tool to trim roof
faces that intersect or to extend one roof face to another. If the roof faces have different thicknesses, there is an option
to adjust the thicknesses to match automatically.
Dual Object Connect

Single Object Connect Use Vertical Thickness of Subject Roof Face

To connect two roof faces:

1. Click the Connect/Combine tool from the Basic palette, and select either Single Object Connect or Dual Object
Connect from the Tool bar.
2. If the roof faces have different thicknesses, set the Use Vertical Thickness of Subject Roof Face option on the
Tool bar as appropriate.
To automatically adjust the roof face thickness of the second clicked roof face to match the vertical thickness
of the first clicked roof face, select Use Vertical Thickness of Subject Roof Face.
To connect the roof faces without adjusting the thickness, de-select the option.
3. Click the first, and then the second, roof face to connect.
The result of the operation depends on the mode selected, the positions of the roof faces, and the portion of the
roof faces clicked upon.
Single Object Connect mode
2nd click

1st click
1st click 2nd click

For non-intersecting faces, the first For intersecting faces, the first
clicked face is extended to meet the clicked face is trimmed to keep
second clicked face the clicked portion
Creating Roof Faces | 457

Dual Object Connect mode

2nd click

1st click
1st click
2nd click

For non-intersecting faces, both faces For intersecting faces, both faces are
are extended or trimmed to join trimmed and the clicked parts of the
faces are kept
With Use Vertical Thickness of Subject Roof Face enabled, the thickness of the boundary face
(clicked second) changes to match the vertical thickness of the subject face (clicked first)

2nd click

1st click

Creating Cutouts in a Roof Face


Use the Clip Surface command to add a cutout to a roof face. A cutout, for example, can be used to add a hole for a
chimney that overlaps two or more faces of the roof.

2D view 3D view

The edges of the cutout are mitered according to the selections made in the Create Roof Face dialog box during the
creation of the roof face.
To add a cutout to a roof face:
1. Select the roof face.
2. Create an object with the dimensions for the cutout and place it where the cutout will be located.
3. Select both objects.
4. Select Modify > Clip Surface.
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This creates the cutout in the roof face, leaving behind the object used to make the cutout.
5. Select the object used to make the cutout and delete it.

Creating Roof Objects


There are two ways to create a roof for a structure:
The Create Roof command creates a roof by selecting the object(s) that the roof will be based upon (including
walls, polygons, polylines, and arcs).
The Roof Face command converts any closed 2D object into a roof face object. See Creating Roof Faces on
page 453.
The Create Roof command creates a roof object with multiple faces based on specified parameters. A great variety of
roof types can be created by this method, and they can include roof elements such as gables and skylights. Once the
walls of a structure are complete, select the walls that the roof will be based upon, and specify the roof parameters.
Alternatively, select a polygon or polyline as the basis for the roof.

3D view 2D view

In the Vectorworks Design Series products, the Create Roof command is located under a different menu.

Product Command
Vectorworks Architect AEC > Create Roof
Vectorworks Landmark Landmark > Architectural > Create Roof
Vectorworks Spotlight Spotlight > Architectural > Create Roof

To create a roof object:


1. Select the walls, polygon, or polyline that the roof will be based upon.
Shift-click to select multiple walls. If the building has an attachment, such as a garage, that will have a different
roof structure, then select only the desired walls.
2. Select Model > AEC > Create Roof.
The Create Roof dialog box opens. Enter the desired criteria to create the roof object. The parameters are
illustrated in the roof diagram. Certain default parameters are suggested based on the selected roof parameters.
Creating Roof Objects | 459

Parameter Description
Eave Profile Select the roof edge appearance
Square: angled fascia, soffit edges
Vertical: vertical fascia, angled soffit edges
Horizontal: no fascia, horizontal soffit edges
Double: vertical fascia, horizontal soffit edges
(1) Vertical Specifies the vertical length for a double miter eave
(2) Horizontal Specifies the horizontal length for a double miter eave
(3) Thickness Specifies the roof thickness
(4) Bearing Inset Specifies how far the bearing wall cuts into the roof
(5) Roof Pitch Specifies the roof pitch as an angle or rise:run ratio; click Calculate for an automatic
calculation based on bearing height, eave height, and eave overhang
(6) Bearing Height Specifies the height of the rafter plate or top plate above the wall layer elevation where
the roof will be supported; click Calculate for an automatic calculation based on roof
pitch, eave height, and eave overhang
(7) Eave Height Specifies the height of the lowest portion of the roof; click Calculate for an automatic
calculation based on roof pitch, bearing height, and eave overhang
(8) Eave Overhang Specifies the distance that the roof extends beyond the bearing wall; click Calculate for
an automatic calculation based on roof pitch, bearing height, and eave height
Layer Assigns the roof object to a layer. By default, the roof is created in the active design layer.
To create the roof in a different layer, select an existing layer from the list, or select New
Layer to create a new layer.
Class Assigns the roof object to a class. The standard roof class, Roof-Main, is available as an
option and if it is selected, it is created in the file if it did not already exist. Alternatively,
select Class to create a new class.
Retain Original Objects Retains the source object(s) that formed the basis of the roof

3. Click OK.
460 | Chapter 11: Creating Building Elements

A hip roof is created over the selected object(s) using the criteria set in the Create Roof dialog box.

Editing Roof Objects


Once a roof object has been created, there are multiple ways to edit it:
Change roof edge shapes (such as hip or gable) using the Selection tool and the Edit Roof Settings dialog box.
Create cutouts in the roof using the Clip tool or Clip Surface command.
Reshape the roof object using the Reshape tool.
Additionally, the roof object parameters can be edited from the Object Info palette. Wall settings on the Object Info
palette apply to all gable or Dutch hip walls in the roof; to adjust each gable wall individually, use the Edit Roof
Settings dialog box.

Parameter Description
Bearing Inset Specifies how far the bearing wall cuts into the roof
Thickness Specifies the roof thickness (normally, this is the perpendicular thickness; when a roof
has different slopes, the vertical thickness can be specified)
Applies To When a roof has different slopes, the vertical thickness can be specified to avoid
incorrect roof intersections. Select Vertical Thickness and enter the Thickness value
Eaves Specify the eave type
Vertical For Double Miter types, enter the vertical length of the eave
Gable Walls An alert displays if you change these settings; confirm that you want to override the
original settings
Show Walls When gable walls exist, specifies whether the gable wall shows or is invisible
Thickness When gable walls exist, specifies the gable wall thickness
Dutch Hip Walls An alert displays if you change these settings; confirm that you want to override the
original settings
Show Walls When Dutch hip walls exist, specifies whether the Dutch hip wall shows or is invisible
Thickness When Dutch hip walls exist, specifies the Dutch hip wall thickness

Changing the Roof Edge Shape


By default, a hip roof is created with eave edges all around. Specific roof edges can be changed to a gable or Dutch hip
shape.
To change the roof edge shape:
1. Select the roof with the Selection tool.
Selection handles display for the roof.
2. Click on the selection handle of the edge to be edited.
The Edit Roof Settings dialog box opens.
3. Change the roof parameters and select Entire Roof to apply the edits to all sections of the roof. If Entire Roof is
not selected, the edits apply to the edge of the roof that was clicked.
Creating Roof Objects | 461

Parameter Description
Roof Edge Shape Select the basic shape of this roof edge: Eave, Gable, or Dutch Hip. The default is a
hip roof, with an Eave edge on all sides.
When this setting is changed, the available parameters and roof diagram reflect the
selected roof edge shape.
Wall Thickness Specifies the thickness of the wall created for gable and Dutch hip roof edges
(Gable and Dutch Hip only)
Show Wall Select this option to show the wall created for gable and Dutch hip roof edges; when
(Gable and Dutch Hip only) deselected, the wall is invisible
Gable Overhang Specifies how the gable wall on top of the Dutch hip face will be cut; enter zero for a
(Dutch Hip only) flat gable wall, or enter the number of inches the gable wall will be inset from the
gable roof edge
Gable Inset Specifies how far the gable wall on top of the Dutch hip face will be from the edge of
(Dutch Hip only) the hip face

Pitch Specifies the roof pitch as an angle or rise:run ratio; click the calculator for an
(Eave and Dutch Hip only) automatic calculation based on bearing height, eave height, and eave overhang

Bearing Height Specifies the height of the rafter plate or top plate above the wall layer elevation where
the roof will be supported; click the calculator for an automatic calculation based on
pitch, eave height, and eave overhang
Eave Height Specifies the height of the bottom-most portion of the roof; click the calculator for an
automatic calculation based on pitch, bearing height, and eave overhang
Eave Overhang Specifies the distance that the roof extends beyond the bearing wall, click the
calculator for an automatic calculation based on pitch, bearing height, and eave height
Entire Roof Select this option to apply the edited roof parameters to all available roof sections
(Eave and Dutch Hip only)

4. Click OK to change the roof edge settings.


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Changing a Hip Roof to a Gable Roof


To change a hip roof into a gable roof:
1. Select the roof with the Selection tool.
Selection handles display for the roof.
2. Click on the selection handle of the face to change into a gable wall.
The Edit Roof Settings dialog box opens.
3. Select the Gable option.
A diagram and parameters for a gable edge display.

4. Change the parameters as described in Changing the Roof Edge Shape on page 460, and click OK.
A triangular wall is placed when the gable roof is created.

Changing a Hip Roof to a Dutch Hip Roof


To change a hip roof into a Dutch hip roof:
1. Select the roof with the Selection tool.
Selection handles display for the roof.
2. Click on the selection handle of the face to change into a Dutch hip face.
The Edit Roof Settings dialog box opens.
3. Select the Dutch Hip option.
A diagram and parameters for a Dutch hip edge display.
Creating Roof Objects | 463

4. Specify a Gable Inset value to create the Dutch hip face, and change other settings as described in Changing the
Roof Edge Shape on page 460.
5. Click OK.
A triangular wall is placed when the Dutch hip roof is created.

Creating Cutouts in a Roof Object


You can use both the Clip Surface command and the Clip tool to clip holes in a roof object.
To create a cutout with the Clip Surface command:
1. Draw one or more 2D cutout shapes (rectangle, circle, oval, polygon, polyline, or arc) on the roof object.
2. Select the cutout object(s) and the roof object.
3. Select Modify > Clip Surface.
4. The shapes are cut out of the roof, and the clip objects are selected.
5. Delete the clip objects.

To create a cutout with the Clip tool:

1. Select the roof object.


2. Click the Clip tool from the Basic palette.
3. From the Tool bar, select the Exclusion mode, and then select the appropriate clipping shape (rectangle, polygon,
or circle).
4. Click and drag to create a marquee box.
The roof is clipped as defined by the clipping shape.
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Reshaping Roof Objects


A roof object can be reshaped in a 2D or 3D view with the Reshape tool. The roof edge, roof ridge, and roof slope can
be changed.
In Top/Plan view, the Reshape tool can be used for basic roof shape editing; see 2D Reshape Modes on
page 294. However, the Reshape tool should be used in a 3D view to edit the roof edge and roof ridge location.
Five modes are available when both the Reshape tool and a roof object is selected in a 3D view.
Add Vertex XY Plane Constrain

Move Vertex Z-axis Constrain

Remove Vertex

Mode Description
Move Vertex Adjusts the position of a selected roof vertex, constrained horizontally or vertically in
combination with the Z-axis Constrain and XY Plane Constrain modes
Add Vertex Adds a peak (vertex) to a roof
Remove Vertex Deletes a roof peak (vertex)
XY Plane Constrain In 3D Reshape mode, reshapes the roof object horizontally, constrained along the X and/or Y
axes
Z-axis Constrain In 3D Reshape mode, reshapes the roof object along the Z axis to change the height of a roof
ridge or eave

Reshaping the Roof Along the X and Y Axis


To reshape the roof horizontally:

1. In a 3D view, select the roof object.


2. Click the Reshape tool from the Basic palette, and select the XY Plane Constrain mode.
3. Position the cursor over a roof handle.
When the cursor is over a handle, the standard arrow cursor changes into an unfilled, four-way arrow.
4. Click-drag the handle to change the roof handle location, or enter specific X and Y distance values in the Data bar.
Creating Roof Objects | 465

The roof edge, ridge, or eave handle location can be changed. The handle movement is constrained along the X or
Y axis (the active layer plane); the height of the roof element cannot be changed in this mode.
Change the slope of a roof face by moving the ridge handle. If the reshape results in a roof slope that approaches
or exceeds 90 degrees, you are prompted to create a gable wall if desired.

Rendered View

5. Click when the handle is at the desired location.

Reshaping the Roof Along the Z Axis


To change the height of a roof ridge or eave:

1. In a 3D view, select the roof object.


2. Click the Reshape tool from the Basic palette, and select the Z-axis Constrain mode.
3. Position the cursor over a roof ridge or eave handle.
When the cursor is over a handle, the standard arrow cursor changes into two-way hollow arrow.
4. Click-drag the handle to change the roof handle location, or enter the specific Z axis distance in the Data bar.

The roof ridge or eave handle location can be changed. The handle movement is constrained along the Z axis
(vertically); only the height of the roof element can be changed in this mode.
5. Click when the handle is at the desired location.
466 | Chapter 11: Creating Building Elements

Adding a Roof Vertex


To add a vertex to a roof:

1. In a 3D view, select the roof for adding the vertex.


2. Click the Reshape tool from the Basic palette, and select Add Vertex mode.
3. Position the cursor over one of the edge or eave handles.
The standard arrow cursor changes into a single-headed, filled arrow with shaded boxes on either side of the shaft.
4. Click-drag the mouse to add a vertex to the roof edge or eave.
5. Click when the vertex is at the desired location.
The roof is automatically reshaped to accommodate the new vertex.

Deleting a Roof Vertex


To delete a vertex from a roof:

1. In a 3D view, select the roof with the vertex to be deleted.


2. Click the Reshape tool from the Basic palette, and select Remove Vertex mode.
3. Position the cursor over the eave vertex to delete.
The standard arrow cursor changes into a single-headed, filled arrow with a hollow diamond in the shaft.
4. Click the vertex.
The vertex is removed and the roof is reshaped to the remaining vertices.

Adding Roof Elements to Roof Objects and Roof Faces


Once a roof object or a roof face has been created, roof elements, such as dormer windows and skylights, can be added.
Adding Roof Elements to Roof Objects and Roof Faces | 467

Creating Dormer Windows

You can create a wide variety of dormer windows in roof objects and roof faces. There are five styles to select from:
trapezium, gable, shed, hip, and bat; each gable type has unique parameters. The editing parameters available in the
Edit Roof Element dialog box depend on the style of dormer chosen.
Dormer walls are always drawn in a clockwise direction for easy texture application.
To create a gable dormer window in a roof object or roof face:
1. Select View > Standard Views > Top/Plan.
2. Select Window > Palettes > Resource Browser.
3. Select a window symbol.
The window must be a symbol, not a plug-in object.
4. Select Make Active from the Resources menu. The Symbol Insertion tool is automatically activated from the
Basic palette.
5. Click to place the symbol in the roof object or roof face.
The Edit Roof Element dialog box opens.

Dormer styles

6. Click Edit Dormer.


7. Select the dormer style.
The parameters automatically change according to the selected dormer style, with values for placing the dormer at
the location specified with the mouse click.
468 | Chapter 11: Creating Building Elements

Parameter Dormer Style Description


Center vertically All Places the center of the window symbol in the center of the available
vertical space in the front face of the dormer; the normal insertion point
is not used
Offset from top All Locates the top of the window symbol a set distance from the top of the
dormer face; the normal insertion point is not used
Height offset All Indicates the vertical distance from the top of the point of engagement
with the roof, or where the roof and the dormer meet, to the bearing
point, which is usually along the top of the bearing wall
Building line offset All Specifies the distance from the building outline to the plan center of the
window symbol
Offset from corner All Sets the distance from the corner of the roof to the center of the dormer;
the roof corner that the measurement is taken from is always to the left
of the dormer when facing it
Top width Trapezium, Bat Determines the width of the top roof and sets the front faces trapezoid
shape; the front face is always symmetrical when using this option
Right slope Trapezium, Gable, Determines the angle of the right edge of the front face; the front face
Hip can be asymmetrical when using this option
Left slope Trapezium, Gable, Specifies the angle of the left edge of the front face. Along with the
Hip Right Slope, this dimension determines the top width of the front face.
Right Slope must be selected for this option to be available.
Bottom width Trapezium, Gable, Sets the width of the bottom edge of the front face; works in conjunction
Bat with either the Top Width or the Left and Right Slope entries and is
required
Slope Trapezium, Shed, Indicates the angle of the pitch of the top dormer roof as measured from
Bat a horizontal line
Width Gable, Shed, Hip Horizontal distance of the front face of the dormer
Front Slope Hip Indicates the angle of the pitch of the front face of the dormer roof as
measured from a vertical line
Height All Specifies the elevation height of the front face of the dormer; determines
the plan depth of the dormer
Top width Bat Indicates the width of the top of the roof as measured along the front
face of the dormer
Bottom Height Bat Distance from the bottom of the dormer to the beginning of the
compound curves of the roof as measured along the front face of the
dormer
Depth All Sets the plan distance from the point of engagement with the roof to the
front face of the dormer; determines the elevation height of the front
face of the dormer
Overhang Gable, Shed, Hip Amount of roof extension past the dormers front roof face
Adding Roof Elements to Roof Objects and Roof Faces | 469

Parameter Dormer Style Description


Control Point Bat Point where the two curves of the roof meet. This option controls the
location of that point from the side edge of the dormer as measured
along the roof. The location of this point determines the depth of the
curves that make up the roofline.

8. Click OK.
The gable dormer with window is created and placed according to the parameters specified. A hole is
automatically created in the roof where the dormer walls exist.
When a gable dormer is created on a roof face, the Object Info palette of a selected roof face object contains two
additional Dormer Settings parameters, Wall Thickness and Roof Thickness. These thickness values apply to the
dormer(s) in the roof face.

Editing Dormer Windows


Once created, the dormer window parameters can be edited.
To edit a dormer window:
1. Select the dormer.
Selection handles display around the roof or roof face and at the location of each dormer.

2. Position the cursor over the selection handle for the dormer and click.
The Edit Roof Element dialog box opens.
3. Select Edit Dormer and change the desired parameters as described in Creating Dormer Windows on page 467.
To remove the dormer completely, select Remove Object.
4. Click OK.

Creating Skylights

A similar process to creating dormer windows is used to place a full skylight, complete with a window symbol, in the
roof object or roof face.
470 | Chapter 11: Creating Building Elements

A 3D-only window symbol is required for creating a skylight. An existing hybrid symbol can be converted to a 3D
symbol; place the symbol in the drawing and set its parameters, and then switch to a 3D view. Select the symbol,
and then select Modify Convert > Convert to Group. Select the Convert all sub-objects option in the Convert
to Group Options dialog box. With the group selected, choose Modify > Create Symbol to create a 3D symbol
from the group, and select the On Edge option for Insert in Walls.
When creating your own skylight symbols, set the insertion point of the symbol at the back and center of the
symbol.

Insertion point

Top view Left view Front view

The insertion point of the symbol determines whether a skylight will be flush or surface-mounted.

Square miter flush-mounted Square miter surface-mounted

Inserting a Skylight
To insert a skylight:
1. Select Window > Palettes > Resource Browser.
2. Select a 3D symbol to use in the skylight. Hybrid and 2D window symbols will not work for skylights, though
hybrid symbols can be used to create a cutout.
3. Select Make Active from the Resources menu, or double-click on the symbol. The Symbol Insertion tool is
automatically activated from the Basic palette.
4. Switch to Top/Plan view.
5. Click to place the symbol in the desired location in the roof object or roof face.
The Edit Roof Element dialog box opens.
6. Click Edit Skylight.
The skylight parameters are displayed.
Adding Roof Elements to Roof Objects and Roof Faces | 471

Parameter Description
Offset from corner Specifies the distance from the edge of the roof to the center of the skylight symbol
Offset from building line Sets the distance from the edge of the building to the center of the skylight symbol
Do not insert symbol Select to create a cutout in the roof without inserting the window symbol
Remove object Deletes the skylight from the roof
Edit dormer Accesses the dormer parameters instead of the skylight parameters

7. Click OK to create the skylight (or cutout).


Editing Skylights
Skylights and cutouts are edited and deleted in the same manner as dormers.
To edit a skylight:
1. Select the skylight.
A selection handle displays at the skylight location.

2. Position the cursor over the selection handle for the skylight and click.
The Edit Roof Element dialog box opens, with the skylight parameters displayed.
3. Edit the parameters as described in Inserting a Skylight on page 470.
To remove the skylight completely, select Remove object.
4. Click OK.
The drawing area displays the specified changes for the selected skylight.
The skylight miter parameters can be changed from the Object Info palette.
472 | Chapter 11: Creating Building Elements

Skylight Miter Description


Vertical Cuts the roof vertically at both the top and bottom of the skylight

Splayed Cuts the roof horizontally at the top of the skylight, and vertically at the bottom

Square Cut Cuts the roof perpendicular to the roof at both the top and bottom of the skylight
Adding Building Elements 12
Structural Shapes and Details
Eight commonly used structural steel shapes are available as 2D objects. 3D equivalents of these objects are also
available in the Vectorworks Design Series products. Since the 2D and 3D parameters are nearly identical, all
parameters are documented with the 2D objects for convenience. Two additional 2D/3D structural shapes are also
available in the Vectorworks Design Series products: bulb flat and Z-section, as well as four additional series (ANZ,
BSI, DIN, and JIS); for information, see Creating Structural Shapes in Vectorworks Design Series on page 135 in the
Vectorworks Design Series Users Guide.
The Update Plug-in Objects command may need to be run on files containing structural shapes that were created
in an earlier version of Vectorworks software. This command converts the structural shapes to the latest format;
see Migrating from Previous Versions on page 49.

Angle
Thickness
Toe R. (Side A)

Length of
Side A Fillet
Radius Toe R.
(Side B)

Insertion
Point Length of Side B

To create an angle object:

1. Click the Angle tool from the Detailing tool set.


2. Click to place the object in the drawing, and click again to set the objects rotation. If this is the first time the
object is placed in the drawing, an object properties dialog box opens. These parameters apply to subsequently
created objects; they can be changed later by accessing them from the Object Info palette.
3. Specify the angle properties and click OK.

Parameter Description
Series Select the desired series to display the appropriate nominal sizes
Size Select the angle size
Place Locus at Select whether to draw a locus at the centroid of the 2D angle
Centroid
Length (Vectorworks Enter the length of the 3D angle
Design Series
required)
Custom Size Select this option to enable fields for specifying a custom angle size
Length of Side A/ Displays the length of angle sides A and B, or if Custom Size is selected,
B allows entry of a custom value
474 | Chapter 12: Adding Building Elements

Parameter Description
Thickness Displays the thickness of the angle sides, or if Custom Size is selected, allows
entry of a custom value
Toe R. (Side A/B) Displays the toe radius value for sides A and B, or if Custom Size is selected,
allows entry of a custom value
Fillet Radius Displays the fillet radius value, or if Custom Size is selected, allows entry of a
custom value
Section Properties Section properties are automatically calculated and displayed based on inch
units for imperial shapes and millimeter units for metric shapes (regardless of
the units selected and Show Unit Mark setting in the Units dialog box)
Area Displays the angle area
About Axis X-X/Y-Y
Moment of Inertia Displays the moment of inertia about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
Section Modulus Displays the section modulus about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
Radius of Displays the radius of gyration about both the horizontal (X-X) and vertical
Gyration (Y-Y) centroidal axes
About Axis Z-Z
Radius of Displays the least radius of gyration about the principal (Z-Z) axis
Gyration
Tan (Alpha) Displays the tangent of the angle of the principal axis from the vertical

Channel
Insertion Flange
Point Width
Flange Angle
Toe Radius

Fillet
Radius
Web
Depth Thickness
Free
Height

Flange Thickness

Flange Width/2

To create a channel object:

1. Click the Channel tool from the Detailing tool set.


2. Click to place the object in the drawing, and click again to set the objects rotation. If this is the first time the
object is placed in the drawing, an object properties dialog box opens. These parameters apply to subsequently
created objects; they can be changed later by accessing them from the Object Info palette.
Structural Shapes and Details | 475

3. Specify the channel properties and click OK.

Parameter Description
Series Select the desired series to display the appropriate nominal sizes
Size Select the channel size
Draw Free Height Select whether to draw the 2D channel with free height lines
Lines
Place Locus at Select whether to draw a locus at the centroid of the 2D channel
Centroid
Length (Vectorworks Enter the length of the 3D channel
Design Series
required)
Custom Size Select this option to enable fields for specifying a custom channel size
Depth Displays the depth between endpoints, or if Custom Size is selected, allows
entry of a custom value
Flange Width Displays the flange width, or if Custom Size is selected, allows entry of a
custom value
Flange Thickness Displays the flange thickness, or if Custom Size is selected, allows entry of a
custom value
Flange Angle Displays the flange angle degrees, or if Custom Size is selected, allows entry
(Deg.) of a custom value
Web Thickness Displays the web thickness of the channel, or if Custom Size is selected,
allows entry of a custom value
Toe Radius Displays the toe radius value, or if Custom Size is selected, allows entry of a
custom value
Fillet Radius Displays the fillet radius value, or if Custom Size is selected, allows entry of a
custom value
Section Properties Section properties are automatically calculated and displayed based on inch
units for imperial shapes and millimeter units for metric shapes (regardless of
the units selected and Show Unit Mark setting in the Units dialog box)
Area Displays the channel area
About Axis X-X/Y-Y
Moment of Inertia Displays the moment of inertia about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
Section Modulus Displays the section modulus about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
Radius of Displays the radius of gyration about both the horizontal (X-X) and vertical
Gyration (Y-Y) centroidal axes
476 | Chapter 12: Adding Building Elements

I-beam
Insertion
Flange Point
Width

Fillet Toe Radius


Radius

Web
Depth Thickness Free Height

Flange Angle

Flange Thickness

Flange Width/4

To create an I-beam object:

1. Click the I-Beam tool from the Detailing tool set.


2. Click to place the object in the drawing, and click again to set the objects rotation. If this is the first time the
object is placed in the drawing, an object properties dialog box opens. These parameters apply to subsequently
created objects; they can be changed later by accessing them from the Object Info palette.
3. Specify the I-beam properties and click OK.

Parameter Description
Series Select the desired series to display the appropriate nominal sizes
Size Select the I-beam size
Length (Vectorworks Enter the length of the 3D I-beam
Design Series
required)
Draw Center Line Select whether to draw the 2D I-beam with center lines
Draw Free Height Select whether to draw the 2D I-beam with free height lines
Lines
Place Locus at Select whether to draw a locus at the centroid of the 2D I-beam
Centroid
Custom Size Select this option to enable fields for specifying a custom I-beam size
Depth Displays the depth between endpoints, or if Custom Size is selected, allows
entry of a custom value
Flange Width Displays the flange width, or if Custom Size is selected, allows entry of a
custom value
Web Thickness Displays the web thickness of the flange, or if Custom Size is selected, allows
entry of a custom value
Structural Shapes and Details | 477

Parameter Description
Flange Thickness Displays the flange thickness, or if Custom Size is selected, allows entry of a
custom value
Flange Angle Displays the flange angle in degrees, or if Custom Size is selected, allows entry
(Deg.) of a custom value
Fillet Radius Displays the fillet radius value, or if Custom Size is selected, allows entry of a
custom value
Toe Radius Displays the toe radius value, or if Custom Size is selected, allows entry of a
custom value
Section Properties Section properties are automatically calculated and displayed based on inch
units for imperial shapes and millimeter units for metric shapes (regardless of
the units selected and Show Unit Mark setting in the Units dialog box)
Area Displays the I-beam area
About Axis X-X/Y-Y
Moment of Inertia Displays the moment of inertia about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
Section Modulus Displays the section modulus about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
Radius of Displays the radius of gyration about both the horizontal (X-X) and vertical
Gyration (Y-Y) centroidal axes

Rectangular Tubing
Height
Wall
Thickness

Insertion
Point
Width
Inside
Fillet
Radius

To create a rectangular tubing object:

1. Click the Rectangular Tubing tool from the Detailing tool set.
2. Click to place the object in the drawing, and click again to set the objects rotation. If this is the first time the
object is placed in the drawing, an object properties dialog box opens. These parameters apply to subsequently
created objects; they can be changed later by accessing them from the Object Info palette.
3. Specify the rectangular properties and click OK.

Parameter Description
Series Select the desired series to display the appropriate nominal sizes
Size Select the rectangular tubing size
478 | Chapter 12: Adding Building Elements

Parameter Description
Length (Vectorworks Enter the length of the 3D rectangular tubing
Design Series
required)
Draw Center Lines Select whether to draw the 2D rectangular tubing with center lines
Place Locus at Select whether to draw a locus at the centroid of the 2D rectangular tubing
Centroid
Custom Size Select this option to enable fields for specifying a custom rectangular tubing
size
Width Displays the width of the tubing, or if Custom Size is selected, allows entry of a
custom value
Height Displays the height of the tubing, or if Custom Size is selected, allows entry of
a custom value
Wall Thickness Displays the wall thickness of the tubing, or if Custom Size is selected, allows
entry of a custom value
Inside Fillet Displays the inside fillet radius value, or if Custom Size is selected, allows
Radius entry of a custom value
Section Properties Section properties are automatically calculated and displayed based on inch
units for imperial shapes and millimeter units for metric shapes (regardless of
the units selected and Show Unit Mark setting in the Units dialog box)
Area Displays the rectangular tubing area
About Axis X-X/
Y-Y
Moment of Inertia Displays the moment of inertia about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
Section Modulus Displays the section modulus about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
Radius of Displays the radius of gyration about both the horizontal (X-X) and vertical
Gyration (Y-Y) centroidal axes

Round Tubing
Outside Diameter
Wall
Thickness

Insertion
Point

To create a round tubing object:

1. Click the Round Tubing tool from the Detailing tool set.
Structural Shapes and Details | 479

2. Click to place the object in the drawing, and click again to set the objects rotation. If this is the first time the
object is placed in the drawing, an object properties dialog box opens. These parameters apply to subsequently
created objects; they can be changed later by accessing them from the Object Info palette.
3. Specify the round tubing properties and click OK.

Parameter Description
Series Select the desired series to display the appropriate nominal sizes
Size Select the round tubing size
Length (Vectorworks Enter the length of the 3D round tubing
Design Series
required)
Draw Center Lines Select whether to draw the 2D round tubing with center lines
Place Locus at Select whether to draw a locus at the centroid of the 2D round tubing
Centroid
Custom Size Select this option to enable fields for specifying a custom round tubing size
Outside Diameter Displays the outside diameter of the tubing, or if Custom Size is selected,
allows entry of a custom value
Wall Thickness Displays the wall thickness of the tubing, or if Custom Size is selected, allows
entry of a custom value
Section Properties Section properties are automatically calculated and displayed based on inch
units for imperial shapes and millimeter units for metric shapes (regardless of
the units selected and Show Unit Mark setting in the Units dialog box)
Area Displays the round tubing area
About Axis X-X/Y-Y
Moment of Inertia Displays the moment of inertia about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
Section Modulus Displays the section modulus about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
Radius of Displays the radius of gyration about both the horizontal (X-X) and vertical
Gyration (Y-Y) centroidal axes

Square Tubing
Width
Wall
Thickness
Insertion
Point
Width
Inside
Fillet R.

To create a square tubing object:

1. Click the Square Tubing tool from the Detailing tool set.
480 | Chapter 12: Adding Building Elements

2. Click to place the object in the drawing, and click again to set the objects rotation. If this is the first time the
object is placed in the drawing, an object properties dialog box opens. These parameters apply to subsequently
created objects; they can be changed later by accessing them from the Object Info palette.
3. Specify the square tubing properties and click OK.

Parameter Description
Series Select the desired series to display the appropriate nominal sizes
Size Select the square tubing size
Length (Vectorworks Enter the length of the 3D square tubing
Design Series
required)
Place Locus at Select whether to draw a locus at the centroid of the 2D square tubing
Centroid
Draw Center Lines Select whether to draw the 2D square tubing with center lines
Custom Size Select this option to enable fields for specifying a custom square tubing size
Width Displays the width of the tubing, or if Custom Size is selected, allows entry of
a custom value
Wall Thickness Displays the wall thickness of the tubing, or if Custom Size is selected, allows
entry of a custom value
Inside Fillet R. Displays the inside fillet radius value of the tubing, or if Custom Size is
selected, allows entry of a custom value
Section Properties Section properties are automatically calculated and displayed based on inch
units for imperial shapes and millimeter units for metric shapes (regardless of
the units selected and Show Unit Mark setting in the Units dialog box)
Area Displays the square tubing area
About Axis X-X/Y-Y
Moment of Inertia Displays the moment of inertia about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
Section Modulus Displays the section modulus about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
Radius of Displays the radius of gyration about both the horizontal (X-X) and vertical
Gyration (Y-Y) centroidal axes
Structural Shapes and Details | 481

Tee
Flange Width
Flange
Insertion Width/4
Point Flange Thickness Flange
Scope

Depth/2 Flange
Fillet Radius
Radius

Depth Web Thickness

Toe Radius Web Slope

To create a tee object:

1. Click the Tee tool from the Detailing tool set.


2. Click to place the object in the drawing, and click again to set the objects rotation. If this is the first time the
object is placed in the drawing, an object properties dialog box opens. These parameters apply to subsequently
created objects; they can be changed later by accessing them from the Object Info palette.
3. Specify the tee properties and click OK.

Parameter Description
Series Select the desired series to display the appropriate nominal sizes
Size Select the tee size
Length (Vectorworks Enter the length of the 3D tee
Design Series
required)
Draw Center Line Select whether to draw the 2D tee with center lines
Place Locus at Select whether to draw a locus at the centroid of the 2D tee
Centroid
Custom Size Select this option to enable fields for specifying a custom tee size
Depth Displays the depth between endpoints, or if Custom Size is selected, allows
entry of a custom value
Flange Width Displays the flange width, or if Custom Size is selected, allows entry of a
custom value
Web Thickness Displays the web thickness, or if Custom Size is selected, allows entry of a
custom value
Flange Thickness Displays the flange thickness, or if Custom Size is selected, allows entry of a
custom value
482 | Chapter 12: Adding Building Elements

Parameter Description
Web Slope (Deg.) Displays the web slope in degrees, or if Custom Size is selected, allows entry of
a custom value
Flange Slope Displays the flange slope in degrees, or if Custom Size is selected, allows entry
(deg.) of a custom value
Toe Radius Displays the toe radius value, or if Custom Size is selected, allows entry of a
custom value
Flange Radius Displays the flange radius value, or if Custom Size is selected, allows entry of a
custom value
Fillet Radius Displays the fillet radius value, or if Custom Size is selected, allows entry of a
custom value
Section Properties Section properties are automatically calculated and displayed based on inch
units for imperial shapes and millimeter units for metric shapes (regardless of
the units selected and Show Unit Mark setting in the Units dialog box)
Area Displays the tee area
About Axis X-X/Y-Y
Moment of Inertia Displays the moment of inertia about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
Section Modulus Displays the section modulus about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
Radius of Displays the radius of gyration about both the horizontal (X-X) and vertical
Gyration (Y-Y) centroidal axes

Wide Flange
Flange Width (Top)
Insertion
Point
Flange Thickness

Fillet Radius

Depth Free Height Web Thickness

Flange Thickness

Flange Width (Bottom)

To create a wide flange object:

1. Click the Wide Flange tool from the Detailing tool set.
Structural Shapes and Details | 483

2. Click to place the object in the drawing, and click again to set the objects rotation. If this is the first time the
object is placed in the drawing, an object properties dialog box opens. These parameters apply to subsequently
created objects; they can be changed later by accessing them from the Object Info palette.
3. Specify the wide flange properties and click OK.

Parameter Description
Series Select the desired series to display the appropriate nominal sizes
Size Select the wide flange size
Length (Vectorworks Enter the length of the 3D wide flange
Design Series
required)
Draw Center Line Select whether to draw the 2D wide flange with center lines
Draw Free Height Select whether to draw the 2D wide flange with free height lines
Lines
Place Locus at Select whether to draw a locus at the centroid of the 2D wide flange
Centroid
Custom Size Select this option to enable fields for specifying a custom wide flange size
Depth Displays the depth between endpoints, or if Custom Size is selected, allows
entry of a custom value
Flange Width Displays the top and bottom flange width of the wide flange, or if Custom Size
(Top) / (Bottom) is selected, allows entry of a custom value
Web Thickness Displays the web thickness, or if Custom Size is selected, allows entry of a
custom value
Flange Thickness Displays the flange thickness, or if Custom Size is selected, allows entry of a
custom value
Fillet Radius Displays the fillet radius value, or if Custom Size is selected, allows entry of a
custom value
Section Properties Section properties are automatically calculated and displayed based on inch
units for imperial shapes and millimeter units for metric shapes (regardless of
the units selected and Show Unit Mark setting in the Units dialog box)
Area Displays the wide flange area
About Axis X-X/Y-Y
Moment of Inertia Displays the moment of inertia about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
Section Modulus Displays the section modulus about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
Radius of Gyration Displays the radius of gyration about both the horizontal (X-X) and vertical
(Y-Y) centroidal axes
484 | Chapter 12: Adding Building Elements

Shaft Break
To insert a Shaft Break object:

1. Click the Shaft Break tool from the Detailing tool set.
2. Click to define the start point, click again to define the end point and rotation, and drag the cursor and click to set
the width.

Shaft Diameter

Wall Thickness

Width of Break

Parameter Description
Shaft Diameter Specify the diameter of the shaft break object
Width of Break Specify the width of the shaft break object
Configuration Select Solid or Hollow

Solid Hollow

Wall Thickness For hollow shaft break configurations, indicate the thickness of the shaft
wall

Slot
All workspaces contain the Slot object.

To insert a slot:

1. Click the Slot tool from the Detailing tool set.


2. Click to define the start point of the slot, click again to define the end point and rotation, and drag the cursor and
click to set the slot width.
Structural Shapes and Details | 485

Parameter Description
Width Specify the width of the slot object
Length Specify the width of the slot object
Show Center Line When selected, draws the slot with center line(s)

Batt Insulation
The Batt Insulation tool draws a planar insulation fill along a line. This tool is useful for creating custom details. The
insulation can be placed within a wall, where it automatically adjusts to the length of the wall.
A better method of creating insulation fills, especially for walls, is to use a tile fill, which scales and rotates within
walls and slab and wall components. See Defining Tiles on page 520.

To create batt insulation:

1. Click the Batt Insulation tool from the Detailing tool set.
2. Click to mark the beginning of the insulation fill and then click again to mark the end of the object. If this is the
first time the tool is used in this session, the Properties dialog box opens. Specify the preferences to use for this
tool during this session, and then click OK. The parameters can be changed later in the Object Info palette.
3. The created batt insulation can be dragged into an existing wall.

Click

Click Set Position for a Batt Insulation in Wall object, to fit the
insulation to the wall; Size to Wall Length must be enabled

Parameter Description
Insert When inserted in walls, aligns the insertion point of the batt insulation with
the containing walls center line or left or right edge
Break When inserted in walls, select the type of wall break for the batt insulation
Height When inserted in walls, sets the height of the insulation from the bottom of
the wall
Flip When inserted in walls, flips the orientation of the batt insulation
Set Position When inserted in walls and with Size to Wall Length selected, sets the
insulation to fit along the length of the wall. The Move By Points tool is
activated automatically; if Size to Wall Length is deselected, set the offset of
the batt insulation along the wall as described in Moving Symbols in Walls
with the Reference Point Mode on page 493.
Length Specifies the length of the batt insulation, when Size to Wall Length is
deselected
486 | Chapter 12: Adding Building Elements

Parameter Description
Thickness Sets the width of the batt insulation
Offset Sets the offset of the batt insulation from its insertion point
Folds/Unit Thk. Sets the thickness of the insulation folds
Size to Wall Length When inserted in walls, automatically sets the length of the batt insulation to
match the wall length
Add to Start/End Specifies an offset from the start or end of the wall, when the batt insulation is
sized to fit the wall length
Solid Fill Applies a solid fill to the background of the batt insulation; set the fill color
from the Attributes palette

Inserting and Editing Symbols Within a Wall


Once the walls have been created, symbols and plug-in objects such as windows and doors can be added to them. After
they are in the wall, the symbols may be moved or duplicated. When a 3D wall hole component has been added to a
symbol, it can cut a hole of the desired shape in a wall.
For general information about symbols, see the following:
Creating New Symbols on page 172 describes how to set symbol insertion options.
Editing Symbols on page 179 describes how to change symbol properties.
Inserting Symbols on page 175 describes how to insert single symbols using the Symbol Insertion tool and the
drag and drop method.
In addition, various tools and commands have specialized behavior to insert, move, and edit symbols in both straight
and round walls. See the following:
Inserting Symbols with the Duplicate Symbol in Wall Tool on page 486
Inserting Symbols in a Duplicate Array on page 488
Dragging and Dropping Symbols into Walls on page 489
Moving Symbols in Walls with the Selection Tool on page 490
Nudging Symbols in Walls on page 490
Moving Symbols in Walls with the Move Command on page 490
Moving Symbols in Walls with the Move by Points Tool on page 491
Editing Symbols in Walls on page 493
Adding a 3D Wall Hole Component to a Symbol Definition on page 494

Inserting Symbols with the Duplicate Symbol in Wall Tool


Use the Duplicate Symbol in Wall tool to easily place multiple copies of a symbol (or plug-in object) in a wall, such as
doors or windows in an office building or electrical outlets along a wall.
Symbols can also be duplicated within walls with the Duplicate Array command (see Inserting Symbols in a
Duplicate Array on page 488) and with the Move by Points tool (see Moving Symbols in Walls with the Move
by Points Tool on page 491).
The Duplicate Symbol in Wall tool has two modes.
Inserting and Editing Symbols Within a Wall | 487

Standard

Flip

Preferences

Mode Description
Flip Flips the symbol during placement (for example, changes the direction that a door
opens)
Standard Places the symbol using the orientation at creation
Preferences Specifies symbol placement information

To place duplicate symbols in a wall:

1. Select Window > Palettes > Resource Browser.


The Resource Browser opens.
2. Click the desired symbol from the list.
The symbol must have the Insert in Walls option enabled (see Creating New Symbols on page 172).
3. Select Make Active from the Resources menu.
Activate a symbol already placed in the drawing with the Symbol Pick up mode of the Symbol Insertion tool
(see Symbol Pick Up Mode on page 179).
4. Click the Duplicate Symbol in Wall tool from the Walls tool set.
5. Select the placement mode from the Tool bar.
This sets the symbol orientation. To place the symbol using the orientation in which is was created, click the
Standard mode button. To flip the symbol when it is placed, click the Flip mode button.
6. Click Preferences from the Tool bar.
The Duplicate Symbol In Wall dialog box opens. Indicate how to place the symbols.
488 | Chapter 12: Adding Building Elements

Parameter Description
Start To set the first symbol position with the mouse, select Next Click; to set the first symbol
Offset position by a specified distance from a wall end, select the button next to the text box and
enter a distance from the wall end
Spacing To place successive symbols by mouse click, select Next Click; to place successive
symbols a specified distance apart, select the button next to the text box and enter a
distance between symbols
Copies If selected, enter the specific number of symbol copies to insert into the wall

7. Click OK.
8. Click on the wall to indicate where the first symbol should be inserted. A preview of the symbols are shown along
the wall to aid in placement. If inserting the first symbol by an offset value, click anywhere on the wall and the
first symbol preview displays at the proper offset distance.
9. If spacing symbols by the next mouse click, move the mouse along the wall to set the spacing between symbols,
and click again to insert the duplicate symbols. If spacing symbols by a specified distance, click again to insert the
duplicate symbols. If a number of copies was specified, that number of symbols is automatically inserted.
Move the mouse to the opposite side of the wall to flip the symbol direction.

Inserting Symbols in a Duplicate Array


Use the Duplicate Array command to place multiple copies of a selected symbol into straight or round walls.
Symbols can also be duplicated within walls with the Duplicate Symbol in Wall tool (see Inserting Symbols
with the Duplicate Symbol in Wall Tool on page 486) and with the Move by Points tool (see Moving Symbols
in Walls with the Move by Points Tool on page 491).
To create a duplicate array of symbols in a wall:
1. Select the symbol in the wall that is to be duplicated. The duplicates will be placed along the wall following the
walls blue direction arrow.
2. Select Edit > Duplicate Array.
The Duplicate Array dialog box opens. The fields available depend on whether the wall that contains the selected
symbol is straight or round.
Inserting and Editing Symbols Within a Wall | 489

Duplicate Array dialog box for Duplicate Array dialog box for
straight walls round walls

Parameter Description
Direction The preview window shows the direction the duplicate symbols will be
placed in the wall. To reverse the direction of the duplication, click the
button to the left of the window.
Number of Duplicates Specify the number of copies of the original object to create
Offset Between Specify how far apart to place the duplicate symbols. For straight walls,
Duplicates enter the distance from the center of each symbol to the center of the next
symbol in the wall. For round walls, specify either the distance or the angle
between the duplicates. Distance is measured along the outer arc of the
round wall. Angle is the angle between the center of each symbol to the
center of the next symbol in the wall.
Z Offset Between Optionally, specify a difference in height on the wall between each symbol
Duplicates

3. Click OK, and the array of duplicate symbols is placed into the wall.

Dragging and Dropping Symbols into Walls


To insert a 2D, 3D, or hybrid symbol in a wall by dragging it from the Resource Browser:
1. Click the symbol in the Resource Browser and drag it to the desired location in the wall.
The symbol must have the Insert in Walls option enabled (see Creating New Symbols on page 172).
The symbol cannot be rotated during insertion, since the Symbol Insertion tool is not automatically activated.
When you drop a symbol onto a wall or round wall, the symbol is inserted using the default flip value.
2. If necessary, edit the symbol parameters in the Object Info palette.
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Moving Symbols in Walls with the Selection Tool


The Selection tool moves symbols (or plug-in objects) within walls. Several symbols can be selected and moved at
once. When multiple symbols are selected, their common parameters can be changed in the Object Info palette.
Symbols within walls and symbols outside of walls cannot be selected at the same time.

To move one or more symbols within a wall:

1. Click the Selection tool from the Basic palette.


Toggle Wall Insertion mode on or off, depending on the desired result.

Action Description
Select one or more symbols inserted Inserted symbols can be dragged out of the wall (and into another
in a wall, with Wall Insertion mode wall if desired)
on
Select one or more symbols not Selected symbols can be inserted into a wall by dragging them
inserted in a wall, with Wall over the wall
Insertion mode on
Select one or more symbols inserted The symbols are moved within the wall. When one of the objects
in a wall, with Wall Insertion mode in the selection reaches the end of the wall, none of the objects
off can be moved farther in that direction.

2. Select the symbol or symbols.


3. Position the cursor near the symbol to be moved. When the resize cursor displays, drag the symbol(s).
Click

Nudging Symbols in Walls


Objects within a single wall can be nudged a small distance with a keyboard shortcut defined in the Edit tab of the
Vectorworks Preferences (see Edit Preferences on page 17).
To nudge one or more symbols in a wall:
1. Select one or more symbols with the Selection tool; if multiple symbols are selected, they must be in the same
wall.
2. Use the keyboard shortcut for nudging objects to move the symbols as needed. When one of the objects in the
selection reaches the end of the wall, none of the objects can be moved farther in that direction.

Moving Symbols in Walls with the Move Command


Symbols within a single wall can be moved with the Move command.
To move one or more symbols in a wall:
1. Select the symbol(s) to move with either the Selection tool; if multiple symbols are selected, they must be in the
same wall.
2. Select Modify > Move > Move.
Inserting and Editing Symbols Within a Wall | 491

The Move Selection dialog box opens. The fields available depend on whether the wall that contains the selected
symbol(s) is straight or round.

Move Selection dialog box for Move Selection dialog box


straight walls for round walls

Parameter Description
Direction The preview window shows the direction the symbol(s) will be moved in the wall. To
reverse the direction of the move, click the button to the left of the window.
Offset For straight walls, specify the distance along the wall to move the object(s). For round
walls, specify either the Distance or the Angle between the old and new locations.
The distance is measured along the outer arc of the round wall.

3. Click OK, and the symbols are moved as specified.

Moving Symbols in Walls with the Move by Points Tool


Symbols within a single wall can be moved, duplicated, and distributed along a specified distance with the Move by
Points tool. The tool works in both 2D and 3D views.
Symbols can also be duplicated within walls with the Duplicate Symbol in Wall tool (see Inserting Symbols
with the Duplicate Symbol in Wall Tool on page 486) and with the Duplicate Array command (see Inserting
Symbols in a Duplicate Array on page 488).
The Move by Points tool has the following modes.
Distribute Object Retention Number of Duplicates Preference

Move

Reference Point Preferences

Mode Description
Move Moves and duplicates selected symbols according to the distance and direction
specified by two mouse clicks
Distribute Moves and distributes duplicate symbols between the points specified by two mouse
clicks
492 | Chapter 12: Adding Building Elements

Mode Description
Reference Moves selected symbols according to a clicked reference point and a specified offset
Point distance from that point; the Preferences settings are not applicable when this mode
is selected
Object Keeps the original symbols; this is the same as selecting the Retain option in the tool
Retention preferences

Moving Symbols in Walls with the Move or Distribute Mode


The Move and Distribute modes work the same way for symbols in walls as they do for other objects, except the vector
that is specified by clicking is assumed to be along the wall. (See Moving Objects with the Move or Distribute Mode
on page 255 for details.)

To move, duplicate, and distribute selected symbols in a wall:

1. Select the symbol(s) in a wall to move and/or duplicate; if multiple symbols are selected, they must be in the same
wall.
2. Click the Move by Points tool from the Basic palette and click Preferences from the Tool bar.
The Move by Points Settings dialog box opens. Select the desired settings and click OK.

Parameter Description
Number of Specifies the number of copies of the original object(s) to create (must be at least
Duplicates one); same as the Number of Duplicates field on the Tool bar
Original Object
Retain Keeps the original symbol(s); this option performs the same function as
selecting the Object Retention button on the Tool bar
Leave Selected Keeps the original symbol(s) selected for further action

To select additional symbols or to change the currently selected symbol to move, duplicate, or distribute, press and
hold the Alt key (Windows) or Cmd key (Macintosh) while shift-clicking additional objects or click-dragging the
mouse around them to marquee select them; the Selection tool is activated in boomerang mode while the Alt or
Cmd is being pressed.
3. Select either the Move or Distribute mode, depending on the desired outcome.
4. Click once to indicate the vector start point, and click again to indicate the vector end point.
Symbols are duplicated or moved within the wall, in the direction and distance specified. If the wall is not long
enough to accommodate the specified duplicates and spacing, the number of symbols and the distance between
them is adjusted automatically.
Inserting and Editing Symbols Within a Wall | 493

Moving Symbols in Walls with the Reference Point Mode


Reference Point mode can work two ways; the first click can either indicate the object to be moved or the reference
point from which the object will be offset.

To move selected symbols in a wall using a reference point:

1. Select the symbol(s) to move; if multiple symbols are selected, they must be in the same wall.
2. Click the Move by Points tool from the Basic palette, and select the Reference Point mode from the Tool bar.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the symbol and select Set Position from the
context menu. The Move by Points tool is automatically selected, in Reference Point mode.
To select additional symbols or to change the currently selected symbol to move, press and hold the Alt key
(Windows) or Cmd key (Macintosh) while shift-clicking additional objects or click-dragging the mouse around
them to marquee select them; the Selection tool is activated in boomerang mode while the Alt or Cmd is being
pressed.
3. Click to indicate either the reference point, or a point on the selected symbol.
The Enter Offset dialog box opens, displaying the distance between the clicked points. The fields available depend
on whether the wall is straight or round.

Enter Offset dialog box for Enter Offset dialog box for
straight walls round walls

4. For round walls, select whether to offset the symbol by Distance or by the Angle along the arc of the wall.
5. Change the offset distance or angle.
6. Select whether the first click made was the reference point or a point on the symbol to be moved.
7. Click OK. The selected symbol is moved along the wall as specified.
8. The setting for how the first click is interpreted remains set until it is changed.

Editing Symbols in Walls


Once a symbol has been placed in a wall, you can flip the symbol in the wall, reposition it, or completely replace it.
Symbols can also be dragged completely out of the wall.
To change how a symbol interacts with a wall:
1. Select Window > Palettes > Object Info.
The Object Info palette opens.
2. Select the desired symbol or symbols with the Selection tool.
494 | Chapter 12: Adding Building Elements

The Object Info palette displays the symbols information. If several symbols are selected, only the common
information can be changed.
3. Change the symbols settings as necessary.

Parameter Description
Insert Changes the insertion point location in relation to the symbol position
Break Changes the wall break style where the symbol is inserted
Height Changes the height of the symbol in the wall
Flip Click to flip through a series of four rotations until the desired orientation is reached.

Alternatively, Right-click (Windows) or Ctrl-click (Macintosh) on the symbol and select


Flip from the context menu.
Set Activates the Move by Points tool in Reference Point mode; see Moving Symbols in
Position Walls with the Reference Point Mode on page 493
Replace Opens the Choose a Symbol dialog box to allow selection of a replacement symbol; see
Replacing Existing Symbols on page 180

Adding a 3D Wall Hole Component to a Symbol Definition


By adding a 3D wall hole component to a symbol definition, the symbol has the ability to cut holes of any shape in a
wall. The geometry drawn to define the shape of the 3D hole can consist of any solid shape or shapes. If a wall hole
component is included in a symbol definition, any existing 3D loci in the 3D component of the symbol are ignored.
To add a 3D wall hole component to a symbol definition:
1. Select a black symbol instance from the drawing. Right-click (Windows) or Ctrl-click (Macintosh) on the symbol,
and select Edit 3D Wall Hole Component from the context menu to enter wall hole component editing mode.
It is also possible to select the symbol to edit from the Resource Browser, and select Edit from the Resources
menu, and then select 3D Wall Hole Component from the Edit Symbol dialog box. However, editing the symbol
instance from the drawing allows you to see the drawing context when adding the wall hole component.
Inserting and Editing Symbols Within a Wall | 495

A colored border around the drawing window indicates that you are in an editing mode. The Exit Wall Hole
Component command becomes available from the Modify menu, and the Exit Wall Hole Component button is
visible in the top right corner of the drawing window.
2. Any solid shape(s) can be drawn to define the hole shape. The geometry must intersect the wall.
Select the 2D Polygon tool or Polyline tool from the Basic palette and trace the symbol outline to define the hole
shape. Select Model > Extrude to create a 3D wall hole shape. Alternatively, create 3D wall hole geometry
directly using 3D modeling tools. The wall hole geometry has a red pen style; this can be changed from the
Attributes palette if desired.
Other drawing objects display, and can be snapped to, while in the editing mode (the Vectorworks display
preference Show other objects while in editing modes must be enabled). The symbol being edited is displayed
with its pen style attributes, to distinguish it from the rest of drawing.
3. Click Exit Wall Hole Component to return to the design layer.
Since the wall hole component was added to the symbol definition, all instances of the symbol will cut holes in
walls according to the geometry drawn.

Right-click (Windows) or Ctrl-click In the editing mode, draw the The 3D geometry creates the hole of
(Macintosh) and select Edit 3D Wall Hole geometry to create the 3D wall hole, the desired shape in the wall
Component from the context menu to and extrude it to create the wall hole
enter wall hole component editing mode shape

Applying Renderworks Textures to Wall Hole Components


Special texture parts for wall hole components can be applied from the Object Info palette (Renderworks product
required). See Applying a Texture to an Object on page 620. While editing the wall hole component, the Assign Part
list on the Render tab of the Object Info palette lists three options for the different textures that can be applied to wall
hole faces: Holes, Wall Left, and Wall Right.
496 | Chapter 12: Adding Building Elements

Texture Result
Part
Holes Applies the texture specified for the walls Holes part to the wall faces created by the
cutting object
Wall Left Applies the texture specified for the walls Left part to the wall faces created by the
cutting object
Wall Right Applies the texture specified for the walls Right part to the wall faces created by the
cutting object

Each wall hole component can only have one texture part defined. Therefore, up to three different cutting objects
would be necessary to apply three different texture parts to the wall hole faces.

Creating Columns
Use the Column tool to place a column in the drawing.

Capital

Shaft

Base

Additional column capabilities are available in the Vectorworks Architect product (see Creating Columns and
Pilasters in Vectorworks Architect on page 139 in the Vectorworks Design Series Users Guide).

To create a basic column:

1. Click the Column tool from the Walls tool set.


The Column tool on the Building Shell tool set creates a basic column for the Vectorworks Landmark and
Spotlight products (Vectorworks Design Series required).
2. Click to place the column in the drawing, and click again to set the columns rotation. If this is the first time a
column is placed in the drawing, the column object properties dialog box opens. These parameters apply to
subsequently created columns; they can be changed later by accessing them from the Object Info palette.
3. Specify the column properties.
To create a circular or square shaft, capital, or base, enter the same value for the width and depth.

Parameter Description
Use Center Marks Select this option to size the cross at the column insertion point and enter the
Center Mark Size
Creating Columns | 497

Parameter Description
Height Directly sets the desired height of the column, including base and capital (if
any). When the column height is determined manually by this method, the Top
Bound property of the column is automatically set to Layer Elevation, and the
Top Offset value is modified accordingly.
When the top of the column is bound by the layer wall height value, the wall
height updates automatically.
Top Bound Sets the vertical reference that determines the top of the column.
The Layer Wall Height value is set by the design layer (see Setting Design
Layer Properties on page 97)
Additional options are available for the Vectorworks Architect product; see
Creating Columns and Pilasters in Vectorworks Architect on page 139 in the
Vectorworks Design Series Users Guide.
Top Offset Sets the offset of the top of the column from its specified top bound height. If
setting the boundary of the top of the column to the layer elevation, enter the
columns height for the Top Offset; if setting the height of the top of the
column to the default wall height, specify any offset above or below the layers
default wall height.
Bot Bound Sets the vertical reference that determines the bottom of the column; Layer
Elevation is the only option available unless the Vectorworks Architect
product is installed
Bot Offset For the bottom of the column, sets the offset from the layer elevation
Shaft Type Select to draw the column with an oval or rectangular shaft type
Shaft Width Enter the shaft width
Shaft Depth Enter the shaft depth
Shaft Corner Radius For rectangular shaft type, enter the corner radius of the shaft
Shaft Taper Select whether to draw the column with a classic or straight taper, or no taper
Taper Width For a straight or classic taper, enter the taper width
Taper Depth For a straight or classic taper, enter the taper depth
Use Capital Select whether to add a capital to the column
Capital Type Select to draw the column with an oval, oval mushroom, rectangular, or
rectangular mushroom capital
Capital Width Enter the capital width
Capital Depth Enter the capital depth
Capital Height Enter the capital height
Capital Corner For rectangular capital type, enter the corner radius of the capital
Radius
Use Base Select whether to add a base to the column
Base Type Select an oval or rectangular base type
Base Width Enter the base width
Base Depth Enter the base depth
498 | Chapter 12: Adding Building Elements

Parameter Description
Base Height Enter the base height
Base Corner Radius For rectangular base type, enter the base corner radius
Base Divisions Enter the number of divisions for the base
Divider Depth/ For more than one base division, enter the depth and height for each divider
Height
Get Finishes/Classes Click to open the Get Finishes/Classes dialog box to select the class to use for
rendering the 3D shaft, capital, and base of the column
Shaft Finish Displays the class to use for rendering the 3D shaft (selected in the Get
Finishes/Classes dialog box)
Capital Finish If Use Capital is selected, displays the class to use for rendering the 3D capital
(selected in the Get Finishes/Classes dialog box)
Base Finish If Use Base is selected, displays the class to use for rendering the 3D base
(selected in the Get Finishes/Classes dialog box)

4. Click OK.
A column with the specified parameters is placed on the drawing. The object parameters can be modified in the
Object Info palette.

Creating Simple Stairs


A simple stair object is available to add a basic stair representation to the drawing. Vectorworks Design Series products
contain two additional stair tools when the design requires complex, detailed stairs. See Inserting Stairs on page 225
in the Vectorworks Design Series Users Guide.

To insert a simple stair:

1. Click the Simple Stair tool from the Walls tool set.
2. Click to place the simple stair in the drawing, and click again to set the stairs rotation. If this is the first time a
stair is placed in the drawing, the stair object properties dialog box opens. These parameters apply to subsequently
created stairs.
The stair parameters can be edited from the Object Info palette.

Parameter Description
Style Select the stair style: standard, indented, open riser, or masonry
Width Specifies the width of the staircase
Flr-Flr Height Specifies the height of the staircase from floor to floor
Max Riser Indicates the horizontal maximum thickness of the riser
Tread Depth/Height Sets the tread depth (front to back) and the tread height
Nosing Depth Specifies the nosing depth
Config Select the stair configuration: straight, straight with a landing, left and right
landings, and left and right double-back stairs with landings (even and
irregular)
Creating Simple Stairs | 499

Parameter Description
Landing Tread Indicates how many steps occur before the landing (does not apply to even
double back stairs)
Separation For double back style stairs, sets the separation distance between the flights
Offset 1/2 For stairs with landings, indicates the distance to offset the landing from the
stairs on each side of the landing
Curved Landing Creates curved landings; the radius matches the stair width
Stringer Width/Offset Sets the stringer width (thickness) on each side of the stair, and specifies the
distance between the outside of the stair tread to the outside of the stringers
Draw Lower Stair Hides a portion of the stair with a stair break, so that the lower portion of the
Break stair can be displayed in 2D
Show Data Select to display the number of risers and riser height along with the
path-of-travel arrow; an Up or Down arrow must be selected in Arrows for
stair data to be displayed
Draw Top Tread Specify whether the stair should include a tread at the same level as the upper
floor it serves
Create 3D Creates a 3D version of the stair to display in views other than Top/Plan
Left/Right Rail Adds handrails to the left and right of the staircase
Rail Height/Width Sets the height and width for the railing(s)
Arrows Select whether to display the path-of-travel arrow, and in which direction
Step/Rail/Stringer Select the Class to assign to the steps, railing(s), and stringers
Finish
500 | Chapter 12: Adding Building Elements
Applying Object Attributes 13
Attributes are characteristics that can be applied to 2D planar and screen objects in a drawing, including fill style, pen
style, opacity, line thickness, and line end markers. Fill styles include solid colors, patterns (including foreground and
background colors), hatches, tiles, gradients, and images. Pen styles include solid colors, patterns (including
foreground and background colors), and line types.
There are various ways to apply attributes to objects:
Use the Attributes palette to apply attributes to a selected object.
Use the Attributes palette to set default attributes that will be applied as objects are created.
Use the Eyedropper tool to transfer attributes from one object to another.
Set up a class to use certain attributes when objects are created in that class or when the class is assigned to an
existing object.
The attributes available on the Attributes palette can be customized. Fill and line patterns, line thickness, and line end
marker style attributes can all be adjusted as needed; to reuse the custom attributes in other files, save them to a
template file. Attributes that are resources (hatches, tiles, gradients, images, and line types) are even more flexible; they
can easily be created, edited, reused in other files, and shared with coworkers. In addition, hatches, tiles, gradients, and
images can be mapped to suit a specific object.

The Attributes Palette


The Attributes palette applies attributes to objects, and displays the attributes currently applied to a selected object.
Select Window > Palettes > Attributes to open the Attributes palette.

Fill Style
Fill Color
Pen Style
Pen Color
Opacity
Line Thickness
Marker controls

Utility menu (Vectorworks Design Series required)

Attributes can be applied to most 2D planar and screen objects, with a few exceptions. Line end markers can only be
applied to open objects, such as lines, arcs, and polylines. Only pen color and opacity can be applied to text; however, a
fill can be applied to the text box (the background behind the text).
If you are using the same attribute settings for several objects, create a class for those objects and apply the class
attributes at creation. Class attributes can also be set for selected objects; see Setting Class Attributes on page 112.
Most of the attribute types (fill, pen, opacity, line thickness, and marker) are specified directly from the Attributes
palette. Some of the settings available on the palette can be customized; fill and line patterns, line thickness, and line
end marker styles can all be adjusted as needed.
Line types, and hatch, tile, gradient, and image fills are resources; you can select them from the default content in the
Attributes palette (see Libraries on page 155), or you can create or import custom resources and apply them from the
Resource Browser.
In Vectorworks Design Series products, the Attributes palette has a utility menu that sets default and global attributes.
See Setting Global and Default Attributes on page 606 in the Vectorworks Design Series Users Guide.
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Setting Default Attributes


The default attributes for a document are the attributes that are automatically applied to each new object when it is
created, unless a class attribute is assigned (see Setting Class Properties on page 109 and The Attributes Palette on
page 501 for more information). These are the settings that display on the Attributes palette when no objects are
selected.
When you first open a new document, set the default attributes to those you use most often. For example, you might
adjust the fill and line colors, and line thickness.
The default attributes apply to the current document only. In addition, custom patterns that you create cannot be used in
other documents. To save a set of default attributes or custom patterns for future use, set the attributes as desired and
save the document as a template.
To set the default attributes for a document:
1. Ensure that no objects are selected.
2. Select Window > Palettes > Attributes.
The Attributes palette opens.
3. Select the desired attributes. Objects created after that point use those attributes by default.
The defaults can also be set with the Eyedropper tool (see Transferring Attributes on page 502).

Applying Attributes to Existing Objects


To apply attributes to existing objects:
1. Select the object or objects.
2. Select Window > Palettes > Attributes.
The Attributes palette opens.
3. Set the desired attributes for the object(s) from the Attributes palette.
The objects attributes are updated.

Transferring Attributes
The Eyedropper tool transfers attributes from one object to another in a single step, including fill, pen, line, text, wall,
and other attributes.

Pick up Attributes Settings menu

Apply Attributes Preferences

Mode Description
Pick up Attributes Selects an objects attributes
Apply Attributes Transfers selected attributes to another object
Preferences Sets the default parameters to be used for the tool
Settings menu Sets the group of parameters to be used for the tool-either the currently active settings,
or a selection from the list of saved settings

Press the Option (Macintosh) or Ctrl (Windows) key to switch between the Pick Up and Apply modes.
Transferring Attributes | 503

To transfer object attributes:

1. Click the Eyedropper tool from the Basic palette.


2. Click Preferences from the Tool bar to specify the set of attributes to transfer. The Eyedropper Preferences dialog
box opens.
Alternatively, select a set of saved attributes from the Settings menu on the Tool bar.

Parameter Description
Saved Settings Options
Settings Select <Active Settings> to use the attributes currently selected in the dialog box; to use
a set of saved attributes, select them from the pull-down list
Save Opens a dialog box to name and save the currently selected attributes so that they can
quickly be selected as a set
Manage Opens the Saved Settings dialog box to rename or delete sets of saved tool attributes
(see Managing Saved Settings on page 505)
All Checked box: All attributes in the group are selected; click to deselect all attributes
in the group.
Empty box: No attributes in the group are selected; click to select all attributes in the
group for transfer.
Box displays (Windows) or (Macintosh): One or more attributes in the
group are not selected; click to select all attributes in the group for transfer.
Fill Attributes Transfers fill attributes, including foreground and background colors, style (pattern,
hatch, tile, gradient, or image fill), and texture
Pen Attributes Transfers pen foreground and background colors and style (solid, pattern, or line type)
Line Attributes Transfers line weight (thickness), presence of markers, and marker attributes
504 | Chapter 13: Applying Object Attributes

Parameter Description
Text Attributes Transfers text attributes to another text object, dimension, or plug-in object, including
font, size, font style, alignment and spacing. Alignment and spacing are transferred to
text objects only.
Wall Attributes Transfers wall thickness and component settings for walls and round walls; components
define wall thickness, so components cannot be transferred without also transferring the
thickness parameter
Viewport Attributes Transfers viewport attributes to another viewport, including class and layer visibility
settings and attribute overrides. Other Properties refers to the remaining viewport
options such as view, render mode, projection, and advanced properties. Viewport
attributes can be transferred between files; class, layer, and other resources specified in
an attribute override are resolved by the name of the class, layer, or resource,
respectively.
Other Attributes
Record Transfers the database record attributes
Plug-in Parameters Transfers plug-in parameters between plug-in objects, including objects inserted in
walls
Class Selects the class for transfer (makes the target object the same class as the source object)
IFC Data (Vectorworks Transfers IFC data to another object, while preserving unique IFC identifiers. If the
Architect/Landmark object receiving the data does not yet have a unique identifier, it is automatically
required) created.
Pick Up Sets Defaults Changes the default Attributes palette settings to match those of the source object;
objects created from then on use the attributes of the source object
Use Class Attributes Transfers the by-class settings of the source object, provided the target object is in the
same class as the source object
Object Opacity Transfers an objects opacity setting

3. Specify the attributes to be selected and applied by the Eyedropper tool, and click OK.
4. Click Pick Up Attributes from the Tool bar.
The cursor changes to an eyedropper.
5. Click the object that is the source of the attributes.
6. Click Apply Attributes from the Tool bar.
The cursor changes from an eyedropper to a paint bucket.
7. Click the target object for the attributes.
The attributes are transferred to the object.

Click source object for Click target object for The attributes are
attributes attributes transferred

To transfer attributes between files, the target objects, classes, records, textures, and other attributes must already
be present in the target file. The Eyedropper tool does not create objects or attributes.
Fill Attributes | 505

Managing Saved Settings


If you have saved attributes to use with the Eyedropper tool, use the Manage button on the Eyedropper Preferences
dialog box to rename or delete these saved settings when needed.

To manage saved settings for the Eyedropper tool:

1. Select the Eyedropper tool from the Basic tool palette, and then click Preferences on the Tool bar. The
Eyedropper Preferences dialog box opens.
2. Click Manage.
The Saved Settings dialog box opens. Select the set of saved attributes to change.

Parameter Description
Rename Select and enter a new name for the set of attributes. If the entered name is already assigned to
another set of attributes, you are prompted to confirm that you want to replace the existing set
with the set being saved.
Delete Select to delete the set of attributes. You are prompted to confirm that you want to delete the
saved settings.

3. Click OK to close the Saved Settings dialog box. Click OK again to close the Eyedropper Preferences dialog box.

Fill Attributes
Objects can be filled with a solid color, pattern (with foreground and background colors), hatch, tile, gradient, or image.
Alternatively, set the object fill to None to create transparent objects with no fill.
Hatch, tile, gradient, and image fills can be customized to suit the object to which they are applied. The Attributes
palette displays a button for each of these fills to open a settings dialog box for customizing the fill. In addition, you can
use the Attribute Mapping tool to edit the size, position, and angle of an associative hatch, tile, gradient, or image fill
that has been applied to an object (see Mapping Fills with the Attribute Mapping Tool on page 531).

Fill Style Description


None No fill is applied
Solid Applies a solid fill to the selected object(s); click the color box to select the fill color. To set the color
by class, select the Color by Class option from the color palette.
506 | Chapter 13: Applying Object Attributes

Fill Style Description


Pattern Applies a pattern fill to the selected object(s); click the pattern box to select the desired pattern, and
then select the foreground color and background color from the color boxes next to the pattern. To set
the pattern colors by class, select the Color by Class option from the color palette.
To create custom patterns for this file, see Creating Custom Patterns for Fill and Pen Styles on
page 507.
Hatch Applies a hatch fill to the selected object(s). Select the desired hatch from either the default content
or the current files content (see Libraries on page 155). If there are no hatches defined in the
document and default content is not enabled, you are prompted to add a default hatch definition.
To customize the hatch fill for the selected object(s), click the Fill Hatch Settings button).
If the fill of the selected object has been edited, the fill name is highlighted in blue and (local
map) is appended to the name.
For more information about how to create, edit, and customize hatches, see Using Hatch Fills on
page 513.
Tile Applies a tile fill to the selected object(s). Select the desired tile fill from either the default content or
the current files content (see Libraries on page 155). If there are no tiles defined in the document
and default content is not enabled, you are prompted to add a default tile definition.
To customize the tile fill for the selected object(s), click the Fill Tile Settings button.
If the fill of the selected object has been edited, the fill name is highlighted in blue and (local
map) is appended to the name.
For more information about how to create, edit, and customize tiles, see Using Tile Fills on
page 519.
Gradient Applies a gradient fill to the selected object(s). Select the desired gradient from either the default
content or the current files content (see Libraries on page 155). If there are no gradients defined in
the document and default content is not enabled, you are prompted to add a default gradient
definition.
To customize the gradient fill for the selected object(s), click the Fill Gradient Settings button.
For more information about how to create, edit, and customize gradients, see Using Gradient Fills
on page 523.
Image Applies an image fill to the selected object(s). Select the desired image from either the default
content or the current files content (see Libraries on page 155). If there are no images defined in
the document and default content is not enabled, you are prompted to import an image definition.
To customize the image fill for the selected object(s), click the Fill Image Settings button.
For more information about how to create, edit, and customize images, see Using Image Fills on
page 527.
Class Style The selected object(s) takes on the fill attribute set by the objects class.
If Use at Creation is enabled for the objects class, the objects fill style is automatically set by the
class.
If Use at Creation is disabled for the class, the object only takes on the class style when the Class
Style option is selected.
See Setting Class Attributes on page 112.
Pen Attributes | 507

Creating Custom Patterns for Fill and Pen Styles


There are 72 patterns available to use as a fill or pen style in the Attributes palette. You can customize patterns 36
through 71; patterns 0 through 35 cannot be edited. Customizations are saved with the file.
To reuse the custom patterns in other files, save the file as a template file. See Creating Templates on page 81 for
more information.
To customize the patterns available in the current file:
1. Select File > Document Settings > Patterns.
The Edit Patterns dialog box opens. Patterns 36 through 71 can be selected from the list; select a pattern and edit it
as desired.

Parameter Description
Pattern Select a pattern to edit from the Pattern list, and then click in the editing box on the left to add and
delete pixels; the edits display in the preview window to the right of the editing box
Revert Restores the pattern to its original settings (you must click this before you select another pattern or
click OK)

2. When all edits are complete, click OK to save the customized patterns. The edited patterns are available from the
Fill Pattern and Pen Pattern boxes on the Attributes dialog box, for the current file only.

Pen Attributes
Pen attributes apply to object outlines, and can be a solid or pattern line of any thickness and color. Alternatively, apply
a standard or custom line type, to add graphic elements to a line. Line types are resources that can include dashes, text,
or any 2D object.
To apply color to text objects, select the Solid pen style, and set the appropriate color.
For more information about using color boxes in the Attributes palette, see Applying Colors on page 540.

Pen Style Description


None No pen is applied
Solid Applies a solid pen style to the selected object(s); click the color box to select the pen color. To set
the color by class, select the Color by Class option from the color palette.
Select the line thickness for the pen from the Line Thickness list. To create custom line thicknesses
for this file, see Creating Custom Thicknesses for Lines on page 509.
508 | Chapter 13: Applying Object Attributes

Pen Style Description


Pattern Applies a patterned pen style to the selected object(s); click the fill pattern box to select the desired
pattern, and then select the foreground color and background color from the color boxes next to the
pattern. To set the pattern colors by class, select the Color by Class option from the color palette.
To create custom patterns for this file, see Creating Custom Patterns for Fill and Pen Styles on
page 507.
Line Type Applies a line type resource to the selected object(s). Click the color box to select the pen color. To
set the color by class, select the Color by Class option from the color palette. Select the desired
thickness from the Line Thickness list.
To create line type resources for this file, see Using Line Types on page 536.
Class Style The object(s) takes on the pen attribute set by the objects class.
If Use at Creation is enabled for the objects class, the objects pen style is automatically set by
the class.
If Use at Creation is disabled for the class, the object only takes on the class style when the Class
Style option is selected.
See Setting Class Attributes on page 112.

Opacity Attributes
In addition to the overall layer opacity settings described in Setting the Design Layer Opacity on page 100, an
opacity setting is available for individual objects. Opacity can be applied to any type of 2D object, including planar
objects, 2D walls, text, worksheet backgrounds, and plug-in objects that include a 2D object.
If layer opacity is set in addition to object opacity, the results are additive; for example, a layer opacity of 50% and
an object opacity of 50% will display the object at 25% opacity. Similarly, the opacity settings of nested and
container objects are combined.
The Quartz (Macintosh) or GDI+ (Windows) imaging Vectorworks preference must be enabled to apply and display the
opacity attribute. See Display Preferences on page 18.
To set the opacity of a 2D object:
1. Select the object(s) and click the Opacity button on the Attributes palette to open the Set Opacity dialog box.

2. Drag the Opacity slider to the left to increase the transparency, or enter an opacity percentage (0-100) in the box
to the right of the slider. Alternatively, select Use Class Opacity to use the opacity value set by the objects class.
If Use at Creation is enabled for the objects class, the objects opacity is automatically set by the class. If Use at
Creation is disabled for the class, the object only takes on the class style when the Use Class Opacity option is
selected. (See Setting Class Attributes on page 112.) Class opacity can be overridden in viewports.
3. If desired, click Preview to view the results of the opacity setting.
4. Click OK to apply the opacity setting.
The opacity setting applies to 2D objects only. For a similar effect in 3D, a transparency shader can be applied with the
Renderworks product (see Creating Textures on page 591).
Line Thickness Attributes | 509

Line Thickness Attributes


Line thickness attributes apply to the pen style of an object. Apply line thickness attributes to 2D and 3D objects.
From the Attributes palette, select the line thickness from the Line Thickness list.
To add, remove, or edit the available line thickness values, select Tools > Options > Line Thickness. See Creating
Custom Thicknesses for Lines on page 509 for more information. To temporarily adjust the current line thickness
setting, click Set Thickness from the Line Thickness list. The Set Thickness dialog box opens; select the Thickness
Units, enter the Thickness Value, and click OK.
Select Class Thickness to use the line thickness attributes set by the objects class (see Setting Class Attributes on
page 112).
If Use at Creation is enabled for the objects class, the objects line thickness is automatically set by the class.
If Use at Creation is disabled for the class, the object only takes on the class thickness when the Class Thickness
option is selected.
Click to temporarily set the
current line thickness Click to apply the
line thickness
according to the
objects class

Select a
line thickness

Creating Custom Thicknesses for Lines


You can customize the set of line thicknesses available from the Line Thickness menu on the Attributes palette. The
edited thicknesses are saved with your user preferences, so they are available from one Vectorworks session to the next.
To create custom line thicknesses for the Attributes palette:
1. Select Tools > Options > Line Thickness.
The Preferred Line Thickness dialog box opens. Select the preferred line thickness criteria.
510 | Chapter 13: Applying Object Attributes

Parameter Description
Units Select the Units to be used for the thickness of the edited line
New Enter the new thickness value to replace the current thickness value listed to its left

2. When all edits are complete, click OK to save the customized set of line thicknesses.

Marker Attributes
You can apply line start and line end markers to open objects, including lines, arcs, polylines, 2D polygons, and
freehand lines. You can also apply line end markers to the leader lines on callout and dimension objects. Dimensions
have other default markers assigned as part of the dimension standard setup, but these cannot be applied or removed
through the Attributes palette.
In the Attributes palette, click the Line Start Marker Toggle button, the Line End Marker Toggle button, or both
buttons to specify the end(s) to receive the displayed marker. When a marker is applied to an object, the toggle button is
highlighted. To always use the same style for both ends of the object, also click the Marker Link Toggle button;
whenever the marker style of one end is changed, the other ends marker style automatically changes to match.
To switch to a different marker style, click Line Startpoint Style or Line Endpoint Style. Select a marker style from
the list, or click Edit Marker List to create a new style. See Editing the Marker List on page 511 for more
information.
Select Class Style to use the marker attributes set by the objects class.
If Use at Creation is enabled for the objects class, the objects marker style is automatically set by the class.
If Use at Creation is disabled for the class, the object only takes on the class style when the Class Style option is
selected.
See Setting Class Attributes on page 112.
Marker Attributes | 511

A check mark indicates


the active marker style
Click to select the marker style for
the objects startpoint (left button)
and endpoint (right button) Each marker type displays its
style, length, width, angle, and
thickness settings
Click to apply the active
marker style to the objects
startpoint (left button)
and endpoint (right button)

Click to link the startpoint


and endpoint styles

Editing the Marker List


You can customize the set of markers available from the Line Startpoint Style and Line Endpoint Style settings on the
Attributes palette. The edited markers are saved with your user preferences, so they are available from one Vectorworks
session to the next.
To edit the marker list:
1. Select Tools > Options > Edit Marker List.
The Edit Marker List dialog box opens.
512 | Chapter 13: Applying Object Attributes

Parameter Description
Current Marker Lists the marker types that are available for selection when drawing; change the list order by
Types clicking and dragging in the # column
New Creates a new marker type; see Creating or Editing Marker Types on page 512
Edit Edits the currently selected marker type; see Creating or Editing Marker Types on page 512
Delete Deletes the currently selected marker

2. Click OK to save the list of available marker types.

Creating or Editing Marker Types


To create or edit marker types:
1. From the Edit Marker List dialog box, click New to create a new marker type, or click Edit to change the currently
selected marker type.
The Edit Marker dialog box opens.

Parameter Description
Preview Displays a preview of the markers appearance
General Options Specifies the markers shape and style
Root Type Specifies the general shape of the marker
Fill For closed root types, specifies the type of fill
Base For triangular root types, specifies the shape of the base
Angle For triangular and hexagonal root types, indicates the angle of the root
Length Indicates the length of the marker, from base to tip
Using Hatch Fills | 513

Parameter Description
Width Specifies the marker width, for marker types that have a width
Half Tick For marker types except cone and lasso, displays half the marker on the indicated side
Tail For markers which can be reversed, flips the marker direction to create a tail marker
Thickness Options Specifies the marker pen thickness
Use Line Thickness Uses the same thickness as that of the associated line, adjusting automatically along
with any line thickness changes
Use Dimension Slash Uses the same thickness as the dimension slash, set on the Dimensions tab of the
Thickness document preferences (see Dimension Preferences on page 32)
Use Custom Thickness Specifies a custom marker thickness and unit (mils, points, or millimeters)

2. Click OK to create or edit the marker.


The new marker is listed at the top of the marker types list.

Using Hatch Fills


Hatches can be applied to 2D planar and screen objects and walls (wall hatches are only visible in Top/Plan view).
There are two types of hatches: associative and non-associative. The appearance of both types of hatches are
determined by hatch pattern definitions.

Associative Hatches
Associative hatch fills are resources; you can select them from the default content in the Attributes palette (see
Libraries on page 155), or you can create or import custom resources and apply them from the Resource Browser
(see Accessing Existing Resources on page 162).
There are two ways to customize the hatch to suit the object to which it is applied; use either the Fill Hatch Settings
button in the Attributes palette, or use the Attribute Mapping tool to move, rotate, or scale the hatch (see Mapping
Hatch and Tile Fills on page 531).
Associative hatches can be specified as a default class attribute (see Setting Class Properties on page 109).

Non-associative Hatches
Non-associative hatches are placed on objects or areas of the drawing with the Hatch command. They obtain most of
their attributes from hatch pattern definitions, but they do not use the color definitions for the lines that make up the
hatch. Non-associative hatches obtain the color definitions from the current default attributes. They do not use any
background definitions, and therefore have no background color. A non-associative hatch is similar to a screen that
displays over other objects; the spaces between the lines are empty, and display portions of any objects behind the
hatch.
Non-associative hatches are placed inside an area that is defined by selected objects or lines. The start point of the
hatch is set with the Hatch command. Unlike associative hatches, non-associative hatches can be moved to another
area or object. However, unless the new area is the same shape and size as the previous one, the pattern will not fit.
Non-associative hatches are groups that are not associated with an object. They do not rotate with the object or act like
a fill. They can be broken down into their individual elements with the Ungroup command. For a non-associative
hatch to become part of an object, it must be grouped with the object.
514 | Chapter 13: Applying Object Attributes

Defining Hatches
Both associative and non-associative hatches must be defined. A hatch definition is a repetition of the elements in a
series of lines in all directions from the beginning point. Specify where the hatch line begins (the Start Point), where it
stops (the Dash Factor), where it begins to repeat (the Repeat), and the distance separating the line from a neighboring
line (the Offset); the pattern is repeated in all directions.
A hatch can consist of several levels, or layers, of pattern definitions. Each level is edited individually to create the
overall hatch. (Hatch layers are named hatch levels in order to distinguish them from the layers in the drawing area.)
A new hatch can be created by editing an existing hatch; see Editing Hatch Definitions on page 519.
To create a new hatch pattern definition:
1. Open the Resource Browser by selecting Window > Palettes > Resource Browser.
2. From the Resources menu, select New Resource to display the New Resource menu.
3. Select Hatch.
The Edit Hatch dialog box opens.

Parameter Description
Name Enter a name for the hatch; this name identifies the hatch in the Resource Browser and in the
Select Hatch dialog box (Modify > Hatch)
Active Select the active hatch level from the list. A level can also be selected by clicking on one of its
pattern lines, or by using the keyboard right and left arrow keys. Levels are numbered in the order
of creation.
Cursor Switches between the pointer and pan functions. The pointer adjusts the four control handles in
the hatch window. The pan moves the elements of the hatch around the preview window.
Zoom Zooms in and out by a factor of two. The center of the view remains at its current coordinates.
The current zoom ratio is also displayed. The initial zoom setting when the dialog box opens
corresponds to the best setting for editing Level 1.
Using Hatch Fills | 515

Parameter Description
View Select whether to view All Levels or only the Active Level; click Center to center the start point
of the active level
Units Switches between Page and World settings for the hatch. Page is absolute in screen coordinates,
where one inch in the hatch equals one inch on the screen (at 100% zoom). World sets the hatch
to use the unit values for the layer where the hatch will be placed; for example, one inch in the
hatch equals one inch in the drawing area as defined by the rulers (this may not equal one inch on
the screen depending on the unit setting). When switching between Page and World, the hatch
settings are adjusted for all levels to preserve the hatch appearance.
Rotate Select whether to rotate the hatch to match the orientation of any symbols or walls where it will
be placed
Snap Radius Set the snap radius for snapping to the end points and mid points of pattern lines when moving a
line by dragging
Pen color Sets the color for the active level hatch lines; click the color box to select a color. Click Unique
Colors to set a unique color for each level; click Same Color to apply the active level color
selection to all levels.
Pen line weight Sets the hatch line weight for the current level. Click the line to select a weight from the list.
Create a custom weight by selecting Set Thickness. The Set Thickness dialog box opens. Enter
the Thickness Value and Thickness Units. Click Same Thickness to apply the active level line
thickness to all levels.
Start Point Controls the location of the start of the first hatch line in relation to the hatch origin for the active
level. The default mode uses polar coordinates (L = distance, A = angle). Enter values or move
the Start Point handle in the preview window.
Repeat Sets the distance, for the active level, between the beginning of a segment and the beginning of
the next collinear segment. Repeat directly relates to the Dash Factor, with the two determining
if the line is dashed or solid, as well as the length of the dashes and line segments. The default
mode uses polar coordinates (L = distance, A = angle). Enter values or move the Repeat handle in
the preview window.
Dash Factor Represents, for the active level, the percentage of the distance between the Start Point and the
Repeat that is shown as a line. Set to 1 to create a solid line. Enter a value or move the Dash
Factor handle in the preview window.
Offset Determines the distance and direction between lines for the active level. The values entered are
relative to the Start Point. The default mode uses polar coordinates (L = distance, A = angle).
Enter values or move the Offset handle in the preview window.
Sketch Style For Vectorworks Design Series products, specifies a hatch sketch style; see Applying Sketch
Styles to Hatches on page 677 in the Vectorworks Design Series Users Guide
Background Select to use a background color and click the color box to select a color; background color
Fill applies only to associative hatches
Add/Remove Click Add Level to create an offset duplicate of the active level. Alternatively, create a duplicate
Level level by clicking and dragging the Start Point handle with the Option (Macintosh) or Alt
(Windows) key. Click Remove Level to remove the active level.
Scale Opens the Scale Hatch Definition dialog box. Enter a Scaling Factor to change the hatch
definitions for the active level (except for the Dash Factor value, which remains unchanged).
Select Apply to All Levels to change the scale factor for all levels.
Undo The last five actions can be undone by clicking Undo
516 | Chapter 13: Applying Object Attributes

Parameter Description
Redo Click to redo the last action that was undone. Must be clicked directly after an action was undone.
Appears dimmed when there are no actions to undo.
Revert Returns the hatch definition to its status at the time the Edit Hatch dialog box was opened

The Start Point, Repeat, Dash Factor, and Offset functions correspond to the four control handles in the preview
window. When a handle is moved, the corresponding functions values change to reflect the move. The Shift key
constrains the drag when using the control handles, affecting each of the four functions differently.
For the Start Point, Repeat, and Offset parameters, enter values according to either the polar coordinate system
or the Cartesian system. The text box labels for these four controls change to correspond to the selection of
Cartesian or polar.

Coordinate System Description


Cartesian Cartesian coordinates are the same as those used in the drawing area, with positive and
negative X and Y axes
Polar Defines the hatch line segments by length and angle values entered in relation to the origin. In
polar mode, angles are represented as positive or negative values from 0 to 180. Values from
180 to 359 are automatically converted to negative. 0 is at the 3 oclock position.

4. Click OK. The new hatch definition is saved under the specified name.

Example: Creating a Brick Hatch


The following Edit Hatch values demonstrate how to create a brick pattern. The hatch requires two levels. The bricks
will be 8x 3 and the first set of lines will be the vertical components of the bricks. This procedure creates a hatch that
scales appropriately when it is placed into a drawing.
All values are entered in World units and Cartesian mode.

Parameter Level 1 Values Level 2 Values


Start Point X = 0, Y = 0 X = 0, Y = 0
Repeat X = 0, Y = 6 X = 2, Y = 0
Dash Factor 0.5 1
Offset X = 4, Y = 3 X = 0, Y = 3

Applying Associative Hatches


Apply hatches to specific objects using either the Attributes palette or the Resource Browser. Some objects have the
ability to apply hatch settings while setting the object attributes.
Using Hatch Fills | 517

Attributes can also be applied by class settings (see Setting Class Attributes on page 112) or transferred with the
Eyedropper tool (see Transferring Attributes on page 502).

Applying a Hatch from the Attributes Palette


To apply an associative hatch from the Attributes palette and specify the hatch settings:
1. Select the object(s), and then select Hatch from the Attributes palette fill list.
If no hatches are defined, and default content is not enabled in Vectorworks preferences, you are prompted to add
a default hatch definition.
2. To change to a different hatch, click on the hatch list and select a different hatch from the list of default content or
the current files content (see Libraries on page 155).

Fill Hatch Fill Hatch


list settings

3. To specify the settings for the current hatch, click the Fill Hatch Settings button next to the Fill Hatch list.
The Hatch Settings dialog box opens.

Hatch selector

I/J Length link

Parameter Description
Hatch selector Select a hatch resource from either the default content or the current files content
Use Local Mapping Select to enable entry in the mapping fields, to customize the fill for this object; deselect to
return to the default fill mapping.
The Attribute Mapping tool is an alternate way to create a local mapping; if an objects fill
is edited with the Attribute Mapping tool, the changes are reflected on this dialog box.
Conversely, edits made on this dialog box are reflected in the position, size, and rotation of
the mapping tools editing object.
By default, a hatch fill does not rotate with the filled object; select Use Local Mapping to
keep the fills orientation relative to the object.
X/Y Offset Indicates the fill starting point coordinates relative to the center of the selection bounding
box (in the files current units)
518 | Chapter 13: Applying Object Attributes

Parameter Description
I/J Length Specifies the distance in the I/J direction for a single instance of the fill (in the files current
units).
To maintain the aspect ratio of the fill when one length is changed, click the link button; the
other length value changes automatically.
Rotation Specifies the angle of the fill
Flip Horizontally/ Select to flip the fill orientation horizontally, vertically, or both
Flip Vertically

4. If desired, click Preview to view the results of the fill settings.


5. Click OK to apply the fill settings.

Applying a Hatch from the Resource Browser


To apply an associative hatch from the Resource Browser:
1. Select the object(s).
2. From the Resource Browser, select the resource to be applied. Right-click (Windows) or Ctrl-click (Macintosh)
and select Apply from the context menu. (Alternatively, double-click the resource to apply it to the selection or
drag the resource onto an object.)
The fill settings can be edited from the Attributes palette.

Applying Non-Associative Hatches


To apply a non-associative hatch:
1. Select the object(s).
2. Select Modify > Hatch.
The Hatches dialog box opens.

Parameter Description
Hatches list Lists the available hatches from the default content, the current files content, or from a
referenced file (referenced hatches display in italics)
Hatch preview Displays a preview of the selected hatch at 100% zoom
New Opens the Edit Hatch dialog box, for creating a new hatch (see Defining Hatches on page 514)
Edit Opens the Edit Hatch dialog box, for editing or renaming an existing hatch
Using Tile Fills | 519

Parameter Description
Duplicate Creates a copy of the selected hatch (button is disabled if referenced hatches are present)
Delete Deletes the selected hatch

3. Select the hatch to apply from the Hatches list.


A preview of the hatch is displayed.
4. Click OK to return to the drawing area.
The cursor changes to a paint bucket.
5. Position the paint bucket on the object where the hatch should begin. Click to specify the hatch origin. Drag to
specify the hatch orientation and click again.
The hatch fills the space from the paint buckets location to the boundary created by the object.
When a hatch is being applied to an object, the tip of the paint from the paint bucket marks the hatch origin. The
hatch start point within the object can be precisely specified.

Select the object After selecting the hatch, click the cursor Click again to place the
at the desired insertion point. The hatch hatch once it is oriented
can be rotated during insertion.

Editing Hatch Definitions


Changes to a hatch definition affect all associative instances of that hatch in the drawing file. Non-associative hatches
are not affected.
To edit a hatch definition:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Select the desired hatch. Right-click (Windows) or Ctrl-click (Macintosh), and select Edit from the context menu.
Alternatively, select a drawing object, select Modify > Hatch, and click Edit for the selected hatch in the Hatches
dialog box.
The Edit Hatch dialog box opens.
3. Edit the hatch as described in Defining Hatches on page 514.
4. Click OK to return to the drawing area.
Any associative instance of the edited fill in the drawing file changes according to the new definition.

Using Tile Fills


Tile fills are resources; you can select them from the default content in the Attributes palette (see Libraries on
page 155), or you can create or import custom resources and apply them from the Resource Browser (see Accessing
520 | Chapter 13: Applying Object Attributes

Existing Resources on page 162).


There are two ways to customize the fill to suit the object to which it is applied; use either the Fill Tile Settings button
in the Attributes palette, or use the Attribute Mapping tool to move, rotate, or scale the tile (see Mapping Hatch and
Tile Fills on page 531).
Tile fills can be applied to any type of 2D planar or screen object that accepts a fill, including walls (wall tiles only
display in Top/Plan view), text boxes, worksheet backgrounds, and plug-in objects that include a 2D object.

Defining Tiles
A tile is a set of 2D geometric elements that repeats in all directions from a center point. The geometric elements can
have color or fill (but not a tile fill), and the tile can also have a background color.
To create a tile definition:
1. Open the Resource Browser by selecting Window > Palettes > Resource Browser.
2. From the Resources menu, select New Resource to display the New Resource menu.
3. Select Tile.
The New Tile dialog box opens.

Parameter Description
Name Specifies a name for the tile resource; this name is displayed in the Resource Browser and
Attributes palette
Units Specifies the units for the tile when it is used in a drawing:
Page sets the tile size according to the page dimensions. When applied, the tile automatically
scales relative to the page environment. This is useful for annotation objects that should
always remain the same size on the page, regardless of the layer scale.
World sets the tile size according to world dimensions; its size varies depending on the layer
scale.
Rotate Rotates the tile fill according to the axis of any wall or symbol to which it is applied
Using Tile Fills | 521

Parameter Description
In Wall Matches the tile rotation to the wall axis; select Fit to Wall to scale the tile fill to match the
thickness of a wall, wall component, or slab component.
Enable the Fit to Wall option for insulation fills in walls, and wall or slab components.

In Symbol Matches the tile rotation to the symbol axis


Background Fill To have a background fill behind the tile geometry, select the Background Fill option and also
specify a color.

4. Click OK to open a tile editing window. Draw the tile geometry with the desired colors and fills. When you create
an object, eight partially transparent repetitions of the object display around it. You can add multiple objects to the
pattern.
5. To adjust the tile pattern and spacing, click one of the repetitions and drag it as needed; click again to set the new
position. To hide the tile repetitions during editing, Ctrl-click (Macintosh) or right-click (Windows) on an empty
area of the editing window, and deselect the Display Tile Repetitions option on the context menu.

The objects you draw are


opaque and are edited
individually

Click and drag one of the


semi-transparent editing groups
(a red box indicates the selected
group) to modify the tile pattern,
and click again to set the position

6. When you are done drawing the tile, click Exit Tile. The tile resource is saved with the specified name.
Tiles are saved in Vectorworks drawing files. If the file is not saved and the tile is not default content, the tile is
lost when you exit the program.
522 | Chapter 13: Applying Object Attributes

Applying Tiles
Apply tiles to specific objects using either the Attributes palette or the Resource Browser. Some objects have the ability
to apply tile settings while setting the object attributes.
Attributes can also be applied by class settings (see Setting Class Attributes on page 112) or transferred with the
Eyedropper tool (see Transferring Attributes on page 502).

Applying a Tile from the Attributes Palette


To apply a tile from the Attributes palette and specify the tile settings:
1. Select the object(s), and then select Tile from the Attributes palette fill list.
If no tiles are defined, and default content is not enabled in Vectorworks preferences, you are prompted to add a
default tile definition.
2. To change to a different tile, click on the tile list and select a different tile from the list of default content or the
current files content (see Libraries on page 155).

Fill Tile list Fill Tile


settings

3. To specify the settings for the current tile fill, click the Fill Tile Settings button next to the Fill Tile list.
The Tile Settings dialog box opens.

Tile selector

I/J Length link

Parameter Description
Tile selector Select a tile resource from either the default content or the current files content
Use Local Mapping Select to enable entry in the mapping fields, to customize the fill for this object; deselect to
return to the default mapping.
The Attribute Mapping tool is an alternate way to create a local mapping; if an objects
fill is edited with the Attribute Mapping tool, the changes are reflected on this dialog box.
Conversely, edits made on this dialog box are reflected in the position, size, and rotation of
the mapping tools editing object.
By default, a tile fill does not rotate with the filled object; select Use Local Mapping to
keep the fills orientation relative to the object.
Using Gradient Fills | 523

Parameter Description
X/Y Offset Indicates the fill starting point coordinates relative to the center of the selection bounding
box (in the files current units)
I/J Length Specifies the distance in the I/J direction for a single instance of the fill (in the files current
units).
To maintain the aspect ratio of the fill when one length is changed, click the link button; the
other length value changes automatically.
Rotation Specifies the angle of the fill
Flip Horizontally/ Select to flip the fill orientation horizontally, vertically, or both
Flip Vertically

4. If desired, click Preview to view the results of the fill settings.


5. Click OK to apply the fill settings.

Applying a Tile from the Resource Browser


To apply a tile from the Resource Browser:
1. Select the object(s).
2. From the Resource Browser, select the resource to be applied. Right-click (Windows) or Ctrl-click (Macintosh)
and select Apply from the context menu. (Alternatively, double-click the resource to apply it to the selection or
drag the resource onto an object.)
The fill settings can be edited from the Attributes palette.

Editing Tile Definitions


Changes to a tile definition affect all instances of that tile in the drawing file.
To edit a tile definition:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Select the desired tile. Right-click (Windows) or Ctrl-click (Macintosh), and select Edit from the context menu.
3. The Edit Tile dialog box opens; select whether to edit the Geometry or Settings.
If you edit the settings, the Edit Tile Settings dialog box opens next.
If you edit the geometry, the tile editing window opens next to allow editing of the tile components.
4. Adjust the tile definition as described in Defining Tiles on page 520.
5. Any instance of the edited fill in the drawing file changes according to the new definition.

Using Gradient Fills


Gradient fills are resources; you can select them from the default content in the Attributes palette (see Libraries on
page 155), or you can create or import custom resources and apply them from the Resource Browser (see Accessing
Existing Resources on page 162).
Gradients can be applied to any type of 2D planar or screen object that accepts a fill, including walls (wall gradients
only display in Top/Plan view), text boxes, worksheet backgrounds, and plug-in objects that include a 2D object.
524 | Chapter 13: Applying Object Attributes

Defining Gradients
A gradient is a set of two or more colors that blend smoothly into one another. Gradients are defined and stored in the
Resource Browser.
Gradient
segment

Midpoint
Gradient preview
Color spot
Color spot area

Vectorworks Term Definition


Gradient One color linearly blended to another color
Midpoint Point between two colors where each color is of equal intensity; a midpoint is associated with
the color spot to its left
Color spot Point where the selected color is at full intensity
Gradient segment Two adjacent color spots

To create a gradient definition:


1. Open the Resource Browser by selecting Window > Palettes > Resource Browser.
2. From the Resources menu, select New Resource to display the New Resource menu.
3. Select Gradient.
The Gradient Editor dialog box opens. Specify a name for the gradient resource, and select the segment starting
and ending colors. Gradients can consist of several segments and more than two colors. To create a gradient with
more than two colors, click in the color spot area. This adds a color spot and midpoint to the gradient.
Specify the location of a selected color spot or midpoint by dragging it into position, or entering its position in the
Position field.

Parameter Description
Name Specifies a name for the gradient resource; this name is displayed in the Resource Browser and
Attributes palette
Midpoint Point between two colors where each color is of equal intensity
Gradient Preview Displays the gradient in a preview bar
Using Gradient Fills | 525

Parameter Description
Color Spot Specifies the starting or ending color of each gradient segment. To specify the color,
double-click on a color spot, or select a color spot and click Color. To add a new gradient
segment, click in an empty location in the color spot area. A new color spot and midpoint are
created. Drag a color spot to a new location in the color spot area; its associated color is
retained. Remove a color spot and its associated midpoint by selecting the color spot dragging
it from the color spot area.
Color Specifies the color of the selected color spot; click to select the color
Position Indicates the position (0.0 1.0) of the selected color spot or midpoint; the midpoint position
is relative to its location between two adjacent color spots

4. Click OK to save the gradient resource with the specified name.


Gradients are saved in Vectorworks drawing files. If the file is not saved and the gradient is not default content, the
gradient is lost when you exit the program.

Applying Gradients
Gradient settings are specified through the Attributes palette and applied to 2D planar and screen objects through the
Resource Browser or the Attributes palette. In addition, a gradient fill can be specified as a default class attribute (see
Setting Class Properties on page 109). Some objects have the ability to apply gradient settings while setting the
object attributes.

Applying a Gradient from the Attributes Palette


To apply a gradient resource from the Attributes palette and specify the gradient settings:
1. Select the object(s), and then select Gradient from the Attributes palette fill list. To change to a different gradient,
click on the gradient preview and select a different gradient from the list of default content or the current files
content (see Libraries on page 155).

Gradient Fill gradient


preview settings

2. Specify the settings for the current gradient by clicking the Fill Gradient Settings button next to the gradient
preview box.
The Gradient Settings dialog box opens.

Gradient selector
526 | Chapter 13: Applying Object Attributes

Parameter Description
Gradient selector Select a gradient resource from either the default content or the current files content
Repeat Select to repeat the gradient segment(s) over the object; deselect to apply a single instance of
the gradient segment(s) to the object

No repeat Repeat

Apply To Select Each Object to apply the gradient to each selected object individually; choose
Selection to apply the gradient across the selected objects, spanning the objects.

Each Object Selection

When applying a gradient across several selected objects, group the objects to retain the effect.
Type Select the gradient type from the list
Linear Applies the gradient to the selection with linear geometry

Radial Applies the gradient to the selection with circular geometry

Rectangular Applies the gradient to the selection with rectangular geometry


Using Image Fills | 527

Parameter Description
Angular Applies the gradient to the selection in a counterclockwise direction from the specified starting
point

X/Y Offset Indicates the gradient starting point coordinates relative to the center of the selection bounding
box (in the files current units)
Length Specifies the length of a single gradient segment (in the files current units)
Rotation Specifies the rotation of the gradient fill
Reverse Select to draw the colors in reverse order from the order specified in the Gradient Editor dialog
box

3. If desired, click Preview to view the results of the gradient settings.


4. Click OK to apply the gradient settings.

Applying a Gradient from the Resource Browser


To apply a gradient resource from the Resource Browser:
1. Select the object(s).
2. From the Resource Browser, select the gradient to be applied. Right-click (Windows) or Ctrl-click (Macintosh),
and select Apply from the context menu. (Alternatively, double-click the gradient resource to apply it to the
selection or drag the gradient resource onto an object.)
The fill settings can be edited from the Attributes palette.

Editing Gradient Definitions


Changes to a gradient definition affect all instances of that gradient in the drawing file.
To edit a gradient definition:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Select the desired gradient. Right-click (Windows) or Ctrl-click (Macintosh), and select Edit from the context
menu.
3. Adjust the gradient definition as described in Defining Gradients on page 524.
4. Click OK to return to the drawing area.
Any instance of the edited fill in the drawing file changes according to the new definition.

Using Image Fills


Image fill attributes are resources; you can select them from the default content in the Attributes palette (see
Libraries on page 155), or you can create or import custom resources and apply them from the Resource Browser
(see Accessing Existing Resources on page 162).
Images can be applied to any type of 2D planar or screen object that accepts a fill, including walls (wall images only
display in Top/Plan view), text boxes, worksheet backgrounds, and plug-in objects that include a 2D object.
528 | Chapter 13: Applying Object Attributes

Creating Image Resources


Images are imported and stored in the Resource Browser.
To import an image for use as an image resource:
1. Open the Resource Browser by selecting Window > Palettes > Resource Browser.
2. From the Resources menu, select New Resource to display the New Resource menu.
3. Select Image.
4. If a resource with an image is already present in the file, the Choose Image dialog box opens.

Parameter Description
Import an Image File Imports a new image; click OK and proceed to Step 5.
Reuse an Image from Reuses a previously imported image; select the resource that contains the image. Click
Another Resource OK and proceed to Step 6.

5. The Open dialog box is displayed. Select the image file to use as an image resource, and click Open.
6. If the image is in JPEG format, it is imported immediately. For images not in JPEG format, the Image Import
Options dialog box opens. Specify the imported image options.
The current image information is displayed at the top, along with the images uncompressed size. Two
compression methods are available; depending on the graphic, one of the methods may be more suitable. The
compression method which produces the smallest file size is selected by default. Select the desired balance
between compression and detail display. The resulting file size for each type of compression is displayed to help
with the selection.
If the selected option results in a file size larger than the uncompressed size, the image is imported uncompressed.
Using Image Fills | 529

Compression Method Description


JPEG Provides a high amount of compression, resulting in the smallest Vectorworks file size.
However, fine detail may be obscured. JPEG compression is most suitable for
photographic images.
PNG Provides a moderate amount of compression, while preserving image details; an image
compressed as a PNG can also be imported as a 1-bit monochrome image by selecting
Import as Black and White
Referencing options Images can be referenced; see Adding and Editing Layer Import References on
(Vectorworks Design page 123
Series required)

7. Click OK to import the image with the selected compression type. The image resource is saved, by default, with
the name of the original image file.
Image resources imported into the file that are not in JPEG format can be compressed by JPEG with the Compress
Images command. See Compressing Images on page 285.

Applying Image Resources


Image settings are specified through the Attributes palette and applied to a 2D object through the Resource Browser or
the Attributes palette. In addition, an image fill can be specified as a default class attribute (see Setting Class
Properties on page 109). Some objects have the ability to apply image settings while setting the object attributes.

Applying an Image from the Attributes Palette


To apply an image resource from the Attributes palette and specify the image settings:
1. Select the object(s), and then select Image from the Attributes palette fill list. To change to a different image, click
on the image preview bar and select a different image from the list of default content or the current files content
(see Libraries on page 155).

Image Fill image


preview settings

2. Specify the settings for the current image by clicking the Fill Image Settings button next to the image preview
box.
The Image Settings dialog box opens.
530 | Chapter 13: Applying Object Attributes

Image selector

I/J Length link

Parameter Description
Image selector Select an image resource from either the default content or the current files content
Repeat Select to repeat the image over the object; deselect to apply a single instance of the image
to the object

No repeat

Repeat

Apply To Select Each Object to apply the image to each selected object individually; choose
Selection to apply the image across the selected objects, spanning the objects.

Each Object Selection

When applying an image across several selected objects, group the objects to maintain the
image.
X/Y Offset Indicates the image starting point coordinates relative to the center of the selection
bounding box (in the files current units)
I/J Length Specifies the distance in the I/J direction for a single instance of the image fill (in the files
current units).
To maintain the aspect ratio of the image when one length is changed, click the link button;
the other length value changes automatically.
Rotation Specifies the angle of the image fill
Flip Horizontally/ Select to flip the image orientation horizontally, vertically, or both
Flip Vertically

3. If desired, click Preview to view the results of the image settings.


Mapping Fills with the Attribute Mapping Tool | 531

4. Click OK to apply the image settings.


The X and Y axes are file-based, relative to the center of the selected object(s). The I and J axes are image-based.

Image

X/Y offset
coordinates
Center of
selected object

Applying an Image from the Resource Browser


To apply an image resource from the Resource Browser:
1. Select the object(s).
2. From the Resource Browser, select the image to be applied. Right-click (Windows) or Ctrl-click (Macintosh), and
select Apply from the context menu. (Alternatively, double-click the image resource to apply it to the selection or
drag the image resource onto an object.)
The image settings can be edited from the Attributes palette.

Mapping Fills with the Attribute Mapping Tool


Use the Attribute Mapping tool to edit the size, position, and angle of an associative hatch, tile, gradient, or image fill
that has been applied to an object.
If you are working in 3D and have the Renderworks product installed, you can use the Attribute Mapping tool to
map textures directly in the drawing window. See Direct Texture Mapping on page 623.

Mapping Hatch and Tile Fills


To modify an objects tile or associative hatch fill:

1. Click the Attribute Mapping tool from the Basic or Visualization tool set.
2. Click on an object containing a tile or associative hatch fill. Only one object at a time can be edited.
3. An editing object with eight handles is placed over the fill. The fill origin is at the lower left corner of the editing
object, where the red and green lines meet.

Hatch origin

4. Use the editing object to set the fill location, scale, and rotation angle. The fill can also be nudged.
532 | Chapter 13: Applying Object Attributes

Action Description
Edit the fill location Click in the editing object (anywhere except on a selection handle) and drag it to the desired
location. Click to set.
To precisely locate the origin, click close to the lower left handle, and move the editing object
as needed.

Edit the fill scale Click on one of the corner selection handles, and drag to set the editing object to a new scale
(or press the Tab key and enter a Scale value in the Data bar). Click to set.

Scale: 1.073

Edit the fill rotation Click on one of the middle selection handles, and drag to rotate the editing object to the
desired angle (or press the Tab key and enter a Rotation value in the Data bar); click to set the
rotation.
By default, the editing object rotates about the handle opposite the handle that was clicked
on.
To rotate about the fill origin, press the Shift key while rotating.
To rotate about the center of the editing object, press the Ctrl key (Windows) or Command
key (Macintosh) while rotating.

Rotation:-30.0

5. In the Attributes palette, the name of the fill is highlighted in blue, and (local map) is appended to the name.

Creating a New Resource from a Locally Mapped Hatch or Tile


A hatch or tile that has been edited with the Attribute Mapping tool is considered to be locally mapped. The edited
hatch or tile can be saved as a new hatch or tile resource, retaining the mapping edits and allowing them to be applied
to other objects.
Mapping Fills with the Attribute Mapping Tool | 533

To create a hatch or tile from a locally mapped associative hatch or tile:


1. Right-click (Windows) or Ctrl-click (Macintosh) on an object with a locally mapped tile or associative hatch, and
select New Tile From Locally Mapped Tile or New Hatch From Locally Mapped Hatch from the context
menu.
2. Provide a name for the new hatch or tile resource.
3. The new resource appears in the Resource Browser. The new hatch or tile definition has already been applied to
the object, which is no longer considered to be locally mapped.

Mapping Gradient Fills


To modify an objects gradient fill:

1. Click the Attribute Mapping tool from the Basic or Visualization tool set.
2. Click on an object containing a gradient fill. Only one object at a time can be edited.
3. An editing object with two handles is placed over the gradient.

4. Use the editing object to set the gradient origin location, i-axis length, and rotation angle. Hold down the Shift key
to constrain the editing object line; the fill can also be nudged.

Action Description
Edit the location of the Click and drag the entire editing object, moving it to the desired location. Click to set.
fill (gradient origin)

Edit the gradient i-axis Click on a handle at the end of the editing object, and drag to set the editing object to a
location new length. Click to set.
534 | Chapter 13: Applying Object Attributes

Action Description
Edit the gradient Click on a handle at the end of the editing object, and move to create a fulcrum line;
rotation click to set the rotation.

Mapping Image Fills


To modify an objects image fill:

1. Click the Attribute Mapping tool from the Basic palette or the Visualization tool set.
2. Click on an object containing an image fill. Only one object at a time can be edited.
3. An editing object with eight handles is placed over the image.

4. Use the editing object to set the image origin location, i-axis and j-axis lengths, and rotation angle. The fill can
also be nudged.

Action Description
Edit the location of the fill Click and drag the entire editing object, moving it to the desired location.
(image origin)
Mapping Fills with the Attribute Mapping Tool | 535

Action Description
Edit the image i-axis and Click on a corner handle (the resize cursor displays) and drag the handle to the new
j-axis location size; holding the Shift key during this operation constrains the image aspect ratio.
Click to set.

Edit the image rotation Click on a side handle (the rotate cursor displays) and drag the handle to the new
rotation angle (or press the Tab key and enter a Rotation value in the Data bar). Click
to set. Press the Ctrl key (Windows) or Command key (Macintosh) while rotating to
rotate about the image center.
536 | Chapter 13: Applying Object Attributes

Action Description
Flip the image Click and drag a corner of the editing object past another corner of the editing object;
horizontally or vertically click again to redraw the image within the new drawing area. Drag horizontally or
vertically to flip the image in that direction; drag diagonally to flip the image both
horizontally and vertically.

Click here and drag


lower left handle of
editing object past
upper right handle
Click again to set the
new orientation of
the image fill

Options in the Image Settings dialog box (accessed from the Attributes palette) also affect image attribute
mapping. When the link button between the I Length and J Length fields is selected, the image cannot be flipped
or mirrored by dragging the editing objects handles vertically or horizontally; only diagonal dragging is allowed.
Use the Flip Horizontally or Flip Vertically options in this dialog box to change the fill image orientation
without moving or resizing the image.

Using Line Types


Line types are resources; you can select them from the default content in the Attributes palette (see Libraries on
page 155), or you can create or import custom resources and apply them from the Resource Browser (see Accessing
Existing Resources on page 162).
From the Attributes palette, you can customize the line type to suit the object to which it is applied. Use the Line Type
Settings button to adjust the line type scale or orientation, and adjust the Pen Color and Line Thickness as needed.
Line types can be applied to any type of 2D planar or screen object that has lines, including walls and plug-in objects.

Defining Line Types


A line type is a set of 2D geometric elements that repeats along a line in both directions from a center point. The
geometric elements can be a simple dash definition, or more complex 2D shapes with fill.
Using Line Types | 537

The color and thickness of the lines in a line type are not part of the resource definition. Once a line type is applied to
an object, use the Attributes palette to set the color and thickness of the lines for that object. This allows more
flexibility, so that you can have multiple objects that use the same line type, but use different colors, for example.
To create a line type definition:
1. Open the Resource Browser by selecting Window > Palettes > Resource Browser.
2. From the Resources menu, select New Resource to display the New Resource menu.
3. Select Line Type.
The New Line Type dialog box opens.

Parameter Description
Name Specifies a name for the line type resource; this name is displayed in the Resource Browser
and Attributes palette
Simple Select this option to create a custom dashed line; you can either drag levers on the graph, or
enter a specific line length and gap length for each dash section
Dash graph Levers indicate the distance (in page inches or page millimeters) between dash sections; a
section consists of a line and a gap. To add a dash section, drag a new lever from the right
edge of the dash graph; to delete a section, drag a lever from the rightmost section all the
way to the right. A dash line type can have up to five sections.
<< or >> Selects a highlighted section for editing; alternatively, click a section to highlight it
Line Length Specifies the length of the line, in page units, for the highlighted dash section
Gap Length Specifies the length of the gap, in page units, for the highlighted dash section
Scale with line Maintains the proportion between the line type and the line thickness
thickness
Complex Select this option to create a line type with 2D graphic elements
538 | Chapter 13: Applying Object Attributes

Parameter Description
Page Based/World Specifies the units for the line type when it is used in a drawing:
Based Units Page sets the line type size according to the page dimensions. When applied, the line
type automatically scales relative to the page environment. This is useful for annotation
objects that should always remain the same size on the page, regardless of the layer
scale.
World sets the line type size according to world dimensions; its size varies depending on
the layer scale.

4. Click OK to save the settings.


For a simple line type, the definition is complete, and the new line type displays in the Resource Browser.
For a complex line type, a line type editing window opens. A red baseline across the middle of the window
indicates the path of the line type, but it is not part of the line type geometry.
5. To create the complex line type, draw the line type geometry with the desired 2D objects, including fills and text
(symbols and parametric objects are not allowed). All line type definitions have a black pen color and .03 mm line
thickness. When you create an object, a partially transparent repetition of the object displays to the left and right of
it. You can add multiple objects to the pattern.
6. To adjust the spacing of a complex line type, click one of the repetitions and drag it as needed; click again to set
the new position. To hide the repetitions during editing, Ctrl-click (Macintosh) or right-click (Windows) on an
empty area of the editing window, and deselect the Display Repetitions option on the context menu.

Click and drag one of the


semi-transparent editing groups
(a red box indicates the selected
group) to modify the line type
spacing, and click again to set
the position

The objects you draw are opaque and


are edited individually. This line type
has two filled triangles with a line
between them.

7. When you are done drawing the complex line type geometry, click Exit Line Type. The line type resource is
saved with the specified name.
Line types are saved in Vectorworks drawing files. If the file is not saved and the line type is not default content,
the line type is lost when you exit the program.
Using Line Types | 539

Sample line type applied to


an object, with 1 mm line
thickness and dark green
pen color

Applying Line Types


Apply line types to specific objects using either the Attributes palette or the Resource Browser.
Attributes can also be applied by class settings (see Setting Class Attributes on page 112) or transferred with the
Eyedropper tool (see Transferring Attributes on page 502).

Applying a Line Type from the Attributes Palette


To apply a line type from the Attributes palette and specify the line type settings:
1. Select the object(s), and then select Line Type from the Attributes palette pen style list.
If no line types are defined, and default content is not enabled in Vectorworks preferences, you are prompted to
add a default line type definition.
2. To change to a different line type, click on the line type list and select a different type from the list of default
content or the current files content (see Libraries on page 155).

Pen color

Line Type Line Type Settings


list (complex line types only)
Line Thickness

3. Adjust the pen color and line thickness for the selected object(s) as needed.
4. If a complex line type is selected, customize it by clicking the Line Type Settings button next to the Line Type
list. The Line Type Local Mapping Settings dialog box opens.
540 | Chapter 13: Applying Object Attributes

Parameter Description
Line type selector Select a line type resource from either the default content or the current files content
Use Local Mapping Select to enable entry in the mapping fields, to customize the line type for this object;
deselect to return to the default mapping.
Segment Length Specifies the distance for a single instance of the line type (in the files current units).
Objects in the line type will scale symmetrically when this is changed; for example, if the
segment length is halved, each segment becomes half as long and half as tall.
Flip Horizontally/ Select to flip the line type orientation horizontally, vertically, or both
Flip Vertically

5. If desired, click Preview to view the results of the line type settings.
6. Click OK to apply the line type settings.

Applying a Line Type from the Resource Browser


To apply a line type from the Resource Browser:
1. Select the object(s).
2. From the Resource Browser, select the resource to be applied. Right-click (Windows) or Ctrl-click (Macintosh)
and select Apply from the context menu. (Alternatively, double-click the resource to apply it to the selection or
drag the resource onto an object.)
3. Adjust the pen color and line thickness for the selected object(s) as needed.
4. If a complex line type is selected, customize the line type settings from the Attributes palette as described in
Applying a Line Type from the Attributes Palette on page 539.

Editing Line Type Definitions


Changes to a line type definition affect all instances of that line type in the drawing file.
To edit a line type definition:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Select the desired line type. Right-click (Windows) or Ctrl-click (Macintosh), and select Edit from the context
menu.
3. The Edit Line Type dialog box opens; select whether to edit the Geometry or Settings.
If you edit the settings, the Edit Line Type Settings dialog box opens next; select whether to use page-based or
world-based units. Click OK to return to the drawing area.
If you edit the geometry, the line type editing window opens next to allow editing of the line components.
Adjust the line type definition as described in Defining Line Types on page 536.
4. Any instance of the edited line type in the drawing file changes according to the new definition.

Applying Colors
The Color Palette set provides colors for selection and specifies which colors are available in a Vectorworks file. To
access the Color Palette set from the Attributes palette, click on one of the Fill color boxes (select either a Solid or
Pattern fill style) or on one of the Pen color boxes (select any Pen style).
Applying Colors | 541

A similar interface is available from other areas in the application where colors are specified, although the Color By
Class option is only available when accessed from the Attributes palette.
See Setting Default Colors and Palettes on page 541 for information on how to set up and activate color palettes.

Named color display area

Colors in selected active


palette (Grid view)

Active palettes

Select an active color palette, and then select the color to apply. To easily find a named color, begin typing; the letters
display in the named color display area and the closest color match is selected. Press the Tab key to cycle through the
closest matches; pause for several seconds to start the search over.
Select Color By Class to use the color attributes set by the objects class.
If Use at Creation is enabled for the objects class, the objects color is automatically set by the class.
If Use at Creation is disabled for the class, the object only takes on the class color when the Color By Class
option is selected.
See Setting Class Attributes on page 112.

Setting Default Colors and Palettes


The Color Palette set opens when the Fill color or Pen color box is clicked from the Attributes palette. The Color
Palette set provides colors for selection and specifies which colors are available in a Vectorworks file. Any set of
unlimited colors can be included; colors are organized in standard and/or custom color palettes.
In a new file, the active document color palette is the only palette displayed in the Color Palette set, and it contains only
the colors black and white. As colors are added to the file from color palettes as well as resources, the active document
color palette expands to display all the colors used in the file.
To display and manage the colors available for the file:
1. From the Attributes palette, click on one of the color boxes for Fill color (either a Solid or Pattern fill style must be
selected) or Pen color (any pen style can be selected). A similar interface is available from other areas in the
application where colors are specified, although the Color By Class option is only available when accessed from
the Attributes palette.
The Color Palette set opens, displaying the colors in the active color palette.
542 | Chapter 13: Applying Object Attributes

Standard Color Picker


Pick Color
Color Palette Manager

Named color display area

Colors in selected active palette


(Grid view)

Active color palettes

Utility Menu
Color Palette set in a new file, showing the Color Palette set in a file with active color
default active color palettes palettes

Parameter Description
Color by Class When using the Color Palette set to specify an objects color, causes the object to take on
the color attribute set by the objects class; see Applying Colors on page 540
Standard Color Picker Opens the operating systems color picker for selecting individual colors; see Selecting
Standard Operating System Colors on page 543
Pick Color Opens the Pick Color dialog box, for selecting a color from available color palettes; see
Selecting a Color from a Color Palette on page 543
Color Palette Manager Opens the Color Palette Manager dialog box, for managing available color palettes and
activating additional palettes; see Managing Color Palettes on page 544
Named color display Displays any color name information associated with the selected color.
area This area also serves to find a named color in the active color palette. To easily find a
named color, begin typing; the letters display in the named color display area and the
closest color match is selected. Press the Tab key to cycle through the closest matches;
pause for several seconds to start the search over.
Colors in active palette Displays the selected active palettes available colors in either Grid or List view; these
colors are available for use in the file
Active palettes Lists palettes which have been made active for the file with the Color Palette Manager;
click on a palette name to display its colors for use
Utility Menu Opens a utility menu to control the color palette sorting and display

2. Either select a color from one of the files color palettes, or click off of the Color Palette set (in the drawing
window, for example) to close the color window and set the files available colors.

Utility Menu
The options selected from the color palette Utility Menu button at the bottom of the main Color Palette set indicate the
color sorting and display.
Applying Colors | 543

To set the display and sorting of colors and palettes:


1. From the Color Palette set, click the Utility Menu button to open the utility menu.

Menu/Command Action
View Color Palette as Select to view the colors in the Color Palette set as a grid of colored squares, or a list of
colors and associated names. (In either view, color names are always shown in the display
area above the colors as the mouse moves over the colors.)
Sort Color Palette by Specify the sorting method for the active color palette; select Color to sort by hue (HSV
values), Manual to sort according to the order set in the Color Palette Manager, or
Alphabetical to sort in ascending or descending order by color name
Place Color Palettes at Select whether to display active color palettes at the top or bottom of the Color Palette set
Shrink Grid to Fit In Grid view, color lists of less than 16 rows can be displayed with a Color Palette set
option that shrinks to fit the available colors

2. Select a utility command to change the color palette display or sorting option.

Selecting Standard Operating System Colors


When specifying or creating color palettes is not necessary, the operating systems color picker adds individual colors
to the active document color palette.

To select a standard operating system color:

1. From the Color Palette set, click the Standard Color Picker button.
The Colors (Macintosh) or Color (Windows) dialog box opens.
2. Select a color from among the standard operating system colors, and click OK.
3. The color is added to the active document color palette, and becomes available for use in the file.

Selecting a Color from a Color Palette


If a file requires colors beyond those available for the standard system color picker, but you do not wish to add and
manage palettes in the Color Palette set, select a color from a specific color palette.

To add colors from a color palette:

1. From the Color Palette set, click the Pick Color button.
544 | Chapter 13: Applying Object Attributes

The Pick Color dialog box opens, listing the color palettes available. The Colors in Active Document palette is
always available. Other palettes in the list either ship with the Vectorworks software, or have been added with the
Color Palette Manager. The Vectorworks Fundamentals product ships with Classic Vectorworks Colors and
Standard Vectorworks Colors palettes; many other palettes are available with Vectorworks Design Series products.

Parameter Description
Color Palette list Lists the color palettes from which colors can be selected. Click on the header to sort the
palettes in ascending/descending alphabetical order. Select a palette to display its colors on
the right.
Color List Lists the colors in the selected palette; click on the header to sort by color or by color name.
Select a color to add it to the Colors in the Active Document palette.
Color Grid Displays the colors in the selected palette as a grid; select a color to add it to the Colors in
Active Document palette
Color Information Displays the color information of the selected color, including Name; Red, Green, Blue
(RGB); Cyan, Magenta, Yellow, and Black (CMYK); and Hue, Saturation, and Value
(HSV). This information also displays on a tooltip when the cursor hovers over a color.

2. Select a color palette from the left, and then select the color from the list or grid of colors on the right.
3. Click OK to add the color to the active document palette, and make it available for use in the file.

Managing Color Palettes


The Color Palette Manager determines which color palettes are available in the main Color Palette set and the Pick
Color dialog box. With the Color Palette Manager, create or import custom color palettes, activate palettes for use in
the file, add and delete colors from custom color palettes, and purge unused colors.

To manage the files color palettes:

1. From the Color Palette set, click the Color Palette Manager button.
Applying Colors | 545

The Color Palette Manager dialog box opens. The palettes available here are located in the Color Palettes library
of the default content; see Libraries on page 155. The Vectorworks Fundamentals product ships with Classic
Vectorworks Colors and Standard Vectorworks Colors palettes; many other palettes are available with
Vectorworks Design Series products.

Parameter Description
Color palette list Lists the files available color palettes. Click on a header to sort the palettes by active
status or color palette name. Click in the Active column of a selected palette to activate
the palette and add it to the available palettes in the main Color Palette set.
Color List Lists the colors in the selected palette; click on the header to sort by color or by color
name
Color Grid Displays the colors in the selected palette as a grid
New Opens the New Palette dialog box, for creating a custom color palette or importing a color
palette file; see Creating or Editing Custom Color Palettes on page 545
Edit Opens the Edit Palette dialog box, for editing the selected custom palette; see Creating or
Editing Custom Color Palettes on page 545
Duplicate Copies the selected color palette and appends an incrementing number to the copy name
(change or rename the copied palette by clicking Edit)
Delete Deletes the currently selected color palette; only custom palettes can be deleted, but not
the Colors in Active Document or standard color palettes
Purge Unused When the Colors in Active Document palette is selected, removes any colors that are not
in use in the file from the Colors in Active Document palette.
Referenced colors remain in the active document color palette, even from an object
that has been removed. Purging allows accumulated colors to be trimmed.

2. When the list of color palettes and active color palettes is set, click OK.

Creating or Editing Custom Color Palettes


Custom color palettes can be created or edited from the Color Palette Manager.
Type the first few letters of a palette (or color, when the cursor is in the color list) to quickly select a color.
546 | Chapter 13: Applying Object Attributes

To create or edit a custom color palette:


1. Open the Color Palette Manager as described in Managing Color Palettes on page 544.
2. Click New to create a new palette, or Edit to make changes to the currently selected palette.
The New Palette or Edit Palette dialog box opens.

Parameter Description
Name Specifies a name for a new color palette, or edits the name of a custom color palette
Color List Lists the colors in the custom palette; click on the header to sort by number in the list,
color, or color name. To change the order of the colors, click in the # column and drag the
selected color up or down in the list. (Select Manual from the color palette utility menu to
sort the colors in the main Color Palette set in this order; see Utility Menu on page 542)
Color Grid Displays the colors in the custom palette as a grid
New Opens the New Color dialog box, for adding a new color from the operating systems
color picker
Edit Opens the Edit Color dialog box, for editing the selected color using the operating
systems color picker
Delete Deletes the currently selected color(s) from the custom color palette
Get Opens the Pick Color dialog box, for adding one or more colors selected from the
available color palettes (see Selecting a Color from a Color Palette on page 543)
Lighten Incrementally lightens the selected color
Darken Incrementally darkens the selected color
RGB Blend Blends two selected colors according to their Red, Green, Blue (RGB) values, to create
the specified number of new colors (up to 1000)
HSV Blend Blends two selected colors according to their Hue, Saturation, and Lightness (HSV)
values, to create the specified number of new colors (up to 1000)
Import Imports all the colors from the Colors in Active Document palette of another current
version Vectorworks file
Applying Colors | 547

3. When the colors have been edited or added to the custom color palette, click OK.
The custom color palette is listed in the Color Palette Manager. By default, custom color palettes are saved in the
user folder (see User Folders Preferences on page 27).

Creating a Color Chart


This command creates a color chart in the active layer of the current file that reflects the colors in the color palette of
the file. It can be used as a print color guide.
To create a color chart:
1. Select Tools > Utilities > Create Color Chart.
2. Confirm that a color chart of the active layer in the current file should be generated.
If desired, select Show color palette index numbers to show the color index numbers in the chart.

The index numbers are internal to the color palette and always remain in the same order.
548 | Chapter 13: Applying Object Attributes
Viewing the Drawing 14
The Vectorworks program has many tools and features that change the drawing view. For example, change the
orientation from a top view to a left isometric view, or interactively fly over or walk through a 3D model. View a
model as stacked layers in a unified view, or work inside the model within the clip cube. Change the visibility of
objects based on their layer or class assignment. The working plane palette and tools manipulate the orientation of the
layers 3D plane, facilitating modeling and working in 3D.

Using Standard Views


The items under the View > Standard Views submenu change the representation and the orientation of the, drawing
area. There are 16 view options, which can be divided into four basic categories:

Category Description
2D View Select the Top/Plan command to view the drawing in 2D; use this for annotations,
title blocks, and 2D illustrations. Rotated Top/Plan view (Vectorworks Design Series
required) is only available from the View bar when a rotated top/plan view exists.
3D Elevations Use the Top, Front, Right, Bottom, Back, and Left commands to view 3D elevations
3D Representations Above Use the Right Isometric, Left Isometric, Right Rear Isometric, and Left Rear
the Active Layer Plane Isometric commands to view 3D representations above the active layer plane
3D Representations Below Use the Lower Right Isometric, Lower Left Isometric, Lower Right Rear
the Active Layer Plane Isometric, and Lower Left Rear Isometric commands to view 3D representations
below the active layer plane
550 | Chapter 14: Viewing the Drawing

Top/Plan Rotated Top/Plan - View bar only Top Bottom


(Vectorworks Design Series required)

Front Right Back Left

Right Isometric Left Isometric Right Rear Isometric Left Rear Isometric

Lower Right Isometric Lower Left Isometric Lower Right Rear Isometric Lower Left Rear Isometric

To change among the different views:


Select View > Standard Views, and then select a view.
The view changes and a check mark displays in front of the active view in the Current View/Standard Views list.
The reference for the view, whether working plane or active layer plane, may depend on the selection in the
Working Planes palette (see Working Plane View and Modes on page 586).
To switch views rapidly, use shortcuts on the numeric keypad. These shortcut keys also work to change the view
of a selected viewport on a sheet layer.

Keypad Number View


0 Top/Plan
Rotated Top/Plan
1 Left Isometric
2 Front
3 Right Isometric
4 Left
5 Top
Projection | 551

Keypad Number View


6 Right
7 Left Rear Isometric
8 Rear
9 Right Rear Isometric

When a rotated top/plan view exists (Vectorworks Design Series required), the keypad number 0 invokes the
Rotated Top/Plan view instead of standard, unrotated Top/Plan view. Press the 0 key a second time to toggle to the
standard unrotated Top/Plan view.
The View bar also provides quick access to the standard view commands. Click the Current View and select a
standard view from the list that displays. If the view is something other than a standard view, Custom View
displays as the current view.

Current View/Standard Views list

Projection
The projection commands alter the way the program displays the 3D geometry of the drawing on a 2D screen. In
addition to the standard 2D Plan projection, there are six 3D projection modes.
To switch projection modes:
Select View > Projection, and then select a projection.

Projection Mode Description


2D Plan Matches the projection for a normal 2D drawing; use this view to draw 2D
objects
Orthogonal Displays an undistorted 3D projection of the drawingobjects display at
their exact size regardless of their distance from the active layer plane
Perspective The perspective view adds distortion to the drawing so that objects that are
farther away appear smaller than objects that are closer. This view closely
approximates how the 3D model will display in the real world. The
perspective view can be uncropped or cropped; the perspective commands
adjust the view (see Perspective on page 552).
Oblique Cavalier (30 or 45) The Cavalier modes show an undistorted front view along with depth (also
known as full-depth axonometric projections). The lines along the Z axis
(which show the depth of an object) are represented in true length. This
distorts the overall image of the object and makes it appear deeper. These
modes make precise measurements possible, either from a printout of the
drawing or from the screen image.
552 | Chapter 14: Viewing the Drawing

Projection Mode Description


Oblique Cabinet (30 or 45) The Oblique Cabinet modes (also known as half-depth axonometric
projections) are similar to Oblique Cavalier. However, the depth lines are
shortened by 50%. This distorts the actual length of these lines, but
represents a more natural view of the object. These modes can still be used
to take measurements of vectors perpendicular to the projection plan (along
the Z axis) from a printed drawing, but the results must be multiplied by
two to obtain the actual dimension.

OpenGL and the Renderworks product do not support the Oblique projections. To render Oblique projections, use
one of the Polygon render modes, or use Hidden Line mode.

Perspective
The perspective commands distort the display of objects in the drawing. The distortion of objects that are away from
the center of the view is different from the distortion of objects in the center of the view, which gives the impression of
3D perspective. To change the view, select from normal, narrow, or wide distances, or create a custom perspective.

Uncropped perspective projection Cropped perspective projection

Perspective projection can be in an uncropped modeling view or in a cropped presentation view.


In a cropped view, a clipping frame appears around the perspective view window, which is useful for presenting, for
example, a model elevation in perspective view. Adjust the clipping frame by dragging the corners to increase or
decrease the size of the window. In older Vectorworks version drawings, this was the only method available for
displaying perspective views.
In an uncropped view, a shaded horizon representation is displayed in the background. The horizon provides a visual
indication of the vertical position of the observer with respect to objects in the scene. The horizon does not print or
export. The green color represents the ground below the horizon, and the blue color represents the sky above it, helping
with orientation. The color of the ground and sky can be changed in the Interactive Appearance Settings dialog box; see
Configuring Interactive Display on page 68.
When in an uncropped perspective view, scrolling within the drawing, as well as using the Pan and Zoom tools, will
result in perspective camera movement while the view remains centered in the window. When there are no objects in
the current view to use as a reference during movement, a special indicator displays to help orient the movement.
Simulating Movement | 553

The empty view indicator provides visual 3D


navigation feedback when there are no objects in
the uncropped perspective view

The Translate View tool can also be used to move through a model and interactively adjust the perspective distortion
while in a perspective projection; see Translate View on page 557.

Perspective Description
Set Distance Set a custom perspective numerically
Narrow Distance Similar to a telephoto lens
Normal Distance Similar to a portrait lens
Wide Distance Similar to a wide angle or fisheye lens
Cropped Toggles the rectangular frame around perspective views on and off, switching
between a cropped presentation perspective view and an uncropped perspective
view for modeling

To switch to a perspective projection and select a perspective distance:


Select View > Projection > Perspective, or select View > Perspective, and then select the distance to set.
To set a custom perspective value, select Set Distance. The Set Perspective Distance dialog box opens. Type the
custom perspective value in the Distance field, and then click OK. The lower the value, the wider the angle of
perspective. When a perspective distance is selected, View > Projection > Perspective automatically toggles on.

Simulating Movement
Several tools simulate movement over and through the drawing.
When you use these tools, a rendered model may display with OpenGL rendering temporarily, even when set to render
with a different render mode. When the movement stops, the program renders the new view of the model. Additionally,
for a highly complex drawing, the program may temporarily remove some of the detail to speed up the movement.
When the movement stops, the detail returns.
These tools have certain Tool bar buttons that are true modes, and others that act as command buttons. When some of
these tools are in use, the Data bar provides display-only information to help orient the view.

Flyover
The Flyover tool simulates movement over and around a real-world model.
To control the movements of the Flyover tool, drag the mouse around a selected center of rotation. The Tool bar
buttons set the center of rotation.
Object Center Active Layer Plane Origin

Interactive Origin Working Plane Origin


554 | Chapter 14: Viewing the Drawing

Mode Description
Interactive Origin Sets the center of rotation with a mouse click
Object Center Sets the center of rotation to the center of the selected objects; if no objects are
selected, sets the center of rotation to the center of the visible objects
Active Layer Plane Sets the center of rotation to the center of the active layer plane
Origin
Working Plane Sets the center of rotation to the origin of the current working plane
Origin

To fly over a drawing:

1. Click the Flyover tool from the Basic palette, or from the 3D Modeling or Visualization tool set.
2. Select the mode from the Tool bar.
3. In Interactive Origin mode, click to specify the center of rotation for the flyover movement.
4. The center of rotation is indicated by dashed axis lines.

To fly over the drawing, click on the drawing and drag in the direction of movement while you hold the mouse
button. To stop the movement, release the mouse button. Alternatively, use shortcuts on the keyboard to fly over
the drawing.

Mouse Movement Shortcut Keys Description


Move left or right Turns left or right about the selected center
of rotation
Move up or down Moves up or down about the selected
center of rotation
Move in toward center Alt + move right (Win) Moves the view toward the center of
or Option + move right rotation (in Perspective projection)
(Macintosh)
Move outward from center Alt + move left (Win) or Moves the view outward from the center
Option + move left of rotation (in perspective projection)
(Macintosh)
Move down toward active Alt + move up (Win) or Moves down toward the active layer plane
layer plane Option + move up (in perspective or orthogonal projection)
(Macintosh)
Simulating Movement | 555

Mouse Movement Shortcut Keys Description


Move up from active layer Alt + move down (Win) Moves up from the active layer plane (in
plane or Option + move down perspective or orthogonal projection)
(Macintosh)
Shift key Constrains the rotation to the global Z
axis, or to the K axis of the active working
plane (when Working Plane Mode is
enabled in the Working Planes palette)
Ctrl key (Win) or Draws selected objects in full detail, and
Command key hides deselected objects (so that the
(Macintosh) redraws are faster)

Activating the Flyover Tool Temporarily


While another tool is active, press and hold the mouse wheel button and the Ctrl key (Windows) or Control key
(Macintosh) simultaneously to activate the Flyover tool. Orient the view as desired, and release the mouse. The
previous tool becomes active again automatically.
This feature will not work properly if the wheel button is assigned a custom function in the mouse setup. For example,
if the wheel button is set to perform a delete when clicked, a wheel click in the Vectorworks program deletes rather than
activates the flyover tool. (The specific setting required for this feature depends on the type of mouse being used.)

Walkthrough
The Walkthrough tool simulates movement through a 3D model.

The tool operates in perspective projection. Three modes, the Viewer Height parameter, and various modifier keys
provide flexibility to manipulate the viewer position and view angle before and during the walkthrough.
Look Around

Walk Viewer Height

Elevator

Mode Description
Walk Moves the viewer through the drawing
556 | Chapter 14: Viewing the Drawing

Mode Description
Look Around Changes the view angle up, down, right, and left while the viewer remains
stationary
Elevator Raises and lowers the viewer height
Viewer Height Specify the viewer height above the ground plane.
This value updates automatically after Elevator mode is used; it also
reflects the viewer height as set by any other viewing tool.

When the Walkthrough tool is in use, the Data bar displays the following information to help orient the view.

Data Bar Description


Yaw Displays the angle (0 360 degrees) between the walking direction and the positive
Y axis, to describe the direction of movement in the active layer plane. A yaw of 90
degrees indicates movement in the direction of the positive X axis. A yaw of 180
degrees indicates movement in the direction of the negative Y axis.
Pitch Displays the viewing angle. A value of 0 degrees indicates that the viewer is
looking straight ahead; a value of 45 degrees indicates that the viewer is looking up
at an angle 45 degrees from horizontal.
Viewer X/Y/Z Displays the position of the viewer relative to the active layer plane

Walking Through a Model


To conduct a walkthrough of a model:

1. Click the Walkthrough tool from the Visualization tool set and click Walk from the Tool bar.
The projection automatically switches to perspective.
2. Click on the drawing and hold the mouse button to perform the walkthrough.
The first mouse click inside the drawing, indicated by a small cross, establishes the control point of the
walkthrough. The control point lets you manage the pace of the walkthrough. The farther away from the control
point the mouse moves, the faster the walkthrough. Return the mouse to the control point to slow or pause the
movement. To stop the walkthrough, release the mouse button.
3. Move the mouse up (forward), down (backward), left, and right to walk through the drawing.
The Data bar provides real-time information about the walkthrough.
To change the viewing angle or viewer height as desired during the walkthrough, combine the movement with a
modifier key.

Modifier Key Description


Alt key (Win) or Option key Move the mouse to change the look angle up/down (pitch) or right/left
(Macintosh) (yaw), following the mouse movement; the viewers position and
height remain fixed.
Move the mouse at an angle to change both the pitch and yaw at
the same time and create a sweeping view.
Shift key Move the mouse to change the viewer height; the viewers X,Y position
and viewing angle remain fixed
Simulating Movement | 557

Looking Around a Model


To look around a model from a fixed viewer point:

1. Click the Walkthrough tool from the Visualization tool set and click Look Around from the Tool bar.
The projection automatically switches to perspective.
2. Click on the drawing and hold the mouse button to look around.
The first mouse click inside the drawing, indicated by a small cross, establishes the control point of the look
around. The control point lets you manage the pace of the look around. The farther away from the control point the
mouse moves, the faster the movement. Return the mouse to the control point to slow or pause the movement. To
stop the look around, release the mouse button.
3. Move the mouse in the direction you want to look.
The Data bar provides real-time information while looking around.
To change the viewer height while looking around, if desired, press the Shift key and move the mouse up or down.

Setting Viewer Height


To change the viewer height:

1. Click the Walkthrough tool from the Visualization tool set and click Elevator from the Tool bar.
The projection automatically switches to perspective.
2. Click on the drawing and hold the mouse button while you move the mouse up or down. The Data bar provides
real-time information about the viewer height.
The first mouse click inside the drawing, indicated by a small cross, establishes the control point of the movement.
The control point lets you manage the pace of the movement. The farther away from the control point the mouse
moves, the faster the movement. Return the mouse to the control point to slow or pause the movement. To stop the
operation, release the mouse button.
Alternatively, if you know the desired viewer height, set the value in Viewer Height on the Tool bar. This field
can be edited in any mode.

Translate View
The Translate View tool changes the view of a 3D model, especially when in a perspective projection.

Perspective Move In-Out

Translate View Perspective Adjustment


558 | Chapter 14: Viewing the Drawing

Mode Description
Translate View Moves the drawing along the screen X axis when the cursor moves left or
right, and along the screen Y axis when the cursor moves up or down
Perspective Move In perspective projection, drag the mouse up and down to move the view
In-Out forward (closer) or backward (farther away) along the current sightline
Perspective In perspective projection, adjusts the distortion by moving the mouse up
Adjustment (more distorted) or down (less distorted); similar to creating a custom
perspective view by selecting View > Perspective > Set Distance

Double-click the Translate View tool to refresh the drawing view.

To translate the view:

1. Click the Translate View tool from the Visualization tool set.
2. Depending on the selected mode, click on the drawing and drag while you hold the mouse button to translate the
drawing from side to side or up and down, move in and out of the drawing, or adjust the perspective. To stop the
movement, release the mouse button.
Press the Ctrl key (Windows) or Command key (Macintosh) to draw selected objects in full detail, and hide
deselected objects (so that the redraws are faster).
When the Translate View tool is in use, the Data bar displays the following information to help orient the view.

Data Bar Description


Viewer X/Y/Z Displays the position of the viewer relative to the active layer plane
L/R Displays the movement to the left and right of an imaginary axis perpendicular to
the screen
U/D Displays the movement up and down from an imaginary axis perpendicular to the
screens
I/O Displays the movement in and out of the drawing along an imaginary axis
perpendicular to the screen
Perspective In Perspective Adjustment mode, displays the perspective distance
distance

Rotating the 3D View


To rotate the 3D view, either use the Rotate View tool, or specify rotation values with the Rotate 3D View command.

Rotating with the Mouse


The Rotate View tool rotates the view clockwise or counter-clockwise in 3D.
To control the movements of the Rotate View tool, drag the mouse or click one of the mode buttons. The first three
Tool bar buttons set the center of rotation. The last two modes perform precise, incremental rotation movements in the
direction specified.
Simulating Movement | 559

Rotate Around Active Rotate


Layer Plane Center Clockwise

Rotate Around Rotate


Object Center Counter-Clockwise

Rotate Around Working


Plane Center

To rotate the 3D view:

1. Click the Rotate View tool from the Visualization tool set.
2. Select the mode from the Tool bar.

Mode Description
Rotate Around Object Center Uses the center of selected objects as the rotation center
Rotate Around Active Layer Plane Uses the center of the active layer plane as the rotation center
Center
Rotate Around Working Plane Center Uses the origin of the current working plane as the rotation
center

3. To rotate the view, click on the drawing and drag while holding the mouse button. Move the cursor to rotate the
view in the direction of the mouse movement. Release the mouse to stop the rotation. Alternatively, use the two
Tool bar buttons.

Mode Mouse Movement/ Description


Key
Move left or right Rotates about the screen Y axis (or the screen Z axis if the
mouse is at the perimeter of the drawing)
Move up or down Rotates about the screen Y axis (or the screen Z axis if the
mouse is at the perimeter of the drawing)
Rotate Clockwise Each click rotates the view in a clockwise direction about the
selected center of rotation
Rotate Each click rotates the view in a counter-clockwise direction
Counter-Clockwise about the selected center of rotation
Ctrl key Draws selected objects in full detail, and hides deselected
(Windows) or objects (so that the redraws are faster)
Command key
(Macintosh)

When the Rotate View tool is in use, the Data bar displays the following information to help orient the view.

Data Bar Description


Azimuth Displays the active layer plane angle (in degrees) between the positive X axis and
the direction from the selected center of rotation to the viewer
Elevation Displays the angle (in degrees) between the selected center of rotation and the
plane which is parallel to the active layer plane and passes through the view origin
560 | Chapter 14: Viewing the Drawing

Data Bar Description


Roll Displays (in degrees) the amount of rotation about the selected rotation center

Rotating Precisely
The Rotate 3D View command provides a precise way to rotate the 3D view. Enter rotation values directly, or rotate
the view in increments. A preview displays the rotation movements before the actual view is rotated.
To rotate the 3D view:
1. Select View > Rotate 3D View.
The Rotate 3D View dialog box opens.

Parameter Description
Parameters are Starts the view rotation from a top (absolute) view
absolute
Parameters are Starts the view rotation from the current view
relative
Interactive Rotation
+, - X/Y/Z buttons The plus and minus buttons for each axis rotate the view by the increment
specified
Angle Increment Specifies the rotation increment (in degrees) for the interactive rotation buttons
Rotation by Value
Rotation on X/Y/Z Specifies the rotation value (in degrees, minutes, and seconds) for the X, Y, and/
or Z axes

2. Specify the rotation criteria, and then click OK to rotate the 3D view as specified.

Using a SpaceNavigator Mouse


The Vectorworks program supports both the SpaceNavigator and SpaceExplorer editions of the 3Dconnexion
SpaceNavigator mouse. The SpaceNavigator driver must be installed; see www.3dconnexion.com/support/
SpaceNavigator movement affects the current view; when you cycle through movement modes with the
SpaceNavigators left button, the Vectorworks programs Message bar displays a notice.
Unified Layer View | 561

The effects of the SpaceNavigator mouse on the view depend on the current view and projection, as well as the selected
mode.
For best results while navigating, render the drawing with OpenGL rendering.
Cycle through the SpaceNavigator modes for various types of navigation.

SpaceNavigator Mode Description Vectorworks View or Projection


Using Walkthrough Moves forward, back, left, right, up, and down; looks left, Perspective
Navigation right, up, and down
Using Unconstrained Moves forward, back, left, right, up, and down; looks left, Perspective
Navigation right, up, and down, and rolls left and right.
This mode is the most flexible, but can be challenging to
control; decreasing axis sensitivity from the
SpaceNavigator control panel is recommended (press the
right Navigator button)
Using Flyover Functions like the Flyover tool, with spinning and tilting Perspective, Isometric
Navigation motions. If objects are selected, the fixed point of rotation
is the objects center; otherwise, the fixed point of
rotation is the world origin
Using 2D Navigation Allows pan and zoom Top/Plan, Perspective,
Isometric

Unified Layer View


The Unified View command accesses a modeling mode to view, snap to, select, and edit objects in multiple design
layers within a unified 3D coordinate system. This mode is active by default to see the entire model and edit multiple
objects across layers easily, or to align objects across layers, without having to create a viewport or use layer links.
In a unified view, the Vectorworks program aligns all visible design layers in the drawing file with the active layer, and
displays them using the active layers scale, lighting options, render mode, and Renderworks background
(Renderworks required). The unified view also provides a unified coordinate system; the Z coordinates of all objects
are expressed relative to the active layer plane. Other layers are above or below the active layer, depending on their
elevations relationship to the active layer.
The active layers layer options setting (View > Layer Options) determines whether other layers can be rendered and
snapped to, and whether objects on other layers can be selected and modified. For rendering, select Show Others or
Gray Others. For both rendering and snapping, select Show/Snap Others or Gray/Snap Others. When Show/Snap/
Modify Others is selected, objects on other layers can be selected and they can be modified.

Setting Unified View Options


Set the unified view options to obtain the desired behavior.
To set unified view options:
1. Select View > Unified View Options. Alternatively, double-click the Unified View button on the View bar.
The Unified View Options dialog box opens.
562 | Chapter 14: Viewing the Drawing

Parameter Description
Display Screen Objects Displays screen plane objects from all visible objects in the unified view, and
allows access to 2D tools
Only on Active Layer Only displays screen plane objects for the active layer
Restore Original Views when Returns layers to their original view status and Renderworks background
exiting Unified View mode when turning off unified view. When deselected, the layer views remain
aligned when turning off unified view, and the current layers Renderworks
background applies to all layers.
Ignore Layers with Different Scale Does not include layers with a scale that is different from the active layer in
the view; select this option to hide annotation or detail layers
Show only Layers belonging to Displays only layers that belong to stories in the unified view; select this
Stories option to exclude layers, such as detail layers, from the view
Center View on Activated Layer When selected, centers the view on the active layer in unified view; the view
does not shift when switching to another layer

2. Click OK.

Unified View
To enable unified view:

1. Select View > Unified View. Alternatively, click the Unified View button on the View bar.
2. To return to a normal layer view, select View > Unified View again.
(A check mark next to the Unified View command indicates that the feature is activated.)
Setting a 3D View | 563

In normal layer view, the active layer is in a rotated view; other The Unified View command aligns all visible
inactive layers are in Top and Left Isometric views layers to the active layers rotated view

With the layer options set to Show Others, all


visible layers can be stacked and rendered

With the layer options set to Gray Others and


OpenGL rendering, a transparent effect can be
created for the grayed layers

With the layer options set to Show/Snap/Modify Others,


objects on any layer can be selected and modified

Setting a 3D View
The Set 3D View command sets a precise 3D view at a specified viewing angle, height, and perspective. Normally, the
command is executed from 2D Top/Plan view; however, the command can also set a 3D view from any of the 3D
views.
To set a 3D view:
1. Select View > Set 3D View.
2. Click and draw a line to indicate the view direction; the line starting point indicates the viewer position and the
line end point indicates the point the viewer is looking towards (look toward point).
564 | Chapter 14: Viewing the Drawing

The Set 3D View dialog box opens.

3. Specify the 3D view criteria.

Parameter Description
Viewer Height Specifies the height of the viewer at the start point of the drawn line
Look Toward Height Specifies the height of the view destination at the end point of the drawn
line
Perspective Select the desired perspective, or use the current setting to keep the
perspective unchanged

4. Click OK. The 3D view is adjusted as specified.

Viewing a Model with the Clip Cube


The Clip Cube command allows you to temporarily clip away portions of a 3D model to see and work inside of the
model. Only objects inside the cube are visible and snappable. Less clutter makes it easier to locate snap points or to
view a specific region of interest in a large 3D model.
The clip cube feature only works in Wireframe and OpenGL rendering modes. Select objects in the area to view, and
then select the Clip Cube command to create a cube that bounds those objects. Once the cube is created, use the
Selection tool to push or pull the cube faces to adjust the size. Use the cubes editing frame to rotate it or drag it to
another location.
To use the clip cube feature:
1. In a 3D view, select the objects to be visible inside the cube. (If no objects are selected, the cube will bound all
currently visible objects.)
2. Set the rendering mode to Wireframe or OpenGL.
3. Select View > Clip Cube.
Alternatively, add the Clip Cube shortcut button to the Tool bar; see Setting Quick Preferences on page 35.
The view is clipped to show only the area of the model that contains the selected objects; the objects are
surrounded by a transparent cube.
4. To modify the clip cube, click an edge on the cube with the Selection tool. An editing frame with X, Y, and Z axes
displays on its bottom face. During editing, the view changes to show the objects within the cube at any given
time.

Action Description
To adjust the cube Similar to the Push/Pull tool, a face of the cube becomes highlighted when the cursor is over
dimensions it. Click a highlighted face and drag it as needed; click again to set to the new location.
Viewing a Model with the Clip Cube | 565

Action Description
To rotate the cube Click one of the four rotation handles on the edges of the editing frame on the bottom face of
the clip cube. Drag to rotate the cube, and then click to set the new location.
To move the cube Click the move handle in the center of the editing frame. Drag to move the cube, and then
click to set the new location.

5. Edit the objects within the clip cube as needed. Keep in mind the following:
If you edit a symbol, the clip cube will be reset to the symbol boundary; when you exit the symbol editing
mode, the cube returns to its original boundary.
While the clip cube feature is enabled, you can create a different cube on each design layer. However, if the
unified view feature is enabled (Vectorworks Design Series required), only one clip cube can be created.
6. To save the current clip cube view for later use, select View > Save View, and select the option to Save View
Orientation (see Creating Saved Views on page 115).
7. Select the Clip Cube command again to disable the clip cube and return to a full model view on all design layers.
(A check mark next to the Clip Cube command indicates that the feature is activated.)
If you hold down the Ctrl key (Windows) or Command key (Macintosh) the next time you select the Clip Cube
command, the last clip cube you had on this design layer is restored.

A 3D model with OpenGL rendering


and unified view enabled; objects
within the building are obscured

Select objects of interest, and then Click an edge on the


select View > Clip Cube to create a clip cube to edit it
transparent cube around them;
objects outside the cube become
temporarily invisible

Click and drag a


highlighted face to
resize the cube
In editing mode, you can resize,
rotate, and move the cube; the Click and drag a rotation
objects that are visible change handle on the edge of the
according to the cube location editing frame to rotate the
cube

Click and drag the move handle in


the center of the editing frame to
move the cube
566 | Chapter 14: Viewing the Drawing

Creating a Section Viewport from a Clip Cube (Vectorworks Design Series)


After you create a clip cube, select the Selection tool, and then right-click (Windows) or Ctrl-click (Macintosh) a
highlighted vertical face of the clip cube.
Select Create Section Viewport from the context menu (Vectorworks Design Series required). The Create Section
Viewport dialog box opens.
Create the viewport either on a sheet layer or design layer, as follows:
Creating a Section Viewport on a Sheet Layer on page 741 in the Vectorworks Design Series Users Guide
Creating a Section Viewport on a Design Layer on page 747 in the Vectorworks Design Series Users Guide

Right-click (Windows)
or Ctrl-click (Macintosh)
a highlighted face and
select Create Section
Viewport from the
context menu

The length, depth, and height ranges


of the section viewport match the
dimensions of the clip cube

Changing an Objects Class or Layer Visibility


The Visibility tool changes the visibility of an objects layer or class. Rapid changes can also be made to a files layer
and class visibilities by specifying the tools double-click behavior.
The Visibility tool is available in the workspaces of all Vectorworks Design Series products; for the Vectorworks
Fundamentals product, the workspace can be edited to add the Visibility tool.
Several modes are available, to specify whether an objects class or layer visibility will change, and what type of
visibility change to make.
Classes Visible Greyed

Layers Invisible Preferences

Mode Description
Classes Affects the visibility of the objects class
Layers Affects the visibility of the objects layer
Changing an Objects Class or Layer Visibility | 567

Mode Description
Visible Sets the objects class or layer to visible
Invisible Hides the objects class or layer
Greyed Sets the objects class or layer to gray
Preferences Specifies the double-click behavior for the Visibility tool; see Global Visibility Changes on
page 568

Layer or Class Visibility Changes


To change an objects class or layer visibilities:

1. Click the Visibility tool from the Basic palette.


The Visibility tool is available in the workspaces of all Vectorworks Design Series products; for the Vectorworks
Fundamentals product, the workspace can be edited to add the Visibility tool.
2. From the Tool bar, select Classes or Layers mode. Then select whether to make the objects class or layer Visible,
Invisible, or Greyed.
3. If the class or layer to be changed is currently invisible, ensure that the class or layer options are not set to Active
Only. Press and hold the shortcut key for the Visibility tool (V by default) to temporarily make all classes (in
classes mode) or layers (in layers mode) visible.
4. Move the cursor over a drawing object in the class or layer to be changed. All objects that will be affected by the
visibility change are highlighted. In addition, a tooltip indicates the name of the class or layer that will be changed,
as well as its current visibility setting.
5. Click on the object to change the visibility setting for its class or layer.
Changes to class visibility redraw the entire drawing. Changes to layer visibility redraw the layer.

Class: Furniture (Invisible)

With the Visibility tool set to make the class gray, press the Click an object in the Furniture class
V key to temporarily show all classes, including those that
are currently invisible

The Furniture class becomes gray

Several factors may prevent the visibility from changing as expected.


568 | Chapter 14: Viewing the Drawing

The layer and class options control the visibility of objects in the inactive layers and classes. For example, if
the layer options are set to gray objects in inactive layers, grayed objects do not become fully visible when
clicked with the Visibility tool. (See Setting Class and Design Layer Options on page 114.) An alert displays
in this situation.
The Visibility tool cannot hide or gray the active class or layer immediately, since the active class or layer is
always set to visible. An alert displays in this situation.
A container object (such as a symbol or a group) and its component parts can belong to different classes, and
their visibilities can be set differently. For example, if the classes of the individual objects that make up a
symbol are set to invisible or gray, they do not become visible when the symbols class is made visible.
6. The objects class or layer is set to visible, invisible, or gray, and the Message bar shows the change that occurred.
The Navigation palette (Vectorworks Design Series required) updates to display the new visibility status.

Global Visibility Changes


The Visibility tool can make global changes to the class or layer visibilities of a drawing. In a complex drawing, for
example, this can be an easy way to quickly show only the classes or layers of selected objects. All classes or layers can
easily be set to show again.

To make global changes to the visibility of classes or layers:

1. To make changes to the class or layer visibility of selected objects, select the objects first.
The objects do not need to be in the same class or layer.
2. Click the Visibility tool from the Basic palette.
The Visibility tool is available in the workspaces of all Vectorworks Design Series products; for the Vectorworks
Fundamentals product, the workspace can be edited to add the Visibility tool.
3. Select Preferences from the Tool bar.
The Visibility Tool Preferences dialog box opens. Specify the effect to occur when the Visibility tool is
double-clicked.

Parameter Description
Makes all classes visible All classes in the file are set to visible
Makes all layers visible All layers in the file are set to visible
Makes only the classes of the selected objects The class(es) of selected objects remain visible; other classes are
visible set to invisible
Makes only the layers of the selected objects The layer(s) of selected objects remain visible; other layers are set
visible to invisible
Setting a Camera View in Renderworks | 569

Several factors may prevent the visibility from changing as expected:


The layer and class options control the visibility of objects in the inactive layers and classes. For example, if
the layer options are set to gray objects in inactive layers, grayed objects do not become fully visible when the
Visibility tool is double-clicked. (See Setting Class and Design Layer Options on page 114.) An alert
displays in this situation.
The Visibility tool cannot hide the active class or layer immediately, since the active class or layer is always set
to visible. An alert displays in this situation.
A container object (such as a symbol or a group) and its component parts can belong to different classes, and
their visibilities can be set differently. For example, if the classes of the individual objects that make up a
symbol are set to invisible or gray, they become visible only when the first double-click option (Makes all
classes visible) is used.
4. Click OK.
5. Double-click the Visibility tool to execute the selected action.
6. The classes or layers are set to visible or invisible as specified, and the Message bar shows the change that
occurred. The Navigation palette (Vectorworks Design Series required) updates to display the new visibility
status.

Setting a Camera View in Renderworks


The Renderworks product contains a method of setting a camera view with the Renderworks Camera tool. Specific
attributes, such as camera focal length, field of view, height, and aspect ratio can be set.

To insert a Renderworks camera:

1. Select the Renderworks Camera tool from the Visualization tool set (Renderworks required).
2. Click in the design layer to specify the camera location. Click again to indicate the camera look-to point.
If this is the first time a camera object has been inserted in this session, the Renderworks Camera Object
Properties dialog box opens. Click OK.

3. Click Display Camera View in the Object Info palette, or simply double-click on the camera, to switch to the 3D
camera view. To return to Top/Plan view, click Top/Plan View in the Object Info palette.
570 | Chapter 14: Viewing the Drawing

4. The camera properties can be edited in the Object Info palette.

Parameter Description
Camera Height Sets the camera height; at placement, the camera is set to a default height of 1500 mm
or 50. If a Z value is also specified for the camera object, the total camera height is the
sum of the Z height and the Camera Height.
Look To Height Sets the height of the camera look-to point; at placement, the look-to height is set to a
default height of 1500 mm or 50. If a Z value is also specified for the camera object,
the total look-to height is the sum of the Z height and the Look To Height.
Top/Plan View Switches to a Top/Plan view of the camera
Display Camera View Switches to display the 3D camera view (double-clicking on the camera in a 2D view
also switches to camera view)
Fine Tune Camera View Opens the Perspective View Controls dialog box, for making fine adjustments to the
camera view controls (see Adjusting the Camera View on page 571)
Projection Select Perspective or Orthogonal projection for the camera view; Perspective creates a
cropped or uncropped perspective view of the model from the camera view, while
Orthogonal is useful for an elevation view (for example, a skewed elevation view of a
building which is not in a standard view). Available parameters depend on the selected
projection.
Render Mode Selects a render mode for the 3D camera view
Aspect Ratio Sets the aspect ratio of the perspective clipping window; the clipping window can also
be set to the page size or to a custom aspect ratio
Custom Aspect When a custom Aspect Ratio is selected, enter the custom ratio
For Film Size of Specifies the camera film size, and determines the focal length of the camera (has no
effect on the camera view)
Focal Length is Displays the camera focal length, based on film size
Field of View Specifies the view angle; set to a default angle of 65 degrees. Use the control point to
set the view angle on the 2D camera with the mouse.
For DPI of Calculates the pixel size when exporting the camera view (has no effect on the camera
view)
Pixel Size is Displays the pixel size based on the DPI setting
Crop Frame Scale % Scales the size of the clipping window frame, when in a cropped perspective projection,
and also scales the perspective distance. As a result, both the crop frame and the
drawing appear scaled.
Setting a Camera View in Renderworks | 571

Parameter Description
Left/Right Tilt Angle Tilts the camera to the left or right, for more accurate perspective matching
Camera Name Specifies a name for the camera, which can be displayed or hidden in 2D view; move
the camera name text control point to adjust the position of the name
Camera Display Select a camera display mode; the camera name only displays in 2D
None: Hides the camera in 2D and 3D views, and hides the camera name
2D: Displays the camera in 2D view, but hides the camera name, and hides the
camera in a 3D view
3D: Displays the cameras perspective clipping window bounding box in 2D view,
displays the camera in 3D view, and hides the camera name
2D + 3D: Shows the camera in 2D and 3D views, but hides the camera name
2D + Name: Shows the camera and camera name in 2D view, but hides the camera in
3D views
3D + Name: Shows the camera in 3D view, shows the camera name in 2D view, but
hides the camera in 2D view (displays a locus instead)
2D + 3D + Name: Shows the camera and camera name in 2D view, and shows the
camera in 3D views
The 3D camera view displays the bounding box of the camera view, the view line, and
the look-to end point. Displaying a camera in a 3D view allows it to be easily selected
during design development, and it can be hidden later for final presentation
Auto Update 3D View When selected, automatically updates the 3D camera view with every parameter
change; for complex models, deselect when making several parameter changes, and
then either re-select Auto Update 3D View or click Display Camera View to update
the camera view with any parameter changes
Auto Center 3D View Automatically centers the view when Display Camera View is clicked, or the camera
is double-clicked

Adjusting the Camera View


The camera view settings can be fine tuned in real-time, and the display attributes specified.
To adjust the camera view:
1. Click Fine Tune Camera View from the Object Info palette of a selected camera object.
The Perspective View Controls dialog box opens. Either use the sliders or enter values to adjust the camera
settings; changes are reflected automatically in the drawing. To interactively view changes as you move the
sliders, render in wireframe or OpenGL render mode.
For Camera Height, Look To Height, and Camera Distance, the slider range is proportional to the displayed
value. To expand the slider range, enter a larger value.
572 | Chapter 14: Viewing the Drawing

Parameter Description
Camera Height Moves the camera vertically
Look To Height Sets the height of the look-to point, which effectively tilts the camera vertically
Camera Pan Pans the camera, rotating it about its axis within a +/- 20 degree range, as if it were
on a tripod
Camera Move Rotates the camera about the look-to point, within a +/- 20 degree range
Left/Right
Camera Moves the camera towards or away from the look-to point
Distance
Focal Length Acts like a zoom lens; sets the lens focal length, from 10 to 200 mm and changes the
(zoom) field of view angle
Perspective Increases or decreases the perspective effect, making the perspective lines vanish
more or less steeply about the look-to point; works most effectively when the look-to
point is at the center of the scene or object being viewed
Crop Frame Sets the aspect of the perspective crop window; use in conjunction with the Crop
Aspect Ratio Frame Size to obtain the desired window size
Crop Frame Sets the scale of the perspective crop window; use in conjunction with the Crop
Size Frame Aspect Ratio to obtain the desired window size
Render Mode Selects a render mode for the 3D camera view
Setting a Camera View in Renderworks | 573

2. A camera object can be copied to insert additional camera views. In addition, the 2D camera display attributes can
be set by fill and pen foreground and background colors in the Attributes palette. Control points adjust the field of
view angle, the look-to point, and the camera name location.
Apparent field of view

Field of view angle Look-to point


control point control point

Lens field of view Camera name text


Camera 1 control point

Fill/Pen Color Attribute Parameter


Fill foreground Sets the field of view angle color when the camera height is higher than the
look-to height
Fill background Sets the text color for the camera name
Pen foreground Sets the color of the view line connecting the camera to the look-to point, as
well as the color of the 3D camera representation
Pen background Sets the color of the angle of view lines

The divergence between the apparent field of view angle and the lens field of view angle increases as the
difference between the camera and look-to heights increases. When the camera and look-to heights are equal, the
lens field of view angle line (dashed gray line by default) is not visible.

Linking the Camera View to a Sheet Layer Viewport


The view of a sheet layer viewport can be controlled by a Renderworks camera. Establish the view with the
Renderworks camera on the design layer, and then create a sheet layer viewport linked to the camera. The camera view
can be edited from the viewport.
Renderworks cameras cannot be linked to section viewports.
To link a Renderworks camera to a sheet layer viewport:
1. Create and adjust the Renderworks camera as described in Setting a Camera View in Renderworks on page 569.
A camera linked to a viewport can be in perspective or orthogonal projection.
2. Select the Renderworks camera, and then select View > Create Viewport.
3. An alert dialog box asks whether the camera should be used for the viewports view. Select Yes (click Always do
the selected action to always use a selected Renderworks camera for the view when creating viewports).
4. The Create Viewport dialog box opens. Enter a viewport name and drawing title, and select the sheet layer to place
it on. The view and projection parameters are set by the camera, and therefore appear dimmed; the cameras render
mode does not affect the viewports render mode. Change any other parameters as needed (see Creating a Sheet
Layer Viewport from a Design Layer on page 735).
5. Click OK.
574 | Chapter 14: Viewing the Drawing

The viewport is created on the specified sheet layer, with its view, projection, and perspective distance set to that
of the Renderworks camera. In the Object Info palette, the RW Camera status changes to Yes.
The camera becomes part of the viewport and can be edited (or deleted), changing the viewports view parameters,
by editing the camera through the viewport. An existing sheet layer viewport can also be linked to a Renderworks
camera. See Editing a Linked Renderworks Camera on page 748.

Fit to Objects
The Fit to Objects command provides an easy way to zoom in and out of a drawing. There are two options: fit the
window around all the objects in the drawing, or fit the window around a particular object or set of objects.
When in an uncropped perspective projection, the view direction is preserved, and the viewpoint is adjusted to fit the
model or object within the drawing window.

To fit the drawing window around all visible objects in the drawing:

1. Ensure that the current layer contains the object(s) to view, and that no objects are selected.
2. Select View > Zoom > Fit to Objects. Alternatively, click the Fit to Objects button on the View bar.
The program zooms in or out so that all the objects in the drawing display in the drawing area.

To fit the view to a particular object or set of objects:

1. Ensure that the current layer contains the object(s) to view.


2. Select the object or objects to view.
3. Select View > Zoom > Fit to Objects. Alternatively, click the Fit to Objects button on the View bar.
The program zooms in to display only the selected object(s) in the drawing area.
Fit to Page Area | 575

Fit to Page Area


The Fit to Page Area command displays the entire print area in the drawing window. For a single page drawing, this
command displays the entire page. For a drawing with two or more pages, all of the pages display at one time.

To fit the print area in the window:

Select View > Zoom > Fit to Page Area. Alternatively, click the Fit to Page Area button on the View bar.
The program zooms in or out to display all pages in the print area.

Viewing History
The program automatically records a history of the last ten changes in drawing view, including projection, perspective
and zoom changes. Click the Previous View and Next View buttons on the View bar to move through the change
history stack.

Previous View Next View

On a Windows system with a five-button mouse, buttons 4 and 5 on the mouse (which invoke the Back and Forward
commands in web browsers) invoke Previous View and Next View, respectively.

Using Working Planes


The working plane is an important concept for working in 3D. This section covers all aspects of the working plane,
including setting, manipulating, and saving the working plane position.

Understanding the Working Plane


Every Vectorworks layer has a 3D plane associated with it. When a layer is active, this 3D plane is called the active
layer plane. The active layer plane provides a constant visual and logical reference and is fixed in relation to the objects
in the layer. In an architectural sense, the active layer plane is like the floor of a building; it is sometimes referred to as
the ground plane.
Every Vectorworks drawing also has a working plane. The location of the working plane defaults to that of the active
layer plane, and it is not seen. However, when working and modeling in 3D, the orientation of the working plane can be
changed, and its positions saved. The working plane can be moved, aligned to different objects or surfaces, and rotated,
unlike the active layer plane, which remains constant at the internal drawing center.
Working in 3D requires the cursor to snap to a 3D location. When no other 3D snap is active (the cursor is not snapping
to 3D geometry), the cursor still needs to snap to a 3D location; this location is the 3D plane called the working plane.
576 | Chapter 14: Viewing the Drawing

Working plane

Active layer
plane

Every object created in the drawing is placed in relation to the active layer plane for that layer, whether it is placed
directly on that plane or placed above or below it. The working plane helps to easily create and position objects in 3D
space. It allows you to draw while in an isometric view and position objects exactly where they are needed. When
changing the location of the working plane, the active layer plane remains displayed, providing a constant frame of
reference while adjusting the working plane.

Above the working plane

On the working plane

Below the working plane


Above the active layer plane

For example, for a drawing of a complex machine, with numerous gears, cams, rollers, and other parts that intersect on
multiple planes, the working plane can be changed to different locations and angles in relation to the active layer plane.
Creating or locating objects according to the working plane allows highly accurate positioning of the objects in 3D
space.

Cylinder created on working plane Rectangle created on working plane

Hybrid symbols can only be inserted on a working plane that is parallel to the active layer plane. When inserting a
hybrid symbol, if the working plane is not parallel to the active layer plane, the working plane is moved to, and
aligned with, the active layer plane.
Using Working Planes | 577

In addition, some tools require a vector or plane. The 3D viewing tools can use the working plane to define their center
and/or axis of rotation, while the Mirror tool can mirror the selected 3D objects across the working plane. The location
of 3D tools in 3D space is taken from the point on the working plane directly behind the cursor, or from a snap point if
they are snapped to an object.
To assist with drawing in 3D with certain drawing tools, an automatic working plane appears on suitable object
surfaces as the cursor moves over drawing objects with the tool selected. The automatic working plane is a temporary
working plane that does not need to be explicitly set. Objects created on the automatic working plane are drawn planar
to the automatic working plane, rather than on the layer plane. This facilitates drawing planar objects without the need
to create or save a working plane. The color and opacity of the automatic working plane can also be customized; see
Configuring Interactive Display on page 68.

Automatic working
plane

If there is no suitable surface under the cursor, the automatic working plane aligns to the layer plane.

When the automatic working plane is in effect, Automatic displays in the Active Planes list located on the View bar.

When drawing on a specific working plane that was established by the Set Working Plane tool, the automatic working
plane should be turned off. Select a different plane from the list, such as a saved working plane, or press the \ key
(backslash) to toggle the automatic working plane on and off. (This key can be customized in the Workspace Editor;
see Modifying Snapping and Mode Shortcuts on page 876.) When using a working plane tool such as the Set
Working Plane tool, the automatic working plane defaults to off.

The Active Planes List


On the View bar, the Active Planes list displays the currently active plane, and also allows other active planes to be
selected. The available planes depend on the drawing view, current tool, presence of named working planes, and plane
mode options.
578 | Chapter 14: Viewing the Drawing

Plane Description
Automatic The active working plane changes as the cursor moves over the drawing area
in a 3D view. The automatic plane is a temporary working plane that does not
need to be set; over suitable surfaces and with certain drawing tools, the
automatic plane is planar to the surface. Otherwise, the automatic plane aligns
to the layer plane.
Layer Plane The active working plane is planar to the current plane of the active layer
Custom Plane The active working plane is planar to a saved working plane position;
selecting a working plane cancels the automatic working plane.
Screen Plane The active working plane is aligned to the screen plane (planar to the
computer screen)
Options Opens the Document Preferences dialog box, for setting the plane mode
options; see Plane Mode Preferences on page 34

Appearance of the Planes


In any view other than Top/Plan, the layer plane is represented in blue; when active, it has red X and green Y axes (an
option in the display preferences of the Vectorworks preference can also show the axes in Top/Plan). When the working
plane and the active layer plane are located in the same position, only the active layer plane is shown. However, once
the position of the working plane has been changed or directly set, it is represented on the screen as a colored frame.
The color of the active layer plane and appearance of the working plane can be customized in the Vectorworks
preferences; see Interactive Preferences on page 25 for details.
The axis lines of both the working plane and the automatic working plane are colored red for X, green for Y, and blue
for Z; dashed axes represent the negative axes. In a 3D view, the axes are always visible, although they appear more
transparent when they are behind rendered solid objects. The Z axis and all axis labels are optionally displayed by
settings in the SmartCursor Settings dialog box; see Grid Snapping on page 135.

Simply click on an axis with the Set Working Plane tool to select and display the working plane and its grip handles.
When the working plane is selected, it displays with colored grips around each axis, as well as a move grip, for
manipulating the plane.
Using Working Planes | 579

The working plane can be moved, but not rotated, when in rotated top/plan view (Vectorworks Design Series required).
See Rotating the Plan on page 721 in the Vectorworks Design Series Users Guide.
When grid snapping is enabled, the working plane displays with dots; when grid snapping is off, the dots do not
display. The working plane displays slightly darker, and with a double line frame, when it is viewed from below.
When the working plane and the active layer plane are coincident, the active layer plane displays with grid lines.
Otherwise, when the planes are not coincident, the grid lines do not display on the active layer plane.
Dashed gray lines represent the intersection of the active layer plane and working planes. The active layer plane does
not display in a rendered view.

Working plane with grid snapping Working plane seen from below Active layer plane and working plane
enabled coincident, and working plane selected; Z axis
display enabled

If the active layer plane grid lines are not visible, select Show Grid in the SmartCursor Settings dialog box (see
Grid Snapping on page 135).

Setting the Working Plane Location


The Set Working Plane tool can set the location and angle of the working plane. Set the working plane to any location
in 3D space.
Double-click on the Set Working Plane tool to set the working plane to the layer plane. Double-click on a planar
object to re-activate the working plane on which it was created.
The Set Working Plane tool has two modes:
Three Point Planar Face
580 | Chapter 14: Viewing the Drawing

Mode Description
Three Point Defines the working plane by three, 3D points, or according to the surface of a
rendered object
Planar Face Aligns the working plane to a planar face; or, for a NURBS curve, aligns the
working plane perpendicular to that point's tangent on the curve

Once the working plane location has been set, Custom Plane displays in the Active Planes list on the View bar. The
location can be saved; see Working Plane Commands on page 583.
The working plane can be quickly set based on the automatic working plane location. Right-click (Windows) or
Ctrl-click (Macintosh) on the automatic working plane, and select Set Working Plane from the context menu (or
select Modify > Working Plane > Set Working Plane). The working plane is set to match the automatic working
plane, and the working plane is active.

With the automatic working plane in The working plane is active, set to
the desired location, select Set match the automatic plane
Working Plane

Setting the Working Plane with Three Points


Two methods are available for defining the working plane location in Three Point mode. The first method allows the
position and angle of the working plane to be set by defining the origin and axes of the new working plane location.
The second method sets the position and angle of the working plane according to a rendered objects surface.
Setting the Working Plane
To set the working plane with three points:

1. In a 3D view, click the Set Working Plane tool from the 3D Modeling tool set, and then select Three Point from
the Tool bar.
2. Click to set the first point.
This becomes the origin of the working plane.
3. Click to set the second point.
This sets the working plane X axis.
4. Select the third point.
This sets the Y axis for the working plane. Once the third point is defined, the working plane location is set.
Using Working Planes | 581

2nd click

3rd click

1st click

Setting the Working Plane to a Rendered Objects Surface


The working plane can be defined according to the surface of a rendered object.

To set the working plane to a rendered objects surface:

1. In a 3D view, select a rendering mode of Unshaded Polygon, Shaded Polygon, Shaded Polygon No Lines, or Final
Shaded Polygon.
2. Click the Set Working Plane tool from the 3D Modeling tool set, and then select Three Point from the Tool bar.
The cursor changes to a pointing hand when over the surface of a rendered object.
3. Click on the surface that defines the working plane location.
The working plane location is set to the selected surface.

Click the rendered surface to use for


aligning the working plane

Setting the Working Plane to a Planar Face


Planar Face mode is particularly useful when aligning the working plane to the top of an object without sharp corners
(like a cylinder); instead of clicking in three places, only the planar face of the object needs to be selected.
In addition, the working plane can be positioned on a NURBS curve, aligning the working planes Z axis to the curves
tangent direction. The ability to set the working plane to a NURBS curve requires one of the following conditions: a
smart point must be set on the NURBS curve, Snap to Object must be enabled, or the Nearest Point on Edge object
snapping must be enabled.

To set the working plane to a planar face:

1. In a 3D view, click the Set Working Plane tool from the 3D Modeling tool set, and then select Planar Face from
the Tool bar.
2. As the cursor moves over the underlying geometry, a preview of the working plane displays. Click to set the
working plane location. The click location becomes the origin of the working plane.
The working plane is aligned to the selected face and remains selected for manipulation. The working plane is
deselected when the Set Working Plane tool is no longer active.
582 | Chapter 14: Viewing the Drawing

Manipulating the Working Plane


Working plane operations can be performed either by using the grips on the selected plane or by menu commands.

Working Plane Grips


Manipulate the working plane by rotating about any of the three axes (X, Y, and Z) or moving the working plane
origin.

To manipulate the working plane directly:

1. Click the Selection tool from the Basic palette.


2. In a 3D view, select the working plane by clicking on its edge or any of its axes. Alternatively, double-click on a
planar object to re-activate the working plane on which it was created.
The working plane must be selected for the grips to be visible. Any other object reshape handles are temporarily
hidden, to avoid confusion.
3. The working plane displays with grips.
Each axis has two grips for rotation about the other two axes. Red grips rotate about the X axis, green grips rotate
about the Y axis, and blue grips rotate about the Z axis. Moving the cursor over an axis displays a preview
showing the rotation direction. The blue diamond grip at the working plane origin moves the working plane.

Action Description
Rotate the working Click on one of the axis grips. The rotate cursor displays. Move the
plane cursor to rotate the plane about the selected axis, and click to set.

Move the working Click on the center grip. The move cursor displays. Move the cursor
plane to move the plane, and click to set.
Using Working Planes | 583

4. Once the working plane has been positioned, press the Esc key, or click off of the working plane. The position can
be saved with working plane commands or in the Working Planes palette.
Use the grips in combination with SmartCursor cues for accurate manipulation in relation to other objects.

Alignment indicators show that the


direction of working plane movement is
planar, in this case in the Z and X
directions, as indicated by the blue and
red planar shading

Smart point with extension line


Y axis is perpendicular to the active layer
plane, and the working plane is located
above the active layer plane, as indicated
by the dashed gray lines

The working plane can be moved, but not rotated, when in rotated plan view (Vectorworks Design Series required). See
Rotating the Plan on page 721 in the Vectorworks Design Series Users Guide.

Working Plane Commands


The working plane commands can select and manipulate the working plane. Some commands have equivalents in the
Working Planes palette or when editing the working plane directly.
To access the working plane commands:
Select Modify > Working Plane.
The same commands are available from the context menu of the working plane.

Command Description
Select Working Plane Selects the working plane (alternatively, click on the plane with the
Selection tool or select Edit > Select Working Plane)
Look at Working Plane Changes the view to be perpendicular to the working plane; similar to the
Top view under the View menu, in that you are looking straight at the
working plane. This command is also available from the View menu, the
View bar, and the Working Planes palette.
Save Working Plane Opens the Assign Name dialog box. Enter a name to save the working
plane position. This command is also available by clicking Add from the
Working Planes palette. Once a working plane position has been saved, it
can be accessed through the Working Planes palette and the Active Planes
list on the View bar.
Next Working Plane Cycles through the next ten unsaved palette positions
Previous Working Plane Cycles through the last ten unsaved palette positions
Set Working Plane If selected while the automatic working plane is highlighted, sets the
working plane to match the automatic working plane. Otherwise, sets the
working plane to the next clicked planar face, similar to the Planar Face
mode of the Set Working Plane tool (see Setting the Working Plane to a
Planar Face on page 581)
584 | Chapter 14: Viewing the Drawing

Command Description
Align Working Plane X Rotates the working plane coordinates about the Z axis until the X axis is
Axis with Layer Plane parallel to the active layer plane and the Y axis is pointing up. The working
plane origin is unchanged.
Align Working Plane Aligns all working plane axes to the corresponding active layer plane axes.
with Layer Plane The working plane origin is unchanged.
Align Working Plane Aligns the working plane Z axis toward the viewer; the X axis is aligned
with Current View horizontally and the Y axis vertically, on the screen. The working plane
origin is unchanged.
Rotate About X Left 90 Rotates the working plane to the left about its X axis by 90 degrees
Rotate About X Right Rotates the working plane to the right about its X axis by 90 degrees
90
Rotate About Y Left 90 Rotates the working plane to the left about its Y axis by 90 degrees
Rotate About Y Right Rotates the working plane to the right about its Y axis by 90 degrees
90
Rotate About Z Left 90 Rotates the working plane to the left about its Z axis by 90 degrees
Rotate About Z Right Rotates the working plane to the right about its Z axis by 90 degrees
90
Flip X Flips the working plane about its X axis
Flip Y Flips the working plane about its Y axis
Flip Z Flips the working plane about its Z axis

When using the rotate commands, left indicates counterclockwise when viewing the working plane origin from the
positive X axis.

The Working Planes Palette


The Working Planes palette, as well as the Active Planes list on the View bar, display working plane positions that have
been set or saved while working on a drawing. The Active Planes list allows you to switch among different saved
working plane positions. The palette allows you to switch among working plane positions (saved and unsaved), name
and save working plane positions, and select the working plane display mode. Combine these features with the working
plane commands, the Set Working Plane tool, and the Align Plane tool to accurately control the placement and
alignment of objects in 3D space.
Some Working Planes palette functions have equivalent commands on the Modify > Working Plane menu.
To open the working planes palette:
Select Window > Palettes > Working Planes.
The Working Planes palette opens.
Using Working Planes | 585

Accessing Existing Working Plane Positions


Initially, when the working plane position has not yet been changed, the only position saved in the Working Planes
palette is that of the active layer plane location, and only the active layer plane or the automatic working plane are
available from the Active Planes list in the View bar. Once the position of the working plane has been changed, there
are three ways to access existing working plane positions.
Accessing Working Plane Positions from the View Bar
The Active Planes list on the View bar displays and switches among working plane positions. See The View Bar on
page 6 and The Active Planes List on page 577. Selecting a working plane cancels the automatic working plane.
To access working plane positions from the View bar:
While in a view other than Top/Plan, select a working plane position from the Active Planes list.

The current working plane position, if it has not yet been saved, displays as Custom Plane. The name of the
currently selected working plane position displays in bold.
The selected working plane position displays.
Accessing Working Plane Positions from the Current Drawing Session
To access unsaved working plane positions:
1. Select Window > Palettes > Working Planes.
The Working Planes palette opens.
2. Click the left and right arrow buttons to cycle through the last ten unsaved positions from the current drawing
session. These positions are not permanently saved with the drawing.
Alternatively, select the Next Working Plane and Previous Working Plane commands from the Modify >
Working Plane menu.
Once it has been saved, a working plane position can no longer be accessed with the left and right arrows.
Saving and Accessing Working Plane Positions
The working plane position can be permanently saved with the drawing and accessed later from the Working Planes
palette. Once named, the plane position is no longer included in the list of the working planes accessed by the left and
right arrows on the Working Planes palette.
To permanently save a working plane position:
1. Select Window > Palettes > Working Planes.
The Working Planes palette opens.
2. Select the working plane position to save.
The left and right arrows cycle the drawing area through the most recent working plane positions.
3. Click Add. (Alternatively, select Modify > Working Plane > Save Working Plane.)
The Assign Name dialog box opens.
4. Enter a name for the working plane position.
586 | Chapter 14: Viewing the Drawing

5. Click OK. Saved working plane positions are displayed in alphabetical order in the palette. To access a saved
working plane position, double-click its name in the Working Planes palette or select it from the Active Planes list
on the View bar.

Deleting and Renaming Working Plane Positions


With the exception of the active layer plane position, any named working plane position in the drawing can be deleted
or renamed. The active layer plane position is the default, common to all drawings, and it cannot be deleted or renamed.
Planes are listed in alphabetical order under the active layer plane.
To delete a working plane position:
1. Select Window > Palettes > Working Planes.
The Working Planes palette opens.
2. Select the desired working plane from the list.
3. Click Delete. The working plane is removed from the list.
To rename a working plane position:
1. Select Window > Palettes > Working Planes.
The Working Planes palette opens.
2. Select the desired working plane from the list.
3. Click Rename.
The Assign Name dialog box opens.
4. Enter a new, unique name for the working plane.
5. Click OK. The working plane is renamed.

Working Plane View and Modes


The three buttons at the bottom of the working planes palette control how the working plane is viewed and how it
interacts with certain tools and commands. The second two buttons have an equivalent button on the View bar.

Button Description
Look At Working Plane Changes the view to be perpendicular to the working plane; similar to the
Top view under the View menu in that you are looking straight at the
working plane
Active Layer Plane Sets the active layer plane as the reference for tools such as the Flyover
Views tool, Walkthrough tool, and other viewing tools; used with the Flyover
tools rotation center mode
Using Working Planes | 587

Button Description
Working Plane Views Sets the working plane as the reference for tools such as the Flyover tool,
Walkthrough tool, and other viewing tools; used with the Flyover tools
rotation center mode

Aligning Objects to the Working Plane


When the working plane has been set to the desired location, it can be used to position 3D objects. One way to align
objects precisely in 3D space is to align them to the working plane.

Setting Objects to the Working Plane with Three Points


To align an object to the working plane with three points:

1. In a 3D view, set the working plane location as desired.


2. Select the object to align to the working plane.
3. Click the Align Plane tool from the 3D Modeling tool set.
4. Click a location on the object to align with the origin of the working plane.
5. Click a second point on the object to define the X axis.
The line between the first and second points defines the X axis position.
6. Click a third point on the object to define the Y axis.
The line between the second and third points defines the Y axis position.
The object aligns itself to the working plane as defined by these points. If the surface was mistakenly aligned to
the wrong side of the working plane, use the Mirror tool to flip the object to the opposite side of the working
plane.

Third click

Second click

First click

Object aligned to working plane

Setting a Rendered Objects Surface to the Working Plane


A rendered object can be aligned to the working plane.

To align a rendered object to the working plane:

1. Select a 3D view and a rendering mode for the drawing.


The drawing projection must be other than Top/Plan, with a rendering mode of Unshaded Polygon, Shaded
Polygon, Shaded Polygon No Lines, or Final Shaded Polygon.
2. Select the 3D object to align to the working plane.
3. Click the Align Plane tool from the 3D Modeling tool set.
The cursor changes to a pointing hand when over the surface of a rendered object.
4. Click on the surface to align to the working plane.
588 | Chapter 14: Viewing the Drawing

Click the rendered surface to align to


the working plane

The objects selected surface is aligned to the working plane.


Creating and Mapping Textures 15
Renderworks Commands and Tools
When the Renderworks product is installed, additional rendering commands, light source parameters, options, and
tools are present in the workspace. The rendering commands, tools, and options are integrated in various areas of the
program:

Item Description
Render Bitmap tool Renders a selected area with a specified rendering mode, creating a
bitmap object
RenderWorks Camera tool Creates a camera view based on specific parameters
Attribute Mapping tool Adds the ability to move, rotate, and resize a texture on a 3D object
surface
VBvisual Plant tool Places high-quality 3D plants in the drawing
Object Info palette Maps textures onto object surfaces using the options on the Render
tab, and allows textures to be created and/or edited
Visualization palette Accesses lights and cameras for quick editing, selection, and
management
Resource Browser Creates new styles, textures, and background resources, imports
resources, and edits styles, textures, and backgrounds; drag a texture
to an object to apply it
Rendering modes Fast Renderworks, Final Quality Renderworks, Custom
Renderworks, and Artistic Renderworks
Batch Rendering Sets up batch rendering options and executes batch rendering
Additional light sources and Adds area lights, line lights, and custom lights, and adds accurate
parameters lighting parameters to point, directional and spot lights
Edit Class(es) dialog box Specifies texture information for classes
Edit Layers dialog box Specifies the background resource to apply to a layer
Renderworks Style command Applies the selected Renderworks style
Purge Unused Objects Purges unused textures from a drawing file
command
Create Image Prop command Creates image props from image files
Convert to Area Light Creates an area light
command
Convert to Line Light Creates a linear light
command
Set Renderworks Background Specifies the Renderworks background resource to apply to the layer
command (Vectorworks Design
Series required)
Export High Dynamic Range Creates an HDR file
Image (HDRI) command
Export QuickTime VR Object Creates a QuickTime Virtual Reality Object file
command
590 | Chapter 15: Creating and Mapping Textures

Item Description
Export QuickTime VR Creates a QuickTime Virtual Reality Panorama file
Panorama command
Export COLLADA (3D only) Exports 3D objects in the unified view or active layer
command
Export FBX (3D only) Exports 3D objects in the unified view or active layer
command
Import Arroway Textures Adds or updates high-resolution Arroway textures to the current file
command (command must be added to the workspace)

Migrating Rendered Files from Previous Versions of Renderworks


Significant changes and improvements to rendering occurred after the Renderworks 2010 version. The Renderworks
program now uses the CINEMA 4D rendering engine, which provides many benefits, such as increased rendering
speed, high-quality rendering, additional export options, and a simplified interface.
When opening previous version files, please keep the following points in mind.
The rendered appearance and quality of converted files is kept as similar as possible. However, some shaders
cannot be matched exactly and will render differently.
The following shaders will not be matched:
Corrugated, Spanish, and Roman roof tiles
The following Artistic Renderworks options will no longer be available:
Contour, Mosaic, Stipple, Color Wash, and Ink Print styles
Other Artistic Renderworks styles will not render identically in previous version files; however, the number of
Artistic Renderworks options has increased.
Area lights now emit light in both surface directions, not just in the surface normal direction. Therefore, some
masking geometry may be required behind the area light to obtain a similar rendered effect to previous versions.
Lighting and image brightness from previous versions can now be adjusted with the Emitter Brightness
parameter in the lighting options (View > Lighting > Set Lighting Options). If rendering with Custom
Renderworks, adjusting the Image Exposure parameter may also help match a previous look.
If you have created custom plug-in objects in previous versions, the shader record numbers have changed.

Textures and Shaders


In the Renderworks product, textures are applied to 3D objects to make them appear more realistic. Textures are
composed of components called shaders. There are four shader types: color, reflectivity, transparency, and bump; each
shader makes an independent contribution to the overall texture appearance. When you create or edit textures, the
shader components are combined or excluded to achieve the desired texture effect.
In addition to using textures, realistic models can be enhanced with the use of backgrounds, weather effects, and the use
of image files as props.
Four shaders contribute to a texture definition. Combining and adjusting these components causes a texture to appear as
an image, colored, bumpy, shiny, and/or transparent. The following table defines the shader types:
Creating Textures | 591

Shader Function
Color Defines surface color; this can be a plain, uniform color, or a complex pattern like
wood or marble
Reflectivity Defines amount of light reflected by surface; it is dependent on surface texture
properties and any light sources
Transparency Defines surface transparency or opacity
Bump Defines surface irregularities which give the texture a bumpy appearance

Creating Textures
Textures are created and displayed in the Resource Browser and are saved with the file (default content is automatically
imported into the file at the point of use, and displays in the Resource Browser); see Libraries on page 155 and
Using the Resource Browser on page 157. Textures are created by defining the shaders that make up the texture.
Apply textures to an object from the Resource Browser or from the Render tab of the Object Info palette. See
Applying and Mapping Textures on page 616 for more information.

Creating a New Texture


To create a texture resource:
1. Select Window > Palettes > Resource Browser to open the Resource Browser.
2. From the Resources list, select New Resource to display the New Resource menu.
3. Select Renderworks Texture.
The Edit Texture dialog box opens. Specify the shader parameters. Shader types and properties are described in
Renderworks Shader Definitions on page 891.

Parameter Description
Name Specifies the name of the texture resource
592 | Chapter 15: Creating and Mapping Textures

Parameter Description
Shaders Sets the type of shader or combination of shaders to use, and specifies the shader
parameters.
Color Color shaders apply a color or pattern to the surface of an object. Select a color
shader from the list, or choose Object Attribute to apply the objects fill color
attribute. Image-based shaders require the selection of an image file (see
Creating Image-based Shaders on page 594). After selecting the shader, click
Edit to edit the shader properties.
Reflectivity Reflectivity shaders control how much light is reflected from a surface. Select a
reflectivity shader from the list (or select None to exclude this type of shader
from the texture). Image-based shaders require the selection of an image file (see
Creating Image-based Shaders on page 594). After selecting the shader, click
Edit to edit the shader properties.
Transparency Transparency shaders control surface transparency or opacity. Select a
transparency shader from the list (or select None to exclude this type of shader
from the texture). Image-based shaders require the selection of an image file (see
Creating Image-based Shaders on page 594). Mask-based transparency
shaders create a transparent mask from an image based on specified settings.
After selecting the shader, click Edit to edit the shader properties.
Bump Bump shaders apply a texture with bumps or dimples to an object surface. Select
a bump shader from the list (or select None to exclude this type of shader from
the texture). Image-based shaders require the selection of an image file (see
Creating Image-based Shaders on page 594). After selecting the shader, click
Edit to edit the shader properties.
Size Sets the real-world size for each repetition of the texture
If applying a brick shader, specify whether to adjust the brick dimensions
proportionally to match the change to the texture size.
Set By Image For image-based textures, opens the Set Image Size dialog box, to set the texture
size using the image (see Setting the Texture Size by Image on page 593)
Shadows
Cast Allows objects with this texture to cast shadows
Receive Allows objects with this texture to receive shadows
Preview Options The Preview window displays the effects of shader and size selections on a
preview object
Preview Controls Adjusts the preview position and magnification. Click Pan and drag the preview
to the desired location. Click Zoom In or Zoom Out and then click and drag to
create a marquee; this zooms in or out on a particular section of the preview.
Click Fit to fit the preview to the window (according to Obj Size).
Obj Type Select the type of preview object from the list; for procedural (non image-based)
shaders, the Flat object type is automatically used to create a preview for
OpenGL rendering to approximate the look of the solid shader
Obj Size Specifies the preview object size
Shader check Select to preview the associated shader; deselect to exclude the shader
boxes component from the texture preview
Creating Textures | 593

Parameter Description
Indirect Lighting Opens the Indirect Lighting Texture Options dialog box, to set any overrides for
Options the texture when rendering with indirect lighting (see Setting Indirect Lighting
Options on page 593)
Revert Returns the texture parameters to the original settings, undoing any changes

4. Click OK to create a texture with the name and properties specified in the Edit Texture dialog box. The texture
displays in the Resource Browser and is saved with the file (the texture preview in the Resource Browser uses the
Flat preview object at twice the texture size for ease of identification).
If you are modeling a glass object (glass reflectivity shader) with a 3D polygon or other sheet-like 3D object,
duplicate and offset the 3D polygon by a small amount so that rays are traced through the glass with both an
entering and exiting surface.

Setting the Texture Size by Image


For image-based shaders, the real-world size of each texture repetition can be set based on a segment of the image.
To set the size of an image texture based on the image:
1. Select the image to use for the texture, as described in Creating Image-based Shaders on page 594.
2. In the Edit Texture dialog box, click Set By Image. If several image-based shaders are used, select the shader with
the desired image in the Choose Image dialog box.
The Set Image Size dialog box opens. Red handles flash briefly to indicate the location of the line segment.

3. Specify the image length to use for sizing the texture by dragging the line segment into position, and then dragging
the ends of the line segment. If necessary, use the mouse scroll wheel to zoom into and out of the image, or click
and hold the mouse wheel button to pan.
When the line is indicating the desired real-world length, specify the real-world size for the line segment in
Feature Size.
4. Click OK to exit the Set Image Size dialog box and update the Size value.

Setting Indirect Lighting Options


To save rendering time, it is possible to override the indirect lighting settings for individual textures (see Setting
Lighting Options on page 641).
To set indirect lighting overrides for a texture:
1. From the Edit Texture dialog box, click Indirect Lighting Options.
The Indirect Lighting Texture Options dialog box opens. Specify whether, and to what degree, the texture should
override the indirect lighting options.
594 | Chapter 15: Creating and Mapping Textures

Parameter Description
Override Indirect Lighting Sets whether the texture should participate in indirect lighting calculations.
Emit Light Select this option if the texture should both receive and emit light
Receive Light Select this option if the texture should receive light but not emit it

2. Click OK.

Creating Image-based Shaders


Image-based shaders are created from image files imported into the Vectorworks file. Like wrapped shaders, an
image-based shader is applied to the surface of an object. See Applying and Mapping Textures on page 616 for more
information. Different settings are then required depending on the type of shader to be used with the image.
Multiple image shaders can be combined to create a realistic texture. For example, import an asphalt image, and then
add an image bump to the asphalt. In addition, image-based shaders can be combined with non image-based shader
types for a variety of effects.
Most image-based textures are automatically compressed when imported. Imported JPG files retain the original JPG
data; all other image files are compressed using lossless PNG format.
The Bricks shader includes its own image-selection functionality; see Color Shaders on page 891.

Selecting the Image for Import


To import an image for use as an image-based shader:
1. Create a graphics file to be imported as a shader. In a graphics program, save the image in a format that the
Vectorworks program can import:
BMP
JPG
PCT
PNG
PNT
PSD
QTI
SGI
TIF
TGA
2. Create a new texture as described in Creating a New Texture on page 591. From any of the four shader
component lists, select one of the image shader types.
3. If a resource with an image is already present in the file, the Choose Image dialog box opens.
Creating Textures | 595

Parameter Description
Import an Image File Imports a new image; click OK and proceed to Step 4.
Reuse an Image from Reuses a previously imported image; select the resource or other shader type that
Another Resource contains the image. Click OK and proceed to Step 5.

4. Select the desired image file in the Import QuickTime Image Document dialog box. Click Open.
5. The next dialog box that opens depends on the type of shader. Refer to the section that applies to the shader.

Shader Section
Color Importing Images for Color Shaders on page 595
Reflectivity Importing Images for Reflectivity Shaders on page 596
Transparency Importing Images for Transparency Shaders on page 598
Bump Importing Images for Bump Shaders on page 601

Importing Images for Color Shaders


Color shaders can use images for image color and as a filtered image. The image color shader can display the image
as-is, or can tint the image with a specified color.
The process of selecting a color image shader is illustrated by the following flow chart.

Edit Texture
dialog box
Image already No image previously
imported in file imported
Color shader -
image color

Import new image


Choose Image Open File dialog
dialog box box

Reuse image

Edit Image Color


dialog box

Image appears in
Preview window
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To import a color image shader:


1. Select and import the image as described in Selecting the Image for Import on page 594.
The Edit Image Color dialog box opens.
2. Specify the image-based shader properties and click OK to import the image and preview the texture.

Parameter Description
Image preview Edits to the image are displayed in the image preview
Tile Image Repeats the image in the horizontal, vertical, or horizontal and vertical
directions; deselect for no tiling
Filter Color
No filter Does not change the image with a filter color
Use Object Fill Filters the color of the image by the fill color selected for the object (can
be different for each object that is textured by this texture)
Use Chosen Color Tints the image with the selected color; click the color box to choose a
filter color for the image
Change Image Selects a different image for import
Flip H/V Flips the image horizontally or vertically
Rotate Rotates the image 90 counter-clockwise
Invert Produces a negative of the image

Importing Images for Reflectivity Shaders


The process of selecting a reflectivity shader is illustrated by the following flow chart.
Creating Textures | 597

Edit Texture
dialog box
Image already No image previously
imported in file imported
Reflectivity
image-based shader

Import new image


Choose Image Open File dialog
dialog box box

Reuse image

Edit Image Reflectivity


dialog box

Image appears in
Preview window

To import a reflectivity image-based shader:


1. Select and import the image as described in Selecting the Image for Import on page 594.
The Edit Image Reflectivity dialog box opens.
2. Specify the image-based shader properties and click OK to import the image and preview the texture.

Parameter Description
Image preview Edits to the image are displayed in the image preview
Change Image Selects a different image for import
Flip H/V Flips the image horizontally or vertically
Rotate Rotates the image 90 counter-clockwise
Invert Produces a negative of the image
Reflection (%) Sets the amount of reflection. Generally, white pixels are the most reflective, while
colored pixels reflect in their color.
Blurriness (%) Sets how blurry the reflection appears. A range of 0 40% is typical.
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Importing Images for Transparency Shaders


Transparency shaders can be created from images or image masks.
Image Transparency
The process of selecting an image transparency shader is illustrated by the following flow chart.

Edit Texture
dialog box
Image already No image previously
imported in file imported
Image Transparency
shader

Import new image


Choose Image Open File dialog
dialog box box

Reuse image

Edit Image Transparency


dialog box

Image appears in
Preview window

To import an image transparency shader:


1. Select and import the image as described in Selecting the Image for Import on page 594.
The Edit Image Transparency dialog box opens.
2. Specify the image-based shader properties and click OK to import the image and preview the texture.

Parameter Description
Image preview Edits to the image are displayed in the image preview
Index of Refraction As light moves through a medium, the index measures the change in the
direction of the lights rays. An index of 1.0 indicates none; a typical
value for water and ice is 1.3, and for glass use 1.5 1.6.
Blurriness (%) Sets image blurring when rendered in Final Quality or Custom
Renderworks (with Blurriness selected)
Creating Textures | 599

Parameter Description
Absorption Color Click the color box to select a color that the object may absorb differently,
making it appear tinted by that color
Absorption Distance Defines the distance rays of light have to travel before Absorption Color
replaces the image color. The lower the value, the more intense the
Absorption Color is.
Change Image Selects a different image for import
Flip H/V Flips the image horizontally or vertically
Rotate Rotates the image 90 counter-clockwise
Invert Produces a negative of the image

See Transparency Shaders on page 909 for more details about transparency parameters.
Mask Transparency
The process of selecting a mask transparency shader is illustrated by the following flow chart.

Edit Texture
dialog box
Image already No image previously
imported in file imported
Image Mask
Transparency shader

Import new image


Choose Image Open File dialog
dialog box box

Reuse image

Create transparent color mask


Edit Image Mask
dialog box
Create Transparent Color
Mask dialog box
Image appears in
Preview window

To create a mask transparency image-based shader:


1. Select and import the image as described in Selecting the Image for Import on page 594.
2. The Edit Image Mask dialog box opens.
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Parameter Description
Horizontal/ Specifies the number of repetitions of the mask shader in the horizontal and
Vertical vertical direction
Repetitions
Single The mask shader does not repeat; it is only shown once (this is the typical setting,
especially for decals)
Infinite The mask shader repeats infinitely in the horizontal and/or vertical direction
Custom The mask shader repeats the specified number of times
Anti-Aliased Select to smooth the edges of the image mask
Change Image Selects a different image for import
Transparent Edits the transparent color mask settings
Color Mask
Flip H/V Flips the image horizontally or vertically
Rotate Rotates the image 90 counter-clockwise
Invert Produces a negative of the image; useful for swapping the opaque and transparent
areas of a grayscale mask

3. To use the image as a mask, click Transparent Color Mask; the Create Transparent Color Mask dialog box
opens. Select the mask properties and click OK.
The source image must be more than eight-bit color to create a transparent color mask. Images with a
monochrome background are easiest to use when creating a mask transparency.
Creating Textures | 601

White pixels are


opaque

Black pixels are


transparent

Parameter Description
Source Image Displays the imported image. Select the transparent color by clicking a color in the
image; the resulting mask is displayed in the Transparent Color Mask preview. If
necessary, use the mouse scroll wheel to zoom into and out of the image, or click
and hold the mouse wheel button to pan.
Transparent Displays the current transparent color. Either click on the source image to
Color designate the transparent color, or select the color by clicking the color box.
Transparent Displays a preview of the mask based on the current transparent color selection
Color Mask and settings
Color Matching Adjusts the transparency tolerance; drag the slider to the right to increase the
Tolerance tolerance level. This allows a wider range of pixels similar to the transparent color
to be considered transparent.
Mask Contrast Adjusts the mask edge contrast; increase the edge contrast sharpness by dragging
the slider to the right. Soften the contrast by dragging the slider to the left.

4. Click OK. The mask is previewed in the Edit Image Mask dialog box.
5. Click OK again. The imported mask transparency is previewed in the Edit Texture dialog box.

Importing Images for Bump Shaders


The process of selecting a bump shader is illustrated by the following flow chart.
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Edit Texture
dialog box
Image already No image previously
imported in file imported
Bump image-based
shader

Import new image


Choose Image Open File dialog
dialog box box

Reuse image

Edit Image Bump


dialog box

Image appears in
Preview window

To import a bump image-based shader:


1. Select and import the image as described in Selecting the Image for Import on page 594.
The Edit Image Bump dialog box opens.
2. Specify the image-based shader properties and click OK to import the image and preview the texture.

Parameter Description
Image preview Edits to the image are displayed in the image preview
Change Image Selects a different image for import
Flip H/V Flips the image horizontally or vertically
Rotate Rotates the image 90 counter-clockwise
Invert Produces a negative of the image; useful for reversing the high and low pixels for a
bump image
Editing Textures and Shaders | 603

Parameter Description
Bump Strength (%) Sets the amplitude of the bump shader. Positive and negative values can be entered. A
value of 10% would result in a mild bumpy appearance.
Displacement Mapping For realistic bump textures, displacement mapping creates texture and bumpy details
with a rendering technique that appears embossed, projecting the geometry outward
from the surface.

Bump shader without Bump shader with


displacement mapping displacement mapping

This mapping applies only to Final Quality and Custom Renderworks, when
Displacement Mapping is enabled in the render options. Rendering can be
significantly slower with displacement mapping.
If the image bump does not provide the desired results, try a noise bump shader.
Height Specify a non-zero height to enable displacement mapping; large height values may
result in longer render times
Detail Sets the level of detail for displacement mapping; requirements and results vary
depending on the texture and the surfaces face size. Textures without too much bump
detail and a large face size, such as boards or stones, render with less detail and can be
set with a lower level of detail; fine, faceted textures like grass or leaves may require a
high level of detail, which also requires more rendering time. Conversely, very large
surfaces, like a ground plane, may need higher levels of detail to see the displacement.
Self-Shadowing Adds shadows to the displaced geometry, increasing realism as well as rendering time

When you use the monochromatic textures provided with the Vectorworks program, the Bump Strength
parameter may require careful adjustment depending on the viewing distance from the model.
Due to compression artifacts, JPG images generally do not work well as bump images. PNG and TIF compression
works well for bump images; when importing images, select PNG rather than JPG as the compression method.

Editing Textures and Shaders


All textures, whether created by you, selected from default content, or imported from the resources included with the
Vectorworks program, can be edited by changing the parameters of the shaders that make up the texture. This editing
can be done from the Object Info palette, with the changes to the texture reflected immediately in the selected object.
Alternatively, the texture can be edited from the Resource Browser.

Importing Arroway Textures


Arroway textures are high-quality, high-resolution, image-based textures available from www.arroway-textures.com.
In the Renderworks product, low-resolution image-based textures from Arroway are available as default content.
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Default content is automatically imported into the current file at the point of use and displays in the Resource Browser;
see Libraries on page 155. Arroway textures are easily identified because they contain Arroway in the texture
name.
If your file contains low-resolution Arroway textures and you want to update them to their high-resolution equivalents,
or if you have purchased high-resolution Arroway textures and would like to use them in a Vectorworks file, the
Import Arroway Textures command accomplishes this automatically. This command is not available by default, but
must be added to the workspace.
To update low-resolution Arroway textures or import new Arroway textures:
1. Purchase the required high-resolution textures from Arroway and place them in a folder. Organize the purchased
textures so that the ones to be imported or updated are contained in a folder, and optionally in subfolders.
2. Add the Import Arroway Textures command to a new or existing workspace (see Modifying Menus and
Commands on page 870). The command can be found among the Import/Export items on the Menus tab of the
Workspace Editor.
3. Select Import Arroway Textures from the custom location in the workspace.
The Import Arroway Textures dialog box opens.

Parameter Description
Create New Textures Creates new image-based textures from the Arroway
high-resolution textures in the specified folder(s)
Update Existing Updates any low-resolution Arroway textures in the current file
Textures with their high-resolution equivalent
Max Pixel Dimension Specifies the maximum dimension for the imported textures;
choose the lowest practical pixel dimension to avoid memory
issues, particularly when several textures are used

4. Click Import.
The Import Arroway Textures Folder dialog box opens.
5. Select the folder containing the high-resolution Arroway textures you have purchased.
Using several very large images may affect performance.
6. Click Select Folder to import or upgrade the Arroway textures from the selected folder and any subfolders.
Renderworks textures are automatically created or updated in the current file.
Editing Textures and Shaders | 605

Editing Textures and Shaders of Selected Objects


The textures and shaders of a selected object can be edited directly through the Texture menu on the Render tab of the
Object Info palette. The Texture menu allows the textures and shaders that make up the textures to be edited, with
changes displayed immediately in the drawing. The texture mapping can also be edited from the Object Info palette;
see Applying a Texture to an Object on page 620.

To avoid making unwanted permanent changes to a texture resource that is used by several objects, select
Duplicate (Texture Name) Resource and Edit and work on a copy of the texture resource instead of the original.
Changes made to a copy of the texture only apply to the current selection.

Editing the Texture Resource


To edit the texture resource of a selection:
1. Select the desired textured object(s).
2. On the Render tab of the Object Info palette, click the arrow next to the texture name to open the Texture menu.
3. Select Edit (Texture Name) Resource to edit the current texture, or select Duplicate (Texture Name) Resource
and Edit to make a copy of the resource for editing.
The Edit (Texture Name) dialog box opens, and a preview window is created around the selected object.
The parameters are the same as those used to create the texture; any changes are reflected directly in the drawing.

Parameter Description
Shaders Select a different or additional shader, or edit the shader parameters, as
described in Creating Textures on page 591
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Parameter Description
Size Sets the real-world size for each repetition of the texture
Set By Image For image-based shaders, click to set the real-world size in relation to a
segment of the image (if several image-based shaders are used, select the
shader in the Choose Image dialog box first). In the Set Image Size dialog
box, specify the texture length to use for sizing by dragging the ends of
the line segment. Then, specify the real-world size for the line segment in
Feature Size. Click OK to exit the Set Image Size dialog box and update
the Size value.
The size should reflect the file setup. For example, if the layer scale is 1/
4 and feet and inches are being used, the size should be in feet, not
inches.
Shadows
Cast Allows objects with this texture to cast shadows (for rendering modes that
display shadows)
Receive Allows objects with this texture to receive shadows (for rendering modes
that display shadows)
Indirect Lighting Options Opens the Indirect Lighting Texture Options dialog box, to set any
overrides for the texture when rendering with indirect lighting (see
Setting Indirect Lighting Options on page 593).
Preview Options
Render Mode Select a rendering mode for the preview window; this does not change the
drawing rendering mode
Update When Values Select to render the preview with the selected Render Mode as
Change parameters change; if deselected, the drawing is not updated until the
dialog box is closed
Render Selected Object Select to render only the selected object as parameters change; deselect to
Only render objects within the preview window as parameters change
(Texture Name) is Used by Indicates the number of objects in the file with the current texture applied

Editing the Shader


If only the shader parameters require editing, they can be accessed quickly from the Texture menu rather than editing
the texture first.
To edit one of the shaders that makes up the texture of a selection:
1. Select the desired textured object(s).
2. On the Render tab of the Object Info palette, click the arrow next to the texture name to open the Texture menu.
3. Select Edit (Shader Name) Shader to directly edit one of the shaders that makes up the applied texture.
The Edit (Shader Name) Shader dialog box opens, and a preview window is created around the selected object.
The parameters are the same as those used to create the shader; any changes are reflected directly in the drawing.
Editing Textures and Shaders | 607

Editing Textures and Shaders Through the Resource Browser


A texture and its shader properties can be edited from the Resource Browser. The texture does not have to be applied to
any objects to be edited in this way; changes are displayed in a preview window rather than directly in the drawing.
To edit a texture resource, including its shaders, from the Resource Browser:
1. From the Resource Browser, select the texture to be changed, and then select Edit from the Resources menu.
The Edit Texture dialog box opens.

2. Click Edit to edit one of the shaders that make up the texture. The dialog box that opens depends on the shader.
Descriptions of all the possible parameters are presented in alphabetical order in Shader Types on page 891.
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3. Click OK to exit the shader properties.


4. Edit the texture properties as described in Creating Textures on page 591. The texture can also be renamed.
The changes are displayed in the preview window.
5. Click OK to exit the Edit Texture dialog box. Textures applied to any objects are updated to reflect the changes.

Creating Image Prop Objects


The Renderworks product allows the insertion of prop objects made from imported images, such as trees, people,
signs, and cars, to make a model look more realistic. An image prop must be in one of the formats listed in Selecting
the Image for Import on page 594. Most image-based textures are automatically compressed when imported into a
Vectorworks file. Imported JPG files retain the original JPG data; all other image files are compressed using lossless
PNG format.
For proper display when rendered, an image prop should have a fill style other than None in the Attributes palette.
An image imported for use as a prop is saved as a texture resource. A library of image prop resources is provided in the
image props folder of [Vectorworks]\Libraries\ (see Libraries on page 155).
To add an image prop:
1. Select Model > Create Image Prop.
2. If a resource with an image is already present in the file, the Choose Prop Image dialog box opens.

Parameter Description
Import an Image File Imports a new image; click OK and proceed to Step 3.
Reuse an Image from Another Reuses a previously imported image; select the resource that
Resource contains the image. Click OK and proceed to Step 4.

3. Select the desired image file in the Open (Windows) or Import QuickTime Image Document (Macintosh) dialog
box. Click Open.
4. The Image Prop Options dialog box opens. Specify the parameters for the image prop.
Creating Image Prop Objects | 609

Parameter Description
Name Specify a name for the image prop (used for the texture and symbol
name)
Dimensions Specifies the image props height and width values
Lock Aspect Ratio Maintains the images aspect ratio when selected; editing one
dimension automatically changes the other
Mask Options
No Mask Specifies that no image masking is to be used for the imported image
Use Mask Specifies that image masking is to be used; click Create Mask to
specify the mask image and properties as described in Mask
Transparency on page 599
Crossed Planes Creates the illusion of object fullness by creating two image planes at a
90 degree angle to each other

Crossed planes Crossed planes


deselected selected

Constant Reflectivity Excludes the prop from the effects of light objects placed in the
drawing; this is useful for images that already contain shadowed areas
Create Plug-In Object Creates a plug-in object out of the prop; this allows the prop to be
resized and automatically rotated
Auto Rotate to Viewer Adjusts the plug-in object so that it is always rendered facing the
viewer
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Parameter Description
Create Symbol Creates a symbol from the image prop; the image prop name is
automatically assigned as the symbol name. Generating the image prop
as a symbol allows the image prop to be easily re-inserted in the
drawing.

Select Auto Rotate to Viewer for crossed plane images, so that the crossed planes cannot be detected.
5. Click OK to create the image prop.
The image prop symbol parameters can be edited in the Object Info palette. In the Resource Browser, the image
prop is listed as a symbol/plug-in object, if selected at creation. In addition, a texture is created for use by the
image prop. Both the texture and, if created, the symbol/plug-in object, are assigned the name provided in the
Image Prop Options dialog box.

Adding 3D Plants
Many designs have a need for plants that render quickly and appear more realistic than image prop objects. The
Renderworks product includes several high-quality 3D plants from VBvisual, makers of 3D content for rendering
packages. These plants look authentic in all views and cast realistic shadows, without adding excessively to rendering
times or file size. The Renderworks product includes three free plants; more plants can be purchased to add to the
library of 3D plants.

To place a 3D plant:

1. Click the VBvisual Plant tool from the Visualization tool set.
2. Select the plant to insert from the VBvisual Plant list on the Tool bar.
3. Click to insert the selected plant into the drawing.
Creating Layer Backgrounds | 611

When applicable, the low resolution, summer version of the plant is inserted by default. The plant includes a 3D
locus so it can be easily moved; in addition, the plant can be sent to the surface of a site model (see Sending
Objects to the Site Model Surface on page 306 in the Vectorworks Design Series Users Guide). In plan view, a
2D version of the plant displays.
The object properties can be edited from the Object Info palette. The options available depend on the selected plant
type.

Parameter Description
Name Select the plant species from the list of included or purchased plants, or click
More Plants to purchase additional plants
Height Select the plant height from the list of available heights for the selected plant
Resolution Certain plants include both a low- and high-resolution version. Selecting a
high resolution provides the best appearance, but takes longer to render.
Season Select the season for the plant to display

More plants are available for purchase in Vectorworks file format from VBvisual. Purchased plants must be placed in
the default content library folder named VBvisual Plant (see Libraries on page 155).

Creating Layer Backgrounds


With the Renderworks product, backgrounds can be added to create a more realistic drawing. Backgrounds, such as
clouds, a color or color gradient, or an imported image or panorama, are applied on a per-layer basis. A physical sky
background can be combined with a heliodon (Vectorworks Design Series required) to create a realistic sky, correct in
appearance for the time of day. In addition, a special lit fog effect can add the illusion of shafts of light in fog to point or
spot light sources.

Renderworks backgrounds are resources that are created and displayed in the Resource Browser and are saved with the
file (default content is automatically imported into the file at the point of use, and displays in the Resource Browser);
see Libraries on page 155. Several Renderworks styles make use of backgrounds.

Creating a Background
To create a background:
1. Select Window > Palettes > Resource Browser to open the Resource Browser.
2. From the Resources menu, select New Resource to display the New Resource menu.
3. Select Renderworks Background.
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The Edit Renderworks Background dialog box opens.

4. Enter the name of the new background and select the type of background to create. Click Options to set specific
background parameters.

Parameter Description
None Select this option when creating a lit fog effect without an additional
background
Clouds Specifies a sky background with a background color and clouds
Scale Specifies the cloud scale (1 10); enter a larger value for larger cloud sizes
Background Color Select a background color for the sky
Cloud Color Select a cloud color
Detail Specifies the level of cloud resolution; drag the slider to the right to specify
a greater level of detail (requires longer rendering times)
One Color Specifies a background with one color; click Options to select the color
Two Color Specifies a background with two colors which blend to form a gradient;
click Options to select the colors
Top Color Select the color for the start of the color gradient at the top of the page
Bottom Color Select the color for the end of the color gradient at the bottom of the page
Image Uses a specified image for the background (see Creating Image
Backgrounds on page 613)
Image Environment Uses a panoramic High Dynamic Range Image (HDRI) file for the
(HDRI) background (see Creating HDRI Backgrounds on page 614)
Physical Sky Uses environment lighting to realistically simulate various sky conditions
(see Creating Physical Sky Backgrounds on page 616)
Lit Fog Creates volumetric lighting effects, such as a shaft or cone of scattered
light in fog, haze, or smoke. A point or spot light object must be inserted in
the drawing, and Lit Fog must be selected in the Object Info palette for the
light source object.
Lit fog cannot be applied to directional, area, or line lights.
Fog Density (%) Specifies the fog density; enter a larger value to increase the density of the
effect
Fog Consistency Creates either a smooth or uneven fog effect
Creating Layer Backgrounds | 613

Parameter Description
Receive Shadows Allows the effect to be blocked by solid objects, creating shadows; for
example, when blocking a shaft of light by a table, so that light does not
display under the table
Use Shadows must also be selected in the rendering options.

OpenGL render mode only displays One Color, Two Color, and Image backgrounds.
5. Click OK from the Create Renderworks Background dialog box to create the background resource.
The new background resource is listed in the Resource Browser. It is available in the Edit Design Layers dialog
box (see Applying Renderworks Backgrounds on page 636 for information).
A Renderworks background can be quickly edited by pressing Ctrl (Windows) or Option (Macintosh) and
double-clicking on the resource in the Resource Browser.
Backgrounds and lit fog effects can be used together.
Textures and backgrounds that are not used in the drawing file should be purged to reduce file size. See Purging
Items from a File on page 260.

Creating Image Backgrounds


To be used for a background, an image must be in one of the formats listed in Selecting the Image for Import on
page 594.
To create an image background:
1. Create the background resource as described in Creating Layer Backgrounds on page 611.
2. Select Image from the Background list.
3. Select a new image or an image from either the default content or the current files content (see Libraries on
page 155).
The Edit Image Background dialog box opens; specify the image height and width (centered on the page). An
image used as a background of this type, as opposed to the HDRI background, remains fixed to the page and does
not change according to the 3D view.
An image can also be reused from another image-based resource if one exists in the file. In the Choose Image
dialog box, select Reuse an Image from Another Resource and specify the resource. The Edit Image
Background dialog box opens to allow editing of image parameters (see Selecting the Image for Import on
page 594 for more information).
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Parameter Description
Width Sets the width of the image in page units (inches or millimeters); width
edits also automatically change the height, to maintain the image aspect
ratio
Height Sets the height of the image in page units (inches or millimeters); height
edits also automatically change the width, to maintain the image aspect
ratio
Change Image Selects a different image for import
Flip H/V Flips the image horizontally or vertically
Rotate Rotates the image 90 counter-clockwise
Invert Produces a negative of the image

4. Click OK to use the image in the background.

Creating HDRI Backgrounds


When an HDRI background is imported, it behaves as if an infinitely large, textured, sphere or cube was centered on
the model. The virtual sphere or cube is so large that view position changes do not affect its display. However, view
orientation changes do affect which part of the image is shown in the background; this provides a true 3D sense to the
model. One bounce of indirect lighting is generated with HDRI lighting.

By default, an image environment background renders as both a background and a light source. However, it is possible
to use one HDRI background resource as an environment background, and another for environment lighting; see
Setting Lighting Options on page 641. Several Renderworks styles incorporate the use of an HDRI background.

Purpose of HDRI Background Resource Creation Method


Use an HDRI background resource as Create an HDRI background resource and apply it to the
both environment background and layer. By default, the Layer Lighting Options is set to use the
environment lighting lighting from the current background.
Use an HDRI background as Create an HDRI background resource and apply it to the
environment background only layer. In the Layer Lighting Options dialog box, specify
None for Environment Lighting.
Use an HDRI background resource as Create an HDRI background resource, but do not apply it to
environment lighting only the layer. In the Layer Lighting Options dialog box, select
From Selected Background and specify the resource.
Creating Layer Backgrounds | 615

Purpose of HDRI Background Resource Creation Method


Use one HDRI background resource as Create the first HDRI background resource and apply it to
an environment background and a the layer (environment background). Create the second
different background resource for background resource but do not apply it to the layer. Instead,
environment lighting in the Layer Lighting Options dialog box, select From
Selected Background and specify the second resource
(environment lighting).

HDRI backgrounds render best in Perspective projection. In Orthogonal projection, HDRI backgrounds are
suitable for lighting and reflections, but appear as a single background color because of the narrow field of view.
If the HDRI background includes a sun in its image, and the drawing also contains directional lights, the light
directions may not match, creating multiple shadows.
To create an HDRI background:
1. Create the background resource as described in Creating Layer Backgrounds on page 611.
2. Select Image Environment (HDRI) from the Background list.
3. Select the .hdr image file to use. The image is automatically converted to Lat/Long format. An OpenEXR file can
also be used; it must be in Lat/Long format.
The Edit Image Environment (HDRI) Background dialog box opens.

Parameter Description
Preview Displays a preview of the selected image
Rotation Rotates the image clockwise about the Z axis, changing the light orientation
and visible portion of the image (range: -180 to 180 degrees; positive angles
are rotated clockwise)
Change Image Imports a different image to use as the HDRI background
Brightness (%) Specifies the brightness for environment lighting; enter a percentage or drag
the slider to change the brightness. A value over 100% can be entered.
Saturation (%) Specifies the color saturation for environment lighting; enter a percentage or
drag the slider to change the saturation. A value over 100% can be entered.
Quality Specifies the sampling value of the rendered image; higher-quality sampling
results in better image resolution, but longer rendering times. Select From
Render Mode to use the Soft Shadows quality specified in the render options
(see Custom Renderworks Options on page 673).
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4. Click OK to use the image as an environment background resource.

Creating Physical Sky Backgrounds


A physical sky creates the realistic appearance of a sky background with various levels of cloudiness. When used in
conjunction with the heliodon (Vectorworks Design Series required), the skys appearance is appropriate for the set
time of day and can change its appearance automatically during a solar animation. Several Renderworks styles
incorporate the use of a physical sky background; these are preset to give the design a specific look at a certain time of
day. However, you can also create your own physical sky background for use in rendering.
Because the physical sky uses environment lighting (see Creating HDRI Backgrounds on page 614), the sky provides
a light source.
To create a physical sky background:
1. Create the background resource as described in Creating Layer Backgrounds on page 611.
2. Select Physical Sky from the Background list.
The Edit Physical Sky Background dialog box opens.

Parameter Description
Preview Displays a preview of the sky condition
Sky Condition Select the amount of cloud cover for the sky background
Brightness (%) Specifies the brightness of the sky background; enter a percentage or drag the
slider to change the brightness. A value over 100% can be entered.
Saturation (%) Specifies the color saturation of the sky background; enter a percentage or
drag the slider to change the saturation. A value over 100% can be entered.

3. Click OK to use the physical sky in the background.

Applying and Mapping Textures


Once a texture resource has been created, it can be applied either to a selected object or to objects assigned to a class.
Mapping specifies how a texture is applied to an object; different types of objects require different mapping types.
2D objects cannot have a texture applied; in this case, the Render tab of the Object Info palette displays the
message Cannot apply texture to object.
When you select a textureable object, the Render tab of the Object Info palette displays controls to assign a texture and
adjust the texture mapping to achieve various visual effects. The result of these parameter changes is visible
immediately in the drawing, as the selected object is re-rendered. Some objects have specific parts, which can have
different textures and mapping types; for example, the texture and mapping type applied to the Top part might be
Applying and Mapping Textures | 617

different from those applied to the Sides. For some mapping types, you can then use the Attribute Mapping tool to
adjust the texture mapping directly.
Decals are special textures that are applied over other textures. They are created from imported images or existing
texture resources.
Finally, a Renderworks background can be applied to add impact and realism to the design.

Texture Projection and Orientation


Map Types
A map type is used to control how a texture is projected onto different types of objects in a general way. Plane,
auto-align plane, sphere, cylinder, perimeter, and roof mapping types are available. To further adjust the mapping, the
projected texture can be rotated, moved, and scaled using the Render tab of the Object Info palette. For plane, sphere,
and cylinder mapping types, you can use the Attribute Mapping tool to adjust the mapping directly on the object.
Select the map type from the Object Info palette; see Applying a Texture to an Object on page 620.

Map Type Description


Plane Projects the texture onto a plane

Texture frame
(showing the first
repetition of the
texture)

Mapping surface
(a plane parallel
to a face of the
object)

Editing a plane map with the


Attribute Mapping tool
Auto-Align Projects the texture perpendicularly to each face of a polygonal object; mapping is
Plane handled automatically. This type of mapping is useful for wall sculpting, and for
imported 3ds (Vectorworks Design Series required) or DXF/DWG content. Do not use
this map type for decals. (Attribute Mapping tool not supported)
618 | Chapter 15: Creating and Mapping Textures

Map Type Description


Sphere Projects the texture to the surface of a sphere
Mapping surface representation (a cross-section of the sphere)
Texture projection line

Radius control

Texture frame
(showing the first
repetition of the
texture)

Editing a sphere map with the


Attribute Mapping tool

Cylinder Projects the texture to the surface of a cylinder


Texture projection line Radius control

Mapping surface
representation (a
cross-section of
the cylinder)

Texture frame
(showing the first
repetition of the
texture)
Editing a cylinder map with the
Attribute Mapping tool
Sphere and Cylinder maps have seams that are more apparent with wrapped and image-based shaders
Applying and Mapping Textures | 619

Map Type Description


Perimeter Wraps the texture around the perimeter of the object (Attribute Mapping tool not
supported)

Roof Wraps the texture across the perimeter of the roof object (Attribute Mapping tool not
supported)

The available map types vary based on the object type being mapped.

Object Type Map Types Available


Extrudes Plane, Auto-Align Plane, Sphere, Cylinder, Perimeter
Meshes Plane, Auto-Align Plane, Sphere, Cylinder
Roofs Roof
Slabs (Floors) Plane, Auto-Align Plane, Sphere, Cylinder
Solid Primitives (Sphere, Hemisphere, Plane, Auto-Align Plane, Sphere, Cylinder
Cone)
CSG Solids, Extrude Along Path, and Plane, Auto-Align Plane, Sphere, Cylinder, Perimeter
Tapered Extrude
Sweeps Plane, Auto-Align Plane, Sphere, Cylinder, Perimeter
Walls Plane, Auto-Align Plane, Sphere, Cylinder

Textures and Drawing Direction


Textures are applied to 3D polygons and walls based on the direction the object was drawn. For 3D polygons, the
texture is applied parallel to the first segment.
620 | Chapter 15: Creating and Mapping Textures

Original 3D Polygon First segment drawn First segment drawn


horizontally at an angle

Wall Texture Orientation


The starting point and direction the wall is drawn affects how a texture is applied. Textures are applied to a walls left
side, right side, and center (and, optionally, to its top, bottom, holes, and start and end cap). The center of a wall is
always the same, but the left and right sides change based on drawing direction. When you draw a wall in a clockwise
direction, the left side is the exterior side; however, drawing the wall in a counterclockwise direction makes the left side
the interior side.
A texture applied to the center of the wall is visible at the ends of the wall.

Left (exterior)

Right

Left Right Right Left


(exterior) (interior)
Right

Left (interior)

In Top/Plan view, arrows indicate the current wall direction

If the texture(s) is incorrectly applied to a wall, with the wall selected, click Reverse Sides on the Shape tab of the
Object Info palette. This flips the direction of the wall, switching the texture(s) to the opposite side(s).

Applying a Texture to an Object


To apply a texture to one or more objects:
1. Create or import a texture resource as described in Creating Textures on page 591.
2. Select the object(s) to texture. If more than one object is selected, the texture resource applies to all objects in the
selection. Additional mapping parameters are available for multiple selected objects so the texture renders
seamlessly.
3. On the Attributes palette, select any Fill Style other than None (otherwise the texture will not render).
4. Click the Render tab on the Object Info palette.
5. If the object has parts, specify the Overall texture to apply to the parts, or select an individual part and apply a
texture. The selected texture applies to the entire object if it does not contain parts.
Select the desired Texture from either the default content or the current files content (see Libraries on
page 155), and then set the texture parameters, which apply only to the selected object(s).
The texture parameters and mapping can be edited in the Render tab of the Object Info palette.
Applying and Mapping Textures | 621

Parameter Description
Part Some objects can have different textures (including decals) applied to different parts.
For extrudes, sweeps, slabs, floors, and roof faces, apply textures to the top, bottom, and
sides.
For slabs (Vectorworks Architect required), the Mode selection determines whether to
apply textures from the slab components or from the slab. If you select By Component
mode, the textures set for the slab components also determine the slab textures (see
Creating Slab Components on page 109 in the Vectorworks Design Series Users Guide).
If you select By Object mode, apply textures to the top, bottom, and sides.
For walls and round walls, the Mode selection determines whether to apply textures from
the wall components or from the wall. If you select By Component mode, the textures set
for the wall components also determine the wall textures (see Creating Wall Components
on page 438). If you select By Object mode, apply textures to the left, right, top, bottom,
start cap, end cap, and holes. Left and right wall texture parts can only be applied to wall
holes when editing the wall hole component; see Adding a 3D Wall Hole Component to a
Symbol Definition on page 494.
For roof objects, apply textures to the top, bottom, sides, and dormer walls, and if
Vectorworks Design Series products are installed, fascia, attic, and soffit. The Part option is
not available for objects without distinct parts.
The texture or decal applied to each part displays in parentheses next to the part. To apply a
texture to Overall or to a part, select it and then select a texture to apply from the texture list.
Overall indicates that the same texture applies to all parts of the object. Parts that have been
assigned a texture different from Overall display above the divider, and parts with the same
texture as Overall display below the divider.

The Overall texture is Glass Clear, and the sides of the object are
inheriting the Overall texture. The top and bottom of the object have
unique textures different from the Overall texture.

Overall no longer displays when all parts use distinct textures.


The additional parts do not display when setting class textures (see Applying Textures to
Symbols, Walls, and Roofs on page 631). A walls start cap, if set to obtain its texture by
class, uses the class texture assigned to the wall center.
Revert to Overall If a part was assigned a texture but it should inherit its texture from Overall instead, select the
part and click Revert to Overall. The part moves back below the divider, and (from Overall)
displays as its texture name. Any decals applied to the part are removed.
Add Decal Adds a decal texture to the selected part; see Creating Decal Textures on page 626
Texture list Select the texture to apply from either the default content or the current files content
Texture menu Click the arrow next to the texture list to open the Texture menu. The texture resource or
shader used to create the resource can be edited from here as described in Editing Textures
and Shaders of Selected Objects on page 605. Before editing, the resource can be copied to
preserve the original resource parameters.
Thumbnail view Displays a thumbnail view of the selected texture
622 | Chapter 15: Creating and Mapping Textures

Parameter Description
Map Type Select how the texture is applied to the 3D object; see Map Types on page 617
Reset to Default Removes any changes made by the Attribute Mapping tool or in the Object Info palette,
Mapping restoring the texture to its original location, scale, and rotation.
Scale Determines the texture size when projected onto the object. For example, a value of 2 doubles
the size of the texture projection. Either enter a scale value or use the slider to change the
scale.

Offset H Sets the start location of the texture horizontally

Offset V Sets the start location of the texture vertically

Rotation Sets the angle of texture rotation. Either enter a rotation value from 0 to 360 degrees or use the
slider to change the rotation angle.

Repeat Repeats the texture in a horizontal direction


Horizontally
Repeat Vertically Repeats the texture in a vertical direction
Applying and Mapping Textures | 623

Parameter Description
Flip Horizontally Flips the texture horizontally, along the vertical axis
Flip Vertically Flips the texture vertically, along the horizontal axis
Radius For sphere and cylinder map types, sets the texture radius; the default radius is the same as the
3D object radius. Increasing this value reduces the size of the texture on the object.
Follow Longest Aligns the textures U axis with the long edge of a face, for simpler mapping when the
Edge auto-align plane map type is selected. When deselected, the texture aligns horizontally in
object space.
Use World Z For Sets the textures Z origin to be relative to the world Z origin, rather than to object space. This
Origin allows seamless texture application across multiple layers for all mapping types. Multiple
objects with this parameter enabled render seamlessly along the Z axis.
Align Selected For plane, cylinder, and sphere map types, aligns the texture mapping of multiple selected
Mappings objects, giving them the appearance of a shared texture. Multiple objects with this parameter
enabled use the mapping parameters of the first selected object, and the texture appears
seamless across all selected objects. The shared mapping depends on the objects currently
selected and can change with a different selection of objects.
This parameter is not available for auto-align plane, perimeter, or roof map types.
Update Updates the drawing display

The texture can also be applied to objects from the Resource Browser. Click the texture and drag it to the desired
object, or select the desired object(s), and double-click on the texture to apply. Alternatively, select the object(s),
right-click (Windows) or Ctrl-click (Macintosh) on the texture, and select Apply from the context menu.
However, when a texture is applied in this way, mapping options cannot be accessed directly. Click on the Render
tab of the Object Info palette to edit the texture mapping.
6. The texture is applied to the selected object(s).

Direct Texture Mapping


The Attribute Mapping tool edits texture mapping parameters directly in the drawing window. This tool applies to
textures created with wrapped color shaders or mask transparency shaders. The texture mapping type must be sphere,
cylinder, or plane for this tool (edit textures with other types of mapping through the Object Info palette).
This tool also modifies decal textures; see Editing Decal Textures on page 629.
Original Repeat Scale/Rotate by Center

Non-Repeating Part menu

Scale/Rotate by Corner

Mode Description
Non-Repeating For repeating textures, displays a single repetition of the texture for easier texture editing
Original Repeat For repeating textures, restores the repeating pattern of the texture
Scale/Rotate by For resizing or rotating textures with the handles on the texture frame; the texture frame scales
Corner from or rotates about the handle opposite to the handle that was clicked on
624 | Chapter 15: Creating and Mapping Textures

Mode Description
Scale/Rotate by For resizing or rotating textures with the handles on the texture frame; the texture frame scales
Center from or rotates about its center
Part menu For textured objects with more than one textureable part, such as walls and roofs, allows a
different part of the object to be selected for texture editing; allows decals to be selected for
mapping adjustments

The Attribute Mapping tool also edits hatch, tile, gradient, and image fills. See Mapping Fills with the Attribute
Mapping Tool on page 531.

To edit texture mapping directly in the drawing window:

1. Select a textured, 3D object.


2. Click the Attribute Mapping tool from the Visualization tool set. Alternatively, select the Attribute Mapping
tool first, and then click on the object.
If the selected object has an unsupported texture (with an auto-align plane, perimeter, or roof mapping type), an
alert displays. Select another map type and click Yes to continue.
3. For objects with parts, which may have different textures and mapping types applied to different portions of the
object, select the part to edit from the Part list on the Tool bar. To edit decals, see Editing Decal Textures on
page 629.
If the selected part has an unsupported texture (with an auto-align plane, perimeter, or roof mapping type), an alert
displays. Select another map type and click Yes to continue.
4. For easier direct mapping of a repeating texture, click Non-Repeating mode on the Tool bar to see a single
repetition of the texture. (After you edit the texture mapping, click Original Repeat mode to return to the original
pattern and see the effect.)
5. If applicable, select how to scale or rotate the texture from the Tool bar. To adjust the texture about a corner of the
editing frame, click Scale/Rotate by Corner mode; to adjust the texture about the center of the editing frame,
click Scale/Rotate by Center mode.
6. A colored texture plane with an editing frame is placed over the first repetition of the texture in 2D mapping mode.
The texture origin is positioned at the origin of the axes. The Object Info palette only displays the parameters that
can be edited while the Attribute Mapping tool is active.
To switch to 3D mapping mode, click one of the three texture space axes (the red, blue, and green lines).
To switch back to 2D mapping mode, click within the texture frame or anywhere off the textured object.
The editing frame provides object snaps for precise texture placement. Either use the editing frame handles to
adjust the mapping, or use the Data bar to enter precise values (see Using the Data Bar on page 203).

Action Description
To move the texture 2D mapping mode: Click inside the editing frame and drag the texture to the
desired location on the object surface
3D mapping mode: Click the center diamond-shaped handle at the origin, and
drag the texture to the desired location on the object surface. The texture plane
moves with the image, allowing you to snap the image to a snap point on the
object.
To resize the texture (2D Click on a corner handle of the editing frame (the resize cursor displays), and
mapping only) drag to set the editing object to a new scale. Click to set.
Applying and Mapping Textures | 625

Action Description
To rotate the texture 2D mapping mode: Click on a side handle of the editing frame (the rotate
cursor displays) and drag the handle to the new rotation angle. Click to set.
3D mapping mode: Click on one of the handles along the axis to rotate about.
The rotate cursor displays, and a dashed preview indicates the rotation space.
Move the cursor to rotate the texture, and click to set it.
To set the texture to a face Click the hand cursor to set the texture mapping to the surface of the indicated
(plane map type only) face. The texture plane is positioned tangent to the surface at the click point, with
the origin of the texture plane at the click point.
To change the radius of the Click on one of the four radius control handles around the edge of the circle that
texture projection (sphere and represents the mapping surface, and drag the handle to the new radius length.
cylinder map types, 2D Click to set.
mapping only)

7. To edit the mapping of another part of a textured object, select the next part to edit from the Part list and repeat the
process.
626 | Chapter 15: Creating and Mapping Textures

Click a red, blue, or green


axis to activate 3D mode

Click a radius handle


to change the radius
Click a corner handle of the texture
to resize the texture projection (sphere or
cylinder map only)

Click a side
handle to rotate
the texture

2D mapping mode

Click a red, green, or


blue axis handle to rotate
the texture on a 3D axis

Click-drag the center


handle to snap the
texture to other objects

Click within the texture frame


or anywhere off the textured
object to activate 2D mode

3D mapping mode

Creating Decal Textures


Decals allow multiple textures to be applied to a single object or part of an object, over a base texture that is already
applied to the object. The decal can originate from an imported image file or a texture resource present in the file.
Decals can be used to simulate signs on a textured wall, or layered textures for portraying wainscoting on a wall or
patterns on fabric.

Decals must be rendered in a Renderworks mode. The Cartoon Artistic Renderworks mode cannot display decals.
Applying and Mapping Textures | 627

To create a decal texture:


1. Select a textured, 3D object. A decal can only be applied to an object with an underlying texture; the map type of
the texture determines the decal map type.
The underlying texture must have planar, spherical, or cylindrical mapping for the decal to be edited with the
Attribute Mapping tool. Textures with any type of mapping can be edited with the Object Info palette.
2. If the object has textureable parts, select the part where the decal will be placed from the Part list on the Render
tab of the Object Info palette.
3. Click Add Decal.
The Add Decal dialog box opens.

Parameter Description
Import an Image File Imports a new image; select the desired image file in the Open (Windows) or Import
QuickTime Image Document (Macintosh) dialog box. Click Open.
Reuse an Existing Image Reuses a previously imported image; select the resource that contains the image
Select a Texture Applies the texture over the objects base texture; no further settings are required

4. If the decal consists of an imported or reused image, the Decal Options dialog box opens.

Parameter Description
Name Provide a name for the decal texture
Size Sets the real-world size for each repetition of the texture; by default, decal textures show
only one repetition horizontally and vertically
Mask Options Indicates the type of masking for the image decal
628 | Chapter 15: Creating and Mapping Textures

Parameter Description
Rectangular Mask Creates a rectangular mask around the decal; no further settings are required
Image Mask Masks the decal image per pixel using an image mask to determine which areas of the
image are transparent or opaque
Choose Image Opens the Choose Decal Mask Image dialog box, for selecting the image mask

5. If creating a rectangular mask decal, proceed to step 9. Otherwise, if creating an image mask, click Choose
Image.
The Choose Decal Mask Image dialog box opens; select the image mask to use. A new image can be imported for
masking, or an existing image resource from the current file can be selected (including the current image).

6. Click OK.
The Create Mask dialog box opens.

Parameter Description
Grayscale Pixels Creates a mask from the images pixel brightness values; brighter pixels are more opaque
Transparent Color Creates a mask with a selected transparent color and mask parameters
Alpha Channel Uses the alpha channel of a source image as the mask (image must contain valid alpha
channel information)

For Grayscale Pixel and Alpha Channel masks, click OK. Proceed to Step 9.
7. If Transparent Color was selected, the Create Transparent Color Mask dialog box opens. Select the mask
properties and click OK.
The source image must be more than eight-bit color to create a transparent color mask. Images with a
monochrome background are easiest to use when creating a mask transparency.
Applying and Mapping Textures | 629

Black pixels are


opaque

White pixels are


transparent

Parameter Description
Source Image Displays the imported image. Select the transparent color by clicking a color in the image; the
resulting mask is displayed in the Transparent Color Mask preview. If necessary, use the mouse
scroll wheel to zoom into and out of the image, or click and hold the mouse wheel button to pan.
Transparent Displays the current transparent color. Instead of clicking on the source image to designate the
Color transparent color, the color can be selected by clicking the color box.
Transparent Displays a preview of the mask based on the current transparent color selection and settings
Color Mask
Color Matching Adjusts the transparency tolerance; drag the slider to the right to increase the tolerance level.
Tolerance This allows a wider range of pixels similar to the transparent color to be considered transparent.
Mask Contrast Adjusts the mask edge contrast; increase the contrast sharpness by dragging the slider to the
right. Soften the contrast by dragging the slider to the left.

8. Click OK to return to the Decal Options dialog box.


9. Click OK to create the decal texture and apply it to the selected object.
The decal is placed on the object; adjust its position, scale, and rotation with the Attribute Mapping tool or
Object Info palette as described in Editing Decal Textures on page 629. By default, decal textures only repeat
once horizontally and vertically, with matte reflectivity and no bump or other material options. This can be
modified by editing the texture from the Resource Browser.

Editing Decal Textures


Similar to other textures, decal textures can be edited from the Object Info palette. Depending on map type, decal
textures can also be positioned and adjusted with the Attribute Mapping tool. Because decals are texture resources,
the texture definition can be edited from the Resource Browser.
Multiple decals can be applied to one object; the decals are applied in a stacking order, which can be changed to adjust
the overall effect of the textures.
Multilayered textures and mapping parameters can be transferred between objects with the Eyedropper tool fill
attributes (Texture). See Transferring Attributes on page 502.
Decals must be rendered in a Renderworks mode.
630 | Chapter 15: Creating and Mapping Textures

Direct Decal Texture Mapping


Decals can be moved, scaled, and rotated with the Attribute Mapping tool. Decal mapping is performed on one decal
at a time, separately from the base texture mapping described in Direct Texture Mapping on page 623.
The map type of the underlying texture determines the decal map type. The underlying texture must have planar,
spherical, or cylindrical mapping for the decal to be edited with the Attribute Mapping tool.

To adjust the mapping of the decal texture with the Attribute Mapping tool:

1. Select a textured, 3D object with one or more decals.


2. Click the Attribute Mapping tool from the Visualization tool set.
Alternatively, select the Attribute Mapping tool and then click on the object with applied decal(s).
3. Select the decal to adjust from the Part list on the Tool bar. The Part list shows the textures mapped to the object,
including the base texture.

If the selected part has an unsupported texture underlying the decal (with an auto-align plane, perimeter, or roof
mapping type), an alert displays. Select another map type and click Yes to continue.
4. If applicable, select how to scale or rotate the texture from the Tool bar. To adjust the texture about a corner of the
editing frame, click Scale/Rotate by Corner mode; to adjust the texture about the center of the editing frame,
click Scale/Rotate by Center mode.
5. An editing frame in 2D mapping mode is placed over the decal texture. Set the decal position and rotate or resize
the decal as needed.
Click a corner
handle to resize
the texture

Click a side
handle to rotate
the texture

Action Description
To move the decal Click inside of the editing frame and drag the texture to the desired location on the base
texture
To resize the decal Click on a corner handle of the editing frame; the resize cursor displays. Drag to set the
editing object to a new scale. Click to set.
To rotate the decal Click on a side handle of the editing frame (the rotate cursor displays) and drag the handle to
the new rotation angle. Click to set.

Editing the Decal Texture Parameters


When decal has been applied to an objects overall part or to its parts, its parameters can be adjusted once the decal part
has been selected from the Part list on the Object Info palette Render tab. Fewer parameters are available for decal
textures than for the base texture, because the base texture determines the mapping type for the object.
Applying Textures to Symbols, Walls, and Roofs | 631

Multiple decals applied to an object add to the Part list and also add buttons that allow the decal stacking order to
change.

Parameter Description
Part Some objects can have different textures (including decals) applied to different parts; Overall
indicates that the same texture applies to all different parts of the object.
The texture or decal applied to each part displays in parentheses next to the part. To apply a
decal to Overall or to a part, select it and then select Add Decal.
For more information, see Applying a Texture to an Object on page 620.
Remove Decal Removes the decal from the currently selected Part; clicking Revert to Overall also removes
all decals along with the base texture
Add Decal Adds a decal to the currently selected Part
Move Up/Down Decals are stacked in order as they are applied. When more than one decal has been applied to
a selected Part, click to move the selected decal up or down in the stacking order.
Texture Select the texture to apply from either the default content or the current files content
Thumbnail view Displays a thumbnail view of the selected decal
Reset Mapping Removes any changes made by the Attribute Mapping tool or in the Object Info palette,
restoring the decal to its original location, scale, and rotation
Scale Determines the texture size when projected onto the object. For example, entering a scale
factor of two doubles the size of the texture projection.
Either enter a scale value or use the slider to change the scale.
Offset H/V Sets the start location of the texture horizontally and vertically
Rotation Sets the angle of texture rotation. Either enter a rotation value from 0 to 360 degrees or use the
slider to change the rotation angle.
Update Updates the drawing display

Editing the Decal Texture Definition


Decals, like other textures, are saved as resources and can be edited from the Object Info palette or the Resource
Browser. Decals are masked image-based textures with transparency, but shaders can be added and shader parameters
can be changed. For example, you may wish to apply a bump shader (based on the color image shader) to letters in a
sign to give them a 3D appearance. By default, the reflectivity of a decal is matte, but this can also be changed. Adjust
masking parameters and add vertical and/or horizontal repetitions of the texture if the default single repetition needs to
be changed.
See Editing Textures and Shaders of Selected Objects on page 605 and Editing Textures and Shaders Through the
Resource Browser on page 607 for information on editing the decal texture and its shaders.

Applying Textures to Symbols, Walls, and Roofs


While textures can be applied to individual parts of many objects, as described in Applying a Texture to an Object on
page 620, applying textures to an objects class or classes may be more efficient. Texture resources can be assigned to a
class, which in turn can be applied to objects during creation.
Walls and roof objects have their own class texture assignment tabs for the main textureable parts of these objects.
(Additional parts can be textured individually from the Object Info palette, but not by class; see Applying a Texture to
an Object on page 620.)
632 | Chapter 15: Creating and Mapping Textures

Roof faces, extrudes, sweeps, and floors contain additional textureable parts, but the Edit Class(es) dialog box
does not make this distinction. Textures are applied by class like any other 3D object; see Applying Object
Textures by Class on page 632. Apply textures to the individual parts of these objects with the Object Info palette
and not by class; see Applying a Texture to an Object on page 620.
Textures cannot be assigned to individual symbols directly through the Object Info palette. Textures must be applied to
the separate components of the symbol. This can be done using the Edit Symbol command or by assigning textures to
the classes that make up the symbol; complex objects can contain more than one class. Texture changes affect all
instances of that symbol.

Applying Object Textures by Class


Object textures can be set by class.
To apply a texture by class:
1. Select Tools > Organization to open the Organization dialog box.
2. Select the Details view option, and then select the Classes tab.
3. Select an existing class or create a new class (see Creating Classes on page 107).
4. With the class selected, click Edit to open the Edit Class(es) dialog box.

Displays when Quartz (Macintosh) or


GDI+ (Windows) imaging Vectorworks
preference is enabled

5. Select any fill Style other than None (otherwise the texture will not render).
6. The texture properties of the class are set in the bottom section of the dialog box. Click the Other tab.
7. Select the desired Texture from either the default content or the current files content (see Libraries on
page 155). Select Use Textures At Creation to apply the texture to objects as they are created.
8. Click OK to exit the Edit Class(es) dialog box.
The class displays on the Classes tab of the Organization dialog box.
9. If the object has not yet been drawn, click the blank area to the left of the Class Name to make the class active.
Applying Textures to Symbols, Walls, and Roofs | 633

If the object already exists, apply the class to it. For some object types, the class name is specified in its settings or
in the Object Info palette.
10. Click OK to exit the Organization dialog box.
11. Create the desired object(s). Objects are created with the specified texture for that class.

Applying Textures to Symbols


Textures can be applied to the components that make up the symbol, or to the classes used by the symbol components.

Applying Textures to Symbol Components


To apply texture(s) to the symbol components:
1. Select the symbol to edit.
2. Select Modify > Edit Symbol.
The Edit Symbol window opens; see Editing Symbol Definitions on page 181 for more information on the Edit
Symbol window.
3. Select the first component that requires a texture.
4. On the Attributes palette, select any Fill Style other than None (otherwise the texture will not render).
5. Click the Render tab on the Object Info palette.
6. Select the desired Texture from either the default content or the current files content (see Libraries on
page 155), and then edit the mapping parameters as described in Applying and Mapping Textures on page 616.
7. Repeat steps 3 6 for each component of the symbol.
8. Select Modify > Exit Symbol once all changes have been applied.
The new settings are applied to all instances of the symbol.

Applying Textures to Symbol Component Classes


To apply textures to the symbol component classes:
1. Select Tools > Organization to open the Organization dialog box.
2. From the Classes tab, select one of the symbol classes to edit.
3. Click Edit to open the Edit Class(es) dialog box.
4. Select any fill Style other than None (otherwise the texture will not render).
5. From the Other tab, select the desired Texture from either the default content or the current files content (see
Libraries on page 155). Select Use Textures At Creation to apply the texture at creation.
6. Click OK to return to the Organization dialog box.
7. Repeat steps 2 6 until all classes have an assigned texture.
8. Click OK to exit the Organization dialog box. The new settings are applied.
634 | Chapter 15: Creating and Mapping Textures

Applying Wall Textures


Walls can be assigned a texture individually with the Render tab of the Object Info palette, or, more efficiently, through
an assigned class.
To apply a texture to a wall(s) by class:
1. Select Tools > Organization to open the Organization dialog box.
2. Select the Details view option, and then select the Classes tab.
3. Create a class for wall objects (see Creating Classes on page 107).
4. With the new class selected, click Edit to open the Edit Class(es) dialog box.

Displays when Quartz (Macintosh) or


GDI+ (Windows) imaging Vectorworks
preference is enabled

5. Select any fill Style other than None (otherwise the texture will not render).
6. The texture properties of the class are set in the bottom section of the dialog box. Click the Walls tab.
7. Select the desired Right, Center, and Left wall surface texture from either the default content or the current files
content (see Libraries on page 155). Select Use Textures At Creation to apply the texture at wall creation. See
Texture Projection and Orientation on page 617 to understand how textures are applied to wall faces.
8. Click OK to exit the Edit Class(es) dialog box.
The new walls class displays on the Classes tab of the Organization dialog box.
9. Click the blank area to the left of the Class Name to make the new class active.
10. Click OK to exit the Organization dialog box.
11. Create the wall(s); see Creating Walls on page 429.
The walls are created with the specified texture for that class. Existing wall(s) can be assigned the texture through
the Object Info palette. Select the part of the wall to texture from the Part list and then Class Texture from the
texture list on the Render tab.
Applying Textures to Symbols, Walls, and Roofs | 635

Applying Roof Textures


Textures can be added to roof objects, dormers, and gable ends, either with the Render tab of the Object Info palette, or
through an assigned class.
Use the Roof map type to map textures to roofs. The texture is automatically rotated for each individual roof face in the
roof object.
To apply a texture to a roof object by class:
1. Select Tools > Organization to open the Organization dialog box.
2. Select the Details view option, and then select the Classes tab.
3. Create a new class for roof objects (see Creating Classes on page 107).
4. With the new class selected, click Edit to open the Edit Class(es) dialog box.

Displays when Quartz (Macintosh) or


GDI+ (Windows) imaging Vectorworks
preference is enabled

5. Select any fill Style other than None (otherwise the texture will not render).
6. The texture properties of the class are set in the bottom section of the dialog box. Click the Roofs tab.
7. Assign a Top Texture, and if being used, a Dormer Texture from either the default content or the current files
content (see Libraries on page 155). Select Use Textures At Creation to apply the texture at creation.
8. Click OK to exit the Edit Class(es) dialog box. The class displays on the Classes tab of the Organization dialog
box.
9. Click the blank area to the left of the Class Name to make the new class active.
10. Click OK to exit the Organization dialog box.
11. Create a roof with the Create Roof command (see Creating Roof Objects on page 458).
The roof is created with the specified texture for that class. Existing roofs can be assigned the texture through the
Object Info palette. Select the part of the roof to texture from the Part list and then Class Texture from the texture
list on the Render tab.
636 | Chapter 15: Creating and Mapping Textures

Applying Renderworks Backgrounds


Renderworks backgrounds, which include clouds, colors, images, and HDRI files, as well as a lit fog special effect, are
resources saved with the file. They are applied to design layers on a per-layer basis. Backgrounds can also be applied to
viewports by selecting the RW Background from the Object Info palette of a selected viewport. Backgrounds are also
used in a variety of Renderworks styles; see Renderworks Styles on page 669.
A Renderworks background can be quickly applied to the current design layer by double-clicking on the resource
in the Resource Browser or by dragging it from the Resource Browser and dropping it into the current design
layer.
The Lit Fog weather effect requires a light source (point or spot light) in the drawing with Lit Fog selected in the
Object Info palette.
To apply a Renderworks background to the layer properties:
1. Create the background with the desired parameters (see Creating Layer Backgrounds on page 611 for
information on creating Renderworks backgrounds).
2. Select Tools > Organization to open the Organization dialog box.
3. From the Design Layers tab, select the design layer to receive the background.
4. Click Edit to open the Edit Design Layers dialog box.

Displays when Quartz (Macintosh) or


GDI+ (Windows) imaging Vectorworks
preference is enabled

5. Select the Renderworks Background for the layer from either the default content or the current files content (see
Libraries on page 155).
If the Renderworks Background choices are not available, the background selection is controlled by the
Renderworks style in effect. Set the background in the Renderworks style instead; see Renderworks Styles on
page 669.
6. Click OK to exit the Edit Design Layers dialog box.
7. Click OK to exit the Organization dialog box.
When the drawing is rendered in a Renderworks mode, the background displays. OpenGL can display One Color,
Two Color, and Image backgrounds.
Applying Renderworks Backgrounds | 637

Lit fog effect

Applying a Renderworks Background in Vectorworks Design Series


To apply a Renderworks background to the current layer:
1. Create the background with the desired parameters (see Creating Layer Backgrounds on page 611 for
information on creating Renderworks backgrounds).
2. Select View > Set Renderworks Background (Vectorworks Design Series required).
The Set Renderworks background dialog box opens.

3. Select the Renderworks background for the current layer from either the default content or the current files
content (see Libraries on page 155).
4. Click OK.
When the drawing is rendered in a Renderworks mode, the background displays. OpenGL can display One Color,
Two Color, and Image backgrounds.
When in unified view mode, the background selected here displays for all layers, overriding any background
selected for individual layers in the layer properties. To retain the layer background upon exiting unified view,
select Restore Original Views when exiting Unified View mode in the Unified View Options dialog box. See
Setting Unified View Options on page 561.
638 | Chapter 15: Creating and Mapping Textures
Rendering the Drawing 16
Rendering Overview
Rendering gives a solid appearance to 3D objects. Solid objects can cast shadows and occlude (hide) objects that are
behind them.
The Vectorworks Fundamentals product provides a quick rendering solution using OpenGL (see Rendering with
Vectorworks on page 660). OpenGL performs lighting calculations for fast, interactive rendering and medium-quality
render previews, but it cannot create reflections. For final-quality output, use the Renderworks product; it provides
additional light sources, and it can cast shadows, create reflections, add indirect lighting effects, and produce much
better rendering results through intensive lighting calculations. Render settings can be saved as a Renderworks style for
re-use, and styles can be shared among files. The Renderworks product includes the Visualization palette for easily
accessing all lights and cameras in the file. Another benefit of using the Renderworks product is that an image can be
rendered in any mode from a specified portion of the drawing.

Optimizing Rendering Performance


Rendering is often a memory-intensive and time-consuming process. Modify your model and change rendering options
in these ways to increase rendering performance and speed:
Use the highest-level geometry possible to model your objects. It is much better to model an object as an extrude,
sweep, Boolean solid, or a NURBS surface than as a mesh or a set of 3D polygons. For extrude and sweep
profiles, use polylines, and do not use a sweep segment angle smaller than five degrees. Examine imported
geometry for excessive vertices and polygons. The slowest way to model for rendering is to create a detailed
object as a set of small, individual 3D polygons.
Eliminate 3D details that are not significant to the rendered image or the indirect lighting. For example, if you
model a staircase's individual bolts and threaded screws, each of these will be contributing unnecessarily to the
rendering time. Use classes to hide geometry that is not going to be visible in the rendered view.
Test rendering settings on sheet layer viewports with lower sheet layer resolution values. Sheet layers can render
in the background while you continue working. Sheet layers are set to 72 dpi by default, but for testing, set the dpi
value even lower (such as 40). Zoom out of a drawing to reduce the rendered area, or use the Render Bitmap tool
(Renderworks required) with a low dpi setting.
Use sheet layer viewports and render bitmaps for final renders, since they can render in the background
(Renderworks render modes only).
Consider turning off ambient lighting (Ambient Info off in the Lighting Options or set Ambient Light dialog box)
to evaluate the contribution of individual light sources more clearly.
640 | Chapter 16: Rendering the Drawing

Change rendering options temporarily to test a rendered look. For OpenGL options, disable Use Anti-Aliasing
(Macintosh only). In the Custom Renderworks options (Renderworks required), set the Quality levels to low and
turn Anti-Aliasing, and even Shadows, off. Render with Fast Renderworks to evaluate before switching to Final
Quality or Custom Renderworks.
Shadows add to rendering time. Shadows can also be turned off for light objects that do not cast obvious shadows.
In Renderworks, individual textures can be set not to cast or receive shadows (Shadows options in the Edit
Texture dialog box). A clear glass texture, for example, has very slight shadows and does not cast shadows on
other objects. In addition, enable soft shadows only for light sources that create prominent shadows in an image
(for example, a directional light that represents the sun).
When using indirect lighting (Renderworks required), use the fewest number of bounces needed (as specified in
the Lighting Options dialog box) and adjust the quality in the Final Quality or Custom Renderworks settings.
Individual textures can have their own indirect lighting setting overrides to reduce the rendering time required;
disable indirect lighting for these textures.
Area and line lights (Renderworks required) contribute significantly to rendering time. Use these light sources
sparingly, and adjust the Quality of each in the Object Info palette. Only enable Soft Shadows for these lights if
their shadows are prominent in the image.
Reflective, blurry reflective, blurry transparent, and glow shaders add to rendering time (Renderworks required).
Use these effects sparingly. Blurriness is faster at less than 15% and should not be set to more than 40% (for wide,
shiny highlights, consider using a plastic or metallic reflectivity shader rather than a blurry reflection). Glowing
objects need to be sampled more accurately and therefore, they take more time. Use the glow shader for a few,
large objects; use the backlit shader for several small fixtures with simple light sources.
In Renderworks, glass adds to render times because it has reflective, refractive, and transparent shadow
components.
Very clear glass can be set to not cast shadows in the Edit Texture dialog box to save render time. Indirect
lighting can be disabled for glass textures in the Edit Texture dialog box, as well, to save time when calculating
indirect lighting.
For thin panes, like windows, the refractive qualities of glass are not significant, so the index of refraction
parameter for the glass can be set to a low value (just above 1).
Often, buildings use glass with a metallic/mirrored energy efficient coating; in that case, a combination of
mirror reflectivity and plain transparency can produce a glass effect that renders faster.
Glass absorption color can be used for very accurate close-ups of items like glassware, but this effect takes
longer to render.
Blurry (frosted) glass, in particular, can be slow; use blurry glass in a strictly controlled way. Lower blur values
render faster.

Adding Light
Once one or more light sources have been added to the drawing, it can be rendered to mimic the effect of light on the
drawing surfaces.
Default lighting is automatically added to a drawing for basic visibility of rendered objects. The default lighting is
fixed to the camera so that it always lights an object appropriately. However, rendering a complex scene usually
requires the addition of light sources; the addition of a visible light automatically hides the default lighting.
Light added to a Vectorworks drawing can be ambient or diffused. Ambient light affects all surfaces equally. Diffused
lighting affects surfaces differently depending on the angle of the light source and position of the surfaces.
Adding Light | 641

Ambient Light and Sunlight


Setting Lighting Options
The Set Lighting Options command specifies the ambient light brightness and default color for the current layer, or,
when Unified View is selected, the view. By default, the ambient light parameters are set to On, with a Color of white,
and a Brightness of 35%. When the Renderworks product is installed, this command also sets the white balance for
any light sources with a color temperature, and specifies environment background lighting parameters when a
Renderworks HDRI background resource has been added to the drawing (see Creating HDRI Backgrounds on
page 614).
The ambient light of a selected viewport can be edited by clicking Lighting Options from the Object Info palette (see
Sheet Layer Viewport Parameters on page 738).
To set ambient light:
1. Switch to the layer where the desired ambient light settings are to be set.
2. Select View > Lighting > Set Lighting Options.
The Lighting Options (Renderworks required) or Set Ambient Light dialog box opens. Set the ambient light for
the layer. The white balance setting can be adjusted for light sources in the layer with a color temperature specified
(Renderworks required). For a chart of common color temperature ranges, see Correlated Color Temperature on
page 887.
If the lighting options are controlled by a Renderworks style that is currently in effect, the Edit Renderworks Style
dialog box opens instead; see Renderworks Styles on page 669.
642 | Chapter 16: Rendering the Drawing

Parameter Description
Indirect Lighting Indirect lighting models the transfer of light energy among drawing
(Renderworks required) objects and materials, as the light bounces around and affects the
surroundings. The more bounces specified, the more realistic the
rendering, but also the more time required to render.
Select the level of indirect lighting to use for rendering:
None: Direct lighting only, for quick rendering
Exterior, 1 Bounce: One bounce of lighting is often enough to
enhance exterior views
Normal, 2 Bounces: Two bounces of indirect lighting is
appropriate for exterior scenes and well-lit interiors
Interior, 4 Bounces: Using four bounces of indirect lighting is
suited for darkened or partially-lit interior scenes, or very detailed
and complete indirect lighting
Individual textures can have their own indirect lighting setting overrides
to enhance a scene while reducing the rendering time required.
When rendering with Fast Renderworks, indirect lighting is rendered at
a Low quality; Final Quality Renderworks uses a High quality
setting for indirect lighting, and Custom Renderworks allows the quality
setting to be selected.
Ambient Info
On/Off Activates or deactivates the ambient light settings for the layer
Brightness Specifies the ambient light brightness; enter a percentage or drag the
slider bar
Color Specifies a default color associated with the ambient light; click the
color box to select the color
Emitter Options
(Renderworks required)
Emitter Brightness (%) Adjusts the brightness of all light objects with Use Emitter selected
White Color Select a color temperature that will be balanced to appear white. Lower
Temperature temperatures, which might otherwise have an orange cast, or higher
temperatures, which might otherwise appear with a blue tint, are
adjusted to appear white. Select Custom to specify a temperature to be
white balanced.
Custom (K) If a Custom Color Temperature is specified, enter the temperature in
Kelvin
Environment Lighting When an HDRI layer background has been selected for the layer or
(HDRI) (Renderworks viewport, specifies how to control its lighting contribution to the
required) rendering (see Creating HDRI Backgrounds on page 614)
From Current Uses the image environment background set for the layer as both a
Background background and a light source
Adding Light | 643

Parameter Description
From Selected Lights the model with the colors from the HDRI background selected
Background here
None Uses the image environment background set for the layer or viewport as
a background only. The background does not contribute to lighting.

3. Click OK.

Adding Sunlight
Sunlight in a Vectorworks drawing is created by projecting parallel rays from a directional light.
The Vectorworks Design Series products have expanded capabilities with the Heliodon tool; see Conducting
Solar Studies with the Heliodon Object on page 680 in the Vectorworks Design Series Users Guide.
To set the sun position:
1. Select View > Lighting > Set Sun Position.
The Set Sun Position dialog box opens. Enter the sun position information.

Parameter Description
Site Specifies the sites latitude and longitude
Time Zone Specifies the sites time zone; one hour of difference is equal to 15 of longitude
Meridian
Page North Normally, the drawing is oriented to page north (true north, not magnetic north),
and true north matches the top of the page, with no compensation required for
proper sun position. If the drawing was not created with this orientation, specify
an angular offset in degrees from page north. The North indicator should match
true north in the drawing.
Date Specifies the time of year
Time Specifies the time of day
644 | Chapter 16: Rendering the Drawing

Parameter Description
Daylight Savings Select if Daylight Saving time is in effect
Results Based on the settings made, displays the Azimuth (South at zero degrees,
without Page North rotation), Azimuth N. Relative (North at zero degrees,
without Page North rotation), Elevation (degrees above the horizon), and True
Solar Time (takes into account daylight savings time, site longitude and time
zone, and the earths orbit and tilt)

2. Click OK and verify the results. If a directional light was selected before choosing the Set Sun Position
command, the command modifies the angles of light to the new azimuth and elevation. If no light was selected,
the tool inserts a new directional light at the specified sun position.
A shadow analysis can be performed for a site by inserting several light sources with identical parameters except
for time of day. The Renderworks product must be installed to conduct a shadow analysis. See Shadow Analysis
on page 644.

Shadow Analysis
A shadow analysis can help determine the areas of the drawing that will receive less sunlight or remain in a shadow
during a particular time of the year. By inserting several directional light sources, each representing a different time of
day, an overlapping range of shadows is created which indicates the amount of time a particular area is in the shade
over the course of the day.
The Renderworks product is required to conduct a shadow analysis.
To perform a shadow analysis:
1. Add the objects to the drawing that will cast a shadow on the site (a house, for example).
2. Orient the drawing to page north. If the drawing was not created with this orientation, this can be compensated
through the Set Sun Position dialog box described in the next step.
3. Insert each directional light source by selecting View > Lighting > Set Sun Position. Inserting one light source
provides shadow information for that time of day only; several light sources set to different times of day yield an
actual shadow analysis with overlapping shadows.
The Set Sun Position dialog box opens. See Adding Sunlight on page 643
For each light source inserted with this command, specify the same parameters except for time of day. At a
minimum, a light source for morning, noon, afternoon, and evening should be inserted.
4. Verify the parameters of each directional light source in the Object Info palette. Ensure that Cast Shadows is
selected, and decrease the Brightness so that the combination of lights is not too harsh.
5. Render the drawing with the Fast Renderworks, Custom Renderworks, or Final Quality Renderworks option.
Use the Render Bitmap tool to render a portion of the image for presentations.
See Rendering a Selected Area on page 680 for more information on the Render Bitmap tool.
Adding Light | 645

The darkest areas


are in shade for the
longest portion of
the day

9 AM
June 21st

5 PM 3 PM 12 PM
Top view Shadow analysis

Adding Light Sources


The Light tool places light sources in the drawing. Select the type of light and specify the light preferences from the
Tool bar.
Spot Light Set Direction

Directional Light Preferences

Point Light Default Direction

When the Renderworks product is installed, additional parameters and light source types are available. These
additions are described in this section and in Advanced Renderworks Lighting on page 653.

Mode Description
Directional Projects light with parallel rays, like the sun
Light

Point Light Radiates light in all directions, like a bare light bulb

Spot Light Projects light in a specific direction, aimed at a specific object, like a flashlight or
conventional spotlight

Default For directional lights, click to specify the light position


Direction
Set Direction For directional lights, click to set the light direction, and then click to specify the
light position
646 | Chapter 16: Rendering the Drawing

Mode Description
Preferences Sets the preferred light parameters

Adding a Light Source


Adding a visible light source to a drawing hides the default lighting scheme that is automatically present for basic
rendering purposes.

To add a light source:

1. Click the Light tool from the Visualization tool set.


From the Tool bar, select the type of light source to insert (directional light, point light, or spot light). If inserting a
directional light, select the light placement method (Default Direction or Set Direction).
2. Click the Preferences Tool bar button to specify the light source preferences for this session. Depending on the
light source selected, different parameters are available. In addition, certain parameters are only available when
the Renderworks product is installed.
The Light Preferences dialog box opens.

Parameter Description
On/Off Shows or hides the light produced by the light source
Color Specifies a color associated with the light source; click the color box to
select the color. This parameter is not available if Use Emitter is selected
and a Color Temperature is specified (Renderworks required).
Cast Shadows Select to create shadows
(Renderworks required)
Soft Shadows Creates more realistic shadows by decreasing hard edges; shadows appear
(Renderworks softer the farther they travel, as in reality. Rendering is slower when this
required) option is enabled.
Brightness Specifies the light source brightness; enter a percentage or drag the slider
bar. A value over 100% can be entered. This parameter is not available if
Use Emitter is selected (Renderworks required).
Adding Light | 647

Parameter Description
Use Emitter For accuracy, specifies the lights actual brightness and color temperature;
(Renderworks leave deselected to use the light as a simple light source
required)
Get Brightness From Specifies the luminous quantity of a light
(Renderworks required)
User Input Specifies the brightness as an accurate number in Lux, Lumens,
(Renderworks Footcandles, or Candelas; the units vary depending on the light source
required)
Distribution File Does not apply to directional, point, or spot lights (see Advanced
(Renderworks Renderworks Lighting on page 653)
required)
Color Temperature Specifies the light color temperature in Kelvin. This refers to an ideal black
(Renderworks required) body emitter, glowing red hot or white hot. A lower temperature
generates an orange color; the hotter the temperature, the closer to white the
color of the light is.
Specifying this parameter is optional. If not specified, the default
temperature is 0, meaning that the final emission color for the light is
entirely controlled by the selection in Color.
When the temperature is specified, Color cannot be changed. The final
emission color is set by the Color Temperature.
Color temperature settings can be white-balanced on a per-layer basis; see
Setting Lighting Options on page 641.
Directional, Spot, or Click to set additional specifications for the light source
Point Light Specs

3. Click Directional Light Specs, Spot Light Specs, or Point Light Specs, for the selected light source type, to
specify additional parameters.

Parameter Description
Directional Light
Direction Specifies the lights direction by either specifying the light angle or vector
648 | Chapter 16: Rendering the Drawing

Parameter Description
Angle Sets the lights angle by azimuth and elevation. The azimuth angle is set based
on an angle of 0 degrees at the negative Y axis, and is positive in a
counter-clockwise direction; the elevation angle is the angle above (positive) or
below (negative) the horizon.
Vector Indicates the direction of the light by specifying the coordinates of its X, Y, and
Z vectors
Point Light
Dist Falloff Select the distance falloff function (rate of intensity change while moving
along the beam away from the light source):
None: Brightness does not change
Smooth: Brightness decreases according to a linear falloff
Realistic: Light is brightest near the light source, and falls away according
to the square of the distance, as in reality. This falloff selection is the most
natural in appearance.
Spot Lights
Spread/Beam Drag the handles on the diagram to set the spot light Spread and Beam angles,
diagram or enter the values in the fields below the diagram

Spread Beam

Spread Specifies the spread angle of the spot light (light cones maximum angle)
Beam Specifies the beam angle of the spot light (cone of light that does not change
intensity up to the spread angle)
Dist Falloff Select the distance falloff function (rate of intensity change while moving
along the beam away from the light source):
None: Brightness does not change
Smooth: Brightness decreases according to a linear falloff
Realistic: Light is brightest near the light source, and falls away according
to the square of the distance, as in reality. This falloff selection is the most
natural in appearance.

4. Click OK to return to the Light Preferences dialog box. Click OK to return to the drawing.
5. Click to place a light object with the parameters specified in the Light Preferences dialog box.
If placing a directional light, click to specify the light position in Default Direction mode. In Set Direction mode,
click once to specify the light target or direction, and then click a second time to specify the light position.
Adding Light | 649

2nd click

1st click

Set Direction mode of directional light placement depicted

If placing a spot light, click to place the light, and then drag to specify the light direction and target. The spot light
can be aimed at any object. Click again to set the spot light. The target Z height can be adjusted precisely with the
Look To Height parameter of the Object Info palette.
The spot light target handle and projection line only display when the spot light is selected. Use the Selection tool
to move the light. The target handle aims the spot light and can be adjusted with the Selection tool once the spot
light has been created. Use the Reshape tool to move the target handle constrained about an axis selected in the
Tool bar.
1st click

2nd click

Light Source Properties


Light source parameters are displayed and can be modified in the Object Info palette. The parameters available depend
on the type of light source.
Some of the parameters are only available when the Renderworks product is installed; see Advanced Renderworks
Lighting on page 653 for information on the Renderworks light types.

Parameter Description
Kind Indicates the type of light source; change to a different type by selecting a
different kind from the displayed list
A custom, area, or line light requires that the Renderworks product be installed.
On/Off Shows or hides the light produced by the light source. This setting can also be
accessed from the light context menu: right-click (Windows) or Ctrl-click
(Macintosh) on the light, and select Turn On or Turn Off.
Auto Update Automatically renders the drawing when rendering-related parameters change
650 | Chapter 16: Rendering the Drawing

Parameter Description
Update When Auto Update is deselected, click to render the drawing when
rendering-related parameters change
Cast Shadows Select to create shadows
(Renderworks
required)
Soft Shadows Creates more realistic shadows by decreasing hard edges; rendering is slower
(Renderworks when this option is enabled
required)
Lit Fog Creates a special volumetric lighting effect for point lights and spot lights when
(Renderworks used in combination with the Lit Fog Renderworks background weather effect
required) (see Creating a Background on page 611)
Use Emitter For accuracy, specifies the lights actual brightness and color temperature; leave
(Renderworks deselected to use the light as a simple light source. Required for a custom, area,
required) or line light. The emitter brightness of all light objects in a scene with Use
Emitter selected can be controlled in Lighting Options; see Setting Lighting
Options on page 641.
Brightness Specifies the light source brightness; enter a percentage or drag the slider bar. A
value over 100% can be entered. This parameter is not available for custom,
area, and line lights, or if Use Emitter is selected (Renderworks required).
Brightness From Specifies the location of the light intensity data for a custom light (either user
(Renderworks input or distribution file); the distribution file can be specified by clicking Load
required) Distribution
Brightness Value Specifies the brightness as an accurate number
(Renderworks
required)
Brightness Unit Select Lux, Lumens, Footcandles, or Candelas for the unit of Brightness; the
(Renderworks available units depend on the light type
required)
Dimmer Dims the light source brightness (intensity); enter a percentage or drag the
(Renderworks slider bar. Only the brightness of the light source is affected; the color
required) temperature is not changed.
Light Rotation Angle Specifies the rotation angle of a custom light source around an axis connecting
(Renderworks the light location to the light target; this angle defines the plane for the intensity
required) distribution curve, and is displayed in red on the custom light object
Use Distribution File Specifies whether to use the attached emission profile data file for the custom
(Renderworks light
required)
Distribution File For a custom light, displays the distribution file name when a valid distribution
(Renderworks file has been selected, or None if a valid distribution file has not been
required) designated (click Load Distribution to specify a file)
Load Distribution For a custom light, loads light emission profile data from a standard file. The
(Renderworks brightness value is obtained using the integral of the raw emission data
required) provided with the file. The file must be a text file with industry standard
intensity distribution data in .ies format.
Adding Light | 651

Parameter Description
Color Temperature Specifies the light color temperature in Kelvin. This refers to an ideal black
(Renderworks body emitter, glowing red hot or white hot. A lower temperature generates
required) an orange color; the hotter the temperature, the closer to white the color of the
light is (see Correlated Color Temperature on page 887 for typical light
source color temperature ranges).
Specifying this parameter is optional. If not specified, the default temperature is
0, meaning that the final emission color for the light is entirely controlled by the
selection in Color.
When the temperature is specified, Color cannot be changed. The final
emission color is set by the Color Temperature.
Color temperature settings can be white-balanced on a per-layer basis; see
Setting Lighting Options on page 641.
Color Specifies a color associated with the light source; click the color box to select
the color. This parameter is not available if Use Emitter is selected and a Color
Temperature is specified (Renderworks required).
Dist Fall Indicates the distance falloff function for a point, spot, custom, area, or line
light (specifies the rate of intensity change while moving along the beam away
from the light source)
Quality For area and line lights, specifies the sampling quality of the light; select From
(Renderworks Render Mode to use the settings specified for Soft Shadows quality in the
required) rendering options
Render Geometry For area and line lights, renders the light object geometry
(Renderworks
required)
Spread/Beam Drag the handles on the diagram to set the spot light Spread and Beam angles,
diagram or enter the values in the fields below the diagram

Spread Beam

Spread Specifies the spread angle of the spot light (light cones maximum angle)
Beam Specifies the beam angle of the spot light (cone of light that does not change
intensity up to the spread angle)
X/Y/Z or X/Y/Z Specifies the location of the light source in relation to the active layer plane or
working plane
Look To Height For spot lights, sets the Z height above the active layer plane of the spot light
target handle
Azimuth Indicates the azimuth for a directional light (South at zero degrees); enter new
values or drag the slider bar to set
Elevation Indicates the elevation (degrees above the horizon) for a directional light; enter
new values or drag the slider bar to set
652 | Chapter 16: Rendering the Drawing

Parameter Description
Pan/Tilt Click the top button to display the spot light or custom light beam pan and tilt
angles; enter new values or drag the slider bar to set

X/Y/Z Click the bottom button to display the light beam direction in terms of its X, Y,
and Z components

Set Light to View Sets the orientation of the directional, spot, or custom light to that of the current
view. This setting can also be accessed from the light context menu: right-click
(Windows) or Ctrl-click (Macintosh) on the light, and select Set Light to View.

Set View to Light Sets the orientation of the current view to that of the directional, spot, or custom
light. This setting can also be accessed from the light context menu: right-click
(Windows) or Ctrl-click (Macintosh) on the light, and select Set View to Light.

A symbol that contains a light object can be copied to reproduce identical lights. Change the light intensity for
each symbol in the Object Info palette.
Once a light has been placed on the drawing, the Selection tool can be used to change its location, and, depending on
the light type, beam parameters.
Advanced Renderworks Lighting | 653

Light Type Beam Parameter Description


Point, Spot, Light location Click on the light with the move cursor and drag it to its
Directional new location

The spot light target handle is not locked to its target.


The target handle location may need re-adjusting after
moving the spot light.
Spot, Directional Orientation and Select the light; in the Object Info palette, click Set
view Light to View to set the light orientation to the current
view orientation, or click Set View to Light to set the
orientation of the view to that of the light
Directional Azimuth and Click on the azimuth or elevation control points to
elevation direction change the directional light parameters. Move the
handles with the mouse, or enter the azimuth and
elevation values in the Data bar.
Elevation Light location
control point control point
Azimuth control point

Spot Target direction Click on the handle with the Selection tool to change the
spot light target direction; drag to the new target and
click to set

Click

Directional Beam direction Click and drag with the hand cursor to change the beam
direction

Click

Advanced Renderworks Lighting


Default lighting is added by the Vectorworks program for the basic visibility of rendered objects. For a more realistic
rendering, one or more light sources can be added to the drawing. The addition of a light source automatically hides the
default lighting scheme, so that the scene is not overly bright.
The brightness and color of objects in shadow are affected by the layers ambient light setting.
654 | Chapter 16: Rendering the Drawing

Scene rendered with light sources as well as ambient light

The Vectorworks Fundamentals product provides three light types: directional, point, and spot. With the Renderworks
product, additional parameters are provided for these light types, and additional light source types are included.
Renderworks product rendering modes must be used for the Renderworks lighting options.
For information on the lighting types and parameters in the Vectorworks Fundamentals product, see Adding Light on
page 640.

Light Type Description Product


Directional Projects light with parallel rays Vectorworks and
Renderworks
Point Radiates light in all directions Vectorworks and
Renderworks
Spot Projects light in a specific direction Vectorworks and
Renderworks
Line Emits light from a line Renderworks only
Area Emits light from the surfaces of objects Renderworks only
Custom Emits light based on a defined complex spatial Renderworks only
distribution

Inserting an Area or Linear Light


An area or linear light can be created from an existing object or line. Unlike the other light source types, which are
emitted from a specific, concentrated source, area and linear lights emanate from an extended object. This is useful for
creating diffused light sources with softer lighting, such as fluorescent lights, neon lights, windows, and skylights.
An area light cannot be textured. Use a glow reflectivity shader to create textured objects that emit light only when
indirect lighting is enabled in the Lighting Options dialog box.
The addition of multiple diffused light sources can add significantly to rendering time. For efficiency, replace a
small area or line light with a point, spot, or directional light. In addition, since area lights can be slow to render, it
may be better to use an Image Environment (HDRI) or physical sky background to supply the background (sky)
lighting.
To create an area or linear light from an existing object or objects:
1. If creating an area light, select the object to convert to a light source; area light geometry should enclose a surface
(a line or open polyline cannot be used, for example). Select a 2D line, closed 2D surface, or NURBS curve if
creating a linear light.
Advanced Renderworks Lighting | 655

Select more than one object to create several line or area lights at the same time.
Curved surfaces used for an area light require more rendering time than planar surfaces.
2. Select Modify > Convert > Convert to Area Light or Modify > Convert > Convert to Line Light.
The Light Preferences dialog box opens; indicate the area or line light parameters. Specify light intensity by
entering a Get Brightness From value.

Parameter Description
On/Off Shows or hides the light produced by the light source
Color Specifies a color associated with the light source; click the color box to select
the color. This parameter is not available if a Color Temperature is specified.
Cast Shadows Creates shadows
Soft Shadows Creates more realistic shadows by decreasing hard edges; rendering is slower
when this option is enabled
Dimmer (%) Dims the light source brightness (intensity); enter a percentage or drag the
slider bar. Only the brightness of the light source is affected; the color
temperature is not changed.
Use Emitter An area or line lights actual brightness and color temperature must be
specified, so this setting is not optional
Get Brightness From Specifies the luminous quantity of the area or line light
User Input Manually specifies the luminous quantity of an area light as an accurate
number; the units of a line light are always Lumens
Distribution File For custom lights only; does not apply to area or line lights
656 | Chapter 16: Rendering the Drawing

Parameter Description
Color Temperature Specifies the light color temperature in Kelvin. This refers to an ideal black
body emitter, glowing red hot or white hot. A lower temperature generates
an orange color; the hotter the temperature, the closer to white the color of the
light is (see Correlated Color Temperature on page 887 for typical light
source color temperature ranges).
Specifying this parameter is optional. If not specified, the default temperature
is 0, meaning that the final emission color for the light is entirely controlled by
the selection in Color.
When the temperature is specified, Color cannot be changed. The final
emission color is set by the Color Temperature.
Color temperature settings can be white-balanced on a per-layer basis; see
Setting Lighting Options on page 641.
Area or Line Light Sets specific area or line light options
Specs

3. Click Area Light Specs or Line Light Specs to set additional parameters.
The Area Light Data or Line Light Data dialog box opens.

Parameter Description
Dist Falloff Select the distance falloff function (rate of intensity change while moving along
the beam away from the light source)
Quality For area and line lights, specifies the sampling quality of the light; select From
Render Mode to use the settings specified for Soft Shadows quality in the
rendering options
Render Geometry Renders the light object geometry; deselect to hide the original geometry when
rendering

4. Click OK to return to the Light Preferences dialog box.


5. Click OK. The object or line is converted into a light. If more than one object was selected for conversion, the
converted objects are grouped. The area light emits light in both surface directions.
The light must be rendered with a Renderworks product rendering mode. When an area light is on and rendered, it
has constant reflectivity and does not receive shadows; when it is off, it displays as a normal object.
Advanced Renderworks Lighting | 657

If a line light with Cast Shadows enabled is not casting light as expected, the center of the line lights bounds may
be inside another object, which prevents shadow calculations. If this occurs, either deselect Cast Shadows, use
several line lights, or split the line light geometry into segments with their bounding centers located outside of
another object.

Editing an Area or Linear Light


The light parameters can be edited in the Object Info palette; see Light Source Properties on page 649.
The area or linear light original geometry can be edited.
To edit the original light geometry:
1. Select the area or line light and then select Modify > Edit Light.
The Edit Light window opens, and the original 3D object or a NURBS representation of a 2D object is displayed.
2. The object geometry can be edited with the Reshape tool.
3. Click Exit Light at the top right of the drawing window to return to the drawing.

Inserting a Custom Light


A custom light sources emission distribution can be defined by a standard intensity distribution profile for accurate
physical lighting.

To create a custom light:

1. Select the Light tool from the Visualization tool set, and then select Custom Light from the Tool bar.
2. Specify the custom light parameters by selecting Preferences from the Tool bar.
The Custom Light Data dialog box opens. Click Load Distribution and specify the location of the custom light
distribution file, and then specify any additional custom light parameters.
658 | Chapter 16: Rendering the Drawing

Parameter Description
Light Rotation Specifies the rotation angle of the light source around an axis connecting the light
Angle location to the light target; this angle defines the reference plane for the intensity
distribution curve
Distribution File Displays the distribution file name when a valid distribution file has been selected,
or None if a valid distribution file has not been designated (click Load
Distribution to specify a file)
Load Distribution Loads light emission profile data from a standard file. The brightness value is
obtained using the integral of the raw emission data provided with the file. The
file must be a text file with industry standard intensity distribution data in .ies
format.
Dist Falloff Select the distance falloff function (rate of intensity change while moving along
the beam away from the light source)
Direction Specifies the lights direction by either specifying the light angle or vector
Angle Sets the lights angle by pan and tilt. The pan angle is based on an angle of 0
degrees at the positive Y axis, and is positive in a counter-clockwise direction; the
tilt angle is equal to 0 at the horizontal plane, positive when pointing below the
plane, and negative when pointing above the plane.
Vector Indicates the direction of the light by specifying the coordinates of its X, Y, and Z
vectors

3. Click OK.
The Light Preferences - Custom Light dialog box opens. Specify additional custom light parameters. Emitter
parameters are specified by the distribution file, and cannot be changed.

Parameter Description
On/Off Shows or hides the light produced by the light source
Color Specifies a color associated with the light source; click the color box to select the
color. This parameter is not available if a Color Temperature is specified.
Advanced Renderworks Lighting | 659

Parameter Description
Cast Shadows Creates shadows
Dimmer Dims the light source brightness (intensity); enter a percentage or drag the slider
bar. Only the brightness of the light source is affected; the color temperature is not
changed.
Use Emitter A custom lights actual brightness and color temperature must be specified, so this
setting is not optional
Get Brightness Specifies the luminous quantity of the area or line light as a manually entered value
From or from a loaded distribution file
User Input Manually specifies the brightness in Lux or Lumens
Distribution Sets intensity distribution data with a standard file specified in Custom Light
File Specs. The brightness value is obtained using the integral of the raw emission data
provided with the file.
Color Specifies the light color temperature in Kelvin. This refers to an ideal black body
Temperature emitter, glowing red hot or white hot. A lower temperature generates an orange
color; the hotter the temperature, the closer to white the color of the light is (see
Correlated Color Temperature on page 887 for typical light source color
temperature ranges).
Specifying this parameter is optional. If not specified, the default temperature is 0,
meaning that the final emission color for the light is entirely controlled by the
selection in Color.
When the temperature is specified, Color cannot be changed. The final emission
color is set by the Color Temperature.
Color temperature settings can be white-balanced on a per-layer basis; see
Setting Lighting Options on page 641.
Custom Light Specifies additional custom light options and loads a distribution file
Specs

4. Click OK to return to the drawing.


5. Click in the drawing to insert the custom light.

The custom light object is represented by a pair of perpendicular arrow-head vectors and two perpendicular
circles. The black vector points to the target location; its axis line (the light axis) connects the light source location
to the target. The red vector starts at the light source location, pointing to a reference point on the equator of the
polar intensity distribution. Also known as the zero angle line, it represents the origin for measuring the
intensity on the light curve.
The two vectors form the black circle, and the red circle is perpendicular to it. The black circle represents the
original plane where the light curves are located. The red circle constrains the movement of the zero angle line.
660 | Chapter 16: Rendering the Drawing

After a custom light has been placed, the light parameters can be edited in the Object Info palette; see Light Source
Properties on page 649.

Preparing to Render
Once the drawing is complete or near completion, any textures have been applied, and the desired lighting has been
added, select one of the standard views (see Using Standard Views on page 549), and use the Flyover,
Walkthrough, Translate View, or Rotate View tools to orient the drawing. For presentation purposes, it is often easier
to create sheet layer viewports and render the sheet layers, or create render bitmaps; both sheet layer viewports and
render bitmaps can render in the background (Renderworks required) while drawing processes can continue.

Rendering with Vectorworks


The render modes in the Vectorworks program translate the drawing in various ways to create an image with additional
realistic details. For example, a Hidden Line rendering is similar to the non-rendered (Wireframe) image, but it hides
the portion of the objects that would not normally be visible. An OpenGL rendering also has hidden lines, and colors
and shading; it also shows how the light sources interact with the object surfaces, and it can show any textures that
were applied.
The View bar displays the Render Modes for quick access to the rendering commands. The View bar options
display the Render Mode - Short (displaying a shortened version) or the Render Mode - Long (displaying the
current render mode options and the current render mode). The Current Render Mode Options button opens the
settings dialog box for the current render mode, if applicable.

Current Render Mode Options Render Modes list

To select a render mode:


Select View > Rendering, and then select the desired render mode.
To cancel a render process before it is complete, press Esc.

Rendering Command Description


Wireframe A visual representation of the model is created using lines to
represent object edges; see Wireframe Options on page 662 to
adjust settings for planar objects

OpenGL Creates a good-quality, detailed rendering, with colors, shading,


and textures (optional); see OpenGL on page 662 for details
Rendering with Vectorworks | 661

Rendering Command Description


Hidden Line Hides the edge lines of objects that are behind other objects,
which gives a solid appearance

Dashed Hidden Line Edge lines of objects that are behind other objects display as
dashed lines

Unshaded Polygon Displays objects as solids, and displays attributes such as colors

Shaded Polygon An Unshaded Polygon rendering with shading added

Shaded Polygon - No Lines A Shaded Polygon rendering with no edge lines

Final Shaded Polygon A Hidden Line rendering on top of a Shaded Polygon - No Lines
rendering; edges and curved surfaces are cleaner than those in a
Shaded Polygon rendering
662 | Chapter 16: Rendering the Drawing

Wireframe Options
Planar objects with solid fills are drawn in stacking order. In a 3D wireframe view, objects may overlap, obscuring
objects lower in the stacking order. The wireframe options control whether fills should be visible for planar objects in
3D views, and if they are visible, sets the fill opacity of filled planar objects.
To set wireframe options:
1. Select View > Rendering > Wireframe Options.
The Wireframe Options dialog box opens.

Parameter Description
Show fills in planar Displays fills for 2D planar objects in 3D views
objects in 3D views
Fill opacity Sets the opacity of filled 2D planar objects for situations where objects
overlap
Ignore perspective When selected, draws quick orthographic representations of PDFs, images,
and image fills (including tile definitions which contain images or image
fills); deselect to draw more accurate perspective-projected representations of
PDFs, images, and image fills, which may take more time
Ignore perspective in When selected, draws quick orthographic representations of text in 3D views;
text deselect to draw accurate perspective-projected text, which may take more
time to represent

2. Click OK to set the wireframe options.

OpenGL
Use the OpenGL render mode to create good-quality rendering previews that are fast and interactive. (For final-quality
output, use the Renderworks product; see Renderworks Rendering Modes on page 666.)
The Vectorworks program has a default lighting scheme, so that a basic rendering does not require an added light
source. However, the addition of a light source is usually necessary for a more realistic rendering (see Adding Light
Sources on page 645). The addition of a light source automatically hides the default lighting scheme, so that the scene
is not too bright.
OpenGL renders up to eight lights in a drawing; additional ambient light, directional, point, or spot lights have no
effect. Custom, area, and linear lights can be added (Renderworks required).
To get the best performance from OpenGL, use a video card that supports hardware-accelerated OpenGL. There are
significant compatibility issues with some cards; see www.vectorworks.net for a list of video cards that are compatible
Rendering with Vectorworks | 663

with the Vectorworks program. If a model is too complex to render the design layer successfully, an alert message
displays, informing you that the render mode has been switched to wireframe.
The power-saving video settings of some laptops may cause out-of-memory issues or other display issues that can
easily be solved by turning off the power-saving video features.

OpenGL Render Options


Use the OpenGL options to control the level of detail in rendered images, which in turn affects the render speed (less
detail renders faster). These settings apply only to the current drawing; they remain in effect in the current drawing
until the settings are changed. The current OpenGL settings are saved when you create a template (see Creating
Templates on page 81).
For smoother rendering of mesh objects, enable mesh smoothing in the document preferences (see Display
Preferences on page 30).
To set the OpenGL options:
1. Select View > Rendering > OpenGL Options.
The OpenGL Render Settings dialog box opens.

Parameter Description
Detail Specifies the level of detail for renderings; a low setting renders faster
Use Textures Renders object textures; this provides better detail and is usually enabled, but it takes
(Renderworks longer to render
required)
Use Anti-Aliasing Filters the rendering and reduces pixellated edges; this option is only available if the
graphics card supports the feature
Draw Edges Renders objects with lines drawn around the edges, similar to the lines in the Hidden
(Renderworks Line render mode. Edges are drawn where objects meet; break up an object into
required) multiple objects if more edges are needed.
Use Shadows Objects in the drawing cast shadows on other objects (but not on the active layer
(Renderworks plane)
required)
664 | Chapter 16: Rendering the Drawing

Parameter Description
On Ground Only If Use Shadows is selected, select this option for drawing objects to cast shadows on
(Renderworks a plane at the lowest point in the drawing which is usually the active layer plane
required) but not on other objects
Quality If Use Shadows is selected, select the level of quality for the shadow edges (a low
(Renderworks setting uses less memory and renders faster)
required)
Use Planar Attributes In OpenGL rendered views, displays 2D planar objects with their object fill
attributes; deselect to hide the attributes

2. Select the OpenGL render options, and click OK to change the settings for the file.
Renderworks Features for OpenGL
If the Renderworks product is installed, the OpenGL render mode has additional features that help you to preview and
adjust a scene before it is rendered with Renderworks product render modes.
Turn on the Draw Edges feature to outline objects more clearly in the rendered drawing; these edges are similar to
those in the Hidden Line render mode.
Turn on the interactive Use Shadows feature to see how the shadows fall with different types of lighting and
adjust the lights. When the system hardware and video card are sufficiently powerful, enhanced, highly accurate
shadows are used for the OpenGL rendering. This option can be turned off if quality or instability problems are
encountered; see 3D Preferences on page 23.
OpenGL can display three types of Renderworks backgrounds: One Color, Two Color, and Image. It cannot
display Cloud, HDRI, or physical sky backgrounds. (See Creating Layer Backgrounds on page 611 for details.)
OpenGL is used during viewing operations such as flyovers and walkthroughs when a Renderworks mode is in
effect. OpenGL also previews a rendered scene before a Renderworks render has completed.

Line Render Options


Use the line render options to control the appearance of lines in Hidden Line, Dashed Hidden Line, and Final Shaded
Polygon modes. These settings apply only to the current drawing; they remain in effect in the current drawing until the
settings are changed. The current line render settings are saved when you create a template (see Creating Templates
on page 81).
To set line rendering options:
1. Select View > Rendering > Line Render Options.
The Line Render Options dialog box opens.
Rendering with Vectorworks | 665

Parameter Description
Dash Style Select the dash style for hidden lines when the Dashed Hidden Line mode
is selected.
Dash Shade Adjust the slider to select how hidden lines are shaded when the Dashed
Hidden Line mode is selected
Preview Displays a preview of the selected parameters
Smoothing Angle Sets the angle to reduce facet lines when the Hidden Line, Dashed
Hidden Line, or Final Shaded Polygon mode is selected; if the value is
greater than zero, facet lines will be removed between any two faces of
an object that are within that angle of each other

A Dashed Hidden Line rendering with A Dashed Hidden Line rendering with
the Smoothing Angle set to 0 the Smoothing Angle set to 15
666 | Chapter 16: Rendering the Drawing

Parameter Description
Generate Intersecting Lines Generates lines where surfaces in the drawing intersect each other when
the Hidden Line, Dashed Hidden Line, or Final Shaded Polygon mode is
selected; for large files with a lot of curved surfaces, this option can make
rendering slower

A Hidden Line rendering with Generate A Hidden Line rendering with Generate
Intersecting Lines disabled Intersecting Lines enabled

Sketch Hidden Line Results Specifies whether to apply sketch effects to lines when the Hidden Line,
(Vectorworks Design Series Dashed Hidden Line, or Final Shaded Polygon mode is selected; see
required) Sketch Rendering on page 672 in the Vectorworks Design Series
Users Guide
Document Default Sketch Sets the default sketch style for lines when the Hidden Line, Dashed
Style Hidden Line, or Final Shaded Polygon mode is selected; see Setting the
(Vectorworks Design Series Default Sketch Style on page 672 in the Vectorworks Design Series
required) Users Guide. Click Edit to open the Sketch Style Editor dialog box for
additional sketch style modification.

2. Select the line render options, and click OK to change the settings for the file.

Rendering with Renderworks

Renderworks Rendering Modes


The Renderworks product offers several rendering modes, including custom rendering options and an artistic rendering
option.
To render a drawing, select View > Rendering and the desired rendering mode. The rendering speed depends on the
rendering option selected and the number and complexity of objects in the file.
To cancel a rendering before it is complete, press the Esc key.
The View bar displays the Render Modes for quick access to the rendering commands. The View bar options
display the Render Mode - Short (displaying a shortened version) or the Render Mode - Long (displaying the
current render mode options and the current render mode). The Current Render Mode Options button opens the
settings dialog box for the current render mode, if applicable.

Current Render Mode Options Render Modes list

Save files in wireframe mode rather than in a rendered mode, so that files draw more quickly when opened.
Rendered viewports are saved in a rendered state when Save viewport cache is selected in the Display tab of
document preferences.
Rendering with Renderworks | 667

Rendering Mode Description


Fast Renderworks Renders without anti-aliasing or ray tracing; low detail level

Final Quality Renderworks Renders with reflections, shadows, anti-aliasing, transparency,


and a high level of detail

Renderworks Style Renders with parameters that have been saved as a


Renderworks Style (see Renderworks Styles on page 669)
Custom Renderworks Renders with parameters set by the user (see Custom
Renderworks Options on page 673)
Artistic Renderworks Renders with multiple sketch styles for a hand-drawn look
(see Artistic Renderworks Options on page 675)

Background Rendering
Sheet layer viewports and bitmaps created with the Render Bitmap tool can render in the background for
Renderworks render modes, while you continue working. A sheet layer that requires updating because it is out of date
displays with a striped border (see Updating Sheet Layer Viewports on page 753 and Status of a Sheet Layer
Viewport on page 741). The viewport renders with the render mode and settings specified for the foreground and
background render in the Object Info palette. A render bitmap renders with the tool preference settings in effect when it
is created (see Rendering a Selected Area on page 680).

Starting a Background Render


A render bitmap begins rendering in the background as soon as it is created. There are several different ways to update
the rendering of sheet layer viewports:
Select View > Update Selected Viewports, or View > Update All Viewports.
Select Update from the Object Info palette of selected viewports.
668 | Chapter 16: Rendering the Drawing

Right-click (Windows) or Ctrl-click (Macintosh) on the viewport, and select Update from the context menu.
With one or more sheet layer viewports selected from the Viewports tab of the Navigation palette (Vectorworks
Design Series required), select Update from the Navigation menu. See The Navigation Palette on page 599 in
the Vectorworks Design Series Users Guide.
When rendering begins, the Vectorworks program processes the drawing geometry first, as indicated in the message
bar. If multiple viewports are selected, the geometry of each one is processed first before background rendering starts.
During this time, actions other than canceling the render are blocked. Once the geometry has been processed,
background rendering begins and the Vectorworks program is available once again.
If edits occur to a design layer that affect a current or queued background render of a sheet layer viewport, the
render continues, but the viewport will be out of date when the render is complete.
An animated icon at the bottom right of the drawing window indicates that background rendering is queued or is in
progress. This icon displays even when you switch to another layer, as a reminder that background rendering is
occurring. Another icon, in the bottom right corner of the viewport or render bitmap, indicates the individual status of
each viewport or bitmap. The Viewports tab of the Navigation palette (Vectorworks Design Series required) and
message bar also display information about the rendering status. During background rendering, the rendering viewports
and bitmaps are locked, and only the Cancel Update option is available from the Object Info palette; however, all other
drawing processes are available, including switching to another layer, editing objects, and even moving render bitmaps
to another layer. Printing, saving, exporting images, or closing the Vectorworks program when background rendering is
in process will generate an alert message with the option to proceed with, or cancel, the rendering.

Background rendering is queued Background rendering is in progress

Sheet layer viewport is Sheet layer viewport Render bitmap is in Render bitmap rendering
in rendering queue rendering is in progress rendering queue is in progress

The message bar indicates the name of each sheet layer viewport as it is rendered.When the individual and overall
background render is complete, the icon no longer displays.

Canceling a Background Render


There are several different ways to cancel sheet layer viewports and render bitmaps currently being rendered in the
background or waiting in a render queue.
Select View > Cancel All Viewport Updates.
Select Cancel Update from the Object Info palette of selected viewports, or Cancel Rendering to cancel the
rendering of selected render bitmaps.
Rendering with Renderworks | 669

With one or more sheet layer viewports selected from the Viewports tab of the Navigation palette (Vectorworks
Design Series required), select Cancel Update from the Navigation menu. See The Navigation Palette on
page 599 in the Vectorworks Design Series Users Guide.

Renderworks Styles
Several elements combine to create a satisfactory rendering: the selected render mode, the render mode options, the
lighting options, and the selected Renderworks background. A Renderworks style saves the settings for these
parameters as a resource that can be re-applied later and shared between files.
The Renderworks product includes several default styles to quickly obtain a variety of looks, with no parameter
adjustment or rendering knowledge required.

Realistic Exterior Night Final Realistic Colors White Artistic Taper Thick Black

Creating Renderworks Styles


Renderworks styles that incorporate either realistic or artistic Renderworks parameters can be saved as resources. For
more information on creating resources, see Creating New Resources on page 161.
If you create a Renderworks style while the layer or viewport is rendered in any Renderworks mode or a
Renderworks style, the current settings are used as the basis for the new style. This is a convenient way of saving
render settings.
To create a Renderworks Style resource:
1. Select Window > Palettes > Resource Browser to open the Resource Browser.
2. From the Resources list, select New Resource to display the New Resource menu.
3. Select Renderworks Style.
The Edit Renderworks Style dialog box opens. Provide a name for the style resource and select a realistic or
artistic type of style, and then specify the render parameters.
670 | Chapter 16: Rendering the Drawing

Parameter Description
Name Specify the name of the Renderworks Style resource
Type Select either Realistic or Artistic; different options are available depending on
the desired look
Realistic Creates a Renderworks style based on Custom Renderworks options
Options
Anti-Aliasing Select for smoother edges on objects and textures; deselect for faster
rendering with rougher edges
Shadows Render shadows for a higher degree of realism
Blurriness Select to render textures with blurred reflectivity and/or blurred transparency
(this can add significant rendering time)
Textures Renders the textures assigned to objects; deselect for faster rendering
Displacement Renders with displacement mapping when a textures bump shader setting
Mapping has a displacement height set; select the displacement mapping quality on the
Quality tab. Deselect for faster rendering.
Colors When selected, renders colors, and textures with colors; deselect to render
colors as white
Image Exposure Adjusts the exposure brightness of the rendered image; enter a value to
(%) increase the brightness (above 100%) or to decrease the brightness (below
100%)
Rendering with Renderworks | 671

Parameter Description
Quality For each parameter, select the quality level. Higher quality results in better
resolution of rendered images, with better texture detail and softer shadows,
but takes more time.
Quality Levels Conveniently sets the quality level of all the options at one time. Custom
indicates that some options have different quality levels set.
Curved Geometry Select the quality level for faceting of curved geometry (such as NURBS
surfaces)
Anti-Aliasing Select the quality level for anti-aliasing (smoothing) of edges on objects and
textures
Indirect Lighting Select the quality level for indirect lighting effects (see Setting Lighting
Options on page 641)
Soft Shadows Sets the quality level of shadows for light objects that have Soft Shadows
enabled. For area and line lights, specifies the sampling quality of the light.
Blurriness Select the quality level of textures with blurry reflectivity and/or transparency
Environment Select the sampling quality level for environment (HDRI) background
Lighting lighting. This option has no effect when indirect lighting is enabled for the
lighting options.
Displacement When enabled on the Options tab and set for a bump shader, select the quality
Mapping of the displacement mapping. Higher quality is more realistic for fine
displacement bumps, but will require longer rendering times.
Rendering can be significantly slower with displacement mapping.
Max Reflections Enter the number of levels of reflection among shiny surfaces; a higher value
slows rendering, but can yield a more realistic image for scenes with many
inter-reflecting objects
Lighting
Apply Lighting Controls whether the Renderworks style changes the current lighting options
Options when it is applied. Select the option to apply the styles lighting options to the
layer or viewport when the Renderworks style is applied. Deselect the option
to leave the current lighting options unchanged when the Renderworks style
is applied.
Lighting Options Sets the lighting options; see Setting Lighting Options on page 641
Edit Resource Opens the Edit Renderworks Background dialog box, to conveniently change
background and environment lighting options that affect the rendering
Background
Apply Controls whether the Renderworks Background changes the current
Renderworks background options when it is applied. Select the option to apply the styles
Background background to the layer or viewport when the Renderworks style is applied.
Deselect the option to leave the current background unchanged when the
Renderworks style is applied.
Renderworks Sets the Renderworks Background options; see Creating a Background on
Background page 611
Artistic Creates a Renderworks style based on Artistic Renderworks options
672 | Chapter 16: Rendering the Drawing

Parameter Description
Artistic Style Select an Artistic Renderworks style and set any options; see Artistic
Renderworks Options on page 675
Background
Apply Controls whether the Renderworks Background changes the current
Renderworks background options when it is applied. Select the option to apply the styles
Background background to the layer or viewport when the Renderworks style is applied.
Deselect the option to leave the current background unchanged when the
Renderworks style is applied.
Renderworks Sets the Renderworks Background options; see Creating a Background on
Background page 611

4. Click OK to create a Renderworks Style resource with the name and properties specified in the Edit Renderworks
Style dialog box. The Renderworks style displays in the Resource Browser and is saved with the file. It is added to
the list of available Renderworks styles in the View > Renderworks Style menu.
To edit a Renderworks Style resource after it has been created, select the Renderworks style from the Resource
Browser and select Edit from the Resources menu. See Working with Resources on page 167.

Applying Renderworks Styles


Renderworks styles are resources that are saved with the file and can be found in the Resource Browser. The
Vectorworks program comes with several Renderworks styles that are provided as default content (default content is
automatically imported into the current file at the point of use and displays in the Resource Browser; see Libraries on
page 155).
To render a drawing with a Renderworks style:
Select View > Renderworks Style, and then the desired style from either the default content or the current files
content. The current Renderworks style in effect displays with a check mark on the Renderworks Style menu.
The rendering speed depends on the rendering option selected and the number and complexity of objects in the
file. To cancel a rendering before it is complete, press the Esc key.
A Renderworks Style resource can also be applied by dragging it from the Resource Browser into a design layer of
the drawing.
Renderworks styles are also available from the Render Mode menu on the View bar, as described in Rendering
with Renderworks on page 666. When creating a viewport, Renderworks styles are available from the Render
list in the Create Viewport dialog box, or from the Object Info palette of an existing viewport. The Render
Bitmap tool and batch rendering functionality can also take advantage of Renderworks styles.
When a Renderworks background is set from the Renderworks style, the option to select a background may not be
available when the style is in effect, such as for viewports. The Renderworks styles background settings override the
Renderworks background settings when Apply Renderworks Background was selected for the style. Similarly, when
lighting options have been set from the Renderworks style, any attempt to edit lighting options automatically opens the
Edit Renderworks Style dialog box, since these are the settings in effect when Apply Lighting Options is selected for
the style.
Use Renderworks styles and the Heliodon tool (Vectorworks Design Series required) to obtain good results from
existing files. Open an existing model, and either delete or turn off existing lights in the drawing (through the
Visualization palette). In the OpenGL Options, select Use Shadows. Render with the OpenGL render mode and
select a 3D view. (A Renderworks Camera object can help to set and adjust the 3D view.)
Rendering with Renderworks | 673

Place a heliodon object in the drawing with the Heliodon tool. Click Solar Animation to interactively adjust the
date and time (see Conducting Solar Studies with the Heliodon Object on page 680 in the Vectorworks Design
Series Users Guide). This is particularly effective with physical sky Renderworks backgrounds.
For exteriors, select the Realistic Exterior Fast or Realistic Exterior Final Renderworks style; for interiors,
select either Realistic Interior Fast or Realistic Interior Final. The heliodon creates a strong sun light with
soft-edged shadows, while the Renderworks style provides soft sky lighting from the included HDRI
backgrounds.

Custom Renderworks Options


Custom render settings provide greater control over fine-quality rendering. These settings are used exclusively by the
Custom Renderworks rendering mode. Custom geometry settings override the 3D conversion resolution setting on
the 3D tab in Vectorworks preferences. These settings apply only to the current drawing and remain in effect in the
current drawing until the settings are changed. In addition, the settings are saved when creating templates (see
Creating Templates on page 81).
To set Custom Renderworks rendering options:
1. Select View > Rendering > Custom Renderworks Options.
The Custom Renderworks Options dialog box opens. The default options match Fast Renderworks rendering
mode.

Parameter Description
Options Enabling the options allows for better quality, higher detailed rendering, but
takes longer to render
674 | Chapter 16: Rendering the Drawing

Parameter Description
Anti-Aliasing Select for smoother edges on objects and textures; deselect for faster
rendering with rougher edges
Shadows Render shadows for a higher degree of realism
Blurriness Select to render textures with blurred reflectivity and/or blurred transparency
(this can add significant rendering time)
Textures Renders the textures assigned to objects; deselect for faster rendering
Displacement Renders with displacement mapping when a textures bump shader setting
Mapping has a displacement height set; select the displacement mapping quality
below. Deselect for faster rendering.
Colors When selected, renders colors, and textures with colors; deselect to render
colors as white
Lighting Options Click Layer Lighting Options (from a design layer) or Viewport Lighting
Options (from a viewport) to quickly access the associated lighting options
dialog box. See Setting Lighting Options on page 641 for more
information.
Image Exposure (%) Adjusts the exposure brightness of the rendered image; enter a value to
increase the brightness (above 100%) or to decrease the brightness (below
100%)
Quality For each parameter, select the quality level. Higher quality results in better
resolution of rendered images, with better texture detail and softer shadows,
but takes more time.
Quality Levels Conveniently sets the quality level of all the options at one time. Custom
indicates that some options have different quality levels set.
Curved Geometry Select the quality level for faceting of curved geometry (such as NURBS
surfaces)
Anti-Aliasing Select the quality level for anti-aliasing (smoothing) of edges on objects and
textures
Indirect Lighting Select the quality level for indirect lighting effects (see Setting Lighting
Options on page 641)
Soft Shadows Sets the quality level of shadows for light objects that have Soft Shadows
enabled. For area and line lights, specifies the sampling quality of the light.
Blurriness Select the quality level of textures with blurry reflectivity and/or
transparency
Environment Lighting Select the sampling quality level for environment (HDRI) background
lighting. This option has no effect when indirect lighting is enabled for the
lighting options.
Displacement Mapping When enabled in the Options and set for a bump shader, select the quality of
the displacement mapping. Higher quality is more realistic for fine
displacement bumps, but will require longer rendering times.
Rendering can be significantly slower with displacement mapping.
Rendering with Renderworks | 675

Parameter Description
Max Reflections Enter the number of levels of reflection among shiny surfaces; a higher value
slows rendering, but can yield a more realistic image for scenes with many
inter-reflecting objects

When testing a rendering, set the Quality levels to low and turn Anti-Aliasing and even Shadows off. Lower
rendering quality is offset by faster rendering times.
To create a white card or white model rendering, turn off textures and colors.
2. Click OK to set the Custom Render options.

Artistic Renderworks Options


When you select the Artistic Renderworks mode, a variety of styles and options are available to create a hand-drawn or
artistic look for a 3D drawing. These settings apply only to the current drawing and remain in effect in the current
drawing until the settings are changed. In addition, the settings are saved when creating templates (see Creating
Templates on page 81).
Artistic Renderworks options are available as part of a Renderworks style; see Renderworks Styles on page 669. A
Renderworks style allows artistic parameters to be saved as a resource to be re-applied later and shared between files.
Artistic Renderworks does not produce sketch rendering of 2D objects.
To set Artistic Renderworks options:
1. Select View > Rendering > Artistic Renderworks Options.
2. The Artistic Renderworks Options dialog box opens. A preview scene is shown in order to evaluate the effects of
the different options.

3. Select the Style from the list, and then click Options to set specific style parameters. The preview image displays
the resulting effect.
676 | Chapter 16: Rendering the Drawing

Most Artistic Renderworks styles use hidden line rendering (except for Art and Hatch). These styles may require
longer rendering times for drawings with many facets (polygons). A style that does not use hidden line rendering
is recommended for extremely complex drawings.
The Artistic Renderworks styles allow the layers Renderworks background to show through, if one has been
defined and applied (see Applying Renderworks Backgrounds on page 636).
Many of the artistic styles share the parameters of edge color and edge thickness. Some parameters are uniquely
available to certain styles.

Parameter Description Style Where Applied


Edge Thickness Specifies the thickness of lines used in the style; for lines All styles except Art
that vary in thickness, this sets the thickest portion of the and Hatch
line
Edge Color Click the color box to select the color of the lines All styles except Art
and Hatch
Shadow Color Click the color box to select the color of shadows Lines and Shadow
Change Image Selects a different image to apply to Art mode; the image Art
selected must be square, and contain a color-mapped
sphere. The color of the sphere is used to color the image.

Artistic Renderworks Option Description


None For comparison, the image below is rendered with
Final Quality Renderworks

Art Transforms the image into a single color with


shadows
Rendering with Renderworks | 677

Artistic Renderworks Option Description


Cartoon Traces a border around edges of objects and
combines simplified shading with drawn edges

Hatch Shades the image with stroked hatch lines

Lines and Shadow Traces a border around the edges of objects and
displays shadows

Pencil (soft) Simulates a hand-drawn pencil drawing with soft,


smudged pencil line(s) at the edges of objects

Pencil (Sketch Concept) Simulates a hand-drawn pencil drawing with thin


lines that extend slightly past their intended point
678 | Chapter 16: Rendering the Drawing

Artistic Renderworks Option Description


Pencil (Rough Sketch) Simulates a hand-drawn pencil drawing with many
overlapping lines

Pencil (Loose) Simulates a hand-drawn pencil drawing with curvy,


careless straight lines

Pen (Thick and Thin) Simulates a hand-drawn pen drawing with uneven
pressure on the pen nib

Pen (Thin Distance) Simulates a hand-drawn pen drawing with lines that
get thinner as the line retreats

Crayon Draws edges with a thick, monochrome crayon


Rendering with Renderworks | 679

Artistic Renderworks Option Description


Chunky Lines Draws lines with a hesitant stroke that simulates the
ink sinking into the paper at those points

Cloned Lines Draws overlapping, tapering lines

Brush (Watercolor) Draws as with a thin watercolor brush, with ink that
soaks into the paper

Brush (Watercolor Light) Similar to Brush (Watercolor), but with less pressure
applied

Brush (Chinese) Draws as with ink and a watercolor brush, with


thicker lines at the corners
680 | Chapter 16: Rendering the Drawing

Artistic Renderworks Option Description


Brush (Chinese Fade) Draws as with ink and a watercolor brush, with lines
that start thick and become thinner along the stroke

4. Click OK to set the Artistic Renderworks options.


5. Select View > Rendering > Artistic Renderworks to render with the specified option.

Rendering a Selected Area


The Render Bitmap tool creates a rendered bitmap image of a selected area and places it on top of the drawing.
Manipulate this image similar to imported images.
Use this tool to preview a section of a drawing, or create a layout of several rendered views. It is also possible to render
the entire drawing, creating an image that can be sent to a printer for preview or final quality output, or exported into a
different image file format and saved.
Like sheet layer viewports, render bitmap images can render in the background for Renderworks render modes, while
you continue working in the drawing. See Background Rendering on page 667.
The Render Bitmap tool renders the image with the specified resolution and rendering mode. The bitmap created by
the tool draws using the options selected on the Display tab in the document preferences (see Setting Document
Preferences on page 30). Choose Full Resolution, Reduced Resolution or Bounding Box. The bounding box option
displays as a gray rectangle bitmap image. Using this option saves re-drawing time when using the Pan tool or scroll
bars.
The image created by the Render Bitmap tool is compressed by either the JPEG or PNG compression method, to
reduce file size. The compression used depends on the Default compression selected on the Edit tab of Vectorworks
preferences (see Edit Preferences on page 17).

To render a specified area:

1. Select the Render Bitmap tool from the Visualization tool set.
2. Click the Preferences Tool bar button.
The Render Bitmap Settings dialog box opens. Specify the rendering mode and any options.
Batch Rendering | 681

Parameter Description
Render Mode Select the rendering mode for the image; if the mode has additional settings, click
Options to make any changes (changes are also made to the design layer settings)
Resolution Specify the resolution for the bitmap in dots per inch, relative to the page; lower
(DPI) resolution values reduce file size

3. Click OK.
4. Click and drag to create a marquee box around the desired area.
The area is rendered (using background rendering for any Renderworks modes). Cancel the rendering by clicking
Cancel Rendering from the Shape tab of the Object Info palette. When complete, a bitmap image of the rendered
area is placed on top of the original area.
5. Move the new image to the desired location.

After rendering, the rendered bitmap image can be cut from the Vectorworks drawing and pasted into any image
editing program for further manipulation.

Batch Rendering
Batch rendering allows several images to be rendered while the computer is unattended. Each batch job retains its own
view, rendering mode, resolution, and export settings.

Creating Batch Rendering Jobs


The batch rendering job specifies the job name, rendering mode and options, and image dimensions and format, for the
current drawing file.
Batch rendering does not retain geometry or lighting information; it saves the view, render, and export settings. To
export different lighting situations for a scene, create sheet layer viewports and change the lighting with the
Visualization palette (see Managing Lights and Cameras with the Visualization Palette on page 684). Viewports
allow lighting overrides without affecting the lighting on the design layer. This method allows batch rendering of
viewports of the same scene with different lighting conditions.
To create a batch rendering job:
1. Establish the desired file view and level of magnification.
The Export Image File settings determine the specific dimensions of the exported area and the visibility of objects
(see Exporting an Image File on page 767).
2. Select View > Rendering > Create Batch Render Job.
The Create Batch Render Job dialog box opens. Specify the rendering job parameters and click OK.
682 | Chapter 16: Rendering the Drawing

Parameter Description
Name Specifies the rendering job name for creating the batch
Render Mode Select the rendering mode from the list
Options For OpenGL and Custom Renderworks rendering modes, the default file settings
are in effect; to change the settings, click Options. These changes apply to the
current job only.
For more information on OpenGL settings, see Rendering with Vectorworks on
page 660. For Custom Renderworks settings, see Custom Renderworks Options on
page 673.
Set Export Opens the Export Image File dialog box for specifying the rendered image file
Image File settings, including export area and format
Options

The Marquee export area option in the Export Image File dialog box is not available for batch rendering jobs.
3. Create additional batch rendering jobs as required.
Batch jobs can be renamed, edited, or deleted from the Start Batch Render dialog box.

Starting the Rendering Job Batch


Once rendering jobs have been created, specify their order and the rendered file location.
To specify the rendering job batch:
1. When it is time to begin the batch rendering process, select View > Rendering > Start Batch Render.
The Start Batch Render dialog box opens. Select the jobs to be rendered and specify the file location for the
resulting rendered images.
Batch Rendering | 683

Parameter Description
Available Jobs Lists the current batch render jobs in order of job creation; the jobs are displayed
with the image file extension to be generated according to the job settings
Chosen Jobs Lists the currently selected render jobs in order of execution; the most recently
added job is placed at the end of the list
Choose All Moves all Available Jobs to the Chosen Jobs list
>> button Moves the selected job from the Available Jobs list to the end of the Chosen Jobs
list
<< button Moves the selected job from the Chosen Jobs list to the end of the Available Jobs
list
Duplicate Copies the selected available job and adds it to the end of the Available Jobs list;
specify a new name for the job in the Assign Name dialog box
Edit Opens the Edit Batch Render Job dialog box, for changing the parameters of the
selected job
Delete Removes the selected job from the list of available render jobs (no undo)
Browse Specifies the Parent Folder location, where all batch rendering resulting files will
(Windows)/ be located. By default, this is the application folder. The result subfolder name is
Choose also displayed (this subfolder is named according to the current date and time).
(Macintosh)

2. Click Start to begin the batch rendering.


The Batch Render Progress dialog box displays the status of the batch rendering. Press the Esc key to cancel the
current job and proceed with the remaining batch jobs. Press Cancel to cancel all batch rendering jobs.
3. As each job is rendered, the resulting file is placed in the Results Folder.
684 | Chapter 16: Rendering the Drawing

Managing Lights and Cameras with the Visualization Palette


The Visualization palette provides fast and easy access to all lights and cameras in a Vectorworks file. Lights and
cameras can be selected, edited, duplicated, created, and deleted. The palette also controls lighting overrides for
selected sheet layer viewport(s), without modifying the lighting on the design layer or in another viewport.
Tasks that can be performed from the Visualization palette include:
Quickly locating any light in the file;
Turning lights on and off;
Editing of any light or lights in the file, even lights that are inside a container object or on a different layer;
Creating lighting overrides for sheet layer viewports;
Managing light and camera objects, including creating, editing, deleting, duplicating, and sorting;
Quickly switching to a cameras established view;
Turning heliodon objects on or off to conduct sun studies (Vectorworks Design Series required).
To use the Visualization palette:
1. Select Windows > Palettes > Visualization.
The Visualization palette opens. The Visualization palette can remain open while you work in the drawing.
2. The Visualization palette contains two tabs: the Lights tab accesses lights, and the Cameras tab accesses cameras.
The lights and cameras can be sorted by clicking in the header of any column.
The Lights tab functions in two different modes depending on whether you are on a design layer or sheet layer. On
a design layer, the palette lists either all the lights in the file, or just the lights that affect the current view. On a
sheet layer, the palette lists either all the lights in the file, or just the lights of selected viewports; edits to the
selected viewport(s) affect the viewport lighting, creating an override, but this does not affect the associated
design layer lighting.
Depending on what action is being performed, different options are available in both the Visualization palette and
the Visualization palette menu. To open the Visualization palette menu, click on the small triangle at the top right
of the palette, or right-click (Windows) or Ctrl-click (Macintosh) in the palette to open a context menu.

Design layer Visualization palette options Sheet layer Visualization palette options

Visualization palette camera options


Managing Lights and Cameras with the Visualization Palette | 685

Parameter Description
Lights tab The Lights tab accesses the parameters of sheet layer viewports or all lights in
the file
Current Scene Displays only the lights which affect the current view (lights from the current
layer and in visible classes)
Selected Viewport(s) Displays only the lights which affect the currently selected sheet layer
viewport(s); in this mode, lights can be edited to override the lighting of the
selected viewports only. (Other Visualization palette light management
commands are not available.) Select Revert Override to return the viewport
to its original lighting.
All Lists all the lights in the file
On Click to toggle the light on or off; a check mark indicates that the light is on
(Cast Shadows) Click to toggle the ability of the lights to cast shadows on or off; a red x
indicates that shadows are off

(Override State) For lights in selected viewport(s), indicates whether the light has an override.
Uses design layer definition : the light parameters are the same in both
the design layer and the viewport(s).
Uses viewport override definition : the light parameters have been
edited for the selected viewport(s), creating a viewport lighting override.
Name Displays the name of the light (as shown on the Data tab of the Object Info
palette)
Type Indicates the type of light:

Directional , Point , Spot , Custom , Area , or Line


(Light Parent) Indicates whether the light is within a container object; if blank, the light is
not part of another object.
Group : indicates that the light is contained within a group.
Symbol : indicates that the light is contained within a symbol; each
instance is listed in the palette. Edits made directly from the Visualization
palette, such as turning lights on and off, affect all symbol instances.
(Selecting Edit from the Visualization palette menu, however, edits the
symbol instance properties.)
Plug-in Object : indicates that the light is contained in a plug-in object,
such as a lighting device (Vectorworks Spotlight required)
Layer Link : indicates that the light is contained within a layer link
Class/Layer Displays the lights class and layer
Menu commands The Visualization palette menu commands manage and select light objects
New Opens the Create Light dialog box, to create a directional, point, spot, or
custom light on the current design layer; see Adding Light Sources on
page 645
686 | Chapter 16: Rendering the Drawing

Parameter Description
Edit Opens the Properties dialog box, to edit the parameters of the currently
selected light(s); when more than one light is selected, only common
properties can be edited
Revert Override Restores the original light parameters for the viewport(s), when the lights in
selected sheet layer viewport(s) have been edited
Duplicate Copies the currently selected light(s), placing the copy or copies on the same
layer and in the same class as the original(s). Lights in symbols or plug-in
objects cannot be duplicated.
Delete Deletes the currently selected light(s). Lights in symbols or plug-in objects
cannot be deleted.
Select On Selects the current light(s), and automatically centers the view on the light, or
Document its container (alternatively, double-click on a light in the Visualization palette,
if the light is in the active class or layer.) The light properties can then be
edited in the Object Info palette or by clicking Edit from the Visualization
palette menu. The selection and editing of multiple lights at once is
supported.
If the light is not in the active class or layer, use the Force Select
command instead.
The Vectorworks Display preference must be set to show lights.
Force Select If the light is in a different class or layer, activates the layer or class, and
automatically centers the view on the light, or its container group or symbol.
The light properties can then be edited in the Object Info palette or by
clicking Edit from the Visualization palette menu. Multiple lights cannot be
selected by this method.
Cameras tab The Cameras tab accesses the parameters of the camera objects in the
drawing
Name Displays the name of the camera (as shown on the Data tab of the Object Info
palette)
Class/Layer Displays the cameras class and layer
Menu commands The Visualization palette menu commands manage and select camera objects
New Activates the RenderWorks Camera tool; click to place a camera object
Edit Opens the Properties dialog box, to edit the parameters of the currently
selected camera(s)
Duplicate Copies the currently selected camera(s), placing the copy or copies on the
same layer and in the same class as the original(s)
Delete Deletes the currently selected camera(s)
Activate Selects the current camera, and automatically changes the view to that of the
camera (alternatively, double-click on a camera in the Visualization palette)
Dimensioning and Constraints 17
The Vectorworks program provides automated tools for dimensioning and constraining drawing objects.

Dimensioning
Use the various dimensioning tools to measure 2D and 3D objects, and to add dimensioning lines with the
measurements to the drawing. Dimensions can be created on a design layer, or in the annotation space of a sheet layer
viewport (see Creating Annotations for Sheet Layer Viewports on page 747).
There are also Tape Measure and Protractor tools to measure distances and angles, and a Center Mark tool to mark
the center of circles, ovals, and rectangles.
When you add a new dimension, the dimension standard set in the document preferences is used by default (see
Dimension Preferences on page 32). In addition, when a dimension tool is active, the default dimension standard can
be set from the Tool bar. Select any of the built-in dimension standards, or create a custom standard specifically for the
drawing. If the default dimension standard for the document is changed, any new dimension that is added will use the
new standard; no existing dimensions are affected.

Using Custom Dimension Standards


Custom dimension standards can be created in the current file or imported from another drawing file. There are three
ways to access the Custom Dimensions dialog box for managing custom dimensions.
Select File > Document Settings > Document Preferences. From the Document Preferences dialog box, click
the Dimensions tab, and then click Custom.
Alternatively, access the Document Preferences command from the document context menu (right-click on
Windows, or Ctrl-click on Macintosh), or from the Quick Preferences menu on the Tool bar.
With any one of the dimension tools in the Dims/Notes tool set selected, open the Dim Std menu on the Tool bar
and select Custom Standards from the list.
With an existing dimension selected, open the Dim Std menu on the Object Info palette and select Custom
Standards from the list.
From the Custom Dimensions dialog box, several functions are available.

Function Description
New Opens the Assign Name dialog box, to create a new custom dimension standard; see Creating a
Custom Dimension Standard on page 688
Delete Deletes the selected custom dimension standard and replaces it with the standard you specify; see
Deleting a Custom Dimension Standard on page 690
688 | Chapter 17: Dimensioning and Constraints

Function Description
Edit Opens the Custom Dimension dialog box, to edit the selected custom dimension standard; see Editing
a Custom Dimension Standard on page 689
Rename Opens the Assign Name dialog box, to rename the selected custom dimension standard; see
Renaming a Custom Dimension Standard on page 690
Import Opens a file and imports the custom dimension standard you specify; see Importing a Custom
Dimension Standard on page 690
Replace Opens the Replace Dimension Standards dialog box, to specify which dimension standard to replace,
and which standard to replace it with; see Replacing a Dimension Standard on page 691

Creating a Custom Dimension Standard


To create a custom dimension standard:
1. Select File > Document Settings > Document Preferences. From the Document Preferences dialog box, click
the Dimensions tab, and then click Custom.
Alternatively, with any one of the dimension tools in the Dims/Notes tool set selected, open the Dim Std menu on
the Tool bar and select Custom Standards from the list. Or, with an existing dimension selected, open the Dim Std
menu on the Object Info palette and select Custom Standards from the list.
The Custom Dimensions dialog box opens.
2. Click New.
The Assign Name dialog box opens.
3. Enter a name for this dimension standard and click OK.
4. Select the new dimension from the Standards list and click Edit.
The Edit Custom Dimension Standard dialog box opens.

Parameter Description
Dimension line distances Specifies the dimension line distances for linear, radial, and ordinate dimensions
Note: Distances are in Displays the drawing units currently in use for the file
Dimensioning | 689

Parameter Description
Witness Lines Applies witness lines to dimensions; when deselected, witness lines are hidden
Fixed Witness Line Length Select to use a fixed length for the witness lines rather than a fixed offset from the
dimensioned object (the default). When selected, the field for setting the witness line
length is enabled on the top part of the dialog box.
To change the length of a particular witness line, use the Override option in the
Object Info palette; see Editing Dimension Properties on page 706
Dimensions Always Inside Sets dimension values to always display between the witness lines
Linear Markers Select the marker attributes for use with linear dimension markers (see Marker
Attributes on page 510)
Other Markers Select the marker attributes for use with other dimension markers
Leader Line Markers Select the marker attributes for use with dimension leader lines.
The marker is only visible if you first use the Object Info palette to add a leader
line to the dimension (see Editing Dimension Properties on page 706), and then
use the Attributes palette to add an end marker to the leader line (see Marker
Attributes on page 510).
SIA Format Numbers Sets all numbers to use the SIA format; not available when a dual layout is selected
Tolerance Size Sets the size of the tolerance in relation to the dimension text
Text Rotation Sets how text is handled when a dimension is rotated; text can be horizontal, aligned,
or horizontal/vertical
Align Vertical Text Left When a dimension is placed vertically, keeps the text to the left of the dimension line
Layout Sets whether dimensions display as single values, dual - side by side, or dual - stacked
Dual view If a dual layout is selected, specify whether both dimensions are shown, primary only,
or secondary only
Text Style Assigns a text style to the dimension text; see Using Text Styles on page 353

5. Enter the desired values for the display of dimensions, and then click OK. Click OK again to close the Custom
Dimensions dialog box.
6. To set the new standard as the default for the document, select the new standard from the Dimension Standard
list, and then click OK.

Editing a Custom Dimension Standard


To edit a custom dimension standard:
1. Select File > Document Settings > Document Preferences. From the Document Preferences dialog box, click
the Dimensions tab, and then click Custom.
Alternatively, with any one of the dimension tools in the Dims/Notes tool set selected, open the Dim Std menu on
the Tool bar and select Custom Standards from the list. Or, with an existing dimension selected, open the Dim Std
menu on the Object Info palette and select Custom Standards from the list.
The Custom Dimensions dialog box opens.
2. Select the custom standard to edit, and click Edit.
The Custom Dimension dialog box opens.
3. Edit the settings as needed, and click OK.
690 | Chapter 17: Dimensioning and Constraints

Deleting a Custom Dimension Standard


To delete a custom dimension standard:
1. Select File > Document Settings > Document Preferences. From the Document Preferences dialog box, click
the Dimensions tab, and then click Custom.
Alternatively, with any one of the dimension tools in the Dims/Notes tool set selected, open the Dim Std menu on
the Tool bar and select Custom Standards from the list. Or, with an existing dimension selected, open the Dim Std
menu on the Object Info palette and select Custom Standards from the list.
The Custom Dimensions dialog box opens.
2. Select the custom standard to delete, and click Delete.
The Replace Dimension dialog box opens.

3. Select a new dimension standard to replace the standard being deleted, and then click OK.
Any existing dimensions that used the deleted standard are changed to the replacement standard.

Renaming a Custom Dimension Standard


To rename a custom dimension standard:
1. Select File > Document Settings > Document Preferences. From the Document Preferences dialog box, click
the Dimensions tab, and then click Custom.
Alternatively, with any one of the dimension tools in the Dims/Notes tool set selected, open the Dim Std menu on
the Tool bar and select Custom Standards from the list. Or, with an existing dimension selected, open the Dim Std
menu on the Object Info palette and select Custom Standards from the list.
The Custom Dimensions dialog box opens.
2. Select the custom standard to rename, and click Rename.
The Assign Name dialog box opens.
3. Enter a new name for this dimension standard and click OK.

Importing a Custom Dimension Standard


To import a custom dimension standard:
1. Select File > Document Settings > Document Preferences. From the Document Preferences dialog box, click
the Dimensions tab, and then click Custom.
Alternatively, with any one of the dimension tools in the Dims/Notes tool set selected, open the Dim Std menu on
the Tool bar and select Custom Standards from the list. Or, with an existing dimension selected, open the Dim Std
menu on the Object Info palette and select Custom Standards from the list.
The Custom Dimensions dialog box opens.
2. Click Import.
The standard Open dialog box displays.
3. Select the file from which the dimension standard will be imported and click Open.
Dimensioning | 691

The Select Item dialog box opens.

4. Select the dimension standard to import and click OK.


The imported dimension displays in the Custom Dimensions dialog box for the current drawing file.

Replacing a Dimension Standard


Replace any default or custom dimension standard with another dimension standard.
To replace a dimension standard:
1. Select File > Document Settings > Document Preferences. From the Document Preferences dialog box, click
the Dimensions tab, and then click Custom.
Alternatively, with any one of the dimension tools in the Dims/Notes tool set selected, open the Dim Std menu on
the Tool bar and select Custom Standards from the list. Or, with an existing dimension selected, open the Dim Std
menu on the Object Info palette and select Custom Standards from the list.
The Custom Dimensions dialog box opens.
2. Click Replace.
The Replace Dimension Standards dialog box opens.

3. Select the dimension standard to be replaced in the Replace list and select the standard to replace it with in the
with list. Click OK.
Any existing dimensions that used the previous standard are changed to the replacement standard.

Associative Dimensioning
In document preferences, the Associate dimensions option is selected by default. This automatically links dimensions
to 2D objects, as well as walls and wall components. For linear dimensions to be associated, the dimension must be
applied between two vertex points.

Green constraint markers The dimension is not


show that the dimension is associated with the
associated with the object object
692 | Chapter 17: Dimensioning and Constraints

A dimension is linked to its associated object with coincident constraints. This means that, when a linear, radial, or
diametrical dimension is associated with an object, if the dimension is resized or moved, the associated object is resized
or moved also, and vice versa.
The association of any dimension with an object can be removed manually. Right-click (Windows) or Ctrl-click
(Macintosh) on the dimension, and select Disassociate from the context menu. Alternatively, select Modify > Edit
Constraints and use the Edit Constraints dialog box to delete the constraints.
If an angular associative dimension is resized or moved, the association with the object is broken. To maintain the
association, move the dimensioned object instead.
Associative dimensions can exist across layers of the same scale. To apply an associative dimension across layers,
Layer Options must be set to Show/Snap/Modify Others. Associative dimensions can be created on viewports in
annotation edit mode (see Creating Annotations for Sheet Layer Viewports on page 747).
If an associative dimension is used across layers, the association is broken if the scale of one of the layers changes.
Associative dimensions can only be placed in the plane defined by the object or objects being dimensioned; when
multiple objects are dimensioned, they must be co-planar to create the association. The associated dimension of an
object changes planes with the object, if the object changes its plane.
If a drawing has overlapping objects, it may be unclear which object should be associated with a dimension. When you
dimension objects that have a shared endpoint, the Auto associate document preference controls whether the
association is made automatically or manually. (See Dimension Preferences on page 32.)
To always automatically associate a dimension with the top-most object, enable the Auto associate option.
To manually select the object with which to associate the dimension, disable the Auto associate option; when you
dimension an object that shares an endpoint with another object, the Select Object to Associate dialog box opens.

The triangle is being


dimensioned, but the triangle Because Auto associate is
overlaps with the purple disabled, the Select Object to
rectangle and they share an Associate dialog box opens to
endpoint allow selection of the appropriate
object

Unconstrained Linear Dimensioning


Use the Unconstrained Linear Dimension tool to draw dimension lines at any angle. This is different from the
Constrained Linear Dimension tool, which constrains dimension lines to the X or Y axis of the plane on which the
dimension is created. In addition to measuring and dimensioning objects, you can use this tool to calculate the distance
between two or more points in the drawing area.
Unconstrained Chain Unconstrained Baseline

Unconstrained Linear Chain Dimension Preferences

Preferences Dimension Standards


Dimensioning | 693

Mode Description
Unconstrained Linear Creates a dimension line with a single measurement
Unconstrained Chain Creates a continuous chain of dimension lines
Unconstrained Baseline Creates a series of connected dimension lines, starting from an initial base point
Preferences For Unconstrained Chain mode, specifies whether dimensions are created as a single
unconstrained chain object, or as individual dimension objects; also enables collision
control, which automatically spaces text blocks so that they do not overlap
Dimension Standards To change the dimension standard for new dimensions created in the document, select a
standard from the list; select Custom Standards to create or manage custom dimensions
(see Using Custom Dimension Standards on page 687)

The dimension text can be moved as needed. See Modifying Dimensions on page 706.

Unconstrained Linear Dimension


The Unconstrained Linear mode creates a dimension line with a single measurement.

To create an unconstrained linear dimension line with a single measurement:

1. Click the Unconstrained Linear Dimension tool from the Dims/Notes tool set, and select Unconstrained
Linear mode.
2. Click to set the measurement start point.
3. Click to end the measurement.
4. Move the cursor away from the object to the desired offset location.
In a 3D view, the first two clicks determine the X axis of the plane where the dimension will be placed; move the
cursor to rotate the dimension plane as desired. The dimension plane can be horizontal or vertical to the layer
plane, or aligned to adjacent faces of a 3D object being dimensioned.
5. Click to place the dimension line.

2nd click
3rd click

1st click

The dimension can be horizontal or vertical


to the layer plane, or aligned to a face
adjacent to the dimension line
694 | Chapter 17: Dimensioning and Constraints

Unconstrained Chain Dimension


Unconstrained Chain mode creates a series of connected dimension lines, with each line segment displaying its specific
measurements.
When dimensions are part of a chain object, they can all be moved at once, and their attributes and properties can be
changed as a group. The properties of dimensions in a chain object also can be edited individually. When dimensions in
the chain are modified, the other dimensions adjust automatically. See Modifying Dimensions on page 706 for more
information about editing chain objects.

To create an unconstrained chain of connected dimension lines:

1. Click the Unconstrained Linear Dimension tool from the Dims/Notes tool set, and select Unconstrained Chain
mode.
2. Click Preferences from the Tool bar.
The Chain Dimension Preferences dialog box opens. Select whether to Create smart chain dimension objects or
to Create individual dimension objects adjacent to each other. Also select whether to use collision control to
automatically space text blocks so that they do not overlap. Click OK.
3. Click to set the measurement start point.
4. Click to end the measurement of the first segment.
5. Move the cursor away from the object to the desired offset location.
In a 3D view, the first two clicks determine the X axis of the plane where the dimension will be placed; move the
cursor to rotate the dimension plane as desired. The dimension plane can be horizontal or vertical to the layer
plane, or aligned to adjacent faces of a 3D object being dimensioned.
6. Click to place the first dimension line.
7. Move the cursor to the end of the next segment and click to set its endpoint.
8. Continue setting segments.
9. Double-click to end the chain.

2nd click 3rd click


Double-click

1st click

Unconstrained Baseline Dimension


Unconstrained Baseline mode creates a series of connected dimension lines, with each line segment measuring the
distance from the initial starting point (the base point).

To create a series of unconstrained baseline dimension lines:

1. Click the Unconstrained Linear Dimension tool from the Dims/Notes tool set, and select Unconstrained
Baseline mode.
2. Click to set the measurement start point.
3. Click to end the measurement of the first segment.
4. Move the cursor away from the object to the desired offset location.
Dimensioning | 695

In a 3D view, the first two clicks determine the X axis of the plane where the dimension will be placed; move the
cursor to rotate the dimension plane as desired. The dimension plane can be horizontal or vertical to the layer
plane, or aligned to adjacent faces of a 3D object being dimensioned.
5. Click to place the dimension line.
6. Move the cursor to the end of the next segment and click to set its endpoint.
7. Continue setting segments.
8. Double-click to end the baseline.

2nd click 3rd click


Double-click

1st click

Constrained Linear Dimensioning


Use the Constrained Linear Dimension tool to draw dimension lines that are constrained to the X or Y axis of the
plane on which the dimension is created. This is different from the Unconstrained Linear Dimension tool, which can
draw dimension lines at any angle. In addition to measuring and dimensioning objects, you can use this tool to calculate
the horizontal or vertical distance between two or more points in the drawing.
In a 2D view, the dimension line is constrained to be parallel to either the X or Y axis of the active plane. In a 3D view,
the dimension line is constrained to the X axis of the plane that it is created on, but the plane can have any rotation
(same as the Unconstrained Linear Dimension tool).
If the Snap to Working Plane option on the Snapping palette is enabled, the dimension line is projected to the
current working plane, in both 2D and 3D views.
Constrained Chain Ordinate Preferences

Constrained Linear

Constrained Baseline Selected Objects Dimension Standards

Mode Description
Constrained Linear Creates a constrained dimension line with a single measurement
Constrained Chain Creates a continuous chain of constrained dimension lines
Constrained Baseline Creates a series of connected constrained dimension lines, starting from an initial base point
Ordinate Creates a series of constrained ordinate dimensions, starting from an initial base point
Selected Objects Creates a constrained dimension line for the greatest span of a selected object or group of
objects
Preferences For Constrained Chain mode, specifies whether dimensions are created as a single chain
object, or as individual dimension objects; also enables collision control, which
automatically spaces text blocks so that they do not overlap
696 | Chapter 17: Dimensioning and Constraints

Mode Description
Dimension Standards To change the dimension standard for new dimensions created in the document, select a
standard from the list; select Custom Standards to create or manage custom dimensions (see
Using Custom Dimension Standards on page 687)

The dimension text can be moved as needed. See Modifying Dimensions on page 706.

Constrained Linear Dimension


The Constrained Linear mode creates a dimension line with a single measurement.

To create a constrained linear dimension line with a single measurement:

1. Click the Constrained Linear Dimension tool from the Dims/Notes tool set, and select Constrained Linear
mode.
2. Click to set the measurement start point.
3. Click to set the end of the measurement.
4. Move the cursor away from the object to the desired offset location.
In a 2D view, the dimension line preview is constrained to be parallel to either the X or Y axis of the layer plane.
In a 3D view, the first two clicks determine the X axis of the plane where the dimension will be placed; move the
cursor to rotate the dimension plane as desired. The dimension plane can be horizontal or vertical to the layer
plane, or aligned to adjacent faces of a 3D object being dimensioned.
5. Click to place the dimension line.
2nd click 3rd click

1st click

Constrained Chain Dimension


The Constrained Chain mode creates a series of constrained, connected dimension lines, with each line segment
displaying its specific measurements.
When dimensions are part of a chain object, they can all be moved at once, and their attributes and properties can be
changed as a group. The properties of dimensions in a chain object also can be edited individually. When dimensions in
the chain are modified, the other dimensions adjust automatically. See Modifying Dimensions on page 706 for more
information about editing chain objects.

To create a chain of constrained connected dimension lines:

1. Click the Constrained Linear Dimension tool from the Dims/Notes tool set, and select Constrained Chain
mode.
2. Click Preferences from the Tool bar.
The Chain Dimension Preferences dialog box opens.
Select whether to Create smart chain dimension objects or to Create individual dimension objects adjacent
to each other. Also select whether to use collision control to automatically space text blocks so that they do not
overlap. Click OK.
3. Click to set the measurement start point.
Dimensioning | 697

4. Click to set the end of the first measurement.


5. Move the cursor away from the object to the desired offset location.
In a 2D view, the dimension line preview is constrained to be parallel to either the X or Y axis of the layer plane.
In a 3D view, the first two clicks determine the X axis of the plane where the dimension will be placed; move the
cursor to rotate the dimension plane as desired. The dimension plane can be horizontal or vertical to the layer
plane, or aligned to adjacent faces of a 3D object being dimensioned.
6. Click to place the first dimension line.
7. Move the cursor to the end of the next segment and click to set its endpoint.
8. Continue setting segments.
9. Double-click to end the chain.

3rd click
2nd click
1st click

4th click

5th click

Double-click

Constrained chain dimension with collision control preference enabled

Constrained Baseline Dimension


Constrained Baseline modes create a series of constrained, connected dimension lines, with each line segment
measuring the distance from the initial starting point (the base point).

To create a series of constrained baseline dimension lines:

1. Click the Constrained Linear Dimension tool from the Dims/Notes tool set, and select Constrained Baseline
mode.
2. Click to set the measurement start point.
3. Click to set the end of the first measurement.
4. Move the cursor away from the object to the desired offset location.
In a 2D view, the dimension line preview is constrained to be parallel to either the X or Y axis of the layer plane.
In a 3D view, the first two clicks determine the X axis of the plane where the dimension will be placed; move the
cursor to rotate the dimension plane as desired. The dimension plane can be horizontal or vertical to the layer
plane, or aligned to adjacent faces of a 3D object being dimensioned.
5. Click to place the first dimension line.
6. Move the cursor to the end of the next segment and click to set its endpoint.
7. Continue setting segments.
8. Double-click to end the baseline.
698 | Chapter 17: Dimensioning and Constraints

Ordinate Dimensions
The Ordinate mode measures and dimensions a series of either horizontal or vertical distances from one fixed point.
This mode of the Constrained Linear Dimension tool always creates dimensions on the active plane.

To draw constrained ordinate dimensions:

1. Click the Constrained Linear Dimension tool from the Dims/Notes tool set, and select Ordinate mode.
2. Click to set the measurement start point; the first segment is always considered the fixed point and is labeled 0.
3. Click to set the length of the first segment.
4. Move the cursor horizontally or vertically to the first location to be measured from the initial segment; click to set
the segment.
5. Continue creating segments.
6. Double-click to complete the dimension.

2nd click

1st click

Double-click
3rd click

Selected Object Dimensions


The Selected Objects mode measures and dimensions the horizontal or vertical span of any 2D or 3D object, or the
edge-to-edge span of several objects or a group of objects. In all cases, the tool measures the greatest span. Horizontal
dimension lines can be drawn inside, above, or below an object or group of objects. Vertical dimension lines can be
drawn inside, to the right, or to the left of an object or group of objects. This mode of the Constrained Linear
Dimension tool always creates dimensions on the active plane.
1. Select the object or objects to dimension.
2. Click the Constrained Linear Dimension tool from the Dims/Notes tool set, and select Selected Objects mode.
3. Click near the object or group of objects to be dimensioned.
4. Move the cursor in the desired direction where the dimension should be created. A preview dimension displays,
constrained in either the horizontal or vertical direction.
5. Click to set the position of the dimension line.
2nd click

1st click

Dual Dimensioning
Dual dimensioning displays two sets of values, such as inches and millimeters, within a single dimension. These values
have independent unit settings and attributes. Dual dimensions can be displayed side by side or stacked.
Dimensioning | 699

Side-by-side dual dimension Stacked dual dimension

Control the units for each dimension through File > Document Settings > Units. The primary dimension uses the
Units set on the General Display and Dimensions tab of the Units dialog box (see Units on page 75). The settings on
the Dual Dimensions tab provide full control of the unit of measurement, unit marks, rounding, and formatting used for
the secondary dimension.
Once a dual dimension is placed on the drawing, adjust the individual attributes for both the primary and secondary
dimension from the Object Info palette. The Dual View and Prim/Sec attributes apply to dual dimensions (see
Modifying Dimensions on page 706).

Radial Dimensioning
The Radial Dimension tool measures and marks either radius or diameter dimensions for arcs and circles. This tool
does not work on ovals or objects with rounded corners.
The Radial Dimension tool can place the dimension lines and measurements either inside or outside of the circle/arc.
This tool always creates the dimension on the same plane with the arc or circle that is being dimensioned.
External Diametrical External Radial Right-Hand Shoulder

Internal Diametrical

Interior Radial Left-Hand Shoulder Dimension Standards

Mode Description
Internal Diametrical Measures and dimensions the diameter of a circle or arc, placing the dimension inside the
object
External Diametrical Measures and dimensions the diameter of a circle or arc, placing the dimension outside
the object
Interior Radial Measures and dimensions the radius of a circle or arc, placing the dimension inside the
object
External Radial Measures and dimensions the radius of a circle or arc, placing the dimension outside the
object
Left-Hand Shoulder Places an exterior measurement with the dimension text to the left of the dimension
leader shoulder
Right-Hand Shoulder Places an exterior measurement with the dimension text to the right of the dimension
leader shoulder
Dimension Standards To change the dimension standard for new dimensions created in the document, select a
standard from the list; select Custom Standards to create or manage custom dimensions
(see Using Custom Dimension Standards on page 687)

Diametrical Dimensioning Inside Circle/Arc


The Internal Diametrical mode measures and dimensions the diameter of a circle or arc, and places the dimension
inside the object.
700 | Chapter 17: Dimensioning and Constraints

To dimension the diameter of a circle or arc and place the dimension inside the object:

1. Click the Radial Dimension tool from the Dims/Notes tool set, and select Internal Diametrical mode.
2. Click on or within the arc or circle to dimension.
3. Move the cursor to preview the dimension line location.
4. Click to place the dimension.

Diametrical Dimensioning Outside Circle/Arc


The External Diametrical mode measures and dimensions the diameter of a circle or arc, and places the dimension
outside the object.

To dimension the diameter of a circle or arc and place the dimension outside the object:

1. Click the Radial Dimension tool from the Dims/Notes tool set, and select External Diametrical mode.
2. Specify the side of the dimension line to place the measurement.
To place it to the right of the line, click Right-Hand Shoulder mode button. To place it to the left of the line, click
the Left-Hand Shoulder mode button.
3. Click on or within the arc or circle to dimension.
4. Move the cursor to preview the dimension line location.
5. Click to place the dimension.

Radial Dimensioning Inside Circle/Arc


The Interior Radial mode measures and dimensions the radius of a circle or arc, and places the dimension inside the
object.

To dimension the radius of a circle or arc and place the dimension inside the object:

1. Click the Radial Dimension tool from the Dims/Notes tool set, and select Interior Radial mode.
2. Click on or within the arc or circle to dimension.
3. Move the cursor to preview the dimension line location.
Marking Object Centers | 701

4. Click to place the dimension.

Radial Dimensioning Outside Circle/Arc


The External Radial mode measures and dimensions the radius of a circle or arc, and places the dimension outside the
object.

To dimension the radius of a circle or arc and place the dimension outside the object:

1. Click the Radial Dimension tool from the Dims/Notes tool set, and select External Radial mode.
2. Specify the side of the dimension line to place the measurement.
To place it to the right of the line, click the Right-Hand Shoulder mode button. To place it to the left of the line,
click the Left-Hand Shoulder mode button.
3. Click on or within the arc or circle to dimension.
4. Move the cursor to preview the dimension line location.
5. Click to place the dimension.

Marking Object Centers


The Center Mark tool divides an object or object face into quarters, marking the exact center of the object. This tool
works for circles, ovals, rectangles, rounded rectangles, and faces of 3D objects that were created by a circular edge. In
addition, it can place center marks on the corners of a rounded rectangle.
When the Center Mark tool is active, you can change the dimension standard for new dimensions created in the
document from the Tool bar. To do so, select a standard from the Dim Std list, or select Custom Standards to create or
manage custom dimensions (see Using Custom Dimension Standards on page 687).

Marking the Center of an Object


To mark the center of an object:

1. Click the Center Mark tool from the Dims/Notes tool set.
2. Click on the object to mark.
The center is marked by the intersection of two lines.
702 | Chapter 17: Dimensioning and Constraints

Click anywhere
on the object

Marking the Center of a Rounded Rectangle Corner


To place a center mark in the corners of a rounded rectangle:

1. Click the Center Mark tool from the Dims/Notes tool set.
2. While pressing Option (Macintosh) or Alt (Windows), move the cursor over the rounded rectangle corner to mark.
3. Click to place the center mark.
The center is marked by the intersection of two lines.

Angular Dimensioning
The Angular Dimension tool measures and dimensions angles. Dimension the angle between two object edges,
between two sides of a single object, between a single object and a reference line, or between two reference lines.
This tool works with all objects with linear or planar sides, including rounded and rotated rectangles, lines, polylines,
polygons, and solids. It does not, however, work with circles, ovals, or arcs. In addition, it cannot dimension between
parallel lines or lines on different planes.
Edges

Reference Line and Edge Reference Lines Dimension Standards

If the Snap to Working Plane option on the Snapping palette is enabled, the face of the object being dimensioned
must be parallel to the working plane.

Mode Description
Edges Dimensions the angle between two object edges or faces
Reference Line and Edge Dimensions the angle between an object and a reference line
Reference Lines Dimensions the angle between two reference lines
Dimension Standards To change the dimension standard for new dimensions created in the document,
select a standard from the list; select Custom Standards to create or manage custom
dimensions (see Using Custom Dimension Standards on page 687)
Angular Dimensioning | 703

Angle Between Two Object Edges or Faces


To dimension the angle between the edges or faces of two objects:

1. Click the Angular Dimension tool from the Dims/Notes tool set, and select the Edges mode.
2. Click the edge or face of the first object.
A preview line displays.
3. Click the edge or face of the second object.
An angular dimension preview displays.
To select a different anglefor example, spanning the opposite directionmove the cursor until the preview
displays the desired angle.
4. Click a third time to define the radius of the dimension.

1st click 2nd click 3rd click

Angle Between One Reference Line and an Object


To dimension an angle between one reference line and an object:

1. Click the Angular Dimension tool from the Dims/Notes tool set, and select the Reference Line and Edge mode.
2. Click to set the start of the reference line.
A reference line preview displays.
3. Click again to set the end of the reference line.
The cursor changes to a pointing hand.
4. Click on the edge of the object (and, therefore, angle) to dimension.
An angular dimension preview displays.
To select a different anglefor example, spanning the opposite directionmove the cursor until the preview
displays the desired angle.
5. When the preview displays the desired angle, click again to draw the reference line and to define the angle of the
dimension.

1st click 3rd click

4th click

2nd click
704 | Chapter 17: Dimensioning and Constraints

Angle Between Two Reference Lines


To dimension an angle between two references lines:

1. Click the Angular Dimension tool from the Dims/Notes tool set, and select the Reference Lines mode.
2. Click to set the start of the first reference line.
A reference preview line displays.
3. Click again to set the end of the first reference line.
4. A second reference line preview displays.
5. Click a third time to set the end of the second reference line.
An angular dimension preview displays.
To select a different anglefor example, spanning the opposite directionmove the cursor until the preview
displays the desired angle.
6. When the preview displays the desired angle, click again to define the angle of the dimension.
1st click 2nd click

4th click
3rd click

Arc Length Dimensioning


The Arc Length Dimension tool measures and dimensions the length of an arc anywhere along its circumference. The
dimension can be shown with its witness lines perpendicular to a chord on the arc, or perpendicular to a line tangent to
the arc. There are also modes to hide or show a graphic of an arc over the dimension measurement.
This tool works with arcs, polylines that include arc segments, arc-based 3D objects, and round walls. It always creates
the dimension on the same plane with the arc that is being dimensioned.
Witness Lines
Perpendicular to Chord Arc Indicator Visible

Witness Lines Arc Indicator Invisible Dimension Standards


Perpendicular to Tangent

Mode Description
Witness Lines Perpendicular to Chord Dimensions the arc with witness lines that would be perpendicular to a
chord drawn across the arc
Witness Lines Perpendicular to Tangent Dimensions the arc with witness lines that would be perpendicular to a
line drawn tangent to the arc
Arc Indicator Visible Displays an arc graphic over the dimension measurement
Arc Indicator Invisible Uses a dimension measurement with no arc graphic
Converting Objects to Dimensions | 705

Mode Description
Dimension Standards To change the dimension standard for new dimensions created in the
document, select a standard from the list; select Custom Standards to
create or manage custom dimensions (see Using Custom Dimension
Standards on page 687)

To create an arc length dimension:

1. Click the Arc Length Dimension tool from the Dims/Notes tool set.
2. Select the desired mode for the display of the witness lines and whether to use the arc indicator over the dimension
measurement.
3. Click to set the measurement start point.
4. Click to set the end of the measurement.
5. Move the cursor away from the object.
This specifies how far the dimension line is offset from the measured object.
6. Click to place the dimension line.

3rd click

1st click 2nd click

3rd click

1st click 2nd click

Converting Objects to Dimensions


To convert a line, double line, or arc to a dimension:
1. Select the object to convert.
2. Select Modify > Convert > Convert Object to Dimension.
3. The object is converted to a dimension. Lines change to linear dimensions, and arcs change to angular dimensions.
706 | Chapter 17: Dimensioning and Constraints

Modifying Dimensions
Modify dimensions by adjusting parameters in the Object Info palette or the Properties dialog box. Use commands on
the object context menu to format dimension text, to delete and edit individual dimensions within a chain, to add a
dimension to a single or chain linear dimension, and to disassociate dimensions from the objects to which they are
linked. You can also make many common adjustments by manipulating dimensions directly with the Selection tool; see
Editing Dimensions with the Mouse on page 709.
To change adjoining dimensions into a single chain dimension object, select them, and then select Modify >
Compose. Similarly, to change a chain object into multiple dimensions, select the chain, and then select Modify >
Decompose.

Editing Dimension Properties


Edit the properties of one or more selected dimensions in the Object Info palette. Alternatively, right-click (Windows)
or Ctrl-click (Macintosh) on the dimension, and select Properties from the context menu.
To format the dimension text, right-click (Windows) or Ctrl-click (Macintosh) on the dimension, and select
Format Text from the context menu.
For chain dimension objects, the edits are applied to all dimensions within the chain. To edit the properties of
individual dimensions within a chain, right-click (Windows) or Ctrl-click (Macintosh) on the dimension, and
select Edit Dimension from the context menu instead.
Different parameters are available depending on what type of dimension is being edited.

Parameter Description
Length For linear and baseline dimensions, and for individual dimensions within a chain, this sets
the length of the dimension. For associative dimensions, this also changes the length of the
associated object.
Use the segment position selector to the left of the field label to specify which segment of
the dimension (either endpoint, or the center point) will remain fixed when the dimension is
resized. This fixed point is a global setting for all editing of linear and baseline dimension
lengths.

Radius For radial and diametrical dimensions, this sets the length of the dimension (without moving
the center point of the dimension). For associative dimensions, this also changes the radius
of the associated object.
Dim Std Selects the dimension standard type; this selection determines which fields display in the
Object Info palette or Properties dialog box.
Dim Off Sets the distance that the dimension line is offset from the dimensioned object
Modifying Dimensions | 707

Parameter Description
Arrows Inside Sets whether arrows display inside witness lines or are flipped outside
Interior Arc Sets the angular dimension inside the witness lines; deselect to move the dimension outside
of the witness lines at the opposite angle
Leader to Left Switches the radial dimension leader from the right to the left side of the object
Witness Lines
Visible For linear and arc dimensions, this sets whether the witness line displays on both ends of the
dimension line, only the start, only the end, or not at all. For chain dimension objects, this
sets whether all or none of the witness lines display.
Wit Ang For arc dimensions, sets whether the witness lines are perpendicular to a chord on the arc or
to a tangent to the arc
Override For linear and arc dimensions, this displays additional fields for you to enter override values
for the length of one or both witness lines, or for the distance that one or both witness lines
are offset from the dimensioned object.
For chain dimension objects, by default there is only a single override value for the length or
offset distance for all witness lines. To set an override for a particular dimension, right-click
(Windows) or Ctrl-click (Macintosh) on the dimension, and select Edit Dimension from the
context menu.
Text
Text Off Sets the distance that the dimension text is offset from the dimension line. For non-aligned
text, the offset is measured from the closest (left or right) edge of the text box. A positive
value places the text to the left of a vertical dimension line, and above the dimension line in
all other cases.
Depending on the type of dimension, and the Text Rot setting, the Text Off field may or
may not be applicable.
Linear dimensions: text can be offset for any Text Rot setting
Arc and angle dimensions: only aligned text can be offset
Radial dimensions: aligned text can be offset whether inside or outside the circle;
non-aligned text can only be offset when it is outside the circle
Text Rot Sets the orientation of the dimension text to the dimension line, even when the dimension
text is moved.
Horizontal: keeps the text horizontal
Aligned: keeps the text aligned parallel to the dimension line
Horiz/Vert: keeps the text vertical for a vertical linear dimension, and horizontal in all
other cases
Auto Position Automatically aligns the dimension text to the center of the dimension line; deselect to
Text allow manual control of the text location
Flip Text Mirrors the dimension text to the opposite side of the dimension line.
Box Text Places a box around the dimension text
Arc Indicator Displays an arc graphic over the dimension measurement
708 | Chapter 17: Dimensioning and Constraints

Parameter Description
Leader Line For linear, chain, and arc dimensions, draws a leader line from the dimension text to the
dimension line. If desired, use the Attributes palette to add an end marker to the leader line
(see Marker Attributes on page 510); the end marker defaults to the style specified for the
current dimension standard, but it can be changed.
Dual View Selects which dimensions to display, when a dual-dimension standard is selected. This
parameter is not available for chain dimension objects.
Prim/Sec Toggles between settings for primary and secondary dimensions, when a dual-dimension
standard is selected. This parameter is not available for chain dimension objects.
Prec Sets the dimension precision with up to ten digits of accuracy
Show Dim Value Shows or hides the dimension text
Leader Enter text to display before the dimension text
Trailer Enter text to display after the dimension text
Tol When a single-dimension standard is selected, sets whether a dimension displays a single,
double, limited, or no tolerance value
Top/Bottom/ When a tolerance display is selected, sets the tolerance values and how they display
Display as Typed

Editing Dimensions with the Context Menu


The editing commands available from the context menu depend on the dimension type. For chain dimensions, the
commands also depend on where you click the dimension.

Command Dimension Type Description


Add Dimension Linear and chain Right-click (Windows) or Ctrl-click (Macintosh) anywhere on the
dimension object, and select the command. Click with the bulls-eye cursor
to set the endpoint of the new witness line. The other dimensions in the
chain adjust automatically.
If Create smart chain dimension objects is enabled in the chain
dimension preferences, a single linear dimension automatically becomes a
chain when you add a dimension to it.
Delete Dimension Chain Right-click (Windows) or Ctrl-click (Macintosh) on the dimension line of
the dimension to be deleted, and select the command. The remaining
dimensions in the chain adjust automatically.
Delete Witness Chain Right-click (Windows) or Ctrl-click (Macintosh) on the witness line to be
Line deleted, and select the command. The remaining dimensions in the chain
adjust automatically.
Edit Dimension Chain Right-click (Windows) or Ctrl-click (Macintosh) on the dimension to be
edited, and select the command. Adjust the settings in the Object
Properties dialog box and click OK (see Editing Dimension Properties
on page 706).
To apply properties edits to all dimensions in the chain, use the Properties
command or the Object Info palette instead.
Modifying Dimensions | 709

Command Dimension Type Description


Format Text All Right-click (Windows) or Ctrl-click (Macintosh) on the dimension, and
select the command. Adjust the settings in the Format Text dialog box, and
click OK.
Disassociate Linear, radial, Right-click (Windows) or Ctrl-click (Macintosh) on the dimension, and
and diametrical select the command.
Properties All Right-click (Windows) or Ctrl-click (Macintosh) on the dimension, and
select the command. Adjust the settings in the Object Properties dialog box
and click OK (see Editing Dimension Properties on page 706).
To apply properties a specific dimension in a chain, use the Edit
Dimension command instead.

Editing Dimensions with the Mouse


All dimension parameters are available in the Object Info palette and the Properties dialog box. Dimensions also have
several controls that allow you to make common adjustments quickly and directly with the mouse.

Action Description
Change the length of a For linear dimensions, click on the endpoint of a witness line with the Selection tool
dimension graphically and drag it parallel to the dimension line; in chain dimension objects, the size of any
adjoining dimension is adjusted automatically.
For angular, arc length, radial, or diametrical dimensions, click on the endpoint of a
witness line with the Selection tool and drag it in the desired direction.
For associative dimensions, a change to the length of a radial or diametrical dimension
also changes the size of the associated object.
To enter a specific value, use the Length field on the Object Info palette (see Editing
Dimension Properties on page 706).

The dimension has a Click the right endpoint of The circles diameter is
constraint marker, so it is the dimension and drag it to reduced from the right; the
associative the left left endpoint remains fixed
710 | Chapter 17: Dimensioning and Constraints

Action Description
Enter the length of a Double-click anywhere on the dimension to enter a text editing mode. Enter the
dimension on the drawing desired length, and then use the segment position selector to specify which segment
(linear and chain will remain fixed when the dimension is resized.
dimensions) Alternatively, select the Text tool, and then click the dimension text to enter the
text editing mode.
For associative dimensions, a change to the length of a linear dimension also changes
the size of the associated object.
Segment selector

The dimension has Double-click the dimension The triangles top side is
constraint markers, to edit it; enter the new expanded from the right;
so it is associative length, and click the left the dimensions left
segment selector endpoint remains fixed

Change the rotation of a Click anywhere on the witness line with the Selection tool and drag it in the desired
radial or diametrical direction
dimension
Modifying Dimensions | 711

Action Description
Change the position of the Click on the text with the Selection tool and drag it to the desired location. The text for
dimension text an angular dimension can only be moved along the curve of the dimension itself; the
text for other dimensions can be moved in any direction.
For linear and arc length dimensions, press and hold the Shift key while dragging the
text to maintain the same offset distance from the dimension line.
To enter a specific value for the text offset from the dimension line, use the Text Off
field on the Object Info palette. For linear, arc length, and chain dimensions, you can
add a leader line from the text to the dimension line if necessary. See Editing
Dimension Properties on page 706.

The dimension obscures Click the dimension text and drag it


part of the drawing to the other side of the line
Move a dimension With the Selection tool, click on a witness line (but not on an endpoint) or on one of
the two control points at each end of a dimension line, and drag the entire dimension to
a new location. For associative dimensions, this also moves the associated object.
Change the offset of the Click on the dimension line with the Selection tool and drag it to the desired location.
dimension line from the If the dimension standard does not have a fixed witness line length, the witness line
dimensioned object endpoints remain stationary, and the witness line length is adjusted accordingly.
(linear, chain, and arc
dimensions) If the dimension standard has a fixed witness line length, the witness lines are not
adjusted by default; to override the fixed length, press the Shift key while dragging
the dimension line. To enter a specific value for the witness line length, use the
Object Info palette (see Editing Dimension Properties on page 706).
To enter a specific value for the offset, use the Dim Off field on the Object Info palette
(see Editing Dimension Properties on page 706).
712 | Chapter 17: Dimensioning and Constraints

Action Description
Change the offset of the With the Selection tool, click on the gray dashed line at the endpoints of the witness
witness lines from the lines and drag it to the desired location. The dimension line remains stationary, and the
dimensioned object witness line length is adjusted accordingly.
(linear, chain, and arc If the dimension standard does not have a fixed witness line length, the Object Info
dimensions) palette shows that the witness lines have an offset override.
If the dimension standard has a fixed witness line length, the Object Info palette
shows that the witness lines have a length override.
To enter specific values for the offset or length of the witness lines, use the Override
setting on the Object Info palette (see Editing Dimension Properties on page 706).

If the dimension has multiple override values for offset or length, each witness line has
its own dashed line for editing.

Modify the offsets of With the Selection tool, select the dimensions to modify. Drag one of the dimension
several dimension lines or lines to the desired location; all selected dimension lines move the same distance. Drag
witness lines at once one of the dashed gray lines that indicate the witness line offset to the desired location;
(linear and chain the endpoints of all selected witness lines move the same distance.
dimensions)
Measuring Distance | 713

Measuring Distance
Distance can be measured without actually being recorded. This can be useful for placing objects or for reference.

Measuring in Units
The Tape Measure tool measures the distance between two or more points in the drawing area or in a sheet layer
viewport, and temporarily displays the length in the Data bar. The tool shows the measurement between one click and
the next, and it also keeps track of the cumulative length from the very first click.
Measurements display in the Data bar until the mouse is double-clicked. Note the measurements before the display
clears.

To measure a distance:

1. Click the Tape Measure tool from the Dims/Notes tool set.
2. Click where the first measurement is to start.
3. Move the cursor along the distance to measure.
The Data bar displays the following information:

Data Bar Value Description


L Length (distance) from the previous point
TL Total length (cumulative measurement) from the starting point
Scale The scale set for the layer or sheet layer viewport where you clicked

4. To continue measuring in a different direction or area, click to set the next starting point.
The L measurement changes to zero.
5. Move the cursor to measure the next distance.
The Data bar reflects the length from the previous point and the total cumulative length.

1st click

2nd click
First click to start
the measurement

The measurement from 3rd click


the second click to this Second click to start
corner is 6 3 3/8 the measurement of
the next edge

6. When the measurements are complete, note the total length.


7. Double-click to end the measurements.

Measuring in Degrees
The Protractor tool measures angles in the drawing, and temporarily displays the degrees measurement in the Data
bar. There are two modes for the tool.
714 | Chapter 17: Dimensioning and Constraints

Angle from Two Segments Angle from Three Points

Mode Description
Angle from Two Calculates the angle between two objects or object sides that are linearrectangles
Segments (including rounded and rotated), lines, polylines, and polygons. This mode cannot,
however, measure circles, ovals, or arcs. In addition, it cannot measure between parallel
lines.
Angle from Three Points Measures an angle between three points in the drawing area

Angles Between Objects or Object Sides


To measure the angles between objects or object sides:

1. Click the Protractor tool from the Dims/Notes tool set, and select Angle from Two Segments mode.
2. Move the selection arrow over the first side of the angle to measure.
3. Click to select the side, and then move the cursor to the other angle side.
The angle displays in the Data bar.

4. Note the angle, and then click to end the measurement.

Angles Between Three Points


To measure angles between three points:

1. Click the Protractor tool from the Dims/Notes tool set, and select Angle from Three Points mode.
2. Click to set the first point.
3. Click to set the second point.
4. Move the cursor to the third angle point.
2nd click

1st click

The angle displays in the Data bar.


5. Note the angle, and then click to end the measurement.
Parametric Constraints | 715

Parametric Constraints
Parametric constraints ensure that a drawing maintains its original precision. Parametric constraints maintain
relationships between an object and world space, between two objects, or within the object itself. There are two types
of parametric constraints: dimensional and geometric. Dimensional constraints maintain a measurable relationship by
limiting the objects geometry to a particular value. Geometric constraints maintain a physical relationship by limiting
the allowed orientation of objects.

Dimensional constraint maintaining the Geometric constraint maintaining


horizontal distance between two objects tangency between a line and a circle

Parametric constraints can be placed on all 2D objects. They cannot be placed on 3D objects except for walls, symbols,
and plug-in objects that have 2D components. Multiple constraints can be applied to an object. Parametric constraints
can be placed across layers as long as both layers are of the same scale, and Layer Options are set to Show/Snap/
Modify Others.
Constraints must always be placed in the plane defined by the object or objects being constrained; when multiple
objects are constrained, they must be co-planar to create the constraint. The constraint on an object or objects changes
planes with the object, if the object changes its plane.
Constraints attached to a single object move along with the object even if the object is copied or cut and pasted. When
only one of a pair of constrained objects is duplicated or copied or cut and pasted, the constraint is removed.
When a parametric constraint is placed, green constraint indicators are drawn for the object(s) involved. To hide
indicators, deselect Show parametric constraints in the Display tab of the Vectorworks preferences. Alternatively,
select View > Show > Show or Hide Constraints; the command toggles between displaying or hiding constraints, as
appropriate.

Dimensional Constraints
Dimensional constraints maintain a measurable relationship. They resemble standard dimensions when placed.

Constrain Angle
Constrain the angular relationship between separate objects or line segments of a single object. If one object or segment
is rotated, the object or segment it is constrained to adjusts to maintain the angle.

To constrain the angle between objects or line segments of a single object:

1. Click the Constrain Angle tool from the Dims/Notes tool set.
2. Click on one of the two objects or line segments to be constrained.
The cursor switches to the bulls-eye cursor.
3. Click on the second object or line segment to be constrained.
A green angle constraint is drawn between the two objects or line segments.
716 | Chapter 17: Dimensioning and Constraints

1st click
Object
2nd click

Constrain Radius
Constrain the radius of a single arc or circle. If the arc or circle is accidentally resized, the constraint prevents the
operation, preserving the radius.

To constrain the radius of an arc or circle:

1. Click the Constrain Radius tool from the Dims/Notes tool set.
2. Click on the arc or circle to be constrained.
A green radius constraint is drawn on the object.

Click on the
object

The Constrain Radius tool does not work on quarter arcs.

Constrain Horizontal Distance


Constrain the horizontal distance of an edge of an object, a line segment, or between two points. If an object resize is
attempted, the constraint prevents the operation, preserving the original horizontal distance. When the constraint is on
two different objects, if one object is modified, the object it is constrained to moves to remain at the same constrained
horizontal distance.

To constrain the horizontal distance of an edge of an object or a line segment:

1. Click the Constrain Horiz Distance tool from the Dims/Notes tool set.
2. Click on the object to be constrained.
A green horizontal distance constraint is drawn on the object.

Click on the object


Parametric Constraints | 717

To constrain the horizontal distance between two points:


1. Click the Constrain Horiz Distance tool from the Dims/Notes tool set.
2. Click on the first point to be constrained.
The cursor switches to the bulls-eye cursor.
3. Click on the second point to be constrained.
A green horizontal distance constraint is drawn between the two points.

1st click 2nd click

Constrain Vertical Distance


Constrain the vertical distance of an edge of an object, line segment, or between two points. If an object resize is
attempted, the constraint prevents the operation, preserving the original vertical distance. When the constraint is on two
different objects, if one object is modified, the object to which it is constrained moves to remain at the same
constrained vertical distance.

To constrain the vertical distance of an edge of an object or line segment:

1. Click the Constrain Vertical Distance tool from the Dims/Notes tool set.
2. Click on the object to be constrained.
A green vertical distance constraint is drawn on the object.

Click on the object

To constrain the vertical distance between two points:

1. Click the Constrain Vertical Distance tool from the Dims/Notes tool set.
2. Click on the first point to be constrained.
The cursor switches to the bulls-eye cursor.
3. Click on the second point to be constrained.
A green vertical distance constraint is drawn between the two points.
718 | Chapter 17: Dimensioning and Constraints

1st click

2nd click

Constrain Distance
Constrain the distance of an edge of an object, line segment, or between two points regardless of the angle. If an object
is accidentally resized, the constraint prevents the operation, preserving the original distance. When the constraint is on
two different objects, if one object is modified, the object to which it is constrained moves to remain at the same
constrained distance.

To constrain the distance of an edge of an object or line segment:

1. Click the Constrain Distance tool from the Dims/Notes tool set.
2. Click on the object to be constrained.
A green horizontal distance constraint is drawn on the object.

Object

Click on the object

To constrain the distance between two points:

1. Click the Constrain Distance tool from the Dims/Notes tool set.
2. Click on the first point to be constrained.
The cursor switches to the bulls-eye cursor.
3. Click on the second point to be constrained.
A green distance constraint is drawn between the two points.

Point
1st click

2nd click
Parametric Constraints | 719

Geometric Constraints
Geometric constraints preserve the geometric properties of objects.

Constrain Horizontal-Vertical
Constrain a linear object to remain horizontal or vertical. Once constrained, the object cannot be rotated to any other
position. The object can be resized in length, but it always remains horizontal or vertical.

To constrain an object to remain horizontal-vertical:

1. Click the Constrain Horiz-Vertical tool from the Dims/Notes tool set.
2. Click on the linear object to be constrained.
A green horizontal-vertical constraint is drawn on the object.

Click on the object

If the object is diagonal when the constraint is placed, it rotates to become vertical or horizontal, depending on
which angle it is closest to.

Constrain Parallel
Constrain linear objects or line segments to be parallel to one another. If one object is rotated, the object constrained to
it rotates to remain parallel to the first object. Lines do not need to be parallel when placing the constraints; the first line
rotates to match the angle of the second line.

To constrain linear objects or line segments to be parallel:

1. Click the Constrain Parallel tool from the Dims/Notes tool set.
2. Click on the line to constrain.
The cursor switches to the bulls-eye cursor.
3. Click on the line to be constrained.
Green parallel constraint indicators are drawn around the two lines.

1st click

Object
2nd click
720 | Chapter 17: Dimensioning and Constraints

Constrain Perpendicular
Constrain linear objects or line segments to be perpendicular to one another. If one line is rotated, the line it is
constrained to adjusts to remain perpendicular to the first line. Lines do not need to be perpendicular when placing the
constraints; the first line rotates to become perpendicular to the second line.

To constrain lines to be perpendicular:

1. Click the Constrain Perpendicular tool from the Dims/Notes tool set.
2. Click on the line to constrain.
The cursor switches to the bulls-eye cursor.
3. Click on the line to be constrained.
A green perpendicular constraint is drawn, connecting the two lines.

1st click

2nd click

Constrain Collinear
Constrain the collinearity between two linear objects. If one line is moved, the line it is constrained to adjusts to remain
aligned. Lines do not need to be aligned when placing the constraints; the first line moves to become collinear to the
second line.

To constrain the collinearity between two lines:

1. Click the Constrain Collinear tool from the Dims/Notes tool set.
2. Click on the line to constrain.
The cursor switches to the bulls-eye cursor.
3. Click on the line to be constrained.
Green collinear constraint indicators are drawn on the two lines.

2nd click

1st click
Parametric Constraints | 721

Constrain Coincident
Constrain two selected points to remain attached. If one object is moved, the object it is constrained to adjusts to
maintain the connection. The first point stretches to connect to the second point, if necessary.

To constrain the connection between two points:

1. Click the Constrain Coincident tool from the Dims/Notes tool set.
2. Click on the point to constrain.
The cursor switches to the bulls-eye cursor.
3. Click on the point to be constrained.
A green coincident constraint is drawn where the two points touch.

1st click
2nd click

Constrain Concentric
Constrain circles and arcs concentrically. If a circle or arc is moved, the circle or arc it is constrained to moves so that
their centers remain aligned. Circles and arcs do not need to be concentric when placing the constraints; the first object
moves so that its center aligns to the second objects center.

To constrain two circles or arcs concentrically:

1. Click the Constrain Concentric tool from the Dims/Notes tool set.
2. Click on the object to constrain.
The cursor switches to the bulls-eye cursor.
3. Click on the object to be constrained.
A green concentric constraint is drawn at the center of the two objects.

2nd click
1st click

Constrain Tangent
Constrain a circle, arc or line to be tangent to another circle or arc. If one object is moved, the other object it is
constrained to adjusts to maintain the tangency. Objects do not need to be tangent to one another when placing the
constraints; the first object moves to become tangent to the second.
722 | Chapter 17: Dimensioning and Constraints

To constrain a circle, arc or line to be tangent to a circle or arc:

1. Click the Constrain Tangent tool from the Dims/Notes tool set.
2. Click on the circle or arc to constrain.
The cursor switches to the bulls-eye cursor.
3. Click on the circle, arc or line to be constrained.
A green tangent constraint is drawn at the tangent point of the two objects.

1st click

2nd click

Editing Parametric Constraints


When a constrained object is deleted, the parametric constraint attached to it is also removed. To remove the constraint
without removing the attached object, use the Edit Constraints command.
A situation may arise where the value of a dimensional constraint needs to be changed. A wall with a horizontal
distance constraint value of 2 6 may at a later point in the project need to be changed to 5 6. This type of edit is also
accomplished using the Edit Constraints command.
Individual constraints can be selected from a list of all constraints currently applied to a selected object. The selected
constraint changes color to indicate which one is about to be edited. Geometric constraints, where appropriate, along
with changing the constraint color, also show the connection between the two constrained objects for clarity.
Constraint errors related to editing operations that conflict with current constraints are solved by either removing the
constraint, or canceling the editing operation.

Deleting Parametric Constraints


To delete a parametric constraint from an object:
1. Select the object with the constraint.
2. Select Modify > Edit Constraints.
The Edit Constraints dialog box opens.
Parametric Constraints | 723

3. Select the constraint to be removed from the Constraints list.


The selected constraint changes color.
4. Click Delete to remove the constraint.
To delete all the constraints attached to an object, click Delete All.
5. Click OK.

Changing a Dimensional Constraint Value


To change a dimensional constraint value:
1. Select the object with the constraint.
2. Select Modify > Edit Constraints.
The Edit Constraints dialog box opens.
724 | Chapter 17: Dimensioning and Constraints

3. In the Dimensional Constraint Value field, enter the new dimension, and click OK.
The dimensional value is updated and the object or objects are adjusted.

Parametric Constraint Errors


Occasionally, an editing operation cannot be performed due to conflicting or unsolvable constraints placed on the
objects involved. When this occurs, an alert dialog box opens which allows the unsolvable constraints to be previewed
and, if needed, removed.
To solve conflicting constraint errors:
1. When an unsolvable constraint occurs, an alert dialog box opens. Decide how to resolve the conflicting situation.

Parameter Description
No Continues with the editing operation, removing the conflicting constraints
Yes Cancels the editing operation, preserving constraints
Preview Opens the Unsolvable Constraints dialog box, listing the problem constraints and
allowing a preview of each constraint

2. Select Preview constraints that will be selected, and then click Yes to preview the unsolvable constraints.
The Unsolvable Constraints dialog box opens.
Parametric Constraints | 725

3. Double-click on an unsolvable constraint to preview it in the drawing. The unsolvable constraint displays with a
different color.
4. Click OK to remove the constraints and perform the editing operation. Click Cancel to retain the constraints and
cancel the editing operation.
726 | Chapter 17: Dimensioning and Constraints
Presenting Vectorworks Drawings 18
The Vectorworks program provides several ways to present a completed drawing. Guide your customer through an
animated walkthrough of your design by creating a QuickTime movie. Present many croppable views of the drawing
on a single layer with viewports. Finally, the layer link feature creates linked views of the design layers in the drawing.

Animating Drawings with QuickTime


With QuickTime, animations can be created from a 3D Vectorworks drawing.
QuickTime must be installed to view or create QuickTime movies. It is a separate program available with the
Vectorworks software installation. QuickTime includes Movie Player, for viewing several different file types.

Animating Drawings
Two types of animations can be createdOrbit Point and Move Along Path. The Orbit Point animator rotates by a
specified number of degrees around a 3D object or selected point in the drawing. The Move Along Path animator
moves through the 3D drawing, following a specified path.
In Perspective view, only the portion of the model within the perspective frame (see Perspective on page 552) is
visible in the animation.

Creating Orbit Point Animations


The Orbit Point animator creates an animation that moves in a circular path around a specific 3D object or point.

To create an orbit point animation:


1. Set up the drawing view.
Select the desired views from the View menuStandard Views, Projection, Rendering, and Perspective. In
addition, use the Zoom tool to set the drawing magnification level. Ensure that only the layers and classes that
should display in the animation are visible.
728 | Chapter 18: Presenting Vectorworks Drawings

2. To specify an object or objects as the center of rotation, select the object or group of objects.
3. Select Model > Create Animation.
The Create Animation dialog box opens.

4. Set the Camera to Orbit Point.


5. Click Animation Options.
The Simple Orbit Options dialog box opens.

Parameter Description
Active layer Specifies the center of the active layer plane (0X, 0Y, 0Z) as the center of rotation for
plane the animation
Working plane Specifies the center of the working plane (0I, 0J, 0K) as the center of rotation for the
animation
Selection Specifies the center of the selected object(s) as the center of rotation for the
animation
Rotation angle Specifies the amount of rotation (in degrees) for the animation; for example, to
complete an orbit around the selected center of animation, enter 360

6. Click OK to return to the Create Animation dialog box.


The QuickTime frames per second (fps) value is displayed. The Vectorworks program uses default compression
settings for QuickTime; these settings produce a good-quality animation without an excessive file size. However,
the parameters can be modified by clicking on the QuickTime Options button.
Animating Drawings with QuickTime | 729

QuickTime is a complex program which offers great flexibility in selecting settings. Consult the online QuickTime
Player help (available from the QuickTime Help menu) for more information about QuickTime parameters and
compression settings.
7. Specify the remaining parameter settings in the Create Animation dialog box.

Parameter Description
Duration (Sec) Sets the total length of time of the animation
Time Scale Specifies the animation rate; a value between 0.1 and 0.99 creates a slow motion
effect, while a value between 1.01 and 10.00 speeds up the animation. Leave the
default value of 1.00 for a normal time scale.

8. Click Preview to check the animation before saving it. Depending on the rendering setting, the preview may be
shown in Wireframe mode.
To preview only a selected portion of the animation, press Command (Macintosh) or Ctrl (Windows) when
clicking Preview. The Preview Duration dialog box opens.

Specify the animation starting and ending time (in seconds) and click Preview.
To stop showing a preview, simultaneously press Command + Period (Macintosh) or Esc (Windows).
9. When satisfied with the preview, click Save Movie to save the animation.
The Save As dialog box opens.
10. Enter the name for the QuickTime Movie file and specify its location. Click Save. The progress of movie creation
is displayed.
To see the completed animation, see Viewing QuickTime Animations on page 734.

Creating Move Along Path Animations


The Move Along Path type of animation moves through a 3D drawing along a specified path. For example, create a
walk-through presentation of a house.
730 | Chapter 18: Presenting Vectorworks Drawings

To create an animation moving along a specified path:


1. Set up the drawing view.
Select the desired views from the View menuStandard Views, Rendering, and Perspective.
The drawing Projection must be set to Perspective.
2. Save a view for each point along the path to use for creating the animation.
Use the Walkthrough and/or Flyover tools to change views. To save a view, select View > Save View. In the
Save View dialog box that opens, enter the View Name, ensure that the various view parameters are selected for
saving, and then click OK (see Creating Saved Views on page 115).
3. Select Model > Create Animation.
The Create Animation dialog box opens.
4. Set the Camera to Move Along Path.

5. Click Animation Options.


The Select Animation dialog box opens.

6. Click New.
The New Animation Name dialog box opens.

Enter a name for this animation and then click Create to return to the Select Animation dialog box.
7. Select the name of the new animation and click Edit.
Animating Drawings with QuickTime | 731

The Edit Path Animation dialog box opens.

The Zoom In and Zoom Out buttons under the graph change the magnification level of the animation graph.
A new path animation uses the default length from the setting in the main QuickTime options dialog box. To
specify a different animation length, double-click the arrow to the far right of the timeline.
Double-click the arrow to access the
Set Animation Length dialog box

8. From the list of views on the left, drag the starting view name to the animation graph.
The first view is placed at the graphs origin0 seconds, 0 drawing units/second.
9. Select the next view to use and drag it to the animation graph.
A bar with a bead is added to the graph. Drag the bar and bead to change the animation settings (time elapsed
between view changes and velocity of camera movement).
The distance between bars is the time in seconds that it takes to move from one view to the next.
Move the bead up and down to determine the slope of the line between bars. This slope indicates the velocity of
the movement between views (the number of drawing units/second that the camera moves). In general, the slope
should form a steady curve. An uneven curve will cause a choppy camera movement, speeding up and slowing
down in a jolting manner. The slope cannot dip below the X axisthis would create a negative velocity.

bar

bead
732 | Chapter 18: Presenting Vectorworks Drawings

10. To set a specific camera target, double-click on a bead.


The Set View Direction dialog box opens.

Parameter Description
Look towards Specifies what direction the view should look toward
Current view Sets the view to the current beads saved view
Working plane Sets the view to the working plane origin
origin
Center of currently Sets the view to the X, Y, Z center of the currently selected object(s) bounding
selected object box
Center of following Sets the view to look at the center of a named 3D object. Click Select a
named object different named object to open the Look At Named Object dialog box. Select
the object to set the view toward (named objects in walls or layer links cannot
be selected).
Following point Sets the view to the specified X, Y, Z coordinates

11. Click OK to exit the Set View Direction dialog box.


12. Continue selecting views and dragging them onto the animation graph until the desired views have been included
within the time allotment. To view a wireframe version of the animation, click Preview.
To add a pause to the animation, drag the same view twice into the animation graph so that the views are next to
each other in sequence. The line between the views should be flat (no upward or downward slope). This creates a
velocity of zero and, therefore, a pause in the animation.
Setting the view to different specified X, Y, Z coordinates for each of these frames, makes the camera appear to
stop its forward motion and pan from one direction to another.
Animating Drawings with QuickTime | 733

To create a pause, place the same view twice in the animation graph.
Ensure that there is no slope between the repeated views.

13. Click Done to return to the Create Animation dialog box.


The QuickTime frames per second (fps) value is displayed. The Vectorworks program uses default Compression
Settings for QuickTime; these settings produce a good-quality animation without an excessive file size. However,
the parameters can be modified by clicking on the QuickTime Options button.
QuickTime is a complex program which offers great flexibility in selecting settings. Consult the online QuickTime
Player help (available from the QuickTime Help menu) for more information about QuickTime parameters and
compression settings.
14. Specify the remaining parameter settings in the Create Animation dialog box.

Parameter Description
Duration (Sec) Sets the total length of time of the animation
Time Scale Specifies the animation rate; a value between 0.1 and 0.99 creates a slow motion
effect, while a value between 1.01 and 10.00 speeds up the animation. Leave the
default value of 1.00 for a normal time scale.

15. Click Preview to check the animation before saving it. Depending on the rendering setting, the preview may be
shown in Wireframe mode. Specify the animation starting and ending time (in seconds) and click Preview.
To preview only a selected portion of the animation, press Command (Macintosh) or Ctrl (Windows) when
clicking Preview. The Preview Duration dialog box opens.

To stop showing a preview, simultaneously press Command + Period (Macintosh) or Esc (Windows).
16. When satisfied with the preview, click Save Movie to save the animation.
The Save As dialog box opens.
17. Enter the name for the QuickTime movie file and specify its location. Click Save. The movie creation progress
displays.
To see the completed animation, see Viewing QuickTime Animations on page 734.
734 | Chapter 18: Presenting Vectorworks Drawings

Adding Text or Title Screens to Animations


Unless text is specifically converted into a 3D object (using the Convert Text to Polylines command), both the
Vectorworks and QuickTime programs view text as 2D. This means text in a drawing exported as a QuickTime movie
remains motionless, not moving with the other 3D objects. This principle is also true for any graphic images placed in
the drawing.
The Vectorworks program can be used to create an animated title screen as a separate QuickTime movie, using an Orbit
Point animation to move the 2D text. (The Move Along Path animator requires 3D perspective projection.) Then,
within the QuickTime program, link the two files together to create one movie.
When creating a title screen animation, ensure that the title movie uses the same QuickTime frame rate setting as
the linked animation movie.

Viewing QuickTime Animations


Macintosh-generated or Windows-generated movies can be viewed on either platform.

To view existing movies:

1. Double-click the file name or QuickTime Movie icon for the desired movie. Alternatively, open the QuickTime
application and select the file from the Open menu.
2. Click the Play button to play the movie.

Play Button Pause Button

Presenting Drawings with Sheet Layer Viewports


Viewport objects allow the creation of views from several directions, complete with details, annotations, dimensions,
and title blocks. Viewports can show other parts of the active document, or even portions of other documents.
Viewports can display entire as well as cropped views of a drawing, with specified layer and class visibility settings,
projection, render mode, and orientation parameters. If the drawing changes, the viewports can be easily updated to
reflect the changes.
When Renderworks is installed, a viewport can be linked to a Renderworks camera.
In both the Vectorworks Fundamentals and Vectorworks Design Series products, you can create one or more viewports
on a sheet layer, and each viewport can show one or more design layers from this document. Additionally, Vectorworks
Design Series products allow you to create one or more viewports on a design layer, and the design layers shown in the
viewports can be either from this document, or referenced from another document. For details about design layer
viewports, see Presenting Drawings with Design Layer Viewports on page 723 in the Vectorworks Design Series
Presenting Drawings with Sheet Layer Viewports | 735

Users Guide.
A sheet layer can contain many viewports. Sheet layers retain their own print settings, including print area, resolution,
and printer setup parameters. For more information on sheet layers, see Managing Layers on page 94.

Creating a Sheet Layer Viewport from a Design Layer


A sheet layer viewport can be created from an active design layer.
To create a viewport from a design layer:
1. Select View > Create Viewport.
2. The Create Viewport dialog box opens. The viewport parameters are initially set to be the same as those of the
design layer that is currently active, but they can be changed here. After the viewport has been created, additional
parameters become available; see Properties of Sheet Layer Viewports on page 738.
For Vectorworks Design Series products, the Create Viewport dialog box has additional functionality for creating
design layer viewports; see Creating a Design Layer Viewport from an Internal Design Layer on page 724 in the
Vectorworks Design Series Users Guide.
736 | Chapter 18: Presenting Vectorworks Drawings

Parameter Description
Viewport Name Specifies the viewport name; this name must be unique in the document
Drawing Title Specifies a descriptive title for the sheet layer viewport. This name displays as the
drawing title for any annotation objects (drawing labels, section markers, and sheet
borders) that are added to the viewport. The drawing title name is limited to 63
characters.
Create on Layer Select the sheet layer where the viewport will be created, or select New Sheet Layer to
create a sheet layer. If there are no sheet layers present and a new one is not created now,
you will be prompted to create a sheet layer after clicking OK.
Layers Specifies which design layers will be visible in the viewport
Display Planar Objects Select to display 2D planar objects, when the viewports view is other than Top/Plan
Project Screen Objects Select to display 2D objects associated with the screen plane, when the viewports view is
other than Top/Plan
Classes Specifies which classes will be visible in the viewport
Scale Specifies the viewport scale relative to the page; select a scale or choose Custom and
enter the scale value in Custom Scale
Custom Scale When a custom scale is selected, enter the scale value
View Specifies the orientation of the design layers displayed in the viewport; select a cardinal
view or choose Custom and then click Set View to specify the view
Set View When a custom view is selected, click Set View to open the 3D Rotation dialog box for
the entry of custom view parameters (see Rotating Precisely on page 560 for more
information)
Rendering Specifies the render mode for the viewport.
The following modes enable the Render Settings button to specify rendering parameters:
Sketch (Vectorworks Design Series required)
OpenGL
Custom Renderworks (Renderworks required)
Artistic Renderworks (Renderworks required)
Hidden Line
Dashed Hidden Line
Final Shaded Polygon
Render Settings Certain render modes require parameters to be set; click this button to specify them. See
the following:
Hidden Line Render settings: Line Render Options on page 664
OpenGL and Final Shaded Polygon settings: Rendering with Vectorworks on
page 660
Artistic Renderworks settings: Artistic Renderworks Options on page 675
Custom Renderworks settings: Custom Renderworks Options on page 673
RW Background Select a Renderworks background from either the default content or the current files
(Renderworks required) content to use as a background for the viewport; see Libraries on page 155
Projection Select the projection type for the viewport (see Projection on page 551)
Perspective Type For Perspective projection, select the type of perspective, or choose Custom and specify
the perspective distance
Presenting Drawings with Sheet Layer Viewports | 737

Parameter Description
Perspective Dist For custom perspectives, enter the perspective distance

3. Click OK.
4. If a sheet layer does not already exist in the file, the New Sheet Layer dialog box opens automatically to create
one. Click OK.
The viewport is created on the designated sheet layer, and the sheet layer becomes active.

Creating a Sheet Layer Viewport by Cropping


To create a detail viewport either from a design layer or from an existing uncropped viewport on a sheet layer:
1. Make active the existing design layer or sheet layer that will display in the viewport.
2. Create a 2D object such as a rectangle, circle, or polyline. The 2D object must define an area; for example, a 2D
line cannot be used. Crop objects are automatically placed in the screen plane (see Planar Modes of 2D Objects:
Screen Plane and Layer Plane on page 201). Position the 2D object on the design layer or existing uncropped
viewport to delimit the area to be included in the new viewport. The fill of a viewport cropping object is always
None; however, the pen style can be set from the Attributes palette.

3. If the cropped viewport is being created from a design layer, select the 2D object. If the cropped viewport is being
created from a sheet layer, select both the 2D object and the uncropped viewport.
4. Select View > Create Viewport.
5. An alert dialog box asks whether the object should be used as the viewports crop. Select Yes (click Always do the
selected action to always use a selected 2D object as a crop object when creating viewports).
6. The Create Viewport dialog box opens. Enter a viewport name and drawing title, and select the sheet layer to place
it on. The remaining viewport parameters are initially set to be the same as the design layer properties (for design
layers) or selected viewport (for sheet layers). Change the parameters as needed (see Creating a Sheet Layer
Viewport from a Design Layer on page 735).
738 | Chapter 18: Presenting Vectorworks Drawings

7. Click OK.
The viewport, cropped by the selected 2D object, is created on the specified sheet layer.
8. By default, the crop object is not visible. To change the visibility of the crop object, select the viewport and select
the Crop Visible setting in the Object Info palette.

Cropped viewport

Properties of Sheet Layer Viewports


Sheet Layer Viewport Parameters
Once it has been created, edit the sheet layer viewport in the Object Info palette, or select Properties from the
viewports context menu to open the Properties dialog box.
A viewport is assigned to the None class when it is created, and its visibility is controlled by the class settings
when that class is not active.

Parameter Description
Rotation Sets the viewport rotation; if the viewport was created from a rotated plan view
(Vectorworks Design Series required), this parameter can be used to reset the viewport
to the world coordinate system
Crop Indicates whether the selected viewport has been cropped (see Cropping Sheet Layer
Viewports on page 746)
Crop Visible If the viewport has been cropped, select to display the crop object
Update Click to update the viewport to reflect any changes that have occurred since the viewport
was created or last updated (see Status of a Sheet Layer Viewport on page 741 and
Updating Sheet Layer Viewports on page 753)
Drawing Title Specifies a descriptive title for the sheet layer viewport. This name displays as the
drawing title for any annotation objects (drawing labels and sheet borders) that are
added to the viewport. The drawing title name is limited to 63 characters.
If Use Automatic Drawing Coordination is selected in document preferences
(Vectorworks Design Series required), a change to this field for the viewport
automatically changes the field for the viewports drawing label, and vice versa.
Presenting Drawings with Sheet Layer Viewports | 739

Parameter Description
Layers Specifies which design layers are visible in the viewport and allows changes to some of
the layer properties in the viewport; see Changing the Layer Properties of Sheet Layer
Viewports on page 749
Display Planar Objects Select to display 2D planar objects, when the viewports view is other than Top/Plan
Project Screen Objects Select to display 2D objects associated with the screen plane, when the viewports view
is other than Top/Plan
Classes Specifies which classes are visible in the viewport and allows changes to some of the
class properties in the viewport, including changes to the properties for annotation
objects. Class visibilities can be overridden for a selected viewport; see Changing the
Class Properties of Sheet Layer Viewports on page 751.
Scale Specifies the viewport scale relative to the page; select a scale, or choose Custom and
enter a Custom Scale value
Custom Scale When a custom Scale is selected, enter the scale value
RW Camera Indicates whether the viewport is linked to a Renderworks camera (see Linking the
(Renderworks required) Camera View to a Sheet Layer Viewport on page 573)
View Specifies the orientation of the design layers displayed in the viewport; select a cardinal
view or choose Custom and then click Set View to specify the view
The standard view of a selected viewport can be changed with the numeric keypad
shortcut keys (see Using Standard Views on page 549).
Set View When a custom view is selected, click Set View to open the 3D Rotation dialog box for
the entry of custom view parameters (see Rotating Precisely on page 560 for more
information)
Background/Foreground Specifies the render mode(s) for the viewport. Select a background mode and specify the
Render render settings, if any. For a composite effect, also select an optional foreground mode
and specify any settings (Wireframe, Sketch, Hidden Line, or Dashed Hidden Line are
the only render modes available for foreground rendering).
Background / Certain render modes require parameters to be set; click the appropriate Render
Foreground Render Settings button to specify them. See the following:
Settings OpenGL and Final Shaded Polygon settings: Rendering with Vectorworks on
page 660
Custom Renderworks settings (Renderworks required): Custom Renderworks
Options on page 673
Artistic Renderworks settings (Renderworks required): Artistic Renderworks
Options on page 675
Hidden Line Render settings: Line Render Options on page 664
RW Background Select a Renderworks background from either the default content or the current files
(Renderworks required) content to use as a background for the viewport; see Libraries on page 155
If the Renderworks Background choices are not available, the background selection
is controlled by the Renderworks style in effect. Set the background in the
Renderworks style instead; see Renderworks Styles on page 669.
Projection Select the projection type for the viewport (see Projection on page 551)
740 | Chapter 18: Presenting Vectorworks Drawings

Parameter Description
Perspective Type For Perspective projection, select the type of perspective, or choose Custom and specify
the perspective distance
Perspective Dist For custom perspectives, enter the perspective distance
Lighting Options Click to change the ambient light parameters described in Setting Lighting Options on
page 641.
By default, a viewports ambient light is set according to the ambient light settings of the
first visible design layer in the viewport. If there are no visible layers, the ambient light
is set to on, with a color of white and a brightness of 35% (similar to the default ambient
lighting for a design layer).
If the lighting options are controlled by a Renderworks style that is currently in
effect (Renderworks required), the Edit Renderworks Style dialog box opens
instead; see Renderworks Styles on page 669.
Advanced Properties Opens the Advanced Viewport Properties dialog box; see Advanced Sheet Layer
Viewport Properties on page 740

Advanced Sheet Layer Viewport Properties


To access additional viewport parameters, click Advanced Properties from the Object Info palette or Properties dialog
box of a selected viewport.
The Advanced Viewport Properties dialog box opens. These settings affect the viewport display only; they do not
change the original design layer(s).

Parameter Description
Line Weight Scale Enter a value larger than 1.0 to increase the viewport line weights, or a value below 1.0
(but larger than 0) to decrease the line weights
Presenting Drawings with Sheet Layer Viewports | 741

Parameter Description
Marker Scale Enter a value larger than 1.0 to increase the viewport marker size, or a value below 1.0 (but
larger than 0) to decrease the marker size
Line Type Scale Enter a value larger than 1.0 to increase the length and spacing of viewport line type
segments, or a value below 1.0 (but larger than 0) to decrease the length and spacing of line
type segments
Hatch Line Scale Enter a value larger than 1.0 to increase the spacing between viewport hatch lines, or a
value below 1.0 (but larger than 0) to decrease the spacing between hatch lines
Text Scale Enter a value larger than 1.0 to increase the text size in viewports, or a value below 1.0 (but
larger than 0) to decrease the text size; only associated viewport text is affected. Graphic
objects that are part of the text item, such as a reference marker container or callout bubble,
are scaled with the text.
Dimensional objects inside plug-in objects, such as dimensions within a bubble grid
object, are not scaled. Plug-in objects, such as a North arrow object, are not scaled if
they have been placed while editing the viewport in Edit Annotation mode.
Page Symbol Scaling These settings affect page-based symbols in the viewport (see Symbol Types on
page 170)
Symbol Scale Sets a scale factor for page-based symbols; a scale factor of less than one decreases the size
of the symbol relative to its definition at a 1:1 scale, while a factor of more than one
increases its size
Attribute Scaling These settings affect the attributes (such as line weight) of page-based symbols in the
viewport
Use Symbol Factor Uses the Symbol Scale factor to scale the attributes
Use Individual Uses the other, individual scale factors in the Advanced Properties dialog box, such as the
Factors Line Weight Scale, to scale the page-based symbol attributes
Show Wall Displays or hides wall and slab components in Top/Plan view, regardless of the document
Components preferences detail display setting (see Display Preferences on page 30)
Render Gray Layers Design layers with a visibility set to Gray are rendered as transparent, similar to the
Transparent transparent effect achieved with the Unified View command (see Unified Layer View on
page 561)
Black and white only Changes all colors in the viewport to black or white; this is useful for displaying two
viewport copies on the same sheet layer, with one in color and the other in black and white.
However, if the document preferences display setting is black and white, viewports will
also display as black and white.
Adjust Flipped Text Re-orients rotated and flipped text in the viewport so that it is always readable (regardless
of the Vectorworks flipped text preference; see Display Preferences on page 18)
Preview Displays the viewport with a preview of the advanced settings

Status of a Sheet Layer Viewport


The status of a sheet layer viewport is indicated visually.
742 | Chapter 18: Presenting Vectorworks Drawings

Viewport Status Description


Normal A normal, up-to-date viewport displays with orange highlighting when selected

Out of date When the objects in a viewport have changed since the viewport was created or last
updated, the viewport becomes out of date. An out-of-date viewport is indicated by
red text on the Update button on the viewports Object Info palette. Optionally, an
out-of-date viewport also displays with a red and white striped border around the
viewport (see Display Preferences on page 30).

Empty A viewport displays as a red X when the associated design layer contains no
objects or the objects are hidden, or when the associated design layer is set to
invisible

Modifying Sheet Layer Viewports


There are several ways to modify sheet layer viewports; their appearance can be completely different from the original
design layers, for presentation purposes.
Modify the settings for the viewport in the Object Info palette.
Modify the viewport with various 2D and 3D tools and commands.
Crop the viewport.
Edit the design layer(s) that display in the viewport.
Add annotations and dimensions to the viewport.
Edit or delete a linked Renderworks camera (Renderworks required).
Change the properties of the viewports layers and classes.

Moving and Editing Sheet Layer Viewports


A sheet layer viewport can be edited like most 2D objects. For information on editing tools and commands, see
Editing Objects on page 247. 3D tools cannot be used on sheet layers. However, a 3D object can be copied from a
design layer and pasted on a sheet layer. A design layer viewport (Vectorworks Design Series required) cannot be
pasted on a sheet layer.
Presenting Drawings with Sheet Layer Viewports | 743

Use the Cut, Copy, and Paste commands to copy or paste a viewport on its original sheet layer or another sheet
layer. Use the Selection tool to drag a viewport to a new position (or edit the X- and Y-axis positions in the Object
Info palette). Press the Delete key to delete a selected viewport.

Use the Move and Rotate commands and the Rotate and Mirror tools to move, rotate, or mirror a viewport. The
viewport can be split by the Split tool (in Line Split mode), and clipped with the Clip tool.

Use the Scale Objects command to scale a viewport. Any crop objects in the viewport are also scaled, as are
annotations and dimensions. Viewport text, however, is not scaled unless Scale Text is selected in the Scale
Objects dialog box.
Use the Modify > Lock and Modify > Unlock commands to lock and unlock viewports.
Use the Eyedropper tool to transfer attributes from one viewport to another; see Transferring Attributes on
page 502.
Use 2D drawing tools on sheet layers to create borders, title blocks, and so on.
A viewport can be copied and pasted into an image-editing application. The dpi setting of the sheet layer affects
the resolution of the pasted image. Depending on the platform and the image-editing application, the resolution of
the pasted image may still not be optimal; in this case, the File > Export Image File command offers control over
the exported area, dimensions, resolution, and file type.

Editing a Design Layer Displayed in a Sheet Layer Viewport


To edit a design layer that is displayed in a sheet layer viewport:
1. Select the viewport.
2. Select Modify > Edit Viewport.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on a viewport, and select Edit from the context
menu.
The Edit Viewport dialog box opens.
744 | Chapter 18: Presenting Vectorworks Drawings

Parameter Description
Annotations Creates or edits viewport annotations and dimensions (see Creating Annotations for
Sheet Layer Viewports on page 747)
Crop Creates or edits a cropped viewport (see Cropping Sheet Layer Viewports on
page 746), and optionally displays the viewport outside of the crop area when in Edit
Crop mode
Display Viewport Displays the viewport outside of the crop with wireframe rendering; objects outside of
Outside Crop the crop can be snapped to when creating or editing a crop shape.
This option is only available when the Crop edit mode is selected.
Gray Outside Crop If Display Viewport Outside Crop is selected, displays the area outside of the crop in
gray.
This option is only available when the Crop edit mode is selected.
Design Layer Navigates to the selected design layer to edit objects contained in the viewport
Display using Viewport Changes the files view parameters and layer and class visibilities to match those of
Attributes the viewport.
If the Navigate Back to Viewport option is also selected, the files layer and class
visibilities return to their original status when you return to the viewport; otherwise,
the files attributes remain the same as the viewports.
This option is only available when the Design Layer edit mode is selected.
Add Reference Crop When a viewport has been cropped, this option displays the crop on the design layer so
Object that edits can be made to the design layer while knowing the position of the crop
object.
This option is only available when the Design Layer edit mode is selected.
Presenting Drawings with Sheet Layer Viewports | 745

Parameter Description
Navigate Back to Temporarily adds a Return to Viewport button to the design layer that returns you to
Viewport the viewport when the edit to the design layer is complete (similar to an Edit Group
operation).
This option is only available when the Design Layer edit mode is selected.
To exit to the design layer instead of exiting to the viewport from design layer
editing mode, press Shift + Esc. Alternatively, right-click (Windows) or Ctrl-click
(Macintosh) in the drawing area, and select Exit Viewport from the context
menu.
Display with Clip Cube If you are editing a section viewport, and Navigate Back to Viewport is selected, this
(Vectorworks Design option displays the design layer with a clip cube whose dimensions match the length,
Series required) depth, and height ranges set for the viewport. Portions of the design layer outside the
clip cube are not visible during editing.
You can adjust the faces and orientation of the clip cube as needed, and then either
create a new section viewport, or update the current viewport. See Viewing a Model
with the Clip Cube on page 564 for details.
This option is only available when the Design Layer edit mode is selected.
Camera (Renderworks Edits a Renderworks camera that is linked to the viewport view. The camera view can
required) be changed or the camera can be deleted. See Editing a Linked Renderworks
Camera on page 748.
If no Renderworks camera is linked to the viewport, select a camera to be linked.
Alternatively, the view can be manipulated with the standard view tools (such as the
Flyover tool, zoom level, and View menu commands), changing the viewport view
upon exit.
Display Viewport Cache If the viewport is currently in a render mode other than Wireframe, select Display
Viewport Cache to display a cache image of the rendered viewport during editing;
deselect to display a Wireframe view of the viewport.
This option is only available when the Annotations or Crop edit mode is selected.
Keep the Edit View on Exit When you return to the viewport after an edit, this setting maintains any view changes
(zoom and view location) made during edits to the viewport annotation or the crop
object. Deselect this option to return to the original viewport view settings after
editing.
This option is only available when the Annotations or Crop edit mode is selected.
Double Click Sets the future behavior when a viewport is double-clicked, eliminating the display of
this dialog box if desired. If the Edits the Design Layer option is selected, a
double-click activates the design layer of the double-clicked object. If the object does
not belong to a design layer, the Edit Viewport dialog box opens to select a design
layer to edit.
If Displays this Dialog is not selected, you can still open the dialog box: select
Modify > Edit Viewport, or right-click (Windows) or Ctrl-click (Macintosh) the
viewport and select Edit from the context menu.

3. Click Design Layer and select the design layer to edit from the list.
746 | Chapter 18: Presenting Vectorworks Drawings

Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on a viewport and select Edit Design Layer from
the context menu to activate the design layer of the right-clicked object (if the right-clicked object does not belong
to a design layer, the Edit Viewport dialog box opens).
4. Select the editing options:
Select Display using Viewport Attributes to view the design layer with the viewport attributes (orientation,
projection, render mode, and layer and class visibilities). A rendered viewport displays the original design
layer with the viewports render mode; however, the design layers render mode options for that mode are used.
Select Add Reference Crop Object to view the crop object on the design layer during editing. However,
because the crop object is added to the design layer, it could become visible in other viewports that reference
that area of the design layer.
Select Navigate Back to Viewport to easily return to the viewport when you are finished with the design layer
edits. A colored border around the drawing window indicates that you are in an editing mode. The Return to
Viewport button is visible in the top right corner of the drawing window.
If this is a section viewport, select Display with Clip Cube to use a clip cube while editing the design layer.
5. Click OK to activate the selected design layer.
6. If you selected Navigate Back to Viewport, a colored border displays around the drawing window. Do one of the
following when your edits are complete:
Click Return to Viewport to return to the viewport. This saves changes to drawing objects, but it does not
save clip cube edits.
Press Shift + Esc to exit to the design layer instead of exiting to the viewport. Alternatively, right-click
(Windows) or Ctrl-click (Macintosh) in the drawing area, and select Exit Viewport from the context menu.
If the viewport has a clip cube, right-click (Windows) or Ctrl-click (Macintosh) the cube face where the section
line is located; select Update Section Viewport to save the clip cube edits. Then either click Return to
Viewport, or select Exit Viewport from the context menu to exit editing mode.
If the viewport has a clip cube, right-click (Windows) or Ctrl-click (Macintosh) any vertical cube face other
than where the section line is located; select Create Section Viewport to create a new section viewport with its
section line located at that cube face.

Cropping Sheet Layer Viewports


A viewport can be cropped on its sheet layer, to display only a portion of the viewport.
To crop a viewport:
1. Select the viewport.
2. Select Modify > Edit Viewport. The Edit Viewport dialog box opens (see Editing a Design Layer Displayed in a
Sheet Layer Viewport on page 743 for a description of the dialog box parameters).
3. Click Crop.
Choose whether to display the viewport outside of the crop area. Select Display Viewport Outside Crop to view
the rest of the viewport; select Gray Outside Crop to view the area outside of the crop in gray. These options
make drawing and editing easier, since objects outside the crop can be snapped to.
To view other sheet layer objects while in Edit Crop mode, select Show other objects while in editing modes on
the Display tab of the Vectorworks preferences (see Display Preferences on page 18).
4. Click OK to enter Edit Crop mode.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on a viewport and select Edit Crop from the
context menu.
Presenting Drawings with Sheet Layer Viewports | 747

A colored border around the drawing window indicates that you are in an editing mode. The Exit Viewport Crop
command becomes available from the Modify menu, and the Exit Viewport Crop button is visible in the top right
corner of the drawing window.
5. Create a 2D object such as a rectangle, circle, or polyline. The 2D object must define an area; for example, a 2D
line cannot be used. Position the 2D object to delimit the new viewport display area. The fill of a viewport
cropping object is always None; however, the pen style can be set from the Attributes palette while in Edit Crop
mode. Move and resize the 2D object as needed.
Use the Flyover tool to adjust the view as necessary (see Flyover on page 553).
The bounding box of the crop object is also the perspective clip rectangle, if the viewport is in Perspective
projection. Reshaping the crop object changes the perspective clip rectangle as well.

6. Click Exit Viewport Crop to return to the sheet layer.

7. The cropped viewport displays; in the Object Info palette, the Crop status changes to Yes.
8. To change, replace, or delete the crop object, select the viewport and then select Modify > Edit Viewport to
re-enter Edit Crop mode. Alternatively, right-click (Windows) or Ctrl-click (Macintosh) and select Edit from the
context menu.
To change the visibility of the crop object, change the Crop Visible setting in the Object Info palette.

Creating Annotations for Sheet Layer Viewports


Use the Edit Annotation mode to add annotations and dimensions in viewports, and to edit those annotations and
dimensions later on.
To add annotations, including dimensions, to a viewport:
1. With the viewports sheet layer active, select the viewport by clicking on it with the Selection tool.
2. Select Modify > Edit Viewport. The Edit Viewport dialog box opens (see Cropping Sheet Layer Viewports on
page 746 for a description of the dialog box parameters).
3. Click Annotations and then click OK to enter Edit Annotation mode.
748 | Chapter 18: Presenting Vectorworks Drawings

Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on a viewport and select Edit Annotations from
the context menu.
A colored border around the drawing window indicates that you are in an editing mode. The Exit Viewport
command becomes available from the Modify menu, and the Exit Viewport Annotation button is visible in the
top right corner of the drawing window.
4. Use the various dimension tools from the Dims/Notes tool set to add dimensions to the viewport (see
Dimensioning on page 687). The dimension tools snap to the objects in the viewport as if you were
dimensioning the design layer. The dimensions are automatically updated if the design layer object changes.
Annotations are 2D objects that are placed on the screen plane. Therefore, a 2D object in the viewport must be
dimensioned in Top/Plan view. A 3D object can be dimensioned in any view, but you must align the face that is to
be dimensioned with the screen plane to get an accurate measurement.
To view other objects on the sheet layer while in Edit Annotation mode, select Show other objects while in
editing modes on the Display tab of the Vectorworks preferences (see Display Preferences on page 18).
Text, callouts, and other annotations, as well as 2D objects, can be added to the viewport. The Vectorworks Design
Series products contain additional annotation objects.
The stacking order of selected annotations can be changed with the Modify > Send commands. To add graphical
annotations to a viewport rendered with Hidden Line, use the inner or outer boundary mode of the 2D Polygon
tool (see 2D Polygon Tool on page 233).
Annotations are in viewport scale, not sheet layer scale.

5. Click Exit Viewport Annotation to exit Edit Annotation mode and return to the sheet layer.
6. To change, replace, or delete the viewport annotations, select the viewport and then select Modify > Edit
Viewport to re-enter Edit Annotation mode.
To change the visibility of the crop object, change the Crop Visible setting in the Object Info palette.

Editing a Linked Renderworks Camera


A linked Renderworks camera can be edited, changing the associated sheet layer viewports view.
To edit a linked Renderworks camera:
1. Select the viewport.
2. Select Modify > Edit Viewport. The Edit Viewport dialog box opens (see Editing a Design Layer Displayed in a
Sheet Layer Viewport on page 743 for a description of the dialog box parameters).
Presenting Drawings with Sheet Layer Viewports | 749

3. Click Camera.
4. An alert dialog box opens. Click OK to enter Edit Renderworks Camera mode.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on a viewport and select Edit Camera from the
context menu.
A colored border around the drawing window indicates that you are in an editing mode. The Exit Renderworks
Camera command becomes available from the Modify menu, and the Return to Viewport button is visible in the
top right corner of the drawing window.
5. The design layer that was active when the viewport was created is active, and the linked Renderworks camera
object is selected. Edit the camera view as described in Adjusting the Camera View on page 571.
The camera can be deleted. The view and projection parameters are controlled by the viewport if the camera is
deleted.
If no Renderworks camera is linked to the viewport, select a camera to be linked. Alternatively, the view can be
manipulated with the standard view tools (such as the Flyover tool, zoom level, and View menu commands),
changing the viewport view upon exit.
6. Click Return to Viewport to return to the viewport once the Renderworks camera has been edited or deleted. The
viewports view, projection, and perspective distance are updated.

Changing the Layer Properties of Sheet Layer Viewports


The viewports layer visibility, opacity, stacking order, and colors can be changed from the sheet layer. Other
viewports, as well as the design layer properties, are not affected. The viewport attributes can be tailored as desired for
presentation; several copies of the same viewport can appear completely different.
To change the viewport layer properties:
1. Select the viewport.
2. From the Object Info palette, click Layers.
The Viewport Layer Properties dialog box opens.

Click here and drag up or


down to change the layer
stacking order in the
viewport

Click the visible, invisible, or


gray column to set the layer After editing the colors in
visibility in the viewport the layer properties, click
Indicates whether the layer here to apply the override
definition has overrides in to the viewport
this viewport
750 | Chapter 18: Presenting Vectorworks Drawings

Parameter Description
Layer list Lists the viewport layers and their visibility, edited status, layer color use
status, and stacking order. Click the triangle in the heading of an active
column to toggle between ascending and descending sort order based on that
column parameter.
Visibility Click in a layer visibility column to change the layer visibility for this
viewport.
Column 1: Visible (displays objects in this layer)
Column 2: Invisible (hides objects in this layer)
Column 3: Gray (displays objects in this layer as dimmed)
(Source) Column 4 indicates whether the layer definition is the same as the source
layer, or the layer definition has overrides in this viewport. When a layer is
edited with the Edit button, the override icon displays automatically. Click
the Revert button to revert to the original settings.
The layer definition is from the Layer overrides exist in this viewport
viewports source layer
(Layer Colors) Click to apply the viewport layer colors set in the Edit Viewport Design
Layers dialog box (click Edit to set the colors, as described in the next step),
overriding the design layer colors. This setting is independent of the Use
layer colors document preference.
# (Stacking Order) Displays the layer stacking order; drag a layer within the # column to change
its stacking order. This column displays only when the viewport is in Top/
Plan view.
Edit Opens the Edit Viewport Design Layers dialog box, to override the properties
of the selected layer
Revert Returns the settings in the Edit Viewport Design Layers dialog box to their
default values and removes the override icon in the Source column
Stacking Override Indicates whether the layer stacking order in the viewport is different from
the design layer stacking order. Click Revert Stacking Order to return to the
original design layer stacking order.
Use embedded design Layer overrides: If the sheet layer viewport contains a non-referenced
layer viewport settings design layer viewport for which layer overrides have been set, this option
for uses the design layer viewport overrides, ignoring any layer overrides that
(Vectorworks Design may be set here for the sheet layer viewport.
Series required) Layer visibilities: If the sheet layer viewport contains a non-referenced
design layer viewport for which layer visibilities have been set, this option
uses the design layer viewport visibilities, ignoring any layer visibilities
that may be set here for the sheet layer viewport.
Referenced design layer viewports are not affected by either of these
settings.
Preview Click to preview the layer property settings in the selected viewport

3. To override the layer properties (for viewport display), select one or more viewport layers and click Edit.
Alternatively, double-click on a viewport layer to edit it.
Presenting Drawings with Sheet Layer Viewports | 751

The Edit Viewport Design Layers dialog box opens.

Displays when the Vectorworks


preference for Quartz imaging
(Macintosh) or GDI+ imaging
(Windows) is enabled

4. The same parameters apply when you create a design layer (see Setting Design Layer Properties on page 97);
for viewport layers, only the stacking order, transfer mode or opacity, and colors can be edited. These edits apply
to the current viewport only, though they can be transferred to other viewports with the Eyedropper tool.
The viewport layer colors can be controlled separately from the design layer colors, for flexible presentation
output. Click Colors to override the fill and pen colors for the selected viewport layer. To see the effects of the
color override, Use Layer Colors must be selected in the Viewport Layer Properties dialog box for the selected
viewport. This is similar to the way that Use Layer Colors must be selected in document preferences to see the
layer color settings for a design layer, as described in Setting the Design Layer Color on page 102.
5. Click OK to return to the Viewport Layer Properties dialog box.
Click Preview to evaluate the results of the property changes.
6. Click OK to return to the sheet layer.

Changing the Class Properties of Sheet Layer Viewports


The class visibilities and attributes of a selected viewport can be changed from the sheet layer. This does not change the
class properties or the class visibility for the original design layers or for other viewports. The viewport attributes can
be tailored as desired for presentation; several copies of the same viewport can appear completely different.

To override viewport class properties:


1. Select the viewport.
752 | Chapter 18: Presenting Vectorworks Drawings

2. From the Object Info palette, click Classes.


The Viewport Class Properties dialog box opens. Change class visibilities and/or make class attribute overrides for
the selected viewport.

Click the visible, invisible, or Indicates whether the class


gray column to set the class definition is specific to this
visibility in the viewport viewport

Parameter Description
Class list Lists the viewport classes and their visibility and edited status; click in a class
visibility column to change the class visibility for this viewport. Click the
triangle in an active column to toggle between ascending and descending sort
order based on that column parameter.
Visibility Click in a class visibility column to change the class visibility for this
viewport.
Column 1: Visible (displays objects in this class)
Column 2: Invisible (hides objects in this class)
Column 3: Gray (displays objects in this class as dimmed)
(Source) Column 4 indicates whether the class definition is the same as the source
class, or the class definition has overrides specific to this viewport. When a
class is edited with the Edit button, the viewport-specific icon displays
automatically. Click the Revert button to revert to the original settings.
The class definition is The class definition is
from the source class specific to this viewport

Edit Opens the Edit Class(es) dialog box, to make overrides to the selected class
that only apply to the current viewport (see Setting Class Properties on
page 109); drawing objects class setting should be By class to take
advantage of class overrides
Presenting Drawings with Sheet Layer Viewports | 753

Parameter Description
Import Opens the Import Attributes dialog box, to import the class attribute settings
from the file. The attributes can be imported for the classes selected in the
Viewport Class Properties dialog box, from corresponding classes, or from a
specified class in the file.

Click OK to import the class attributes into the selected viewport. (The
Eyedropper tool can also transfer class override attributes between
viewports.)
Revert Sets the selected class back to its original document attributes, undoing any
class overrides; also removes the override icon in the Source column
Use embedded design Class overrides: If the sheet layer viewport contains a design layer
layer viewport settings viewport for which class overrides have been set, this option uses the
for design layer viewport overrides, ignoring any class overrides that may be
(Vectorworks Design set here for the sheet layer viewport.
Series required) Class visibilities: If the sheet layer viewport contains a design layer
viewport for which class visibilities have been set, this option uses the
design layer viewport visibilities, ignoring any class visibilities that may be
set here for the sheet layer viewport
Preview Click to preview the class visibility and attribute settings in the selected
viewport

3. Click OK to apply the class visibility and attribute changes to the selected viewport.

Updating Sheet Layer Viewports


Changes that affect the appearance of a viewport are automatically updated for a wireframe viewport. However, if
changes require the viewport to be rendered again, the viewport will be displayed as an out-of-date viewport (see
Status of a Sheet Layer Viewport on page 741).
If a sheet layer with an out-of-date viewport is printed, a message prompts you to either print the viewport as an
out-of-date viewport or update the viewport(s) on the sheet layer before printing.
Rendered viewport updates occur in the background for Renderworks render modes; you can continue working in the
file while the viewports are updating. See Background Rendering on page 667.
754 | Chapter 18: Presenting Vectorworks Drawings

Updating Selected Viewports


To update selected viewports:
1. Select the viewport(s).
2. On the Object Info palette, click Update. Alternatively, select View > Update Selected Viewports.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on the viewport and select Update from the context
menu.
3. The selected viewports are updated.

Updating All Viewports


To update all the viewports in the file:
1. Select View > Update All Viewports.
2. All viewports on all sheet layers are updated.

Canceling Viewport Updates


To cancel viewport updates:
To cancel the updates of all viewports, including those queued to update for background rendering:
1. Select View > Cancel All Viewport Updates.
2. The updates are canceled.

Cutting Sections
The cutting section commands define a section line through a 3D model, placing the cut section on a new layer and
leaving the original model intact.
The Cut 2D Section command creates a cross-section, or 2D contour, on the cutting plane. The contour is created by
the intersection of the model with an infinite plane passing though the section line. Only the elements that actually
intersect the section line are shown.
The Cut 3D Section command creates a section with all the 3D geometry that remains on the indicated side of the
infinite plane passing through the section line. The elements that intersect the section line, as well as the 3D geometry
that exists beyond the line, are shown.
Place a 2D section, along with a bold line, on top of a 3D section, to show the cutting plane with the section behind
it.

Cutting 3D Sections
The Cut 3D Section command cuts a 3D section, or slice, through a 3D model while leaving the model intact. The slice
is placed on a new design layer.
To cut a 3D section from a 3D model:
1. Select the 3D model to section.
2. Select Model > Cut 3D Section.
The cursor changes to cross-hairs.
3. Click to set the start of the section. Draw a line across the object to define the section, and then click to set the end
of the section.
When cutting a section while the drawing is in a Plan projection, the cutting plane (and the cut edge of the object)
is perpendicular to the active layer plane.
Layer Linking | 755

When cutting a section while in a 3D projection, the cutting plane is perpendicular to the working plane.
4. Click on one side of the line to indicate the portion of the model to keep.
The Vectorworks program automatically creates a new design layer and places the cut 3D section on it. The
original layer remains intact. The new 3D section behaves like any other Vectorworks 3D object.

Select the object(s) and select Model > Cut 3D The 3D section (rotated and rendered) is
Section; set the section line and click on either side created on a new design layer; the original
of it to specify the section to keep object(s) are left intact

Dimensions and text are 2D objects; therefore, they do not rotate with the cut 3D section.

Cutting 2D Sections
The Cut 2D Section command cuts a 2D section, or a slice, from a 3D model without affecting the model. The slice is
then placed on a new design layer. For example, to show the profile or a 2D cutaway section of an object in a
mechanical 3D drawing, use this command to create the cutaway section in 2D quickly and easily, without affecting the
original object.
To cut a 2D section from a 3D model:
1. Select the 3D model to section.
2. Select Model > Cut 2D Section.
The cursor changes to cross-hairs.
3. Click to set the start of the section. Draw a line across the object to define the section, and then click to set the end
of the section.
When cutting a section while the drawing is in a Plan projection, the cutting plane (and the cut edge of the object)
is perpendicular to the active layer plane.
When cutting a section while in a 3D projection, the cutting plane is perpendicular to the working plane.
4. Click on one side of the line to indicate the portion of the model to keep.
The Vectorworks program automatically creates a new design layer and places the cut 2D section on it. The
original layer remains intact.

Layer Linking
Creating Layer Links
Layers are independent of each other. Each design layer has its own scale, view, and render status. In the Vectorworks
Fundamentals product, however, a layer link can be created that combines the geometry of several design layers,
including referenced layers, onto a single design layer. The linked objects on this design layer display in the same view
and scale, and share the same render status. This can then be used to give an accurate depiction of how objects in each
756 | Chapter 18: Presenting Vectorworks Drawings

layer work together. For example, the various floors of a building can be drawn on separate layers and then linked
together into a new layer to form an entire building.
In the Vectorworks Fundamentals product, consider using viewports instead of layer links, as they provide a better
and easier way to present drawings.
In the Vectorworks Design Series products, layer links are being superseded by design layer viewports. For
backward compatibility, the Create Layer Link command can still be added to any of the Vectorworks Design
Series workspaces, and existing layer links can still be viewed and edited. For information on design layer
viewports, see Presenting Drawings with Design Layer Viewports on page 723 in the Vectorworks Design
Series Users Guide.
The layer link is created on a new design layer that contains links to the existing design layers of the drawing. 3D
objects on selected layers are automatically linked; 2D planar or screen objects can be displayed in the layer link. Once
the layer link is created, updates to the design layers are automatically reflected on the linked layer when a screen
redraw occurs. However, this updating occurs only in one direction; any new objects or details added to the linked layer
will not appear in any other layers. Linked objects cannot be edited on the linked layer; they must be edited on their
source layer.
To create a layer link:
1. Create a new layer, and then make it the active layer.
This layer shows objects on all linked layers and any changes made to them.
2. Select View > Create Layer Link.
The Create Layer Link dialog box opens; the layer being linked to (the currently active layer) is not listed.

Parameter Description
Layers list Lists the existing design layers; sheet layers and the active design layer are not displayed.
Referenced layers display in italics.
Display Planar Objects Select to display 2D planar objects, when the layer link is in a view other than Top/Plan
Project Screen Objects Select to display 2D objects associated with the screen plane, when the layer link is in a
view other than Top/Plan

3. Select the design layers to be linked from the list of existing layers.
4. Click OK.
Layer Linking | 757

Linked layers are locked objects. To unlock a linked layer, select Modify > Unlock. Double-click on an item in the
layer link to return to its source layer and edit it.
To project 2D planar or screen objects after a layer link has been created, select and then unlock the layer link
object. Select the options in the Object Info palette.

Cropping Layer Links


Layer link objects can be cropped in a similar manner to viewports (see Cropping Sheet Layer Viewports on
page 746), although the area outside of the crop cannot be displayed as it can for a sheet layer or design viewport.
When cropped, only a portion of the layer link displays; increase the scale of the layer to create a detailed view. Layer
links with workgroup-referenced layers can also be cropped.
To crop a layer link:
1. Select an existing layer link.
2. Unlock the layer link by selecting Modify > Unlock.
3. Click Edit Crop from the Object Info palette to enter the Layer Link Crop mode.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on a layer link and select Edit Crop from the
context menu.
A colored border around the drawing window indicates that you are in an editing mode. The Exit Layer Link
command becomes available from the Modify menu, and the Exit Layer Link Crop button displays in the top
right corner of the drawing window.
4. Create a 2D object such as a rectangle, circle, or polyline. The 2D object must define an area; a 2D line, for
example, cannot be used. Position the 2D object to delimit the new crop display area. The fill of a cropping object
is always None; however, the pen style can be set from the Attributes palette while in Edit Crop mode. Set the pen
style to None (or the crop object class to invisible) to make the crop object invisible. Move and resize the 2D
object as needed.
To view other objects while in Edit Crop mode, select Show other objects while in editing modes on the Display
tab of the Vectorworks preferences (see Display Preferences on page 18).
Use the Flyover tool to adjust the view as necessary (see Flyover on page 553).

5. Click Exit Layer Link Crop, or select Modify > Exit Layer Link to return to the drawing.
The cropped layer link is displayed. In the Object Info palette, the crop status has changed to Yes.
By increasing the scale of the layer with the layer link, and making other layers visible, a floor plan can be
displayed (original design layer) along with a detailed view of the floor plan (zoomed in, cropped layer link).
758 | Chapter 18: Presenting Vectorworks Drawings

To change, replace, or delete the layer link crop, select the cropped layer link and then select Edit Crop from the
Object Info palette to re-enter crop mode. Click Exit Layer Link Crop, or select Modify > Exit Layer Link to
return to the drawing.
The entire layer link is displayed if a viewport of a cropped layer link is created.

Converting Layer Links


In the Vectorworks Design Series products, layer links are being superseded by design layer viewports. Because users
of the Vectorworks Fundamentals product cannot create design layer viewports, and users of the Vectorworks Design
Series products cannot create layer links, it occasionally may be necessary to convert a layer link into a viewport, or to
convert a design layer viewport into a layer link.
To convert a layer link into a design layer viewport, first unlock the layer link. Then, right-click (Windows) or
Ctrl-click (Macintosh) on the layer link, and select Convert to Viewport from the context menu.
To convert a design layer viewport into a layer link, select the viewport and then select Modify > Decompose. The
Object Info palette changes to indicate that the object is now a group. Select Modify > Ungroup to create a layer
link.

Aligning Layer Views


The Align Layer Views command provides a one-step method to change all design layers in the drawing file so that
they have identical Standard View and Projection modes. The program matches all design layers, regardless of
visibility, to the active layers Standard View and Projection modes.
To align design layer views:
1. Select View, and then set the Standard Views and Projection modes for the active layer.
2. Select View > Align Layer Views.
The program changes the Standard Views and Projection modes for all of the design layers in the drawing file.

Active layer
Aligning Layer Views | 759
760 | Chapter 18: Presenting Vectorworks Drawings
Importing and Exporting Files 19
The Vectorworks program has the ability to import and export to a variety of file formats. Your work may require you
to import drawings from colleagues that use previous versions of Vectorworks or other programs. You may also have to
export your drawings for those colleagues. The import and export functionality provides the means to incorporate
Vectorworks files with other programs files, including other CAD programs, worksheet, and word processing
programs.

Importing Files
The Import command imports files from a number of different file formats. This command opens drawings produced
in other software programs in the Vectorworks program, where the drawing objects and data can then be manipulated.
The original file remains unchanged.
Additional import options are available in the Vectorworks Design Series products. See Importing and Exporting
Files on page 773 in the Vectorworks Design Series Users Guide.
To import a file:
1. Select File > Import.
2. Select the import option to use.
3. Select a file from the Open dialog box.
4. Click Open.
Special considerations apply for DXF/DWG and DWF files. See DXF/DWG and DWF File Import on
page 779.

Import Format Description


Single DXF/DWG or Imports a single DXF/DWG or DWF file.
Single DWF DXF, DWG, and DWF files are produced by other CAD programs (such as
AutoCAD). To avoid unexpected formatting problems with DXF/DWG or DWF,
import into a blank document. The Vectorworks program can import DWG/DXF files
from version 2.5 through 2014 format.
See DXF/DWG and DWF File Import on page 779 for more information.
DXF/DWG or DWF Multiple, single, or an entire folder of DXF/DWG or DWF files can be imported.The
imported files can create new Vectorworks files, create new symbols, or be imported
into the current file. When a file is imported as a symbol, the active layers scale is used,
and paper space objects are ignored. The symbols name is automatically assigned based
on the original file name, without the extension.
EPSF Encapsulated PostScript Files (EPSF) are produced by many graphics and
desktop-publishing programs. EPSFs are typically high-resolution files, but will only
display a preview image if one was selected when the file was created.
Image File Image files, including GIF, JPG, TIF, BMP, and others, can be imported. See Importing
an Image File on page 762 for more information.
PICT PICT files were first produced by MacDraw and other object-oriented drawing
(Macintosh only) programs. PICT files imported into a Vectorworks file can be more than a single object,
allowing image editing. Images imported with this command automatically have PNG
compression applied.
762 | Chapter 19: Importing and Exporting Files

Import Format Description


PICT as Picture PICT as Picture files are imported as a single graphic object. The following operations
(Macintosh only) cannot be performed on this type of import: Trim tool, Clip tool, and Shear tool.
Picture images retain picture comments when imported into a Vectorworks file.
Metafile Graphics files in the Metafile format can be imported from virtually any program,
including AutoCAD and word processing programs. There are two versions of
Metafiles: standard (pre-Windows 95) and enhanced. The Vectorworks program
supports the enhanced version. Images imported with this command automatically have
PNG compression applied.
Metafile as Picture Metafile as Picture files are imported as a single graphic object; the trim, clip, and shear
operations cannot be used on this type of import
Worksheet The Vectorworks program can import a variety of worksheet formats, including text,
comma-delimited, CSV, DIF, and SLK. A worksheet must be open to receive the import.
(To import a Vectorworks worksheet into the current drawing, use the Resource
Browser.)
Script Executes a saved script (Python or VectorScript), automatically creating a new design
layer for the scripted objects. See Using Scripts on page 847
IGES (3D only) During IGES import, points are imported as a group of 3D loci, NURBS curves are
imported as a group of NURBS curves, NURBS surfaces are imported as a group of
NURBS surfaces, closed solids are imported as a group of imported solids, and open
solids are imported as a group of NURBS surfaces. If there is only one element in the
IGES file, it is imported as a single element rather than grouped. Imported solids cannot
be ungrouped or edited through the Edit Group command; they can be used in solid
operations.
SAT (3D only) Imports ACIS/SAT 3D solids as NURBS-based Vectorworks solids
Rhino 3DM (3D only) During Rhino 3DM import, points are imported as a group of 3D loci, NURBS curves
are imported as a group of NURBS curves, NURBS surfaces are imported as a group of
NURBS surfaces, closed solids are imported as a group of imported solids, and open
solids are imported as a group of NURBS surfaces. If there is only one element in the
Rhino 3DM file, it is imported as a single element rather than grouped. Imported solids
cannot be ungrouped or edited through the Edit Group command; they can be used in
solid operations.
Parasolid X_T (3D only) Imports 3D Parasolid X_T objects, including NURBS curves, NURBS surfaces, and
solids; solids are imported as generic solids

Importing an Image File


Images are compressed when they are imported into a Vectorworks file, to reduce the file size.
To import an image file:
1. Select File > Import > Import Image File, and then select the image file to import.
2. The Image Import Options dialog box opens. Specify the options for the imported image.
Information about the image file is displayed at the top. The compression method that produces the smallest file
size is selected by default. Select the method that will give the best balance between compression and detail
display. The file size for each type of compression is displayed to help with the selection.
If the selected option results in a file size larger than the uncompressed size, the image is imported uncompressed.
Importing Files | 763

If Vectorworks Design Series products are installed, an option to reference the imported image displays on the
dialog box. See Referencing Imported Images on page 815 in the Vectorworks Design Series Users Guide for
details.

Compression Method Description


JPEG Provides a high amount of compression, resulting in the smallest Vectorworks file size.
However, fine detail may be obscured. JPEG compression is most suitable for
photographic images.
PNG Provides a moderate amount of compression, while preserving image details; select
Import as Black and White to import as a 1-bit monochrome image in PNG format

3. Click OK to import the image. The Object Info palette displays the image information.
If Vectorworks Landmark is installed, and the image was georeferenced, a message displays that the image has
been translated according to the associated world file. See World File Support on page 804 in the Vectorworks
Design Series Users Guide for more information.
4. Imported images are planar objects and may be assigned to 3D planes. They can be scaled, rotated, and cropped.
See Cropping Imported Images on page 763 for more information about cropping.
The Trim, Clip, and Shear tools cannot be used on an imported image.
Images imported into the file that are not already in JPEG format can be compressed by JPEG with the Compress
Images command. See Compressing Images on page 285.

Cropping Imported Images


1. Select an imported image, and select Modify > Edit Crop.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh) on an image and select Edit Crop from the context
menu.
A colored border around the drawing window indicates that you are in an editing mode. The Exit Bitmap Crop
command becomes available from the Modify menu, and the Exit Bitmap Crop button is visible in the top right
corner of the drawing window.
2. Create a 2D object such as a rectangle, circle, or polyline. The 2D object must define an area; for example, a 2D
line cannot be used. Position the 2D object to delimit the new image display area. The pen style can be set from
the Attributes palette while in Edit Crop mode. Move and resize the 2D object as needed.
3. Click Exit Bitmap Crop to return to the design layer.
764 | Chapter 19: Importing and Exporting Files

4. The cropped image displays; in the Object Info palette, the Crop status changes to Yes.
To change the visibility of the crop object, change the Crop Visible setting in the Object Info palette. The crop
object can be a visible frame for the bitmap in the drawing, or it can be invisible.
To permanently delete the part of the image that lies outside the crop object, click Delete Outside Crop on the
Object Info palette. When prompted, click Yes to confirm the deletion. The Object Info palette displays the new
image file size.
To change, replace, or delete the crop object, select the image and then select Modify > Edit Crop to re-enter Edit
Crop mode. Alternatively, right-click (Windows) or Ctrl-click (Macintosh) and select Edit Crop from the context
menu.
If the image file is referenced, another alert message displays that the action will break the reference; click OK to
confirm the deletion.

Exporting Files
The Export command exports Vectorworks files into several different file formats, including previous versions of the
Vectorworks program. The exported files can then be imported into another software program. The Vectorworks
program exports to a new file, leaving the original file intact.
Additional export options are available in the Vectorworks Design Series products. See Importing and Exporting
Files on page 773 in the Vectorworks Design Series Users Guide.
To export a file:
1. Select File > Export.
2. Select the export file format.
Specify the export options, along with the file name and destination.
3. Click Save.
Special considerations apply for exports to DXF/DWG format. See DXF/DWG and DWF File Export on
page 794.

Export Format Description


DXF/DWG or DWF DXF/DWG and DWF files can be read by other CAD programs (such as
AutoCAD). In addition, they can be printed by service bureaus and opened in
rendering programs.
The Vectorworks translator exports DXF/DWG files for AutoCAD versions 2013/
2014, 2011/2012, 2010, 2007/2008/2009, 2004/2005/2006, 2000/2000i/2002, 14/
LT98/LT97, 13/ LT95, and 12. Use the latest version possible for best results.
The Vectorworks translator exports DWF text and binary files in versions 4.2, 5.5,
and 6.0; DWF compressed binary files in versions 4.2 and 5.5; 3D DWF files in
version 6.01; and DWFx files in version 6.02.
See DXF/DWG and DWF File Export on page 794 for more information.
Database Saves all records of a particular format as a file that can be used in a database
program, such as FileMaker Pro and Microsoft Access. The Export Database dialog
box opens. The Vectorworks program provides a variety of formats to select from
when exporting records as a database, including comma-delimited, tab-delimited,
merge, DIF, and SYLK.
Exporting Files | 765

Export Format Description


EPSF EPSF (Encapsulated PostScript Format) files can be read by many graphics and
desktop-publishing programs. The Vectorworks translator exports EPSF files in
Illustrator 88 format. EPSFs contain all drawing elements except color bitmaps. The
Vectorworks program exports these files with high resolution and full accuracy. See
Exporting an EPSF (Encapsulated PostScript Format) File on page 767.
High Dynamic Range Image Creates an HDR file; see High Dynamic Range Image (HDRI) Export on
(HDRI) (Renderworks page 772
required)
Image File Exports the file as an image file in formats like JPG, Photoshop, BMP, and others.
The image can then be imported into other applications or used in web pages. See
Exporting an Image File on page 767.
PDF (Quartz Only) This command is available on the Macintosh when Quartz Imaging is enabled (see
(Macintosh only) Display Preferences on page 18); it opens the Export PDF (Quartz Only) dialog
box. Set the desired Resolution and click OK to export the current file to a PDF
document in the specified location.
This resolution setting affects rendered design layers and Vectorworks geometry.
There are additional PDF options available for users of the Vectorworks Design
Series products on both Macintosh and Windows. See PDF Interoperability on
page 774 in the Vectorworks Design Series Users Guide.
PICT This command is available on the Macintosh when Quartz Imaging is not enabled
(Macintosh Only) (see Display Preferences on page 18); it opens the Export PICT dialog box. Set
the desired Resolution and click OK to export a vector image of the current file to
the specified location.
In addition to rendered design layers and Vectorworks geometry, this setting affects
PDF and rotated PICT objects, which are rasterized when exported to PICT
(non-rotated PICT objects are not rasterized).
Metafile (Windows Only) This command exports graphics files in Metafile format for inclusion in virtually
any Windows program, including AutoCAD and word processing programs; it
opens the Export Metafile dialog box. Set the desired Resolution and click OK to
export the current file to the specified location.
In addition to rendered design layers and Vectorworks geometry, this setting affects
PDF and PICT objects, which are rasterized when exported to Metafile.
There are two versions of Metafiles: standard (pre-Windows 95) and enhanced. The
Vectorworks program supports the enhanced version.
QuickTime VR Object Creates a QuickTime Virtual Reality object file; see QuickTime VR Object
(Renderworks required) Export on page 774 for more information
QuickTime VR Panorama Creates a QuickTime Virtual Reality panorama file; see QuickTime VR Panorama
(Renderworks required) Export on page 775 for more information
Script Writes out the contents of the current file as a script. The script can then be
imported into another file, used as part of another script, or studied as a guide for
learning. See Using Scripts on page 847.
766 | Chapter 19: Importing and Exporting Files

Export Format Description


Worksheet Worksheet files can be read by spreadsheet programs, such as Microsoft Excel, as
well as by some word processing programs. Export all rows or only selected rows
of a worksheet. Because many of these programs have different format
requirements, there are a variety of formats to select from when exporting files as a
worksheet, including comma-delimited, tab-delimited, merge, DIF, and SYLK. See
Exporting Worksheets on page 845.
CINEMA 4D (3D only) Exports 3D objects in the unified view or active layer to the .c4d format, for use in
CINEMA 4D. A Vectorworks Scene is created within the CINEMA 4D project.
Vectorworks layers are exported as container objects in the scene hierarchy.
Vectorworks classes become CINEMA 4D layers, allowing visibility to be
controlled across the scene. Layer names, object names, and object types are
preserved.
An additional command, Send to CINEMA 4D (3D only) is available from the
File menu. When CINEMA 4D (version 12 or later) is already installed, exports the
file (3D objects only) to .c4d format, launches the CINEMA 4D application, and
opens the file. During export, the Update Merge Options dialog box opens.
Determine whether to create a new project or merge into the current one. By
default, the options are set so that the geometry from the Vectorworks program is
merged, but material and sky objects in CINEMA 4D are unaffected.
For CINEMA 4D versions prior to R13.053, the Send to CINEMA 4D dialog box
opens. Select whether to create a new scene or merge into the current scene.
COLLADA (3D only) Exports 3D objects in the unified view or active layer to .dae format. When saved,
(Renderworks required) textures are placed in a tex folder in the same location as the .dae file. This format
may provide better results than the older 3DS file format.
FBX (3D only) Exports 3D objects in the unified view or active layer to .fbx format. This format
(Renderworks required) may provide better results than the older 3DS file format.
IGES (3D only) Exports 3D curves, surfaces, and solids to IGES format (see Exporting in IGES
Format on page 770)
SAT (3D only) Creates an SAT file for exporting ACIS 3D solids. The Export Solids as Trimmed
Surfaces option exports a solid as several different ACIS bodies (for example, a
cube exports as six ACIS bodies). If this option is deselected, a solid is exported as
a single body.
Simple VectorScript (3D Creates an exported Pascal-like script designed to be easy to import into programs
only) like Strata Software products
Stereo Lithography (3D only) Exports all visible 3D surfaces and solids in the current layer into an STL-formatted
file (see Exporting in Stereo Lithography Format on page 770)
Rhino 3DM (3D only) Exports curves, surfaces, and solids to Rhino 3DM format (see Exporting in Rhino
3DM Format on page 771)
Parasolid X_T (3D only) Exports 3D objects to the Parasolid X_T format (see Exporting in Parasolid X_T
Format on page 771)
Vectorworks 12, 2008, 2009, Saves a copy of the file in a format that can be opened and manipulated in an older
2010, 2011, 2012, 2013 version of the Vectorworks program
Exporting Files | 767

Exporting an EPSF (Encapsulated PostScript Format) File


The Export EPSF command exports a drawing to an .EPS file format.
To export an EPSF file:
1. Select File > Export > Export EPSF.
2. Specify the file name and destination and click OK (Windows) or Save (Macintosh).
3. The Export as EPSF File dialog box opens. Type a file name, select a location to save the file, and then click Save.
4. The EPS Preview Options dialog box opens. Specify the preview options, preview format (Macintosh only) and
byte order for the TIFF preview when saving the file, and then click OK.

Parameter Description
Preview Options
No Preview The file does not display a preview when opened or imported by an application that
supports the .eps file format
Monochrome Preview Previews the file in monochrome
8-Bit Color Preview Previews the file in 8-bit color
Preview Format When a preview is selected, specifies the format for the Macintosh resource fork
(Macintosh only)
PICT Resource Appends a PICT format preview
TIFF Appends a TIFF format preview
Byte Order
Macintosh Saves the TIFF preview, when selected, with a Macintosh byte order
PC Saves the TIFF preview, when selected, with a IBM PC byte order

5. If any of the objects in the drawing are outside of the print area, a dialog box opens to ask if the print area should
be used as the bounds of the EPSF export. If the print area is used as the bounds of the EPSF export, any objects
outside of the print area are not included in the export.

Exporting an Image File


The Export Image File command exports a rendered drawing to a variety of file formats: BMP, JPG, PCT, PNG, PNT,
PSD, QTI, SGI, TGA, or TIF. Different portions of the image can be selected for export.
768 | Chapter 19: Importing and Exporting Files

To export an image file:


1. Select File > Export > Export Image File.
The Export Image File dialog box opens. Select the export options, and then click Render or Wireframe to
display the exported image preview.

Parameter Description
Export Area
All Visible Objects Exports an image that includes all visible objects (objects do not have to be currently
on screen to be considered visible)
Current View Exports an image that is exactly as it displays on the current screen
All Pages as Single Image Saves all pages in the print area as one image. By default, the image dimensions are
set to match the print area specifications in the Page Setup dialog box. The image
dimensions can be changed, but must remain proportional to the print area aspect
ratio.
Each Page as Separate Saves each page in the print area as separate images. By default, the image
Image dimensions are set to match the page size specifications in the Page Setup dialog
box. The image dimensions can be changed, but must remain proportional to the
page size aspect ratio.
Marquee Exports an image within a user-created marquee. Select this option and then click
Draw Marquee to temporarily close the dialog box. Click and drag to specify the
area for export; the marquee dimensions are displayed on the Data bar. Click to set
the export area and return to the Export Image File dialog box. The Pixel
Dimensions of the image are automatically set to the marquee dimensions.
Dimensions
Lock Aspect Ratio Select to maintain the image aspect ratio when specifying dimensions
Exporting Files | 769

Parameter Description
Resolution Specifies the printed image resolution in pixels over inches
Pixel Dimensions
Width/Height Specifies the exported image dimensions; if Lock Aspect Ratio is selected, changes
to one dimension will update the other to maintain the aspect ratio
Print Size
Width/Height Specifies the printed image dimensions in the selected Unit; if Lock Aspect Ratio is
selected, changes to one dimension will update the other to maintain the aspect ratio
Units Select a unit to apply to the Print Size parameters
Preview Displays a rendered or wireframe preview according to the current settings
Render Updates the preview with a rendered view using the currently set rendering option
Wireframe Updates the preview with a wireframe view
Memory Required/ Estimates the amount of memory required for the export and the approximate file
Estimated File Size size of the exported file, based on the current settings
Update Updates the estimated memory and file size requirements
Format
File Type Select the file format for the exported image, and indicate specific compression
settings, if any
Compression Specifies compression settings according to the selected File Type.
QuickTime offers great flexibility when specifying compression settings for the
various file types. Consult QuickTime documentation for information on these
settings.
Update visible out of date Automatically updates any visible, out-of-date viewports before exporting
viewports prior to exporting
Reset all plug-in objects that Automatically resets plug-in objects that require an update (such as data stamps)
require a reset prior to before exporting
exporting
Export Georeferencing File Available only if the current design layer is georeferenced. Along with the image
(Vectorworks Architect or file, exports a worldfile that describes the exported images location, scale, and
Landmark required) rotation in the geographic coordinate system. If multiple georeferenced layers are
visible, the worldfile will be written according to the topmost layer. See GIS and
Georeferencing on page 620 in the Vectorworks Design Series Users Guide for
more information.

2. Click Save.
In the dialog box which opens, provide a name for the file; the program adds the file extension according to the
file format selected. If the Each Page as a Separate Image was selected for export, the program automatically
appends an incremental number to each file name.
3. Click Save.
A new file is created without changing the original drawing file. This new file can then be opened in other
applications or imported into another software program.
770 | Chapter 19: Importing and Exporting Files

Exporting in IGES Format


The Export IGES (3D only) command exports 3D curves, surfaces, and solids from a Vectorworks file into IGES
format (version 5.3). Closed solids are exported as solids, while open solids are exported as a collection of surfaces.
Objects that are exported to an .igs file include:

3D loci 3D polygons Architectural objects (wall/slab/column/stair)


Chamfers NURBS curves and surfaces CSG solids (add/subtract/intersect/section)
Fillets Groups Extrudes and multiple extrudes
Parametric objects Shells Solids (sphere/cone/hemisphere)
Sweeps Symbols

To export an IGES file:


1. Select File > Export > Export IGES (3D only).
The Export Options dialog box opens.

2. Select Export Solid as Trimmed Surfaces to export a solid as several different bodies (for example, a cube
exports as six bodies); otherwise, a solid is exported as a single body.
3. Click OK.
4. Specify the file name and destination.
5. Click Save.

Export Item Export Result


NURBS curve IGES Entity Type 126
NURBS surface IGES Entity Type 128
Trimmed NURBS surface IGES Entity Type 144
Closed solid IGES Entity Type 186

Exporting in Stereo Lithography Format


The Export Stereo Lithography (3D Only) command exports all visible 3D surfaces and solids in the current layer
into an STL-formatted file. Once exported, this file can be used for rapid prototyping purposes or imported into other
CAD packages.
To export a Stereo Lithography file:
1. Select File > Export > Export Stereo Lithography (3D Only).
The Export STL Options dialog box opens.
Exporting Files | 771

2. Select ASCII or Binary for the file type. Using the slider control, adjust the coarseness of the polygonal
representation for the export quality.
3. Click OK.
4. Specify the file name and destination, and then click Save.

Exporting in Rhino 3DM Format


The Export Rhino 3DM (3D only) command exports 3D curves, surfaces, and solids from a Vectorworks file into
Rhino 3DM format, used by Rhinoceros model files. Closed solids are exported as solids, while open solids are
exported as a collection of surfaces.
Objects that are exported to a .3dm file include:

3D loci 3D polygons Architectural objects (wall/slab/column/stair)


Chamfers NURBS curves and surfaces CSG solids (add/subtract/intersect/section)
Fillets Groups Extrudes and multiple extrudes
Parametric objects Shells Solids (sphere/cone/hemisphere)
Sweeps Symbols

To export a Rhino 3DM file:


1. Select File > Export > Export Rhino 3DM (3D only).
The Export Options dialog box opens.

2. Select Export Solid as Trimmed Surfaces to export a solid as several different bodies (for example, a cube
exports as six bodies); otherwise, a solid is exported as a single body.
3. Click OK.
4. Specify the file name and destination.
5. Click Save.

Exporting in Parasolid X_T Format


The Export Parasolid X_T (3D only) command exports 3D objects to Parasolid *.x_t format. Only 3D objects are
exported. This is a convenient way of exchanging files with other applications that also use Parasolid as their modeling
kernel, even when the other applications Parasolid version is older.
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To export a Parasolid X_T file:


1. If 3D objects from only one layer should be exported, make that layer active. If only selected objects should be
exported, select the objects.
2. Select File > Export > Export Parasolid X_T (3D only).
The Export Parasolid X-T Options dialog box opens. Select whether to export only selected objects from the
active layer, all visible objects from the active layer, or all visible objects from all layers in the file.

Parameter Description
Export
Selected Objects on Active Layer Exports only selected 3D objects from the active layer; if no objects are
selected, all 3D objects from the active layer are exported
All Visible Objects on Active Exports all visible 3D objects from the active layer
Layer
All Visible Objects on All Layers Exports all visible 3D objects from all layers in the Vectorworks file
Parasolid Version Specify the Parasolid version for export; if the exported file cannot be
opened, try exporting to a lower version of Parasolid

3. Click OK.
4. Specify the file name and destination.
5. Click Save.

Exporting a Rendered Drawing


All files rendered with the Renderworks product can be exported. It is possible to export all or part of a drawing
depending on the selected export format.
The image is re-rendered automatically before export.
The Export Image File command exports a rendered drawing to a variety of image file formats. This command is
described in detail in Exporting an Image File on page 767.
The following additional export options are available only as part of the Renderworks product.
High Dynamic Range Image (HDRI) Export on page 772
QuickTime VR Object Export on page 774
QuickTime VR Panorama Export on page 775

High Dynamic Range Image (HDRI) Export


When the Renderworks product is installed, the HDRI option is added to the list of export file choices. This command
creates an HDR file. This is a good choice for export when touching-up the image in an imaging program; the exported
image is lossless and will not have quantization artifacts when color or exposure is further adjusted after export.
Exporting a Rendered Drawing | 773

To export a file in HDR format:


1. Select the Renderworks rendering mode to use for the export, and render the image.
2. Select File > Export > Export High Dynamic Range Image (HDRI).
The Export Image File dialog box opens. Specify the dimensions and resolution for the exported image.

Parameter Description
Export Area
All Visible Objects Exports an image that includes all visible objects (objects do not have to be
currently on screen to be considered visible)
Current View Exports an image that is exactly as it displays on the current screen
All Pages as Single Image Not applicable for HDRI export
Each Page as Separate Image Not applicable for HDRI export
Marquee Exports the portion of the image specified with a marquee box. Select this option
and then click Draw Marquee to temporarily close the dialog box. Click, and
then drag to specify the area for export; the marquee dimensions are displayed
on the Data bar. Click to set the export area and return to the Export Image File
dialog box. The Pixel Dimensions of the image are automatically set to the
marquee dimensions.
Dimensions
Lock Aspect Ratio Select to maintain the image aspect ratio when specifying dimensions
Resolution Specifies the printed image resolution in pixels per inch
774 | Chapter 19: Importing and Exporting Files

Parameter Description
Pixel Dimensions
Width/Height Specifies the exported image dimensions; if Lock Aspect Ratio is selected,
changes to one dimension will update the other to maintain the aspect ratio
Print Size
Width/Height Specifies the printed image dimensions in the selected Unit; if Lock Aspect
Ratio is selected, changes to one dimension will update the other to maintain the
aspect ratio
Units Select a unit to apply to the Print Size parameters
Preview Displays a rendered or wireframe preview according to the current settings
Render Updates the preview with a rendered view using the currently set rendering
option
Wireframe Updates the preview with a wireframe view
Memory Required/Estimated Not applicable for HDRI export
File Size
Update Not applicable for HDRI export
Format
File Type Not applicable for HDRI export (always HDR format)
Compression Not applicable for HDRI export
Update visible out of date Automatically updates any visible, out-of-date viewports before exporting
viewports prior to exporting
Reset all plug-in objects that Automatically resets plug-in objects that require an update (such as data stamps)
require a reset prior to exporting before exporting
Export Georeferencing File Available only if the current design layer is georeferenced. Along with the image
(Vectorworks Architect or file, exports a worldfile that describes the exported images location, scale, and
Landmark required) rotation in the geographic coordinate system. If multiple georeferenced layers
are visible, the worldfile will be written according to the topmost layer. See GIS
and Georeferencing on page 620 in the Vectorworks Design Series Users
Guide for more information.

3. Click Save.
The Export OpenHDR File dialog box opens. Enter the name and location for saving the HDR format file. Click
Save to export the file. The file is created and saved in the location specified.

QuickTime VR Object Export


When the Renderworks product is installed, the QuickTime Virtual Reality object option is added to the list of export
file choices. This command creates a QuickTime VR object file of the selected object, which can then be opened in
QuickTime. Movie resolution is fixed and does not depend on the size of the window in the Vectorworks file; the
current selection determines the zoom and center for the movie, set so that the selected object is entirely visible and
centered.
To obtain more control over the zoom and view center, create an invisible 3D object with no fill or pen style.
Select the object before exporting the movie.
Exporting a Rendered Drawing | 775

QuickTime must be installed to view or create QuickTime movies. It is a separate program available with the
Vectorworks software installation. QuickTime includes a viewer for opening several different file types.
To export an object as a QuickTime VR object:
1. Render the drawing with a Renderworks rendering mode, which is also used for the movie.
Due to a limitation, Renderworks backgrounds cannot be exported.
2. Select the object to export.
3. Select File > Export > Export QuickTime VR Object.
The QTVR Object Options dialog box opens.
4. Select the number of frames and spin options for creating the VR object file, and then click OK.

Parameter Description
Frames Specify how many frames to create in the file; more frames take longer, but increase the quality
of the exported file. Total Frames displays how many frames will be created based on the
horizontal and vertical frames specified.
Horizontal Specifies the number of horizontal frames to create
Vertical Specifies the number of vertical frames to create
Spin Specify the angular sweep desired, relative to the front view of the object
Left Indicates the left pan angle (0 to 180 degrees)
Right Indicates the right pan angle (0 to 180 degrees)
Above Indicates the angle above the horizon (0 to 90 degrees)
Below Indicates the angle below the horizon (0 to 90 degrees)

5. Specify the .mov file name and location, and click Save to generate the QuickTime movie. For information on
playing the QuickTime movie, see Viewing QuickTime Animations on page 734.

QuickTime VR Panorama Export


When the Renderworks product is installed, the QuickTime Virtual Reality Panorama option is added to the list of
export file choices. This command creates a QuickTime VR panorama file of the drawing, which can then be opened in
QuickTime. Movie resolution is fixed and does not depend on the size of the window in the Vectorworks file; the
current Vectorworks view (XYZ coordinates of the view origin or, in other words, the center of projection) becomes the
776 | Chapter 19: Importing and Exporting Files

pivot point for the QTVR panorama view, as if the view was rotated to be flat, and then oriented towards the positive Y
axis.
QuickTime must be installed to view or create QuickTime movies. It is a separate program available with the
Vectorworks software installation. QuickTime includes a viewer for opening several different file types.
To export a drawing as a QuickTime panorama:
1. Render the drawing in Perspective projection with a Renderworks render mode, which is also used for the movie.
Due to a limitation, Renderworks backgrounds cannot be exported.
2. Select File > Export > Export QuickTime VR Panorama.
3. Specify the .mov file name and location, and click Save to generate the QuickTime movie. For information on
playing the QuickTime movie, see Viewing QuickTime Animations on page 734.

DXF, DWG, and DWF File Formats


DXF and DWG are two common file formats used to exchange information between different CAD and drawing
programs. DXF is a semi-public standard promoted and controlled by Autodesk, Inc. DWG is a proprietary, closed
format used by Autodesk for its products. DXF and DWG files contain almost identical information, and both store all
of the same objects. Recent versions of AutoCAD have issues when reading some DXF files, such as losing links to
images, so DWG is usually a safer choice in that case. As of this writing, the most recent DXF/DWG version is version
2014. The Vectorworks program imports versions 2.5 through 2014, and exports versions 12 through 2014.
DWF is a format developed by Autodesk to allow efficient sharing of design drawings with colleagues who do not have
access to AutoCAD or other design software. DWF files are highly compressed, device and software independent, and
can include 3D models. The Vectorworks program imports and exports versions 4.2, 5.5, and 6.0 (DWF text and
binary); 4.2 and 5.5 (DWF compressed binary); 6.01 (3D DWF); and 6.02 (DWFx).

Vectorworks 2014 Improvements


The following changes to the DXF/DWG and DWF translation procedure have been added:
Vectorworks now supports DXF/DWG version 2013/2014 for both import and export.
Vectorworks now retains color names for both import and export to DXF/DWG or DWF. All named DXF/DWG
true colors are imported as named Vectorworks colors. During export, you must select the Use True Colors option
to retain the Vectorworks color names.
Vectorworks now supports the import of DXF/DWG and DWF files as referenced design layers. Vectorworks
Design Series users can import DXF/DWG and DWF either as referenced design layers or as a design layer
viewport.
The import log file now includes a list of the settings that were used for the import. Also, an import results dialog
box now displays after single file imports, which provides access to the import log file.
Batch export of DXF/DWG and DWF formats is now available with the Publish command; for Vectorworks
Design Series users, the Publish command can also do batch printing and PDF creation.
A new option allows you to preserve mapped fonts upon export to DXF/DWG or DWF. Previously, files were
always exported with the original font, which would then display with a generic font when you opened the file
again on the same machine.
All Vectorworks complex line types can now export to DXF/DWG and DWF as true line types; a new option
allows you to export complex line types as anonymous blocks, when you need to preserve the exact Vectorworks
view of the drawing. Previously, complex line types with arbitrary geometry would always export as anonymous
blocks, and other complex line types would always export as true line types.
DXF, DWG, and DWF File Formats | 777

Information Lost in Translation


Importing from and exporting to DXF/DWG or DWF is not the same as saving or opening a Vectorworks file. It is a
translation from one way of doing things to another; consequently, information can get lost in the translation.
Following are some items that DXF/DWG and DWF handle differently. These can introduce unwanted effects in the
translated file.

Item Description
Units Version 2000 DXF/DWG and later supports the concept of units, so the files unit settings
can be imported (if it includes units). Previous versions of DXF/DWG do not support units,
and some version 2000 and later files may be unitless. There is no way for the Vectorworks
program to tell whether these unitless drawings were made in meters, feet and inches, or
microns. Communicate with the person providing the file to determine this information.
Unitless DXF/DWG files do have five units settings (such as Architectural and
Engineering) which are used to guess the original units, but the guess may need to be
adjusted.
Line Weights The Vectorworks program allows line weights and colors to be specified independently.
AutoCAD has recently gained the ability to do so, but most AutoCAD users still use colors
to map to line weights. Version 14 and earlier DXF/DWG files do not support true line
weights at all. If you choose to export with line weights mapped to colors, then original
object colors will be lost.
Colors and Fills The Vectorworks program is more graphically rich than DXF/DWG can currently support.
In all cases, the Vectorworks program chooses the closest possible translation given the
limitations inherent in DXF/DWG. The default version in the export dialog box will always
give the best results possible, assuming the recipients software can read all of the
information.
DXF/DWG versions prior to 2004 have a fixed color palette (which changes slightly
depending on whether the background is black or white) and all objects have just one solid
color associated with them. Objects such as circles in DXF have no fill color (just a line
color). A few objects can have a fill color, but they have no separate line color.
DXF/DWG version 14 and above supports a solid hatch, which is a separate object that
can be associated with objects such as circles to make them look like they have a color fill.
These hatches cannot be the same color as the background color (such as a white rectangle
on a white background to mask objects underneath). Since these solid hatches can be
associative, the Vectorworks program can import them and set the associated objects fill
color instead of having two separate objects for frame and fill.
DXF/DWG version 2000 supports wipeout entities, which are essentially polygonal
images filled with the background color. Some AutoCAD users may not want to receive
files with wipeouts. DXF/DWG export includes an option to exclude solid fills (which
includes both wipeouts and solid hatches). Since wipeouts can only be polygons and are
not associative, if a white circle on a white background is exported and then re-imported
into a Vectorworks file, the result is an unfilled circle and a polygon with a white fill and
no pen inside the circle. The smoothness of the polygon (number of facets) depends on the
2D conversion resolution preference when it was exported.
Objects with pattern fills export as a plain solid color.
778 | Chapter 19: Importing and Exporting Files

Item Description
Layers and Classes Each Vectorworks design layer is similar to a DXF/DWG model space. A Vectorworks
drawing can have many design layers visible at the same time, with different scales and
views for each design layer, but only one model space is allowed in a DXF/DWG file.
Therefore, the Vectorworks program has to merge the multiple design layers, and some
information can be lost. The drawing should generally look and print the same after the
export, but independent layer scales, object coordinates, and invisible objects can be lost.
Groups and Symbols The Vectorworks program uses symbols, which are objects that can be inserted multiple
times without greatly increasing the file size, and which need only one edit to update all
copies. It also has groups, which are objects that are grouped together and act as one
object. The DXF/DWG equivalent of a Vectorworks symbol is called a block. The
closest DXF/DWG equivalent to a Vectorworks group is an anonymous block, which is
like a symbol without a name. Unlike anonymous blocks, named blocks can be edited
easily in AutoCAD, and new instances of the blocks can be inserted into the drawing.
However, named blocks re-import into Vectorworks files as symbols, which may not be
desirable. Therefore, the Vectorworks program has an option to export groups as
anonymous blocks, if named blocks cause a problem.
Attributes and Linked DXF/DWG does not have database records that correspond to Vectorworks record formats.
Text It does have objects called attribute definitions (attdefs) which, when placed in blocks/
symbols, behave somewhat like linked text in a Vectorworks file. The correspondence is
very loose and as a result translation of these objects is not always smooth. DXF/DWG
block attributes are created for things exporting as blocks (symbols, groups, plug-in
objects, or layer links) that have record formats attached. Because only DXF/DWG blocks
can have attributes attached, the record format information is not exported for other object
types, such as lines or circles.
Names When exporting to DXF/DWG version 2000 and later, the characters in layer and block
names will not change. Accurate translation of lower case text, spaces and other Unicode
characters is supported (except for the following illegal characters, which are converted
during export: < > " `, / \ : ? * | = ). Export to previous versions converts all name
characters to uppercase; all spaces and special characters are converted to underscores.
DXF/DWG attribute tag names cannot have spaces in any version; any spaces found in
record field names are converted to an underscore.
Styled Multiline text Multiline formatted text includes various sized fonts that are bold, underlined, or italicized,
and that wrap to the next line. This type of text is supported for DXF/DWG versions 13
and up. For earlier versions, wrapped text is split into separate lines.
Layer Transfer Mode / DXF/DWG does not support layer transfer modes or transparency, so use only paint
Transparency transfer mode (100 percent opaque under Quartz and GDI+ imaging)
Dimensions The Vectorworks and AutoCAD programs handle dimensions, units, and dimension
standards very differently. Dimensions exported to DXF/DWG look exactly the same when
opened in AutoCAD, but they may change appearance slightly if edited. The Vectorworks
program also creates appropriate dimension styles for all dimension standards that are used
in the file, so even if the recipient modifies the dimensions or creates new ones, they
should not look significantly different. During import, the dimension styles from the DXF/
DWG file will be created as custom dimension standards in the Vectorworks file, to
preserve the original look.
DXF/DWG and DWF File Import | 779

DXF/DWG and DWF File Import


Consider the following points when importing from DXF/DWG or DWF file format to Vectorworks file format.

Item Import Notes


Line Weights If no .ctb file is present and true line weights are present, then the line weights import
exactly. If no .ctb file is present and no true line weights are present, values will have to be
entered manually. The values in the dialog can be initialized by first importing a file that
does have an associated .ctb file. This creates a hidden record that stores the mapping
information. A template file could be created after doing such an import, to save the values
for future use.
Text Text is sometimes unlinked from symbols when imported to preserve the original look.
Options are provided for preserving the links instead.
Some text styles are not supported; when the active plane is set to Layer, text in 3D
symbols is imported; when the active plane is set to Screen Plane, text in 3D symbols is
not imported.
Model Space Entities Model space entities are imported as design layer objects.
Paper Space and Each paper space layout creates a Vectorworks sheet layer when imported. DXF viewports
Viewports are imported as Vectorworks viewports, with the same scale, view, and projection.
Points Points are imported as symbols or as loci, depending on the file and the import options
chosen.
Multilines Multilines are imported as grouped lines. An option is provided to import them as walls.
bhatches, Images, and bhatch definitions are imported as hatch definitions.
Wipeouts A single object associative bhatch with no islands is imported as an equivalent object
with a solid or hatch fill.
A multi-object, non-associative bhatch or associative bhatch is imported as an object
with zero line weight and solid or hatch fill.
A bhatch with islands is imported as one or more polylines with holes, with solid or
hatch fill.
Images referenced by the DXF/DWG file are imported as Vectorworks images.
A wipeout is imported as a polygon with a solid fill that is the same color as the
background.
AEC objects created AEC (architectural, engineering, and construction) objects such as walls, doors, and
with AutoCAD windows are imported as grouped lines and polygons (2D conversion), or grouped meshes
Architecture (3D conversion)

Preparing to Import
The Vectorworks program imports versions 2.5 through 2014 of DWG and text and binary DXF. Additionally, DWF
files of the format .dwf (3D DWF), .dwfx (DWFx), and .w2d (DWF 2D sheet) can be imported. Before import, the
following steps are recommended to enhance the likelihood of a satisfactory translation:
1. Read Information Lost in Translation on page 777 for more information about the differences between the DXF/
DWG and DWF formats and Vectorworks file formats.
2. It is not necessary to explode the entire drawing in AutoCAD before importing. If a file is not importing correctly,
try exploding individual problem objects before import.
780 | Chapter 19: Importing and Exporting Files

3. If possible, communicate with the file originator. Determine the intended units, page size, and scale of the file,
along with the intended color-to-line weight mapping, if any.

DXF/DWG and DWF Import Procedure


There are three commands to import DXF/DWG and DWF files into Vectorworks.
Import Single DXF/DWG and Import Single DWF are very similar; they both import a single file into the
current file, either directly, or by reference. When a master file is imported with one of these commands, the
external reference files (xrefs) are automatically bound. The Vectorworks program displays an alert if any xrefs
are missing, along with the names of the missing files.
Import DXF/DWG or DWF imports one or more files that are in any of these three formats. There are three
options for importing the files: import into the current file, which creates a new design layer for each imported
file; import objects into the current file as symbol resources; or import each file into a separate Vectorworks file in
a designated folder. The results of the import process are summarized in a log file. Referencing is not allowed
when multiple files are imported. Also, no alert displays if xrefs are missing when multiple files are imported.
Verify that the best possible options were selected for import by checking the imported file(s). If the import was not
successful, try again with different options. Import options can be saved as a set.
Sometimes files import with large numbers of small lines that are connected end to end. To create a single object,
first use the Edit > Select Connected Objects command to select all connected lines. Then use the
Modify > Compose command to compose them into one object. See Selecting Connected Objects on page 270,
and Composing Objects and Surfaces on page 269.

Importing DXF/DWG and DWF Files


When you have several DXF/DWG or DWF files to import, use the Import DXF/DWG or DWF command for
maximum flexibility.
To import DXF/DWG or DWF files:
1. Create a blank file and set the drawing size, or open an empty template that already has the correct drawing size.
Import into an existing Vectorworks drawing is not recommended, because it can produce unexpected results. For
the same reason, if you import more than one file with the Import DXF/DWG or DWF command, ensure that the
files are very similar.
2. Select File > Import > Import DXF/DWG or DWF.
The DXF/DWG or DWF Import dialog box opens.
DXF/DWG and DWF File Import | 781

Parameter Description
Source
One or More Files Imports only one file or only certain files within a folder. Click Choose Files and choose
one or more DXF/DWG or DWF files to import. The number of files selected and their
location is displayed.
All ___ Files in Imports all files of the selected type (DXF only, DWG only, DXF and DWG, or DWF
Folder only) from a specified folder. Click Choose Folder and choose the source folder.
Include Subfolders If All Files in Folder is selected, includes all files of the selected type in all subfolders
Destination
Current File Imports the selected file(s) into the current file. If several files are selected, a new layer is
created for each imported model space.
Symbols in Current Imports the selected file(s) into the current file. Each file creates a separate symbol. This
File is convenient when importing part catalogs, for example. Paper space is not imported.
New Files in Folder Converts the selected file(s) into new, separate Vectorworks files in the selected folder.
Click Choose Folder to choose the location. This is the best option when converting
many files.
Use Document If New Files in Folder is selected, select a template to use for each new file, or select
Template Blank Document. The template can be useful for specifying the page size to use for model
space objects (which can also affect dash scales and conversion of polyline widths). It also
allows specification of default color to line weight mappings, and in some cases, units.
References
Bind External Imports the selected master DXF/DWG file and all its external references into the current
References file
782 | Chapter 19: Importing and Exporting Files

Parameter Description
Ignore External Imports the selected master DXF/DWG file without its external references
References
Use Design Layer If New Files in Folder is selected, imports the selected master DXF/DWG file and all its
Viewports external references into separate Vectorworks documents; the external documents are
(Vectorworks Design referenced from the master Vectorworks document using design layer viewports
Series required)
Use Layer Import If New Files in Folder is selected, imports the selected master DXF/DWG file and all its
external references into separate Vectorworks documents; the external documents are
referenced from the master Vectorworks document using layer importing
Architectural Objects
2D View Imports AEC objects created with AutoCAD Architecture (such as walls, doors, and
windows) in 2D view; only 2D graphics are imported
3D View Imports AEC objects in 3D view; only 3D graphics are imported
Import Options
Use Settings Select a set of import options to apply to the imported files. If several files will be
imported, it is recommended that Units Setting In File be set to Determine
Automatically.
The Default options are those that ship with the Vectorworks software, and they cannot
be changed.
To select custom options and save them as a set, select <Active Settings> or a set name,
and then click Set Custom Options to open the DXF DWG Import Options dialog box
(see DXF/DWG and DWF Import Options on page 783).
To use custom import options that have been saved, select the set name from the list.

3. Click OK to import the file(s).


The progress of the import is displayed for each imported file during import. The final results of the import
process are shown in the DXF/DWG or DWF Import Results dialog box.

4. Click Details to open the results log file. The log text file, named DXF_DWF Import Log, is placed in the
specified destination folder if it exists, or in the Vectorworks application folder. New log information is appended
to any existing log file. The report provides a summary of the import, including the import settings that were used,
and a list of which files succeeded, and which failed.

Importing a Single DXF/DWG or DWF File


To import a single DXF, DWG, or DWF file:
1. Create a blank file and set the drawing size, or open an empty template that already has the correct drawing size.
DXF/DWG and DWF File Import | 783

Import into an existing Vectorworks drawing is not recommended, because it can produce unexpected results. For
example, the class attributes for existing objects in the drawing may be overwritten. Workgroup referencing may
give better results in these cases.
2. Select File > Import > Import Single DXF/DWG (or Import Single DWF).
The Import DXF/DWG Files (or Import DWF Files) dialog box opens. Select the file to import; the progress of the
initial import is displayed.
3. During the import, the import options dialog box opens.
Select appropriate import options as described in DXF/DWG and DWF Import Options on page 783.
4. Click OK to continue importing the file. A progress bar displays, along with the number of objects processed and
free memory available.
5. If the file being imported has one or more complex hatches with multiple boundaries, the import may have
performance problems. An alert displays to allow you to choose how to process the hatches. Select an option and
click Continue. If you select the option to convert hatches to groups of lines, solid type hatches will be skipped
rather than imported.
For batch imports, no alert displays; the last option you selected from this dialog box for single file import is used
by default.

6. A results dialog box displays to notify you whether the import succeeded or failed.
7. Click Details to open the results log file. The log text file, named DXF_DWF Import Log, is placed in the
specified destination folder if it exists, or in the Vectorworks application folder. New log information is appended
to any existing log file. The report provides a summary of the import, including the import settings that were used,
and a list of which files succeeded, and which failed.
8. Check the imported file.

DXF/DWG and DWF Import Options


The DXF DWG Import Options dialog box and the DWF Import Options dialog box are very similar. This is because
when you import from DWF, the drawing objects are first converted to DXF/DWG, and then converted into
Vectorworks format. Change the import options as needed to import a DXF/DWG or DWF file with the maximum
integrity. The same import options display for import of single files and batches of files.
The first tab, Primary Settings, contains important basic settings. The Graphic Attributes and Objects tabs contain
settings for advanced users to customize the import process.
Options that do not apply to the current file import appear dimmed, and an explanation displays next to the option. For
example, if no points are contained in the file to be imported, the Points options are dimmed, and the message No
points were found displays.
If true line weights are not present in the file, you can map the DXF/DWG line colors to Vectorworks line weights for
import (on the Map Colors to Line Weights dialog box).
To make custom imports faster and easier, save the sets of options that you use frequently.
784 | Chapter 19: Importing and Exporting Files

Primary Settings Tab


The options on the Primary Settings tab establish the basic import options.

Parameter Description
Saved Settings Options
Settings Select <Active Settings> to use the import options currently selected in the dialog box;
to use a set of saved import options, select them from the list
Save Opens a dialog box to name and save the currently selected import options so that they
can quickly be selected as a set
Manage Opens the Saved Settings dialog box to rename or delete sets of saved import options
see Managing Saved Import Options on page 793
Model Space Units Version 2000 and later DXF/DWG or DWF files support true units. When importing a
file with true units, the Vectorworks program determines and sets the units
automatically. If the imported file does not contain true units information, the program
tries to guess the units setting; however, it may still require adjusting (see Setting
Units Manually on page 787).
DXF/DWG and DWF File Import | 785

Parameter Description
Units Setting In File The Vectorworks program tries to determine the imported files unit settings, and
displays the information to the right of Units Setting in File, along with the unit
format (such as Architectural), and the scaling factor that will be assumed (such as 1
DXF/DWG Units = 1).
To use the displayed unit settings in the Vectorworks file, select Determine
Automatically from the list, and also select Set Vectorworks Units to Match.
To use another unit type (such as Centimeters), select it from the list, and also select
Set Vectorworks Units to Match.
To use a custom unit type, or to change the defaulted scaling factor, select Custom
from the list, and then specify the units in the text boxes. Enter the unitless DXF/
DWG number in the first box, and a number with units in the second box. (For
example, 15 DXF Units = 1 in the Vectorworks drawing.) The units displayed in the
second box are the same as the current Vectorworks document settings, but other
units can be entered as long as the appropriate units suffix is included, such as 3 cm.
Also select Set Vectorworks Units to Match.
To use the units currently set in the Vectorworks file, select Use Vectorworks
Document Units. The Vectorworks program assumes that 1 DXF unit = 1 current
document unit when importing objects.
Set Vectorworks Units Changes the Vectorworks document units and units format to match the DXF/DWG or
to Match DWF file being imported; the physical sizes of imported objects will not be affected.
This option is disabled when Use Vectorworks Document Units is selected from the
Units Setting In File list.
2D/3D Conversion
Convert Objects To Specify whether objects should be imported as 3D, 2D, or a mixture of 2D and 3D.
Generally, select the 2D and 3D option, which converts objects that appear to be 2D
(planar objects parallel to or in the active layer plane) to Vectorworks 2D objects. The
remaining objects are imported as 3D.
To import 3D versions of AutoCAD Architecture objects such as walls and doors,
select the 3D View setting for Architectural Objects on the DXF/DWG or DWF Import
dialog box, and select a 3D conversion option. To import both 2D and 3D versions of
the objects, import them twice from the DXF/DWG file: once with 3D View selected,
and once with 2D View selected.
Because the Vectorworks program does not have 3D text, selecting 2D and 3D can
cause text in 3D symbols to be deleted. When the active plane is set to Layer, text in
3D symbols is imported; when the active plane is set to Screen Plane, text in 3D
symbols is not imported.
In addition, objects parallel to the active layer plane that have a thickness are imported
as 3D even though the originator of the file may not have intended for them to be 3D. If
problems occur, import all objects as 2D by selecting All 2D. A warning displays if
selecting this option will distort any objects, such as 3D symbols with 3D rotation.
If the file contains only a 3D model, select the All 3D option. Otherwise, parts of a
large object composed of several entities could be converted to 2D.
Occasionally, none of the choices is appropriate for all the objects. In this case, select
the option that best converts most of the objects.
786 | Chapter 19: Importing and Exporting Files

Parameter Description
2D/3D Conversion Res Specify the resolution that will be used to import both 2D and 3D objects. By default,
the 2D and 3D resolutions set in the Vectorworks Preferences are used (see Edit
Preferences on page 17 and 3D Preferences on page 23). Higher resolutions can
have an adverse effect on drawing performance.
Model Space Once the units have been determined, specify the scale to display the imported file.
Choosing the model space scale is important. The scale affects the dash length scaling
and the conversion of polylines with widths (world-space line weights) to Vectorworks
line weights. If the scale or drawing size are set incorrectly, some polylines may seem
to have the wrong line weight and some dashes may be too long or too short.
Fit to Page The Vectorworks program estimates a scale based on the bounds of all of the objects in
model space; the scale fits those objects on the page. Select this option to use the
estimated value.
This Scale To import at a different scale, set the scale manually. Click Scale to open the standard
Layer Scale dialog box, and select the desired scale. (All Layers and Scale Text do not
apply to DXF/DWG files.) Click OK to return to the Primary Settings tab, and the
selected scale displays.
Center After Import Select this option to center imported objects on the page in the Vectorworks document.
The origin is moved so that the most recent import has correct coordinates. In other
words, if all the imported objects are shifted to be centered on the page, then the user
origin shifts by the same amount. Only objects from the current import are moved
though, so previously imported objects do not get centered and thus are no longer at the
same location relative to the user origin.
Deselect this option to position imported objects according to either the user origin
currently set in the Vectorworks document, or the internal world origin (a constant),
depending on the Use World Origin Instead of User Origin setting. Deselecting
Center After Import keeps origins aligned for multiple file imports. Note that some
imported objects may display off of the page if Center After Import is not selected.
Use World Origin If Center After Import is not selected, select this option to position imported objects
Instead of User Origin in the Vectorworks file according to the world origin (a constant value in all
Vectorworks documents).
Deselect this option to position imported objects according to the user origin currently
set in the Vectorworks document.
Reference References the original DXF/DWG or DWF file (master file), so that the imported
objects can be updated when the master file changes. See DXF/DWG and DWF
References on page 791 for more information about referencing.
This option is unavailable if multiple files are being imported.
Absolute path Stores the absolute file path of the master file. Select this option when the location of
the master file will not change in the future, or if the master file is on another volume.
Path relative to current Stores the file path of the master file relative to the target Vectorworks file; this option
document is available only if the master file is on the same volume as the target file. Select this
option if the target file and the master file may be moved to another volume in the
future.
DXF/DWG and DWF File Import | 787

Parameter Description
Save referenced cache Saves a copy of the referenced data with the target Vectorworks file. When this option
to disk is deselected, a copy of the referenced data is not saved, which means that the target
file size is smaller; the referenced data is updated when the target file is opened
Automatically update Updates the reference each time the target Vectorworks file is opened; when
out of date reference deselected, the reference is updated only when Update is clicked from the References
during file open tab of the Organization dialog box.

Sometimes DXF/DWG or DWF drawings are split up into pieces and saved as separate files, such as different areas of
a large city map. When multiple files like this are imported into one file, they need to have their coordinates aligned,
and their layer scale set the same. The recommended workflow is to import the first file with the default Fit to Page
scale, and with Center After Import turned on. For subsequent files, manually set the scale to the same scale defaulted
for the first file, and turn off the centering option.
The Primary Settings tab covers the basic requirements for importing a DXF/DWG or DWF file. If the results are not
satisfactory, explore the options on the Graphic Attributes and Objects tabs.
Setting Units Manually
If objects seem to be the wrong physical size after import, ensure that the units chosen are correct. (Model Space Scale
only affects the display, but Units Setting in File affects the actual measured size of the objects.) DXF/DWG or DWF
files do not always have the true units set, and sometimes have incorrect units set.
The Vectorworks program guesses the units based on the information available, and indicates what it found in the
dynamic text at the top of the pane. If the guess is wrong, set the units manually.
If you do not know the correct units, but you know the true length of one of the objects in the drawing, determine
the true units as follows.
Import the file and choose Custom units, setting the edit boxes to something like 1 DXF Units = 1". After import,
measure the size of the object that you know the true length of. Close the document and redo the import, but this
time set the units to Custom with these values in the edit boxes: (measured length) DXF Units = (true length). For
example, if the true length is 1", but the measured length is 2.54", enter 2.54 DXF Units = 1". (Do not include
units in the first box, and if in feet and inches mode, just use the total measured length in inches.)
If the Vectorworks program finds an exact match for that ratio, it will change the Custom choice to the correct
units. (In the example above, it changes it to Centimeters.) If the measurements and the ratio are not exact (for
example, 2.539 instead of 2.54), manually adjust it to a standard ratio. Common ratios have values such as 1, 12,
2.54, and powers of 10. Examples: 1/12, 12/10, 2.54/0.01, etc.
If you do not know any true lengths, but the document contains dimension objects that show lengths, follow the
steps just described with the following change: Select Convert Dimensions to Groups (see Objects Tab on
page 789), import, and use the value in the imported dimension object as the true length.
Normally the Vectorworks program leaves the document units setting unchanged after an import. If a DXF/DWG or
DWF file is set to meters, but the Vectorworks document is set to feet and inches, then a dimension object that shows 1
meter in the original file will show as 3'3.37" in the imported file. If you want the imported drawing to be the same as
the original, select the Set Vectorworks Units to Match option. You can also import with the option to convert
dimensions to groups (see Objects Tab on page 789) if you want the document to stay in the current units, but you
want the dimensions to look the same as in the original.

Graphic Attributes Tab


The Graphic Attributes tab contains settings for advanced users to customize the import process.
788 | Chapter 19: Importing and Exporting Files

Parameter Description
Color and Line Most DXF/DWG or DWF files do not use true line weights, although that is starting to change.
Weights Color is traditionally used to indicate line weights. There are some standards that specify
mappings between colors and line weights, but those standards are often ignored. The
Vectorworks program automatically chooses the standard mappings when exporting, if the
document does not already have a hidden record left over from a previous export or import that
specifies the mappings. When importing, the Vectorworks program does not choose the standard
mappings, but rather defaults to a reasonable line weight for all colors, implicitly alerting the user
that they should determine the true mappings that are desired.
If desired, specify mappings by selecting Map Colors to Line Weights. Select the desired color
mapping during the import process; if necessary, communicate with the file originator to
determine the correct line weights.
The colored lines can be changed to black (or white if the background is black). Select Set Colors
to Black and White. Note that most DXF/DWG or DWF files are created with a black
background, and the colors may not show up well on a white background.
Version 2000 and later uses .ctb files to store color mapping information, but it also supports line
weights, so these options may or may not be needed.
If no .ctb file is detected during import, and true line weights are present, Map Colors to Line
Weights is deselected automatically, and the line weights import exactly.
If no .ctb file is detected, and true line weights are not present, Map Colors to Line Weights is
selected automatically. The Map Colors to Line Weights dialog box displays to allow manual
mapping (by default, all colors are mapped to the same line weight, or to the last mapping used
during the current session).
DXF/DWG and DWF File Import | 789

Parameter Description
If a .ctb file is detected, Map Colors to Line Weights is selected automatically, and the
Vectorworks program reads the file to determine how colors should map to line weights. A dialog
box displays to allow manual mapping (values are pre-set by the mapping file; duplicate
mappings are indicated by italics).
If you used a set of saved import options, the .ctb file overrides any color mappings in your
saved settings. Remove the .ctb file from the DXF/DWG or DWF file folder to use the saved
settings instead.
Dash Patterns In some files, dash lengths may import at an inappropriate scale. Change the dash length scale by
selecting Manually Scale All Dash Lengths by and entering a scale value. A suggested scale
value is displayed. The scaling does not affect line thickness. The Vectorworks program converts
any dash patterns that are extremely small to solid lines to avoid unacceptable slowdowns during
file display and printing.
Classes/Layers DXF/DWG and DWF layers correspond more closely to Vectorworks classes than they do to
Vectorworks layers. Normally, import DXF/DWG and DWF layers as Vectorworks classes.
There is no equivalent to Vectorworks layers in a DXF/DWG or DWF file. When DXF/DWG or
DWF layers are mapped to Vectorworks layers, a warning displays if some of the objects in
symbols or groups would leave their original layers and take on the layer of the symbol or group.
For simple files without blocks, or files with objects inside the block that are set to by block
attributes, importing layers as Vectorworks layers should pose no problems.
To group imported DXF layers in Vectorworks class and layer lists for easy identification, select
Add Prefix to Imported DXF/DWG Layers. Enter the custom prefix to use in the field to the
right of the check box. If Import DXF/DWG Layers As Classes is selected, the prefix and a
hyphen is added to the beginning of the class name when imported into a Vectorworks file.
Similarly, if Import DXF/DWG Layers As Layers is selected, the prefix and a hyphen is added
to the beginning of the layer name when imported into a Vectorworks file.
Rays and Xlines (or construction lines) are DXF/DWG or DWF objects that are similar to
Vectorworks guides. A ray starts at a point and goes off to infinity, while a construction line is
anchored at a point and goes off to infinity in both directions. Select Rays and XLines Use
Guides Class to convert Rays and Construction Lines into lines in the Guides class, which are of
finite length.

Objects Tab
The Objects tab contains settings for advanced users to customize the import process. In particular, decisions about
preserving object visibility and record field links are available.
790 | Chapter 19: Importing and Exporting Files

Parameter Description
Points DXF/DWG or DWF Points act either like a locus in a Vectorworks file (a drawing aid that is
not printed), or like a symbol that is visible and can be printed. Select whether to import
points as Loci or as Symbols. The default behavior is to import as symbols if the point style
has specified a real world size (that is, it is zoom invariant and always prints the same), or as
loci if the point style is specified as a percentage of the pixel size of the drawing window
(that is, it varies with the zoom level). Select Use Guides Class to import points as Symbols
in the Vectorworks Guides Class; this allows them to be hidden. In the Vectorworks program,
use the Show/Hide Guides commands to toggle their display.
Block Attributes Attributes in a DXF/DWG or DWF file are similar to linked text in a Vectorworks file.
Select how to handle attribute conversion into Vectorworks symbol linked text. Regardless
of the selection, record formats will be created based on the attributes found during import,
and imported blocks with attributes will have record formats attached.
Choose a Linked Text Handling method from the list. Depending on the file to be imported,
not all options are available.
Preserve Look This option should be selected when available. The attributes will display as they did in the
and Links DXF/DWG or DWF file, and they will be converted to symbol linked text.
If the file contains invisible attributes or attributes that override the attribute definitions, this
option is not available.
Preserve Look This is the next best option. The attributes will look and print as they did in the DXF/DWG
or DWF file, but some symbol text may become unlinked, if necessary, to preserve the look.
Symbol record field updates are not reflected in unlinked text. With this option, an individual
symbol could have a mixture of linked and unlinked text.
Preserve Visible This option is available when the DXF/DWG or DWF file contains attributes marked as
Links invisible. This type of attribute is converted in to a record format attached to a symbol, but
is not converted to linked text. The look of the drawing should be preserved, but minor
changes to visibility are possible. The advantage of this method is that linked text is
preserved for all visible attributes.
DXF/DWG and DWF File Import | 791

Parameter Description
Preserve All The link between record fields and symbol text is preserved with this option. Any invisible
Links attributes will become visible. The look of the DXF/DWG or DWF file may not be
preserved, but the symbol text will not be unlinked.
Hide All All attribute text is hidden upon import. The information is still attached to the object in
record format, but it is not visible.
Group Record Each block attribute imports as a record format field. Select Group Record Fields to group
Fields those fields into a single record format. The Vectorworks program groups sets of attributes
into record formats if they have the same set of field names. For example, if two blocks
(symbols) have attributes with field names of color and part number, both blocks are
converted with the same record format. If one of the blocks has color, part number, and
price, while the other only has two of those, then the blocks are converted with different
record formats. When grouped, the record format name is created from the names of the first
few fields in the record format.
Deselect Group Record Fields to create one record format per field, with no grouping.
Without grouping, the record format uses the same name as the record field.
MultiLines Multilines (or mlines) are similar in some ways to walls in a Vectorworks file, in that they
can have breaks that are healed and can be connected to other multilines. There are several
significant differences between multilines and walls, but an option is provided to import
multilines as walls. Do not select this option unless all multilines in the DXF/DWG or DWF
file are intended to be walls.
When you import multilines as walls, the wall heights may need to be adjusted. To do
so, select Tools > Custom Selection, select all walls, and change their height in the
Object Info palette.
Blocks
Ignore Block Select Ignore Block Clipping to import a clipped block as a cropped design layer viewport
Clipping (if Vectorworks Design Series is installed) or as a cropped layer link. This can create many
layers in the Vectorworks file, and the created objects cannot be manipulated easily.
Deselect Ignore Block Clipping to import a clipped block as a normal scaled or unscaled
Vectorworks symbol, which may look very different from the original image.
Dimensions
Convert By default, the import process automatically creates custom dimension standards to match
Dimensions to the dimension styles in the DXF/DWG or DWF file. If a dimension was customized in the
Groups DXF/DWG or DWF file after the style was applied, the converted dimensions may not
match the originals; select Convert Dimensions to Groups to convert the dimensions into
groups instead.

DXF/DWG and DWF References


When you import a single DXF, DWG, or DWF file, you can create a reference to the original file, if the original file
may change, and you want to keep the imported objects up to date.
You can create the reference during the import process, or create it from the Organization dialog box. The Organization
dialog box is also used to edit, update, and delete references. See Workgroup Referencing on page 121 for more
information.
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This type of reference is similar to the type of reference that you can create to a design layer in another Vectorworks
file. You can import from the referenced file into a design layer, or into a design layer viewport (if Vectorworks Design
Series is installed). The import method is set in the Organization dialog box.
After the reference is created, you may need to edit it. To edit references from the Organization dialog box, select the
reference and click Edit. The Edit Reference dialog box opens.

Parameter Description
Source File Displays the path and file name of the referenced master file; click Browse to edit
the file location
Save reference location as Maintains either an absolute or relative file path reference from the current file to
the referenced file. Use the absolute path when the location of the referenced file
with respect to the current file is not going to change. Use the relative path when the
files might be moved to another computer or platform; as long as the relative path
between the files remains the same, the reference can be found. Both files must be
saved on the same volume to select this option.
The Source File path displays either an absolute or relative path, depending on the
selection.
Save referenced cache to Saves a copy of the referenced data with the target file. When this option is
disk deselected, a copy of the referenced data is not saved, which means that the target
file size is smaller; the referenced data is updated when the target file is opened.
Automatically update out of Updates the reference each time the target file is opened; when deselected, the
date reference during file reference is updated only when Update is clicked from the References tab of the
open Organization dialog box
Import Settings Opens the Import Options dialog box, to adjust the settings as needed. The next time
the reference is updated, the new import settings will be used.

If the reference is a design layer viewport, you can also edit the viewport as follows (also see Modifying Design Layer
Viewports on page 732 in the Vectorworks Design Series Users Guide):
From the Object Info palette, edit the classes and layers shown in the viewport.
Right-click (Windows) or Ctrl+click (Macintosh) the viewport and select the Edit Crop command to edit the
viewport crop.
DXF/DWG and DWF File Import | 793

Managing Saved Import Options


If you have saved a set of import options, use the Manage button on the DXF/DWG Import Options (or DWF Import
Options) dialog box to rename or delete these saved settings when needed.
To manage saved DXF/DWG or DWF import settings:
1. Select File > Import > Import Single DXF/DWG (or Import Single DWF), and select a file to import. The
appropriate import options dialog box opens.
2. Click Manage.
The Saved Settings dialog box opens. Select the set of saved import options to change.

Parameter Description
Rename Select and enter a new name for the set of options. If the entered name is already assigned to
another set of options, you are prompted to confirm that you want to replace the existing set with
the set being saved.
Delete Select to delete the set of options. You are prompted to confirm that you want to delete the saved
settings.

3. Click OK to close the Saved Settings dialog box. Click OK again to close the import options dialog box.

DXF/DWG and DWF Items Which Cannot Import to Vectorworks


Certain DXF/DWG and DWF items have no equivalent in a Vectorworks file and cannot be imported. A few other
objects theoretically could be imported, but the Vectorworks program does not currently support them.
Named views
Textures
Lights
rtext
SHX fonts
User coordinate systems (UCS)
Custom line styles and shape files
DXF groups (named selection sets, not the same as Vectorworks groups)
Certain objects from industry-specific variations of AutoCAD, if those objects do not have proxy graphics saved
in the file. AEC objects that were created with AutoCAD Architecture can be imported as groups of 2D or 3D
objects, depending on how you import; for example, a door imported from a DWG file with a 3D view is
converted to a group of 3D mesh objects in a Vectorworks file.
794 | Chapter 19: Importing and Exporting Files

DXF/DWG and DWF File Export


Consider the following points when exporting from a Vectorworks file to DXF/DWG or DWF.

Item Export Notes


Linked Text Linked text in symbols export as block attributes.
Symbols, Plug-ins, Layer Symbols, plug-ins, layer links, and groups export as blocks. Blocks for symbols,
Links, and Groups plug-ins, and layer links are given a generic name such as Group-2 unless they were
named in the Data tab of the Object Info palette. By default, groups also are exported as
named blocks, but there is an option to export them as anonymous blocks.
Line Weights By default, line weights are converted to the closest DXF line weight. If the color
mapping option is used, mapping information is entered during export and written to
a .ctb file.
Fills, Patterns, Gradients, Solid fills and patterns export as DXF objects with associated solid hatch or
and Hatches unassociative wipeout. Wipeouts are only available in version 2000 and later. Hatches
export as associative hatches to AutoCAD version 14 and higher, or as anonymous
blocks to AutoCAD version 13 and lower. There is an option to export all of the fills,
patterns, gradients, and hatches within a class or layer to a separate DXF layer.
Raster Images Raster images export to the same folder that the drawing and any hatch pattern files are
exported to. They export as JPEG files, with an image object in the DXF/DWG file that
stores the name of the JPEG file and the insertion point. Images are only supported in
AutoCAD versions 14 and higher.
Solids and NURBS Solids and NURBS surfaces typically export as ACIS objects. The following objects
Surfaces cannot be exported as ACIS objects: meshes (which export as DXF meshes), 3D
polygons (which export as 3D polygons, or as triangles if filled), NURBS curves
(which export as DXF splines), and walls (which export as triangulated 3D polys in 3D
views, and as lines and arcs in 2D views).
Page-based symbols, Page-based symbols are typically used for annotation, and export as annotative blocks
world-based symbols with the annotative property set to true. World-based symbols export as blocks with
the annotative property set to false.
DXF/DWG and DWF File Export | 795

Item Export Notes


Design Layers, Sheet Vectorworks design layers export as DXF model space entities. If only design layers
Layers, and Viewports (no sheet layers) are exported, individual design layers scales and views are
exported to model space as one scale and view. There is an option to export all of the
design layers in a file as separate DXF/DWG or DWF files.
By default, each design layer viewport (Vectorworks Design Series required) is
exported to a referenced DWG file; cropped viewports become clipped referenced
files, and nested viewports become nested referenced files. This preserves the
visibility overrides from the original viewport, because the visibility of the layers in
the referenced file can be controlled separately from the layers in the master file.
There is an option to export design layer viewports as part of the master document
instead.
By default, Vectorworks sheet layers export as DXF paper space layouts, with
normal viewports exported directly, and section viewports exported as blocks.
Annotations become paper space objects on top of the viewports. AutoCAD requires
all paper space objects to be either above or below the viewports, but not both, so any
objects or annotations that appear below the viewports in the Vectorworks file will
appear above the viewports in the AutoCAD file. Therefore, avoid putting anything
underneath viewports in your Vectorworks files.
If sheet layers are exported, all design layers referenced from viewports on the sheet
layers are exported to model space in top view without scaling, and viewports are
created in paper space layouts to show the various views and scales. Sheets should
generally look and print as expected (though without rendering modes set due to
some AutoCAD bugs), but the single model space may have many overlapping
objects and may not be as usable. There is an option to export the selected sheet
layers as separate DXF/DWG files. In addition, there is an option to export sheet
layer viewports as 2D graphics to model space (each layer as a separate file).
Since AutoCAD has only one model space, and it does not have hybrid 2D/3D
objects, it is sometimes necessary for the Vectorworks program to export the design
layers as one or more blocks with special DXF layer names to control the block
visibility. For example, a design layer called Foundation might export as blocks
named Foundation (2D) and Foundation (3D), with associated DXF layers
named _Foundation (2D) and _Foundation (3D). The blocks will be inserted in
model space and assigned to those DXF layers. Viewports that should hide either the
2D or 3D objects will freeze or thaw the appropriate DXF layer.
When you export sheet layers, the Vectorworks program optimizes the translation to
preserve the look of the sheets, at the cost of possibly adding some complexity and
decreasing the ease of editing items in model space. To minimize the complexity,
export sheets with unrelated design layers as separate files, or limit the drawing to
one Vectorworks design layer.

Preparing to Export
The following procedures are recommended to help ensure a satisfactory translation.
1. Export behaves differently based on whether design layers or sheet layers are selected for export.
796 | Chapter 19: Importing and Exporting Files

If one or more sheets are selected for export, a paper space layout is exported for each sheet with the sheet
objects; any design layers visible in sheet layer viewports are exported to model space. (Sheets that do not
share design layers should usually be exported to separate files.) Other sheet layers and unreferenced design
layers are omitted from export.
If only design layers are selected for export, the design layers are exported to model space and all sheet layers
are omitted. If the design layers are exported to a single file, only the visible layers are exported; if the layers
are exported to separate files, all layers are exported.
2. AutoCAD does not have multiple model spaces. If the sheet layer being exported has multiple viewports at
different scales, the model space may have overlapping objects from the design layers, and the scale will be set to
1:1 instead of the expected design layer scale(s). To avoid this problem, set the scale the same for all design layers,
and make sure that no objects overlap. Then, adjust the viewport scales as desired.
3. Do not export design layers in perspective, as they will not be in perspective in the DXF/DWG file. Instead, create
a sheet layer with a viewport set to perspective view.
4. For DXF/DWG versions earlier than 14, object fills will not export. To better approximate the appearance of the
exported file for these versions, remove all fills in a copy of the file before export. This will help identify lines
under solid fills that need to be deleted or trimmed when the solid fill is removed.
DXF/DWG versions 14 and later support associative boundary hatches, or bhatches. Therefore, fills, solid fills,
and hatches can be exported as follows.

Vectorworks Entity DXF/DWG Entity


Associative hatch definition Select Export Hatches to create a bhatch definition; also select
Export Hatch Pattern Files to export a hatch pattern file (.pat)
along with the DXF/DWG file
Hatch with multiple colors or with background Select Export Hatches to create multiple bhatch definitions;
fill also select Export Hatch Pattern Files to export multiple
hatch pattern files (.pat) along with the DXF/DWG file
Filled polygon with three or four sides, with the Select Export 2D Fills to create a solid entity
fill color different from the background color
Object with a solid fill (color different from Select Export 2D Fills to create an object with associated
background color) or hatch bhatch
Object with a solid fill (color same as Select Export 2D Fills to create one of the following:
background color) Wipeout entity (AC2000 and later)
No fill (AC14 and earlier)
Light gray bhatch (AC14)
Filled polyline with one or more holes Select Export 2D Fills or Export Hatches (depending on the
Vectorworks fill) to create multiple objects and an associated
bhatch definition with island detection

5. Set the class and layer visibility appropriately. If invisible Vectorworks layers are exported as DXF/DWG layers,
objects in invisible classes will not be exported, and vice versa. To preview what will be exported, set classes to
show/snap/modify others and layers to show others.
6. DXF/DWG does not support hybrid objects. If only design layers are being exported, set the view for each design
layer so the appropriate 2D or 3D components are exported. From Plan view, the 2D component of a hybrid
symbol is exported; from Top view or any 3D view, the 3D component is exported. To preserve the 3D object
DXF/DWG and DWF File Export | 797

coordinates, use Top view to export all 3D design layers (or use viewports to show other views, and export the
sheets containing those viewports). Ensure that the option Export as Flattened 2D Graphics is not selected if
you want to export 3D coordinates.
7. Symbols, plug-in objects, and layer links export as named blocks in DXF/DWG. Groups can be exported as either
named blocks or anonymous blocks.
The name that these items receive depends on the view that is in effect upon export. As an example, the symbol
Widget would receive the following names, depending on the view:
Symbol Type and View Exported Block Name
Hybrid symbol in Plan view Widget (2D)
Hybrid symbol in 3D view Widget (3D)
Non-hybrid symbol Widget

The assigned layer link depends on whether Project 2D was selected for the layer link.

Layer Link Option Exported Block Name


Layer link in plan view with Project 2D option selected Layer-1 (2D)
All other layer links Layer-1 (3D)

To check the item names, re-import an exported file into a Vectorworks file.
8. Check the drawing with both black and white backgrounds. If the Vectorworks file has a white background and
uses a dark (but not black) color to draw objects, then others who look at the exported file with a black background
may not be able to see the objects.
9. Set the 2D and 3D conversion resolutions (in the Vectorworks preferences) to a low value if file size is a concern.
Higher resolutions result in larger exported file sizes. Lower resolutions decrease file sizes, but can result in
blockiness, especially when exporting to earlier versions of DXF/DWG.

DXF/DWG and DWF Export Procedure


You can export a single DXF/DWG or DWF file, or export several files as a batch.
It is frequently helpful to view the translated file in a third-party software program to ensure that the translation process
did not introduce unwanted effects. After export, leave the file open and import the exported file back into a
Vectorworks file or into another software package. Compare the two versions, noting any problems. For example, the
loss of object fills in earlier versions of DXF/DWG can cause unwanted lines to display. Correct these problems in a
copy of the Vectorworks file and export the file again. Export options can be saved as a set.
Do not change the file extension of the exported file, or other software packages will not be able to read the file.
Do not export as binary DXF unless you are certain that the recipient will be able to read this format.
AutoCAD users may report that circles and other objects look like blocky polygons. They can improve the
appearance of the drawing by zooming in and using either the regenall or regen command, or by increasing
the VIEWRES value.

Exporting a Single DXF/DWG or DWF File


1. Select File > Export > Export DXF/DWG or File > Export > Export DWF.
Either the DXF DWG Export Options or the DWF Export Options dialog box opens, depending on your selection.
The dialog boxes are very similar, except for the file format settings.
2. Select the appropriate export options, and click OK to export the file.
798 | Chapter 19: Importing and Exporting Files

The export dialog box options are described in DXF/DWG and DWF Export Options on page 798. During the
export, a progress bar displays, along with the number of objects processed.

Exporting DXF/DWG or DWF Files as a Batch


Use the Publish command to export a series of sheet layers and/or saved views from the current drawing and
externally-referenced files to DXF/DWG or DWF format. See Batch Publishing on page 806.

DXF/DWG and DWF Export Options


The DXF/DWG Export Options dialog box and the DWF Export Options dialog box are very similar, except for the file
format settings. This is because when you export to DWF, the drawing objects are first converted to DXF/DWG, and
then output in DWF format. Change the export options as needed to retain the integrity of the Vectorworks drawings in
the DXF/DWG format. The same export options display for export of single files and batches of files.
To make custom exports faster and easier, save the sets of options that you use frequently.

Parameter Description
Saved Settings Options
Settings Select <Active Settings> to use the export options currently selected in the dialog box;
to use a set of saved export options, select them from the list
Save Opens a dialog box to name and save the currently selected export options so that they
can quickly be selected as a set
Manage Opens the Saved Settings dialog box to rename or delete sets of saved export options
(see Managing Saved Export Options on page 805)
DXF/DWG and DWF File Export | 799

Parameter Description
File Format
Format DXF/DWG export:
Choose from three exported file formats: DXF as plain text, DXF as a binary
encoding, and DWG.
One of the main differences between these formats is file size. Although individual
files can vary, an uncompressed text DXF file is generally larger than an
uncompressed DWG file. However, the file size can be significantly reduced by
using a compression utility. A compressed text DXF file is normally smaller than a
compressed DWG file. Binary DXF file sizes generally fall between the two for both
compressed and uncompressed files.
In addition to file size, consider the formats that other applications can support.
Before exporting to binary DXF or to DWG, ensure that the receiving partys
software can read those formats. Since binary and text DXF both use the same .dxf
extension, if the DXF file cannot be opened, it may be may be mistakenly considered
corrupted. When in doubt, export as text DXF, which is universally supported.
Recent versions of AutoCAD have bugs when reading some DXF files, such as
losing links to images, so DWG is usually a safer choice in that situation.
DXB is a simpler file format used by some third-party applications that do not
support the full DXF or DWG file format. It is not the same as binary DXF; do not
use .dxb as the extension for binary DXF files. The Vectorworks program does not
support DXB.
DWF export:
Choose from five file formats: DWF as plain text, DWF as a regular or compressed
binary encoding, 3D DWF, or DWFx.
Version For best results, export to the highest version supported by the recipients software, or
the default export version, whichever is lower. The latest versions of DXF/DWG and
DWF have features more similar to the Vectorworks program and may provide a better
translation, but not all software packages can read the latest versions. When in doubt,
export as DXF and version 12, which has widespread industry support.
Other options on the dialog box can change or become unavailable depending on the
version selected.
Class/Layer Conversions
Export as DXF/DWG This option is available if the Export option is set to Design Layers Only.
Layers Since Vectorworks classes correspond most closely to DXF/DWG layers, normally, the
Classes option is recommended. There is no direct equivalent for Vectorworks layers in
DXF/DWG. A single Vectorworks design layer is similar to DXF model space.
This is most important for the import of groups and symbols. In a Vectorworks file, the
objects in groups and symbols can belong to different classes, but they must be on the
same layer. In a DXF/DWG file, the entities equivalent to Vectorworks symbols and
groups (known as blocks) can be on different DXF/DWG layers.
Layers normally do not export relative to the Elevation value shown in the Design
Layers tab of the Organization dialog box.
800 | Chapter 19: Importing and Exporting Files

Parameter Description
Invisible Classes/ DXF/DWG export:
Layers Are While a Vectorworks file organizes drawings by class and by layer, the DXF/DWG file
format only has layers. The following description assumes that, as recommended,
classes are selected for export as layers. (If instead Vectorworks layers are selected for
export as DXF layers, equivalent options are presented for the layers.)
Select whether to export invisible classes or layers. If Exported As Invisible DXF/
DWG Layers is selected, objects that are in invisible classes in the Vectorworks file
are exported, and can be seen by making the DXF/DWG layer visible. This is the
recommended option. However, if invisible classes contain private information or if the
size of the exported file needs to be reduced, select Not Exported to delete these.
If invisible classes are exported as DXF layers, objects on invisible Vectorworks
layers are not exported. To export these items, first make the layers visible, and
then select the Export command.
DWF export:
This option is unavailable; only visible graphics can be exported to DWF.
Export Layers as For single file export, select this option to export the selected sheet layers or design
Separate Files layers to separate DXF/DWG or DWF files (named after the original layer);
otherwise, the selected layers are exported to one file.
This option is unavailable if the Export option is set to Design Layers Only, and
Export As DXF/DWG Layers is set to Layers. Additionally, DWF versions 4.2 and
5.5 do not support multiple sheets, so this option is unavailable if multiple sheet
layers are selected for export to one of these versions.
All design layers are exported, including those that are set to be invisible.
For batch file export, this setting is ignored; each sheet layer is always exported as a
separate file.
Layer Scale
Rescale Layers To When the Export option is set to Design Layers Only, paper space is not used; all items
are placed in model space. Model space must be at one scale; DXF/DWG files do not
have different layer scales. If the layers to be exported are at various scales, the option
to rescale them to a common scale before export becomes available. By default, the
most frequently used layer scale will be used.
Choosing the best scale for export is important. Select Rescale Layers To and click the
common scale to use from the displayed list.
Symbols on rescaled layers are exported as scaled blocks in the DXF/DWG file.
When sheets are selected for export, all design layers export to model space at
effectively a 1:1 scale, and viewports take care of showing the objects at other scales.
DXF/DWG and DWF File Export | 801

Parameter Description
Sheets to Include
Export The options on this list change depending on the contents of the file being exported and
on which export Version is selected.
Select the items to export from the list. By default, the selected layers are exported to a
single file (to export multiple files instead, select Export Layers As Separate Files).
If Design Layers Only is selected, you can select either classes or layers to Export
as DXF/DWG Layers. If you export the design layers as DXF layers, you cannot
select Export Layers As Separate Files. Additionally, you have the option to
Export as Flattened 2D Graphics when you export design layers only.
If one of the sheet options is selected, the selected sheet layers are exported as paper
space layouts; also, design layers used in viewports are exported to model space.
While multiple sheets can be exported to the same file, note that unrelated sheets
usually should be exported to different files. Select the sheets from the list below.
If one of the saved view options is selected, saved views are each exported as
separate files. Select the views from the list below.
Export Viewports as If one of the sheet options is selected, select this option to export all 2D and 3D objects
2D Graphics in Model that display inside a viewport as 2D projected (flattened) graphics in model space. Each
Space selected sheet is exported to a separate file. On re-import, all exported graphics are
imported into a design layer.
Rendered viewports in any view other than Top/Plan view are exported as groups.
Non-rendered viewports in an orthogonal view (Top, Bottom, Front, Back, Left, and
Right) are set to hidden line rendering and then exported as groups.
Non-rendered viewports in an isometric view (including custom views) are
converted to lines before export.
Section viewports are exported as groups.
Viewport annotations are extracted from the viewport groups and exported as single
entities.
All other sheet layer graphics (such as title blocks) are exported as single entities.
Sheets or View Name If Selected Sheets or Selected Saved Views is selected as the Export option, select the
sheets or saved views to export from the displayed list.
References
Export Design Layer Select this option to export each design layer viewport as a separate DXF/DWG file,
Viewports as Separate named with the viewport name. If deselected, design layer viewports are bound into the
Files master DXF/DWG file; this may cause the viewport objects to look different, because
(Vectorworks Design class and layer visibility overrides are not retained. This option is available only for
Series required) DXF/DWG export.

Objects
Export Only Selected Select this option to export only the objects that are currently selected in the drawing;
Objects this option is unavailable if no objects are selected
Export as Flattened If you are exporting design layers only, select this option to export all of the objects
2D Graphics from the current design layer as flattened 2D graphics
802 | Chapter 19: Importing and Exporting Files

Parameter Description
Text
Preserve Mapped Font If the file contains text that has been mapped to a different font, select this option to
on Export export the text with the replacement font; if the option is disabled, the text is exported
with the original font
2D Fills and Files
Export 2D Fills Select this option to export solid fills as wipeouts (DXF/DWG versions 2000 and later)
or solid hatches (DXF/DWG version 14 and later). If Export Images and Image Files
is enabled, image fills export as clipped images; if the option is disabled, image fills
export as solid fills.
Export Images and Select this option to export image objects and image files. If this option is disabled,
Image Files objects with image fills export as objects with solid fills. This option is only enabled for
DXF/DWG versions 2000 or higher.
Export Hatches Select this option to export Vectorworks hatches as bhatches; no hatch pattern files are
created unless Export Hatch Pattern Files is also selected
Export Hatch Pattern If Export Hatches is enabled, select this option to create additional hatch pattern (.pat)
Files files in a specified folder. A Vectorworks hatch with multiple levels and colors
generates multiple hatch pattern definitions. See Preparing to Export on page 795 for
more information on the conversion.
The hatch pattern files, and the DXF/DWG exported file and any support files, such
as .jpg images, are placed in this folder. AutoCAD requires the hatch pattern files to
retain the hatch associativity and to add hatches to additional objects with the same
hatch pattern. When Export Hatch Pattern Files is disabled, AutoCAD displays the
hatch but cannot edit it.
This option is unavailable during DWF export.
Export Hatches and Select this option to export all of the fills, patterns, gradients, and hatches within a class
2D Fills into Separate (or design layer, if layers are exported to DXF/DWG layers) to a separate DXF/DWG
DXF/DWG Layers layer. The DXF/DWG layers are named after the original class or layer that contains
the object to which the fill, pattern, gradient, or hatch is applied. For example, if the
Vectorworks file has an object on the Hardscape layer with a hatch applied to it, the
export file will have a layer called Hardscape_Hatch.
3D
Export Solids as ACIS Select this option to export most Vectorworks solids and NURBS surfaces as ACIS
Solids objects. Deselect this option to export solids as polygonal faces (if the target software
package cannot read ACIS solids, for example).
Walls, round walls, roof and floor slabs, filled 3D polygons, meshes, and NURBS
curves cannot be exported as ACIS solids.
This option is unavailable during DWF export.
DXF/DWG and DWF File Export | 803

Parameter Description
Triangulate to Some software packages, such as AutoCAD, are not capable of rendering exported 3D
Preserve Fills surfaces that have more than three or four vertices per face. Select this option to break
up such faces into a set of triangles that can be properly rendered. The algorithm used
works best on planar or nearly planar surfaces, such as the top of an extruded circle.
Even if Export Solids as ACIS Solids is selected, this option may be used to handle
3D objects that cannot be exported as ACIS solids.
When in doubt, select this option (this increases the exported file size and the time
necessary to export it, and may result in unwanted lines in some cases).
Symbols and Groups
Decompose 3D Some software packages cannot handle exported groups and symbols. If a problem
Symbols and Groups occurs, select Decompose 3D Symbols and Groups to convert symbols and groups to
ungrouped objects. Do not select this option unless it is absolutely necessary.
This option is unavailable during DWF export.
Export Groups as Normally, Vectorworks groups are exported as named blocks, which can be opened and
Anonymous Blocks edited in other software packages. However, the named blocks are imported back into
Vectorworks files as symbols. If this creates a problem, select Export Groups as
Anonymous Blocks, which are imported back into Vectorworks files as groups.
This option is unavailable during DWF export.
Line Types
Complex Line Types Select this option to export complex Vectorworks line types as anonymous blocks,
as Blocks which preserves the exact appearance of the drawing. If the option is disabled, complex
line types export as true line types, and additional graphic information is compiled into
a shape file (.shx).
Line Weights and Colors
Use True Colors Exports line colors with the Vectorworks RGB values, and converts line weights to the
closest possible DXF/DWG weight value. (See Line Weight Conversions on
page 804.) Named Vectorworks colors export as named DXF/DWG true colors.
For DXF/DWG versions prior to version 2000, line weights are not supported, and
this option should not be selected; select Use DXF/DWG Indexed Colors and Map
Line Weights to Colors instead.
For DXF/DWG version 2000 and later, select this option only if the exported file
will not be used with a .ctb file for plotting or printing in AutoCAD. If the exported
file is intended to be used with a .ctb file later on, select Use DXF/DWG Indexed
Colors instead.
Use DXF/DWG Exports line colors with DXF/DWG indexed color values, and converts line weights to
Indexed Colors the closest possible DXF/DWG weight value. (See Line Weight Conversions on
page 804.)
Unlike Use True Colors, this option allows you to use the exported file with a .ctb file
for plotting or printing in AutoCAD. You can either use a predefined .ctb file, or select
Map Line Weights to Colors to create a .ctb file specific to this drawing upon export.
804 | Chapter 19: Importing and Exporting Files

Parameter Description
Map Line Weights to If Use DXF/DWG Indexed Colors is selected, this additional option creates a .ctb file
Colors for each exported DXF/DWG file (named after the original .vwx file) to be used during
plotting or printing in AutoCAD. The AutoCAD user must put this file in the support
path, as AutoCAD does not read the .ctb file when it is simply included in the same
folder as the DXF/DWG file.
During the export process, a list of line weights in the file displays. Specify the color to
map to each of these line weights. To select a different color for a selected line weight,
click the color box and select a color from the displayed options.
If Export Layers As Separate Files is also selected, the mapping dialog box does
not display; instead, the Vectorworks program automatically maps line weights to
colors according to a predefined standard.

To avoid having a color table file for each exported file, use a single .ctb file for
each unique set of mappings, and delete the others. When an exported file is
opened in AutoCAD, edit the page setup and choose an appropriate color table
file.
When you import the file back into the Vectorworks program, use the reverse process
to convert the colors back to line weights.

Line Weight Conversions

VW Line DXF Line VW Line DXF Line


Weight (mm) Weight (mm) Weight (mm) Weight (mm)
0 Deleted 0.52 - 0.56 0.53
0.01 - 0.07 0.05 0.57 - 0.65 0.60
0.08 - 0.11 0.09 0.66 - 0.75 0.70
0.12 - 0.14 0.13 0.76 - 0.85 0.80
0.15 - 0.16 0.15 0.86 - 0.95 0.90
0.17 - 0.19 0.18 0.96 - 1.03 1.00
0.20 - 0.22 0.20 1.04 - 1.13 1.06
0.23 - 0.27 0.25 1.14 - 1.30 1.20
0.28 - 0.32 0.30 1.31 - 1.49 1.40
0.33 - 0.37 0.35 1.50 - 1.75 1.58
DXF/DWG and DWF File Export | 805

VW Line DXF Line VW Line DXF Line


Weight (mm) Weight (mm) Weight (mm) Weight (mm)
0.38 - 0.45 0.40 1.76 - 2.05 2.00
0.46 - 0.51 0.50 2.06 - 6.48 2.11

Managing Saved Export Options


If you have saved a set of export options, use the Manage button on the DXF DWG Export Options (or DWF Export
Options) dialog box to rename or delete these saved settings when needed.
To manage saved DXF/DWG or DWF export settings:
1. Select File > Export > Export DXF/DWG (or Export DWF). The appropriate export options dialog box opens.
2. Click Manage.
The Saved Settings dialog box opens. Select the set of saved export options to change.

Parameter Description
Rename Select and enter a new name for the set of options. If the entered name is already
assigned to another set of options, you are prompted to confirm that you want to
replace the existing set with the set being saved.
Delete Select to delete the set of options. You are prompted to confirm that you want to
delete the saved settings.

3. Click OK to close the Saved Settings dialog box. Click OK again to close the export options dialog box.

Items Which Cannot Export to DXF/DWG or DWF


Certain Vectorworks items have no equivalent in DXF/DWG or DWF and therefore cannot be exported. Other items
could be exported, but inadequate support in AutoCAD makes it inadvisable to do so. A few objects (such as
worksheets) could in theory be exported to something useful, but the Vectorworks program currently lacks support for
doing so.
The following list includes items that do not export to DXF/DWG or DWF, for various reasons.

Textures Record format information attached to arbitrary objects


Lights Design layers with perspective views
Image props Oblique cavalier and oblique cabinet projections
Individual layer scales Object names attached to arbitrary objects
EPS or vector PICTs in some cases Layer transfer modes other than Paint
806 | Chapter 19: Importing and Exporting Files

Graying of layers and classes Depending on the export options, either layers or classes
Renderworks background images

Batch Publishing
The Publish command exports a series of sheet layers and/or saved views from the current drawing and
externally-referenced files to DXF/DWG or DWF format. Vectorworks Design Series users can also export to PDF
format, or output to a printer with this command.
The publish list and options can be saved as a set. The list order can be changed, and each item can be published in
either color or black and white. If the Issue Manager is in use (Vectorworks Architect or Vectorworks Landmark
required), sheets and views can be sorted by issue date for quick publishing.
To batch publish sheet layers and/or saved views:
1. Set up the sheet layers and/or saved views as desired for publishing.
Set the visibility of layers and classes in the viewports/views. All visible and grayed layers are published. Invisible
layers and classes are not printed, or published to PDF or DWF; they can be published as invisible DXF/DWG
layers, if the option is selected in the DXF/DWG Export Options dialog box. Each sheet layer or saved view is
published as a separate file.
2. Select File > Publish.
The Publish dialog box opens.

Parameter Description
Sheets and Saved
Views Available Lists the sheet layers and saved views present in the current file (indicated with
<Active File> in the File Name column) and, if specified, within the selected folder
(indicated with a file name and path). Click in a column header to sort the sheets and views
by the column parameter. For example, click in the Issue Date column to sort by the Issue
Manager issue date (Vectorworks Architect or Vectorworks Landmark required).
Sheets and saved views from restored sets that cannot be found display in red and
cannot be published.
Batch Publishing | 807

Parameter Description
Show All Items This option is deselected by default, so that when you add an item to the publish list it is
automatically removed from the available list. If you need to publish an item to multiple
formats (for example, to both print and export to DWF), select this option to show all sheet
layers and saved views in the file, whether or not they have been selected to be published.
Sheets and Saved Lists the sheet layers/saved views to be published; to change the list order, use the cursor to
Views to Publish drag and drop the items in the # column.
Click Color for each item to toggle between color and black and white .
Add Adds one or more selected item(s) from the file list to the end of the publish list

Add All Adds all sheet layers/saved views in the file list to the end of the publish list

Remove Removes one or more selected item(s) from the publish list

Remove All Removes all sheet layers and saved views from the publish list

Folder path Displays the most recently selected project folder and file path, for including sheet layers and
saved views from other Vectorworks files within the folder
Select Folder Opens the Choose Project Folder dialog box; select a project folder, including any
subfolders, that contains sheet layers and saved views to be published. Once a project folder
has been selected, all saved views and sheet layers from Vectorworks files within the folder
(and any subfolders) are automatically added to the Sheets and Saved Views Available list.
Files must be the same version as the active file.
Add New Items as Sets the default Publish To value for each item that is added to the publish list (DWG/
DXF or DWF). If Vectorworks Design Series is installed, Print and PDF options are also
available.
Publish To Select one or more items in the publish list and then select from this list to change the
output format (DWG/DXF or DWF). If Vectorworks Design Series is installed, Print and
PDF options are also available.
Options Opens the appropriate dialog box to set the options for the currently selected Publish To
format:
DWG/DXF and DWF: see DXF/DWG and DWF Export Options on page 798
Print (Vectorworks Design Series required): see Printing a File on page 84
PDF (Vectorworks Design Series required): see Exporting PDF Files on page 776 in the
Vectorworks Design Series Users Guide
Options apply to all items published with that format; for example, if you publish
multiple items to DWF, the same export options are used for all DWF items.
808 | Chapter 19: Importing and Exporting Files

Parameter Description
Export PDFs as If any items are to be published to PDF, select this option to export each selected sheet layer
separate files and saved view as a separate PDF file; deselect this option to create only a single PDF file
(Vectorworks
Design Series
required)
Save a Set Saves the current publish set in the current file, to be restored later; see Saving a Publish
Set on page 808
Manage Sets Manages saved file sets, and restores a previously-saved set of sheets and views for
publishing; see Restoring a Saved Publish Set on page 809

3. Select available items from the left side of the window, and use the buttons in the middle of the window to move
them to the right side of the window to be published. The Publish To column in the right pane indicates the
current output setting for each item. To publish an item to multiple formats, select Show All Items; add the item to
the list on the right side of the window multiple times, and specify a different format for each one.
4. Verify that the output options for each format are set appropriately, and then click Publish.
5. If PDF, DWG/DXF, or DWF is a selected publish format, the Select Folders dialog box opens. Specify a location
for the output folders.
6. Click OK. The output files are printed or created based on the selected settings. Within the specified output folder,
a sub-folder is created for each type of output file. A publish log file is created in the same location, which
summarizes the results of the publish job.

Saving a Publish Set


You can save the current publish settings to be reused later. The set of sheet layers and saved views, along with their
color settings, list order, and publish method, are saved in the file. If the file set contains sheet layers and views from a
selected folder, specify how to save the path relative to the current file.
The PDF and Print publish options are available in Vectorworks Design Series only. Items that were saved with
PDF or Print options will not display if the saved set is opened with Vectorworks Fundamentals.
To save the export list as a set:
1. In the Publish dialog box, click Save a Set.
The New Saved Set dialog box opens.

Parameter Description
Name Enter a unique name for the set
Absolute path Sets an absolute path to files used by the saved set. Use the absolute path when the
location of the referenced files with respect to the current file is not going to change.
Batch Publishing | 809

Parameter Description
Path relative to the Sets a relative path to files used by the saved set. Use the relative path when the files
active document might be moved to another computer or platform; as long as the relative path between the
files remains the same, the referenced files can be found. All files must be saved on the
same volume or server to select this option.

2. Click OK. The settings are saved with the file and are available for future publish jobs.

Restoring a Saved Publish Set


To restore a saved publish set:
1. In the Publish dialog box, click Manage Sets.
The Manage Saved Sets dialog box opens.

Parameter Description
List of saved sets Lists the currently saved sets by name; select a set to edit, recall, or delete it
Edit Opens the Edit Saved Set dialog box; rename the set and/or change the file path style (relative
or absolute)
Delete Deletes the currently selected saved set(s)
Recall Restores the list of saved views and sheet layers, along with their settings, to the export list in
the Publish dialog box

2. Select a saved set.


3. Click Recall. The settings for the selected saved set display in the Publish dialog box.
If the saved set references external files and a file, sheet layer, or saved view from the set cannot be located, you
are prompted to manually locate a missing file, or warned that sheets or views are missing. Missing sheets and
views display in red in the Publish dialog box, and are not included in the publish job.
810 | Chapter 19: Importing and Exporting Files
Worksheets 20
The worksheet functionality in the Vectorworks program complements its drawing functionality, making it a complete
package for your work process. From the information present in the file, worksheets can be created to track data, create
cost and material lists, perform calculations, and more. Information in worksheets can be created and edited without
leaving the Vectorworks file; this eliminates the need for a separate program and reduces the number of files per
project.
Worksheets include both database and spreadsheet functionality. Data can be obtained from the drawing, and then
calculations can be performed on that data.
Worksheets can be imported and exported, which allows data to be shared between worksheets, files, and other
spreadsheet programs. A worksheet can also be added to a drawing and printed.

Creating Worksheets
For complex drawings, it is best to create separate worksheets for each task rather than one large worksheet.
Worksheets can be linked to share data, formulas, and calculations.
Worksheets can be created in several ways:
Use the Create Report command to select worksheet data from the information associated with the objects in the
drawing. See Creating Reports on page 811.
Use the Resource Browser to create a blank worksheet, and then add the desired information to it. See Creating a
Blank Worksheet on page 813.
Import worksheets from other Vectorworks files or from other spreadsheet programs. See Importing Worksheets
on page 844.
Once created, a worksheet is saved with the file and is listed in the Resource Browser. It can also be accessed by
selecting Window > Worksheets.
If the same set of objects are typically used in your drawings, you can create a template file with a worksheet that
serves as a master price list listing all the objects and their costs. Then, to create materials lists and cost estimates for
a new design, simply import or reference the worksheet in the new drawing file.

Creating Reports
The Create Report command allows you to select data that is attached to objects in a drawing (such as manufacturer,
size, and price) and create a worksheet from it. The command can either create a new worksheet or append database
rows to an existing worksheet. For more information about how to attach data to objects, see Record Formats on
page 188.
To create a report from objects in a drawing:
1. Select Tools > Reports > Create Report.
The Create Report dialog box opens. Specify the report criteria. Items in the Worksheet Columns list are listed in
the order in which they will appear in the worksheet; to change the order, click in the # column and drag the item
to the desired position in the list.
812 | Chapter 20: Worksheets

Parameter Description
Title Enter a worksheet title; if the report data is appended to an existing worksheet, this title is
added to a spreadsheet cell above the database rows that are appended
List all Select whether to list all symbols in the drawing, or to list all drawing objects that have a
specific record attached to them
List objects with If you selected the option to list all objects with a specific record, select the record format to
record use
Possible Columns Lists the columns that can be selected for inclusion in the worksheet
Worksheet Columns Lists the columns that are currently selected for inclusion in the worksheet; initially, all
possible columns are placed in the Possible Columns list
Add / Add All To add a column to the worksheet, select it in the Possible Columns list and click Add; click
Add All to move all the columns to the Worksheet Columns list
Remove / Remove To remove an item from the worksheet, select it in the Worksheet Columns list and click
All Remove; click Remove All to move all the columns to the Possible Columns list
Summarize items Summarizes symbols or objects that contain identical fields, rather than creating a new
with the same database sub-row for each; select the field to summarize
Options Opens the Create Report Options dialog box

2. Click Options to specify additional report criteria.


The Create Report Options dialog box opens.
Creating Worksheets | 813

Parameter Description
New worksheet Select to create a new worksheet
Append to existing Select to append the information to a worksheet, and then select the target worksheet
worksheet
Search in symbols Select to search inside symbol instances for embedded objects or symbols and include
this information in the worksheet
Search in plug-in objects Select to search inside plug-in object instances for embedded objects or symbols and
include this information in the worksheet

3. Click OK to return to the Create Report dialog box.


4. Click OK to create the worksheet.
The worksheet opens automatically. The top row of the worksheet contains a title for each column selected. Next
is a database header row (indicated by a diamond next to the row number) that contains sub-row totals for each
column. Beneath the header row are sub-rows for each object or symbol in the drawing that matches the report
criteria.

5. To add more data to the worksheet, repeat steps 1 through 4 and select the Append to existing worksheet option.
6. Once all the data is added, edit the worksheet as needed. For example, add rows or columns, change the text
format, or add color. To hide the database header rows, toggle the Database Headers setting on the Worksheet
menu. For more information about editing the worksheet, see Using Worksheets on page 814.

Creating a Blank Worksheet


Instead of using the Create Report command, you can create a blank worksheet and add data to it manually. This gives
you more control over the contents and format of the worksheet.
To create a blank worksheet:
1. Select Window > Palettes > Resource Browser.
2. From the Resources menu, select New Resource to display the New Resource menu.
3. Select Worksheet.
The Create Worksheet dialog box opens.
814 | Chapter 20: Worksheets

Parameter Description
Name Enter a worksheet name. To rename the worksheet later on, select the worksheet in the
Resource Browser, and click Rename from the Resources menu.
Rows / Columns Enter the number of rows and columns for the worksheet; the number of rows and columns can
be modified later

4. Click OK.
A new worksheet window opens.

5. At this point, all rows contain spreadsheet cells, and they are all undefined. Define the contents of each row and
cell as needed:
To add simple text, numbers, or formulas to the worksheet, see Entering Data in Spreadsheet Cells on
page 827.
To list data that is associated with objects in the drawing, change a spreadsheet row into a database row, and
specify which objects to include in the list. A sub-row displays for each object that matches the criteria defined
in the database header row. Then specify which information to display in the columns for each row; these can
be fields from the objects data record, as well as text, numbers, or formulas. See Entering Data in Database
Rows on page 833.
To add images to either spreadsheet or database rows, see Inserting Images in Worksheets on page 617 in the
Vectorworks Design Series Users Guide (Vectorworks Design Series required).

Using Worksheets
Worksheets can obtain data from the drawing based on specified criteria, and then list the data and allow calculations to
be performed on the data.
Using Worksheets | 815

Worksheet name Current zoom level

Current cell address


Formula bar
Worksheet menu
Spreadsheet row
Increase the
Database header row column width to
Database sub-rows view this number

Worksheets can have two types of rows: spreadsheet and database. The cells in a spreadsheet row contain constants
(text or numbers), or formulas. Database rows consist of a header row and sub-rows, and they show data that are
associated with specific drawing objects. The database header row is marked with a diamond shape next to the row
number. Set selection criteria for this row, and a sub-row is created for each object that meets the criteria. In this
example, the database header row 3 is set to list each object in the drawing that has an appliance record attached to it.
The sub-rows 3.1 through 3.5 represent the five appliance objects in the drawing.
Rows are numbered sequentially starting with 1, and columns are labeled alphabetically starting with A. Database
sub-rows are numbered with the database header rows number, followed by a decimal and sequential numbers (header
row 3 has sub-rows 3.1, 3.2, 3.3, and so on). The cells row number and column letter indicate the spreadsheet cell
address (database sub-rows display a blank address).
When worksheets exist in an open file, the Window > Worksheets command becomes available. All the worksheets
present in the indicated file are listed. Worksheets with a check mark are currently open. To open a worksheet, select it
from this menu, or select the worksheet from the Resource Browser and then select Open from the Resources menu.

Selecting a worksheet from the Window menu Selecting a worksheet from the Resources menu

A worksheet opens in a separate window, which can be resized, moved, and closed. Worksheets contain a separate
menu and context menus (see Worksheet Commands on page 819).
Because an open worksheet is in a separate window, it is not printed with the drawing. To include a worksheet as part of
a drawing, select the worksheet in the Resource Browser and click Worksheet on Drawing from the Resources menu.
When the worksheet is open, the worksheet on the drawing displays as an X. When the worksheet is closed, the
updated worksheet displays on the drawing. Double-click the worksheet from the drawing to open it. See Worksheets
as Graphic Objects on page 846.
816 | Chapter 20: Worksheets

Use the Format Cells command to format individual rows, columns, and even cells of the worksheet as needed (see
Formatting Worksheet Cells on page 823). The format is retained when the worksheet is included on the drawing.
Alternatively, use the Attributes palette to modify the fill, pen, and line thickness attributes for the entire worksheet
object.

Moving Around in Worksheets


The following table describes the keys used to move around in the worksheet.

Keys Description
Arrow (Up, Down, Right, Left) Moves by one cell in the direction indicated
Tab Moves right by one cell
Enter Moves down by one cell
Shift+Tab Moves left by one cell
Shift+Enter Moves up by one cell

If more than one cell is selected, movement is restricted to the selected cells only.

Selecting and Editing Worksheet Cells


The contents of cells can be edited, and the rows and columns can be resized, moved, cut, copied, and pasted.

Selecting Cells
When a single cell is selected, the cell border is highlighted. When multiple cells are selected, the border of the entire
selection is highlighted, and the selected cells have a blue fill.

Selection Action
A single cell Click on the cell
A range of cells Click-drag across a range of cells to select them, or click in one corner and
Shift-click in the opposite corner
An entire column or row Click the column letter or row number; click-drag across the column letters or row
numbers to select multiple rows or columns
Non-contiguous cells, rows, Press and hold the Ctrl (Windows) or Command (Macintosh) key and then click on
or columns each cell, row, or column to select
The entire worksheet Click the empty box directly above the row number boxes

Editing Cell Contents


When a cell is selected, the display of the Formula bar indicates whether the contents of the cell can be edited.
Using Worksheets | 817

Formula Bar Display Explanation


The cell is in a spreadsheet row or database header row. Type directly in the
Formula bar to enter text, numbers, or a formula. To accept the edits and
The cell address displays, and the red change the cell contents, click the green check mark. To cancel the edits,
X and green check mark are active click the red X.
In database sub-rows, the results of calculations cannot be edited. In
addition, object attribute information, such as the class the object belongs
No cell address displays; the current to, cannot be edited in the worksheet.
cell value is not editable
In database sub-rows, if Vectorworks Design Series products are installed,
information that comes from the objects data record can be edited in the
No cell address displays; the current Formula bar, and the objects record is updated automatically. For example,
cell value is editable the price data for a sub-row object could be updated.
(Vectorworks Design Series required) To accept the edits and change both the worksheet and record, press Enter.
In database sub-rows, if Vectorworks Design Series products are installed,
some fields that come from the objects data record can be edited, but they
only allow certain pre-defined values. For example, the sill style for a
window sub-row object could be changed in the Formula bar.

No cell address displays; a list of the Select the new value from the list to change both the worksheet and record.
values that are available for the
current cell displays
(Vectorworks Design Series required)
In database sub-rows, if the Vectorworks Architect or Vectorworks
Landmark product is not installed, information that comes from the objects
Neither a cell address nor a cell value data record cannot be edited in the worksheet. To edit a value that displays
displays in a sub-row, select the item that is associated with that row in the drawing;
then use the Data tab of the Object Info palette to edit the object data as
needed.

Resizing Rows and Columns


To adjust column width or row height, drag the divider bar between the column letters or row numbers. If you select
multiple rows or columns before you drag the bar, all rows or columns are adjusted to the same size. Alternatively,
select the Column Width command from the Worksheet menu (see Column Width on page 820). Adjust the row
height with the Row Height command from the Worksheet menu (see Row Height on page 820).
Text that is longer than the width of a cell floats over empty adjacent cells. Numbers that exceed the cell width
are displayed with # characters. Alternatively, text can be set to wrap (see Formatting Worksheet Cells on
page 823).
818 | Chapter 20: Worksheets

To hide a row or column, set the Column Width or Row Height to 0. To display the column/row again, select the
entire worksheet and reset the width or height.

Cutting, Copying, and Pasting Cell Contents


The standard shortcut keys for Cut and Paste can be used for worksheet editing. The same value or formula can be
copied to a range of cells.
To copy cell contents to a cell or range of cells:
1. Select the cell with the information to repeat, and then press Ctrl+C (Windows) or Command+C (Macintosh) to
copy the cell.
2. Select the destination cell(s) for the information, and then press Ctrl+V (Windows) or Command+V (Macintosh)
to paste. The formula or value is repeated in each of the selected cells.

Adding Rows and Columns


Use the Insert command on the worksheet menu to insert rows and columns (see Worksheet Commands on
page 819). An empty row is added above the current row, or an empty column is added to the left of the current column.
Another option is to hover the cursor at the bottom right corner of the worksheet to activate a special resize cursor; drag
as needed to add rows and columns to the bottom and right side of the worksheet.

Hover the cursor over the bottom right corner of the worksheet to
obtain the resize cursor; drag to add columns and/or rows

Moving Rows and Columns


Use the drag and drop method to move contiguous rows and columns or to move a copy of contiguous rows and
columns.
To move a copy of rows or columns:
1. Click the column letter or row number to select a column or row (click-drag across the letters or numbers to select
multiple columns or rows).
2. Press and hold Ctrl (Windows) or Option (Macintosh) and move the cursor to the edge of the selected rows or
columns. When the cursor changes shape to indicate that moving a copy is permitted, drag the selection to the
desired location in the worksheet.
Using Worksheets | 819

To move rows or columns:


1. Click the column letter or row number to select a column or row (click-drag across the letters or numbers to select
multiple columns or rows).
2. Move the cursor to the edge of the selected rows or columns. When the cursor changes shape to indicate that
moving the rows or columns is permitted, drag the selection to the desired location in the worksheet.

Worksheet Commands
Various command menus are available in the worksheet window, as well as sorting functions. To open the main
worksheet menu, click the disclosure arrow just below the Formula bar. Right-click (Windows) or Ctrl-click
(Macintosh) a specific worksheet row or cell to open a context menu. To sort the sub-rows associated with a database
header row, apply sort functions to the columns as needed.

Current cell Cancel Accept entry Current zoom level Formula bar

Summarize
Descending icon
sort icon

Ascending
sort icon

Worksheet menu

Worksheet row context menu

Worksheet cell context menu

Worksheet Menu
The main worksheet menu commands are defined in the following table.

Worksheet Command Description


Recalculate Recalculates all formulas in all worksheets, whether open or closed. This function can also
be accessed from the context menu of the worksheet image (on the drawing): right-click
(Windows) or Ctrl-click (Macintosh) on the worksheet, and select Recalculate.
Paste Criteria Displays the Criteria dialog box; select search criteria to insert in a formula
Paste Function Displays the Select Function dialog box; select a function to be inserted in the formula
(see Entering Formulas in Worksheet Cells on page 828)
Insert Image Function Inserts the Image function in the formula for the current cell; see Inserting Images in
(Vectorworks Design Worksheets on page 617 in the Vectorworks Design Series Users Guide
Series required)
Database Headers Toggles between displaying and hiding all worksheet database header rows
820 | Chapter 20: Worksheets

Worksheet Command Description


Format Cells Opens the Format Cells dialog box, for setting the format and appearance of selected cells
(see Formatting Worksheet Cells on page 823)
Column Width Displays the Column Width dialog box. Set the width value of selected cells in the
specified units. Click Standard Width to use the default width. The width of multiple
selected columns can be adjusted at one time.
Row Height Opens the Row Height dialog box; set the row height to automatically fit the selected cell
contents, or set a specific row height in the specified units. The height of multiple selected
rows can be adjusted at one time.
Preferences Displays the Worksheet Preferences dialog box. Header and Footer text fields and the
Margin settings apply to printed worksheets only. Select Show Grid to display the
worksheet gridlines. Select Show Tabs to print worksheet column and row headers. Select
Auto-recalc to recalculate all worksheet arithmetic functions when cells are edited. Click
Font to specify the worksheet default font and size.
Zoom Increases or decreases the zoom percentage by preset levels from 50% to 300%; the
current zoom level displays in the worksheet title bar. Select a zoom level from the
worksheet menu, or roll the mouse wheel while holding Ctrl (Windows) or Option
(Macintosh) to increase or decrease the zoom level by increments of 10% (regardless of
the number of lines you assigned the mouse to scroll in the mouse setup).
This feature will not work properly if standard scrolling is disabled in the mouse
setup. For example, if the mouses scrolling size is set to none, mouse zooming in
the Vectorworks program is disabled. (The specific settings required for this feature
depend on the type of mouse being used.)
Clear Contents Deletes the contents of the selected cells
Insert Adds rows or columns to the worksheet. The number inserted depends on how many rows
or columns in the worksheet are highlighted at the time the command is selected. Select
Insert > Rows to add rows above the selected rows. Select Insert > Columns to add
columns to the left of the selected columns.
Use caution when inserting rows or columns. Depending on the type of cell references
used in formulas, inserting rows or columns could change the values returned by a
formula.
Delete Deletes rows or columns from the worksheet. Select one or more rows or columns and
select Delete > Rows or Delete > Columns.
Use caution when deleting a row or column. Deleting cells that are part of a formula may
change the values returned by the formula. Select Edit > Undo to undo the action.
Printer Setup Displays the Printer Setup dialog box. This is the same as the standard Printer Setup dialog
box; however, it only affects the printer information for the worksheet.
Print Displays the Print dialog box, to print the current worksheet; this is the only way to print a
worksheet unless the worksheet is included as a part of the drawing

Worksheet Cell Context Menu


To access the commands available for a specific worksheet cell, right-click (Windows) or Ctrl-click (Macintosh) the
cell.
Using Worksheets | 821

Menu Item Description


Cut Removes the contents of selected cells, temporarily storing the contents in the clipboard
Copy Copies the contents of selected cells to the clipboard, where they are temporarily stored;
the original contents remain in the worksheet
Paste Places cell contents stored in the clipboard into the current cell or range of cells
Format Cells Opens the Format Cells dialog box, for setting the format and appearance of selected cells
(see Formatting Worksheet Cells on page 823)
Insert Image Function Inserts the Image function in the formula for the current cell; see Inserting Images in
(Vectorworks Design Worksheets on page 617 in the Vectorworks Design Series Users Guide
Series required)
Insert Adds rows or columns to the worksheet. The number inserted depends on how many rows
or columns in the worksheet are highlighted at the time the command is selected. Select
Insert > Rows to add rows above the selected rows. Select Insert > Columns to add
columns to the left of the selected columns.
Use caution when inserting rows or columns. Depending on the type of cell references
used in formulas, inserting rows or columns could change the values returned by a
formula.
Delete Deletes rows or columns from the worksheet. Select one or more rows or columns and
select Delete > Rows or Delete > Columns.
Use caution when deleting a row or column. Deleting cells that are part of a formula may
change the values returned by the formula. Select Edit > Undo to undo the action.
Clear Contents Deletes the contents of the selected cells
Pick Value from List If the cell is in a database sub-row, and the column lists a field that only allows certain
(Vectorworks Design pre-defined values, use this option to edit the objects data.
Series required) For example, you might want to change the sill style for several window objects from the
window schedule. Select the Sill cells for the objects to be changed, and right-click
(Windows) or Ctrl-click (Macintosh). Select a different sill type from the list of options to
change both the worksheet and the objects data records.

Worksheet Row Context Menu


To access the commands available for a specific worksheet spreadsheet or database header row, click and hold down
the mouse button while on the row number. These commands do not apply to database sub-rows.

Menu Item Description


Spreadsheet Converts a database header row into a row of spreadsheet cells. This deletes all sub-rows
and the information contained within them. Any formulas that were defined in the columns
of the header row remain intact. This command has no effect on spreadsheet cells.
Database Converts a row of spreadsheet cells into a database header row and opens the Criteria dialog
box. This command has no effect on database rows.
Set Criteria Opens the Criteria dialog box for setting the criteria that is used to generate the database
sub-rows. Available only when a database header row is clicked.
Edit Criteria Opens the Criteria dialog box for editing the criteria that is used to generate the database
sub-rows. Available only when a database header row is clicked.
822 | Chapter 20: Worksheets

Menu Item Description


Select Data Items Selects all objects on the drawing that meet the criteria for the database row. Available only
when a database header row is clicked.

Database Sub-Row Context Menu


While on a database sub-row, right-click (Windows) or Ctrl-click (Macintosh) and select the Select Item command
from the context menu. Use this command to select an individual database object in the drawing; the view changes to
display the selected object (see Importing Worksheets on page 844).

Database Row Sort and Summary Functions


The group of sub-rows associated with a header row can be sorted and summarized in different ways. These functions
can be set independently for each database header row in a worksheet.
The sort and summary functions cannot be used on a header cell for an image column (Vectorworks Design Series
required).
To sort or summarize a group of database sub-rows:
1. If the database header rows are not displayed, select Database Headers from the main worksheet menu.
2. Select the header row of the group of sub-rows to sort or summarize; the header row has a diamond next to its
number.
The three icons above the column header cells become available.

Icon Item Description


Descending Sort Sorts the database sub-rows in descending order, according to the contents of this column

Ascending Sort Sorts the database sub-rows in ascending order, according to the contents of this column

Summarize Summarizes the database sub-rows according to the contents of this column. Sub-rows that
have identical items in this column are grouped together in a single row.
If a column contains data from a numeric field, the summarized column contains a sum of the
values for all objects that are grouped on the row. This may be appropriate for some columns,
but not others. For example, you might have a window schedule that sorts and summarizes the
data by the Window ID column. You would want the Quantity column to show the sum of all
windows with a particular ID, but you would want the Window Height column to show the
height of a single window with that ID (not the height of all windows combined). Add a
summary operator to the Window Height column to show the correct numeric data.

3. Click and drag an icon to the column header cell to be used for the sort or summary. A new icon displays next to
the column heading letter. For an ascending or descending sort, a number in the icon indicates the sort precedence
for that column.
4. Apply additional sort or summary icons as needed. In each group of sub-rows, up to 20 columns can have either an
Ascending or Descending Sort icon, and any number of columns can have a Summarize icon. The Summarize icon
can be used on a column by itself, or in conjunction with one of the sort icons.
5. To remove a sort or summary, click and drag the icon away from the column header cell.
Using Worksheets | 823

Formatting Worksheet Cells


The appearance of worksheet cells can be set by a variety of formatting options.
Formatting applied to a database header row applies to all of the associated database sub-rows.
To format worksheet cells:
1. Select the cell(s) to format.
2. From the Worksheet menu, select Format Cells.
The Format Cells dialog box opens.
The Number tab sets the number format for the selected cells.

Parameter Description
General Specifies the default general format
Decimal Uses decimal numbers; enter a value for the number of decimal places, and if desired, select to
use commas as separators
Scientific Uses scientific numbers; enter a value for the number of decimal places
Fractional Uses fractional numbers; enter the rounding value for fractions
Dimension Uses dimension numbers
Dimension Area Uses the dimension area format (precision and units) as specified for this document; also
displays the area units after the number
Dimension Volume Uses the dimension volume format (precision and units) as specified for this document; also
displays the volume units after the number
Angle Determines the accuracy of angles and the measurement system used; the measurement
system can be degrees/minutes/seconds, or decimal numbers up to eight decimal places
Date Uses date formats; select the desired format from the list
Boolean Select to use a data value of either True or False
824 | Chapter 20: Worksheets

Parameter Description
Text Select to enter a string of characters; the cell contents are treated as text, even if a number is in
the string
Leader Displays the specified leader text before the cell value (except for Boolean and Text formats)
Trailer Displays the specified trailer text after the cell value (except for Boolean and Text formats)

3. Click the Alignment tab to specify text alignment options.

Parameter Description
Alignment Sets the alignment of text in relation to the cell border
Horizontal Specifies horizontal text alignment; select General to align text strings on the left and numbers
on the right
Vertical Specifies vertical text alignment
Text Orientation Sets the text orientation
Vertical Text Orients text vertically
Horizontal Text Orients text horizontally
Wrap Text Select to wrap text that exceeds the cell width (automatically adjusting row height); deselect to
allow text that is longer than the cell width to float over empty adjacent cells. If adjacent
cells contain content, unwrapped text may appear truncated. Numbers that exceed the cell
width are displayed with # characters.
Merge Cells Merges a range of selected spreadsheet cells into one cell; cell and border formatting and text
wrapping are applied to the cell group rather than to the individual cells. The cell contents and
format of only the upper left cell in the group apply to the merged cells. Data and formatting in
the other cells will be lost during the merge.
To split merged cells, select the merged cell group and then deselect Merge Cells.

4. Click the Font tab to specify the font, font size, style, and color of text in selected cells. See Formatting Text on
page 348.
Using Worksheets | 825

5. Click the Border tab to set cell border formatting options.


Select the Line Attributes, and then use the Presets or Preview buttons to add or remove border elements.

Parameter Description
Line Attributes
Style Sets the line style and thickness for the border element
Color Sets the line color for the border element
Presets
None Removes all border formatting
Outline Adds or removes a border only on the outside edges (top, bottom, left, and right) of the cell
selection
826 | Chapter 20: Worksheets

Parameter Description
Inside Adds or removes a border only on the inside (horizontal and vertical) edges of the cell selection
Preview
Top Adds or removes a border at the top of the cell selection
Horizontal When more than one cell is selected, adds or removes a horizontal border between cells
Bottom Adds or removes a border at the bottom of the cell selection
Left Adds or removes a border on the left edge of the cell selection
Vertical When more than one cell is selected, adds or removes a vertical border between cells
Right Adds or removes a border on the right edge of the cell selection

6. Click the Patterns tab to specify fill options for the selected cell(s).

Parameter Description
Style Select None to remove current cell fill options or to specify no fill; select Solid or Pattern to apply
a solid fill color or pattern to the selected cell(s)
Color/Pattern If Style is set to Solid, select the fill Color; if Style is set to Pattern, select the Pattern and the
foreground and background colors

7. If Vectorworks Design Series is installed, click the Images tab to specify the type, size, view, and margin for
images in the selected cells. See Inserting Images in Worksheets on page 617 in the Vectorworks Design Series
Users Guide.
8. Click OK to set the formatting for the selected cell(s). The worksheet formatting also applies to worksheets placed
on a drawing.
Entering Data in Spreadsheet Cells | 827

Formatted worksheet in
the worksheet window

Formatted worksheet
placed on the drawing

Entering Data in Spreadsheet Cells


Three types of information can be entered into the spreadsheet cells of a worksheet: constant values (including text or
numbers), formulas, and images (Vectorworks Design Series required). In addition, a cell can reference another cell in
the same worksheet or in another worksheet.
Text helps to identify the purpose of a worksheet and labels the columns in a worksheet.
Images add visual information about items on a worksheet, and can also be used to create a drawing legend
(Vectorworks Design Series required).
Use formulas to perform calculations based on drawing data. A formula can be a simple mathematical equation, or
it can include one or more built-in functions. The Vectorworks program provides mathematical functions (for
example, a square root function), as well as functions that pull information from drawing objects (for example, a
function that returns the volume of selected objects). See Worksheet Functions on page 837 for a list of the
functions available.
Database record fields that are attached to objects in the drawing (such as Model Number or Price) cannot be used
in a spreadsheet cell. To include this type of data in the worksheet, see Entering Data in Database Rows on
page 833.
To define a spreadsheet row:
1. Right-click (Windows) or Ctrl-click (Macintosh) on the number of the row to change.
2. From the worksheet row menu, select Spreadsheet.

3. The cells in the row are empty until you define the contents. Select a cell, and then enter the desired information in
the worksheet Formula bar located at the top of the worksheet.
To enter text or numbers, see Entering Constant Values in Worksheet Cells on page 828.
To enter a formula, see Entering Formulas in Worksheet Cells on page 828.
828 | Chapter 20: Worksheets

To reference other cells in this cell, see Referencing Other Worksheet Cells on page 832.
To insert an image, see Inserting Images in Worksheets on page 617 in the Vectorworks Design Series Users
Guide.

Entering Constant Values in Worksheet Cells


Constant values consist of numbers, spaces, non-numeric characters, or any combination of these. Constant values are
not part of a formula or the result of a formula.
The formula phrase =1, or any number following an equal sign, is also considered a constant value.
Select the cell, and then enter the text or numbers needed; your entries automatically display in the worksheet Formula
bar. When you click the green check mark on the Formula bar, the value displays in the cell.
Keep in mind the following:
Most constant values are treated as text and default to the General format. However, some combinations of
numeric and non-numeric characters are interpreted as a particular number format. For example, an entry of 07/19/
2013 automatically changes the format to the month/day/year date format. (See Formatting Worksheet Cells on
page 823.)
Text is left-aligned unless the cell is formatted differently on the Alignment tab in the Format Cells dialog box
(select Format Cells from the Worksheet menu).
Numbers entered in cells default to the General format. To change them to another format (for example, dimension
or fractional), select Format Cells from the Worksheet menu, and select the new format on the Number tab in the
Format Cells dialog box.

Entering Formulas in Worksheet Cells


Use formulas to analyze and perform operations on drawing data. Formulas always begin with an equal sign (=) and
consist of a combination of functions, cell references, or operators that combine values to produce a new value.
Formulas must be entered with a specific syntax. If the formula is not entered correctly, the formula entry itself displays
in the cell, instead of the result of the formula. Two common mistakes in syntax include forgetting to use pairs of
parentheses, and omitting required commas when no argument is present. Formula syntax is described in the following
table.
Entering Data in Spreadsheet Cells | 829

Symbol Explanation Example


General Equal sign = Begins each formula; also =CriteriaVolume(t=wall)
Syntax indicates a value for a variable
Parentheses ( ) Encloses a function argument; =acos(0.6)
also used in arithmetic equations =A6+(A6*.07)
Square brackets [ ] Encloses a record destination =R IN ['myformat']

Period . Separates a record identifier and a =Furniture.Type


field identifier
Colon : Separates path name levels in cell =MyWorksheet:A1
references
Comma or semicolon Separates multiple values in a =sum(A2,E3)

, or ; function argument; use a =sum(A2;E3)


semicolon when commas are used
as decimal separators by the
operating system
Single quote ' Encloses a string constant =Appliances.'Model #'

Dollar sign $ Designates an absolute reference =A4*$B$1

Double period .. Designates a range of cells =sum(A10..A12)

Arithmetic Plus sign + Addition =A6+A8


Operators Hyphen - Subtraction =A6-A8

Asterisk * Multiplication =A6*.06

Forward slash / Division =B3/12

Caret ^ Exponentiation =13^2

DIV Integer division (returns the j:= 36 DIV 5;


integer quotient of the division
operation)
MOD Remainder division (returns the k:= 36 MOD 5;
remainder of the division
operation as an integer)
830 | Chapter 20: Worksheets

Symbol Explanation Example


Comparison Equal sign = Equal =if((L='L2'),Area,0)
Operators Less than and greater than signs Not equal =if((S<>'Dryer'),B9,0)
(used with IF (or Option+ = on Macintosh)
function) <> or

Less than sign < Less than =if((C7<100),100,C7)

Less than and equal signs (or Less than or equal to =if((E2<=G2),0.05,G2)
Option+ < on Macintosh)
<= or
Greater than sign > Greater than =if((C7>100),100,C7)

Greater than and equal signs (or Greater than or equal to =if((E2>=G2),0.05,G2)
Option+ > on Macintosh)
>= or

To force the program to treat a number as text, enclose the number in single quotation marks, as in '40'; or format
the cell as Text on the Number tab of the Format Cells dialog box.
Formulas follow standard algebraic rules of hierarchy. In the following example, the value in cell C28 is first multiplied
by 12, and then 4.5 is subtracted from that value. The result is then divided by 12.
=((C28*12)-4.5)/12
There are several built-in functions that can be used in formulas, including mathematical functions and functions that
pull information from objects in the drawing. To use one or more worksheet functions in a formula, either enter the
function manually, or use the Paste Function and Paste Criteria commands to select a function and selection criteria
(if required) from dialog boxes. See Worksheet Functions on page 837 for more information about how to use
functions.
If there is a logic problem with a formula, an error code displays in the cell.

Error Code Explanation


#NAME? The field name in a database header row definition does not exist in the file; see Retrieving
Record Information in a Worksheet on page 836
#VALUE! The argument is the wrong type of data for the formula; for example, a cell referenced in a
mathematical formula contains text
#CVAL? A cyclical reference cannot be resolved
?Result? The result value type is unrecognized
#OPCODE? Internal error
#DIV 0! Division by zero error encountered
#FAC? Unrecognized entry
#OBJ! The worksheet name in an external reference does not exist, or the record name does not exist
#CSTATUS? Functions are nested too deeply (more than ten levels deep)

To manually enter a formula:


1. Select the cell.
Entering Data in Spreadsheet Cells | 831

2. Enter an equal sign (=), and then enter the formula. The entries automatically display in the worksheet Formula
bar. A formula can consist of functions, operators, cell references, and constant values.
3. When the formula is complete, click the green check mark to validate the entry. To cancel an entry, click the red X.
4. The formula executes as soon as the cell entry has been validated (Auto-recalc must be selected in the worksheet
preferences; see Preferences on page 820).
To enter a formula with the Paste Function and Paste Criteria commands:
1. Select the cell.
2. Enter an equal sign (=). The entry automatically displays in the worksheet Formula bar.
3. Select Paste Function from the Worksheet menu.
The Select Function dialog box opens.

4. Select a function from the list and click OK.


The formula is placed in the worksheet Formula bar and the cursor is placed between the parentheses, awaiting an
argument.
5. Do one of the following:
If the function requires numbers or text, enter the argument between the parentheses and proceed to step 8.
If the function requires selection criteria, select Paste Criteria from the Worksheet menu.
6. If an object is selected when the Paste Criteria command is selected, the Paste Attributes dialog box opens.
Otherwise, proceed to step 7.
832 | Chapter 20: Worksheets

Do one of the following:


To use attributes of the selected object as the only selection criteria, select the attributes and click OK. Proceed
to step 8.
To specify other criteria, or to use attributes of other objects in the drawing, click the Custom button.
7. The Criteria dialog box opens. Set each of the three fields to the desired selection criteria. Click More Choices to
specify additional criteria. Click Fewer Choices to remove added criteria. Click OK to add the criteria to the
function argument.

For each list, click to browse


for criteria options

Design layer viewport


functionality (Vectorworks
Design Series required)

8. When the formula is complete, click the green check mark to validate the entry. To cancel the entry, click the red
X.
9. The formula executes as soon as the cell entry has been validated (Auto-recalc must be selected in the worksheet
preferences; see Preferences on page 820).

Referencing Other Worksheet Cells


A formula can reference the contents of one or more other cells. The cells can be referenced within the current
worksheet (internal references), or from another worksheet (external references) within the same drawing.
External references must include the full path name to the other worksheet. The following table shows the syntax for
entering an external reference into a formula.

Syntax Example
worksheet name:cell address =MyWorksheet:A1

worksheet name:range of addresses =SUM(MyWorksheet:A1..A12)

If the name of the worksheet contains spaces, the name must be enclosed with single quotes as in the following
example: ='Appliance Schedule':A1
Entering Data in Database Rows | 833

To update an external reference, select Recalculate from the Worksheet menu.

Relative and Absolute Cell References


Cell references in a worksheet can be either relative and absolute. When the formula that contains the reference is
moved, an absolute reference always refers to the original cell address, while a relative reference changes depending on
the location of the cell that contains the reference.
Use the dollar sign ($) character to indicate an absolute reference. The $ character locks the part of the cell reference it
precedes, as described in the following table.

Combination Description
$A1 Locks the specified column reference but leaves the row reference relative; the same column is
always referred to, but the row changes if the formula is placed in a different row
$A$1 Locks both the specified column and row references; regardless of where the formula is copied, it
always refers to the original cell
A$1 Locks the specified row reference but leaves the column reference relative; the same row is always
referred to, but the column changes if the formula is placed in a different column

In the following example worksheet, the formula =AVERAGE(B1..B3) is in cell B4. If the formula were copied to cell
E9, the formula would automatically be changed to =AVERAGE(E6..E8). Because the references are relative, both the
column and row would change relative to the cell where the formula is placedalways indicating the three cells
directly above the formula.

Entering Data in Database Rows


Database rows display data fields or images associated with the objects in a drawing. The database header row is
identified by a diamond shape next to the row number. When you create the database row, set the criteria to determine
which objects will be listed in the related sub-rows. For example, you might set a header row to list all symbols in the
drawing. A sub-row would then be generated for each symbol in the drawing. (If no object meets the header row
criteria, no sub-rows are created.)
Many criteria combinations can be specified, such as class, object type, record information, or line weight. For
example, create a list of all the rooms in a resort, or list only the green wing-backed chairs from all the two-room suites
that are scattered throughout the resort.
In each column in the database header row, specify which information about the objects to display. A column can list a
specific attribute of each sub-row object, such as its class or layer. A column can also list a data field contained in a
record attached to each object. Or, a column can contain a constant, an image, or a formula, just as a spreadsheet cell
can.
In the following example, database header row 2 has its criteria set to list all the objects in the drawing that have the
appliance record attached to them. Columns A through D list the contents of the data fields in the appliance record: the
834 | Chapter 20: Worksheets

appliance type, manufacturer, model number, and price. Column E contains a formula, which uses the value in column
D to calculate the price of the appliance with sales tax. Column F lists which layer of the drawing contains the object.

Spreadsheet cells
Database header row

Database sub-rows

To create a database row:


1. Right-click (Windows) or Ctrl-click (Macintosh) on the number of the row to change.

2. From the worksheet row menu, select Database.


The Criteria dialog box opens.

Design layer viewport


functionality (Vectorworks
Design Series required)

3. Specify the selection criteria for which objects to display in the sub-rows. The number of objects that meet the
criteria displays. To specify additional criteria, click More Choices.
4. Click OK to enable database functionality for the row. Beneath the header row, sub-rows are created for each
drawing object that meets the criteria specified. The columns are empty until you define which data from the
objects to display.
Entering Data in Database Rows | 835

5. Specify the information to be shown in each column of the row:


To list attributes of each object (such as layer or class), see Retrieving Object Attributes in a Worksheet on
page 836.
To list record data associated with each object (such as color or price), see Retrieving Record Information in a
Worksheet on page 836.
To show the results of a formula for each object, see Entering Formulas in Worksheet Cells on page 828.
To show an image for each object, select Insert Image Function from the Worksheet menu. See Inserting
Images in Worksheets on page 617 in the Vectorworks Design Series Users Guide.
6. Each sub-row cell displays the information requested. Each cell in the header row displays the total number of
objects found, or, if the column returns numerical data, the header cell displays the sum for all sub-rows.
Information found in each column can be sorted using the ascending, descending, and summarize buttons; see
Database Row Sort and Summary Functions on page 822.

Undefining a Database Row


To undefine a database row:
1. Right-click (Windows) or Ctrl-click (Macintosh) on the number of the database header row to change.
2. Select Spreadsheet.
Undefining a database row removes the database row criteria and all sub-rows. Any formulas that were defined in
the columns of the header row remain intact.

Selecting Database Objects


You can use the database rows in a worksheet to select the object(s) in the drawing that are related to that row.
To select database objects:
1. Either all database objects or a single database object can be selected.
To select all database objects that meet the database row criteria, right-click (Windows) or Ctrl-click
(Macintosh) the row number of the database header row to open the context menu.
To select an individual database object, right-click (Windows) or Ctrl-click (Macintosh) the row number of the
row that contains the object to open the context menu.
2. From the context menu, select either Select Data Items or Select Item.
All database objects that are represented by the header row, or the individual row object, are selected. If an
individual object was selected with Select Item, the drawing view changes to display the selected object.
836 | Chapter 20: Worksheets

Retrieving Object Attributes in a Worksheet


A drawing object can have several attributes, such as the layer it is on, the type of object it is, the symbol name (if it is
a symbol), and whether it is currently selected. You can display this information in the database rows of a worksheet.
To retrieve object information in the database rows:
1. Click the cell in the database header row where the formula will be entered.
2. Enter an equal sign (=), and then enter the criteria to display. For example, enter =C to display the name of the
class to which each object belongs. The entries display in the worksheet Formula bar.

Code Criteria Name Code Criteria Name


ALL Every object PB Pen background
AR Arrowhead PF Pen Foreground
ASZ Marker size PON Plug-in object name
C Class name PP Pen pattern
FB Fill background R Object record
FF Fill foreground S Symbol name
FOT Font SEL* Selection status
FP Fill pattern SLST Slab style
FSZ Font size SST Sketch style
GFI Gradient fill ST Object subtype
HFI Hatch fill T Object type
IFC_ENTITY IFC entity TFI Tile fill
IFI Image fill TX Texture
L Layer name V Visibility
LT Line type VSEL* Visible selection status
LW Line weight WST Wall style
N Object name
* When used with the COUNT function, the SEL criterion counts objects that are actually
non-selectable, such as the individual items within a group. The VSEL criterion counts only the
visibly selected items, which is the same counting method used for the Object Info palette. For
example, if you select and count a group that has 11 items in it, the SEL criterion returns a value
of 12 (the group, plus the 11 items). The VSEL criterion returns a value of 1 (the group only).

3. Click the green check mark to validate the entry.

Retrieving Record Information in a Worksheet


Database records are created in the Record Formats dialog box. These records are then assigned to objects through the
Data tab of the Object Info palette. See Viewing and Editing Object Records on page 192 for more information. This
information can be displayed in the database rows of a worksheet.
To retrieve record information in a database row:
1. Click the cell in the database header row where the formula will be entered.
Worksheet Functions | 837

2. Enter an equal sign (=), and then enter the record information to display. The entries display in the worksheet
Formula bar. The syntax for retrieving record information is:

Syntax Example
=record name.field name =Furniture.Type

A period (.) must separate the two names or the formula will not be executed.
If the name of the record format or field name contains spaces, the name must be enclosed with single quotes as in
the following example: =Appliance Record.Model Number
3. Click the green check mark to validate the entry.
The database information attached to each object displays in the sub-rows.

Worksheet Functions
Worksheet functions take an argument, perform an action, and return a value or values. There are two basic types of
functions: those that use the value(s) you enter, and those that use information from objects in the drawing. The
arguments required by the two function types are different.
Number or text arguments: Functions that begin with a lower case letter typically require a number value or a
cell address as the argument. For example, the acos function returns the arccosine of the value that is specified in
the function argument. The argument you enter can be a mathematical expression (such as 3/5), an address of a
cell that contains a number (such as A12), or an actual number. The argument for all trigonometry functions must
be in radians.
Criteria arguments: Functions that begin with a capital letter must be applied to one or more specific objects in
the drawing. In a cell in a database header row, a function is automatically applied to the object listed in each
sub-row, so no criteria argument is required.
However, in a spreadsheet cell, you must enter criteria to select the objects the function applies to. For example,
the Width function returns the width of an object. To specify which object to obtain the width of, either use the
Paste Criteria command on the Worksheet menu, or enter the criteria manually. For details about how to specify
criteria such as the object type, class, or visibility, see the developer oriented documentation located at
http://developer.vectorworks.net
The following table lists all of the worksheet functions available, as well as what kind of argument the function takes.

Function (argument) Description Example Related Functions


acos(number) The arccosine of a number. The =acos(3/5) cos
arccosine is the angle whose (returns the angle for which the
cosine is number. The returned cosine value is 3/5)
angle is given in radians in the
range 0 to pi.
Number is the cosine of the
angle, and must be from -1 to 1.
838 | Chapter 20: Worksheets

Function (argument) Description Example Related Functions


Angle(criteria) The sum of all angles that meet =Angle(t=arc)
the specified criteria, in (returns the combined sweep angles
degrees. of all arc objects in the drawing)
Use this function to return the
angles of lines and walls
(measured from horizontal), the
span angles of arcs, and the
slope angles of slabs.
Area(criteria) The total area of 2D objects that =Area(t=rect) Perim
meet the specified criteria, (returns the combined area of all
based on the Area units in the rectangle objects in the drawing)
Units dialog box
asin(number) The arcsine of a number. The =asin(A3) sin
arcsine is the angle whose sine (returns the angle for which the sine
is number. The returned angle is value is given in cell A3)
given in radians in the range
-pi/2 to pi/2. To express the
arcsine in degrees, use the
rad2deg function (or multiply
the result by 180/pi).
Number is the sine of the angle
and must be from -1 to 1.
atan(number) The arctangent of a number. =atan(4/3) tan
The arctangent is the angle (returns the angle for which the
whose tangent is number. The tangent value is 4/3)
returned angle is given in
radians in the range -pi/2 to pi/
2. To express the arctangent in
degrees, use the rad2deg
function (or multiply the result
by 180/pi).
Number is the tangent of the
angle in question.
average(number1, The average (mean) of the =average(85,70,95) max, min, sum
number2...) arguments (returns the average of the three
numbers)
BotBound(criteria) The minimum y coordinate =BotBound(t=locus) LeftBound,
(bottom boundary) of the (returns the y coordinate of the RightBound,
objects that meet the specified locus that has the lowest y TopBound
criteria coordinate value in the drawing)
ComponentArea The area of one side of the =COMPONENTAREA(t=wall,1) ComponentVol,
(criteria, index) specified wall or slab (returns the area of the component Name
component, minus any holes specified)
Worksheet Functions | 839

Function (argument) Description Example Related Functions


ComponentName The name of the specified wall =COMPONENTNAME(t=wall,1) ComponentVol,
(criteria, index) or slab component (returns the name of the component Area
specified)
ComponentVolume The volume of the specified =COMPONENTVOLUME(t=wall,1) ComponentArea,
(criteria, index) component, minus any holes (returns the volume of the Name
component specified
concat(text1, text2, Joins several text strings into =concat(B3,', ',B4)
text3) one text string (returns the contents of cells B3 and
B4 as a single string, separated by a
comma and a space)
cos(number) The cosine of a given angle. =cos(deg2rad(23)) acos
Number is the angle in radians (converts a 23-degree angle to its
for which the cosine is radian equivalent, and returns the
calculated. cosine of the angle)
Count(criteria) The number of objects that =Count(S='door')
meet the specified criteria (returns the total number of symbol
objects in the drawing that are
named door)
deg2rad(number) Converts a number from =deg2rad(47)
degrees to radians. (converts the 47-degree angle
Number is the value in degrees measurement to its radian
to be converted to radians. equivalent)
exp(number) e raised to the power of number. =exp(2) ln
The constant e equals (returns the numeric value of e
2.71828182845904, the base of raised to the power of 2)
the natural logarithm.
Number is the exponent applied
to the base e.
FloorUsageData Lists the floor usage data of a =('Massing Model'.'Floor Substring
massing model; each floors Usage Data')
(Vectorworks Design
value is separated by ; =SUBSTRING(('Massing
Series required) Model'.'Floor Usage Data'),
(semi-colon) which allows the
';', 1)
substring function to separate
the entries into rows
GetIfcProperty The value of a specific IFC =GETIFCPROPERTY
(criteria) property associated with an IFC ('ifcfurnishingelement.name')
object. The criteria is a string (returns the Name value for IFC
(Vectorworks
with two elements separated by objects whose IFC entity is
Architect/Landmark
a period. The first element is IfcFurnishingElement)
required)
either an IFC entity or PSet
name, and the second element
is the name of the IFC property.
840 | Chapter 20: Worksheets

Function (argument) Description Example Related Functions


Height(criteria) The combined delta y (height) =height(sel=true) Width
of objects that meet the (returns the combined delta y value
specified criteria of the selected objects)
if ((logical_test), Use value_if_true if =if((C7>100),100,C7)
value_if_true, logical_test is true, when commas are used as decimal
value_if_false) value_is_false if logical_test is separators by the operating system,
false. use semicolons instead:
Use this function to conduct =if((C7>100);100;C7)
conditional tests on values and
(if the value in cell C7 is greater
formulas and to branch based
than 100, the value in this cell is
on the results of that test. The
100; otherwise, the value in this cell
outcome of the test determines
is the same as the value in cell C7)
the value returned by the If
function. The logical_test can
be any value or expression that
can be evaluated to true or
false. Up to seven If statements
can be nested as value_if_true,
value_if_false arguments.
Boolean statements within an if
statement must be in
parentheses. Text within an if
statement should be enclosed
within quotation marks.
Image(criteria) The image associated with the =Image(S='Cabinet')

(Vectorworks Design object that meets the specified (returns the image of the symbol
Series required) criteria. In the cell format, named Cabinet)
specify whether to show a
thumbnail of the object, or the
2D attributes applied to the
object.
int(number) Removes any fractional part of =int(B9) round
a number. (returns the value in cell B9 without
Number is the real number to its fractional component)
be changed to an integer.
IsFlipped(criteria) The total number of flipped =IsFlipped(t=rect)
objects that meet the specified (returns the total number of
criteria rectangles in the drawing that are
flipped)
LeftBound(criteria) The left side minimum x =LeftBound(t=locus) BotBound,
coordinate (left boundary) of (returns the x coordinate of the RightBound,
the objects that meet the leftmost locus in the drawing) TopBound
specified criteria
Worksheet Functions | 841

Function (argument) Description Example Related Functions


Length(criteria) The length of lines or walls that =Length(t=line)
meet the specified criteria (returns the total length of all line
objects in the drawing)
ln(number) The natural logarithm (base e). =ln(12) exp
Number is the positive real (returns the natural logarithm of 12)
number for which the logarithm
is calculated.
log(number) The base 10 logarithm. =log(2) ln
Number is the positive real (returns the base 10 logarithm of 2)
number for which the logarithm
is calculated.
max(number1, The largest number in the list of =max(C5,C7,C9) min
number2,...) arguments. (returns the largest of the numbers
Number is 1 14 numbers for that are in cells C5, C7, and C9)
which the maximum value is to
be found.
min(number1, The smallest number in the list =min(C5,C7,C9) max
number2,...) of arguments. (returns the smallest of the numbers
Number is 1 14 numbers for that are in cells C5, C7, and C9)
which the minimum value is to
be found.
ObjectType(criteria) The numeric object type ID of =ObjectType(sel=true)
objects that meet the specified (returns the object type value of the
criteria selected object; for example, the
For a list of object type IDs, see object type value for a light is 81)
the developer oriented
documentation located at http://
developer.vectorworks.net
Perim(criteria) The combined perimeter of =Perim(sel=true)
objects that meet the specified (returns the total perimeter of all
criteria selected objects)
rad2deg(number) Converts a number from =rad2deg(0.5235987)
radians to degrees. (converts the radian angle
Number is the value in radians measurement to its degree
to be converted to degrees. equivalent)
RightBound(criteria) The right side maximum x =RightBound(sel=true) BotBound,
coordinate (right boundary) of (returns the x coordinate of the TopBound,
the objects that meet the rightmost point on the selected LeftBound
specified criteria objects)
842 | Chapter 20: Worksheets

Function (argument) Description Example Related Functions


RoofArea_Heated The heated area of the roof =RoofArea_Heated
(criteria) (inside the wall line) along the (ST=ROOFFACE)
slope, combined for all objects (returns the combined heated roof
that meet the specified criteria area of all roof and roof face objects
in the drawing)
RoofArea_HeatedProj The heated area of the roof =RoofArea_Heatedproj (T=ROOF)
(criteria) (inside the wall line) projected (returns the combined heated roof
to the active layer plane, area of all roof objects in the
combined for all objects that drawing, as projected to the active
meet the specified criteria layer plane)
RoofArea_Total The total area of the roof along =RoofArea_Total (ST=ROOFFACE)
(criteria) the slope (returns the combined total roof
area of all roof and roof face objects
in the drawing)
RoofArea_TotalProj The total area of the roof, =RoofArea_Totalproj
(criteria) projected to the active layer (T=ROOF)
plane (returns the combined total roof
area of all roof objects in the
drawing, as projected to the active
layer plane)
round(number) Rounds the specified number to =round(D11) int
the nearest whole number (returns the value in cell D11
rounded to the nearest whole
number)
sin(number) The sine of a given angle. =sin(deg2rad(32)) asin
Number is the angle in radians (converts a 32-degree angle to its
for which the sine is calculated. radian equivalent, and returns the
sine of the angle)
SlabStyleName The name of a slab style =SlabStyleName
(sel=true)
(Vectorworks
(returns the slab style of the selected
Architect required)
slab object)
SlabThickness The combined thickness of slab =SlabThickness(T=SLAB)
(criteria) objects (floors and roof faces) (returns the combined thickness of
(Vectorworks that meet the specified criteria all slab objects in the drawing)
Architect required)
sqrt(number) A positive square root. =sqrt(D27)

Number is the number for (returns the square root of the


which the square root is number in cell D27)
calculated.
Substring(text/ Splits a single string into an =SUBSTRING(('Massing FloorUsage Data
function, delimiter, array of strings using a Model'.'Floor Usage Data'), (Massing model)
';', 1)
index) delimiter, and outputs each
string at the specified index
Worksheet Functions | 843

Function (argument) Description Example Related Functions


sum(number1, The sum of all numbers in the =sum(A2,A10..A12) Average
number2,...) list of arguments. (returns the sum of the numbers
Number is 1 14 numbers for contained in cells A2, A10, A11,
which the sum is calculated. and A12)
SurfaceArea(criteria) The total surface area of all =SurfaceArea(st=sphere)
objects that meet the criteria, (returns the total surface area of all
based on the Area units in the sphere objects in the drawing)
Units dialog box
tan(number) The tangent of the given angle. =tan(deg2rad(32)) atan
Number is the angle in radians (converts a 32-degree angle to its
for which the tangent is radian equivalent, and returns the
calculated. tangent of the angle)
TopBound(criteria) The maximum y coordinate =TopBound(sel=true) BotBound,
(top boundary) of the objects (returns the y coordinate of the LeftBound,
that meet the specified criteria topmost point on the selected RightBound
objects)
value(text) Converts a text string that =value('2e3')
represents a number to a (returns the numeric value of 2
number times 10 raised to the power of 3)
Volume(criteria) The total volume of all objects =Volume(t=xtrd)
that meet the criteria, based on (returns the total volume of all
the Volume units in the Units extrude objects in the drawing)
dialog box.
WallArea_Gross The combined 2D gross surface =WallArea_Gross(t=wall) WallArea_Net
(criteria) area of one wall face for walls (returns the combined surface area
that meet the specified criteria of one wall face for all walls in the
drawing)
WallArea_Net The combined 2D gross surface =WallArea_Net(sel=true) WallArea_Gross
(criteria) area of one wall face, without (returns the surface area of one wall
door and window areas, for face for the selected wall object,
walls that meet the specified minus door and window areas)
criteria
WallAverageHeight The average height of a wall, =WallAverageHeight
(criteria) including wall peaks and (sel=true)
different starting and ending (returns the average height of the
heights selected wall object)
WallStyleName The name of a wall style =WallStyleName
(criteria) (sel=true)
(returns the wall style of the
(Vectorworks
selected wall object)
Architect/Landmark
required)
844 | Chapter 20: Worksheets

Function (argument) Description Example Related Functions


WallThickness The combined thickness of wall =WallThickness
(criteria) objects that meet the specified (sel=true)
criteria (returns the thickness of the selected
wall object)
Width(criteria) The combined delta x (width) =Width(sel=true) Height
of objects that meet the (returns the delta x value of the
specified criteria selected object)
XCenter(criteria) The x coordinate of the center =XCenter(sel=true) YCenter, ZCenter,
point of an object that meets the (returns the x coordinate value of XCoordinate
specified criteria the center of the selected object)
XCoordinate(critiera) The x coordinate of the =XCoordinate(sel=true) YCoordinate,
insertion point for symbols, (returns the x coordinate value of ZCoordinate,
point plug-in objects, and loci the object relative to the user origin) XCenter
YCenter(criteria) The y coordinate of the center =YCenter(sel=true) XCenter, ZCenter,
point of an object that meets the (returns the y coordinate value of YCoordinate
specified criteria the center of the selected object)
YCoordinate(criteria) The y coordinate of the =YCoordinate(sel=true) XCoordinate,
insertion point for symbols, (returns the y coordinate value of ZCoordinate,
point plug-in objects, and loci the object relative to the user origin) YCenter
ZCenter(criteria) The z coordinate of the center =ZCenter(sel=true) XCenter,
point of an object that meets the (returns the z coordinate value of YCenter,
specified criteria the center of the selected object) ZCoordinate
ZCoordinate(criteria) The z coordinate of the =ZCoordinate(sel=true) XCoordinate,
insertion point for symbols, (returns the z coordinate value of YCoordinate,
point plug-in objects, and loci the object relative to the objects ZCenter
layer plane)

Importing Worksheets
Data from a wide variety of worksheet formats can be imported into a file, including worksheet data from other
programs and worksheets from other Vectorworks files.

Importing Worksheet Data from Another Program


To import a worksheet into the current file, both the worksheet and its original file must be open. In addition, a blank
worksheet must exist in the active drawing as a destination for the imported worksheet.
The worksheet formats that can be imported include comma delimited, tab delimited, merge, DIF, and SYLK. During
import, the spreadsheet data is imported, but the formulas (logic) are not.
To import a worksheet into a Vectorworks file:
1. From the Resource Browser, open the Resources menu.
2. Select New Resource > Worksheet.
The Create Worksheet dialog box opens.
3. Specify the same number of rows and columns that are present in the worksheet to be imported.
Exporting Worksheets | 845

4. Select File > Import > Import Worksheet.


5. Select the worksheet file to be imported. The worksheet must be in one of the formats available on the Files of
type list.
6. Click Open. The worksheet is imported into the open worksheet in the Vectorworks file.

Importing Worksheets from Another Vectorworks File


To import a Vectorworks worksheet from another Vectorworks file:
1. From the Resource Browser, locate the file containing the worksheet using the Find command in the Resources
menu, or from a Favorites file. See Accessing Existing Resources on page 162 for more information.
2. Select the worksheet to import, and click Import. (Alternatively, drag the worksheet resource into the desired
Vectorworks file to insert it as a drawing object; see Worksheets as Graphic Objects on page 846.)
The selected worksheet is imported into the current file.

Importing a Table from Microsoft Word


The following procedure is an example of how to import a table from Microsoft Word into a Vectorworks worksheet.
To import a Word table into a worksheet:
1. In Word, select the entire table to be imported.
2. In versions of Word prior to 2007, select Table > Convert > Table to Text. In Word 2007 and later, select the
Table Tools tab, Layout tab, Convert to Text.
The Convert Table to Text dialog box opens.
3. In the dialog box, click Tabs for the separation identifier.
4. Click OK.
5. Save the table.
If the file consists of only the table, select File > Save As. In the Save As dialog box that opens, select Text Only
from the Save as type list, and click OK.
If the table is part of a larger file, copy the table to the Clipboard. Select File > New, and paste the table text into
the new document. Save the file as a text file.
6. Return to the Vectorworks file and import the table as described in Importing Worksheet Data from Another
Program on page 844.

Exporting Worksheets
Vectorworks worksheet files can be exported and read by spreadsheet programs, such as Excel, as well as by some
word processing programs. Because many of these programs have different format requirements, several export
formats are available. These include comma delimited, tab delimited, merge, DIF, and SYLK. Using the tab delimited
format, for example, creates a file that can be opened as a table in Microsoft Word.
To export a worksheet from a Vectorworks file:
1. Select File > Export > Export Worksheet.
2. The Export Worksheet dialog box opens.
846 | Chapter 20: Worksheets

Select the format for the export, and whether to export all rows or only the selected rows. Click OK and specify
the name and location of the exported worksheet.
3. Click Save. The specified worksheet rows are exported to the desired location in the set format.

Worksheets as Graphic Objects


A worksheet can be included in a drawing as a graphic object. As with any graphic object, the worksheet can be moved
to any location on the drawing. However, it cannot be resized or edited as an object. To edit the contents of the
worksheet, open it from the Resource Browser, or from the drawing itself.
To include a worksheet as an object on a drawing:
1. From the Resource Browser, select the desired worksheet.
The worksheet must be a part of the current drawing. If the worksheet is part of another drawing, first import it
into the current drawing. Select the worksheet from the Resource Browser and then select Import from the
Resources menu. (See Importing Worksheets from Another Vectorworks File on page 845.)
2. Select Worksheet On Drawing from the Resources menu.
The worksheet is now included in the drawing as a graphic object. It can be moved like any other graphic object
and placed where desired. If the worksheet is currently open, the contents of the worksheet in the drawing are
replaced with an X.
Alternatively, double-click the worksheet in the Resource Browser to place it in the drawing file, or select the
worksheet in the Resource Browser and drag it to the desired location in the drawing file. Both methods
automatically select Worksheet on Drawing and place the worksheet as a graphic object. If you use the drag and
drop method, the top left corner of the worksheet is placed at the point where the mouse is released in the drawing
file.
To edit a worksheet included as a drawing object:
1. From the Resource Browser, select the desired worksheet.
2. Select Open from the Resources menu.
Alternatively, double-click the worksheet object in the drawing.
3. The worksheet is opened and available for editing. The contents of the worksheet in the drawing are replaced with
an X. Close the worksheet to display the worksheet contents in the drawing.
Using Scripts 21
Scripting is one method of customizing the Vectorworks program to suit a wide range of design needs. Scripts can
create anything from simple tools that assist with the most tedious drafting tasks, to sophisticated solutions for
demanding designs. Three scripting options in the Vectorworks program include:
the Software Developers Kit (SDK) in the C++ language,
Python programming language, and
VectorScript, a lightweight Pascal-like programming language.
This section discusses scripting, but not the SDK. For detailed developer-oriented documentation related to the SDK,
Python, and VectorScript, please navigate to http://developer.vectorworks.net
The Vectorworks program provides several methods for creating, managing, and executing scripts. While scripting
languages provide a rich set of development tools when creating scripts from scratch, there are also several commands
that allow you to create scripts without direct knowledge of programming. The most basic of these methods is to select
the File > Export > Export Script command. The command creates a script from the files contents and saves it as a
Python or VectorScript file in the designated location. Select the File > Import > Import Script command to execute
the script from a saved file in a new, automatically created design layer.
The Custom Selection, Custom Tool/Attribute, and Custom Modification commands provide the ability to create
useful scripts directly. (The Custom Modification command requires that a Vectorworks Design Series product be
installed; see Creating Custom Modification Scripts on page 606 in the Vectorworks Design Series Users Guide.)
In addition to these automated methods of creating scripts, the traditional method for creating and saving scripts (and a
feature of Vectorworks since its original release as MiniCad), is to write document scripts, which are saved as script
resources and are stored in script palettes contained within a file. Both document scripts and script palettes can be
created, accessed, exported, imported from another file, renamed, and deleted through the Resource Browser.
Scripts can also be created and stored in plug-ins. Plug-ins are a component of a workspace, and can be accessed from
any file. Scripts in plug-ins can be used as menu items, tools, or parametric objects. Plug-ins are created and maintained
using the Plug-in Manager, which is accessed by selecting Tools > Plug-ins > Plug-in Manager.
Finally, scripts can be purchased from third-party vendors and installed.

Creating Custom Selection Scripts


Custom selection scripts allow objects in the current file to be selected or deselected according to user-specified
criteria. The wide array of options in the command allows for very specific filtering and selection according to the
defined selection requirements. No scripting knowledge is necessary.
The layer options must be set to Show/Snap/Modify Others to select objects on another layer.
To create a custom selection script:
1. Select Tools > Custom Selection.
The Custom Selection dialog box opens.
848 | Chapter 21: Using Scripts

Parameter Description
Select Selects the objects matching the specified criteria without affecting the existing selection
status of other objects
Select Only Deselects all objects prior to performing the selection operation
Deselect Deselects any objects matching the specified criteria without affecting the selection status
of other objects in the file
Execute Immediately Performs the specified selection operation immediately upon exiting the Custom Selection
dialog box; the operation criteria are not saved for future use
Create VectorScript Saves the criteria and command options as a VectorScript that can be executed later
Create Python Script Saves the criteria and command options as a Python script that can be executed later

2. Click Criteria to specify the selection criteria for the operation.


The Criteria dialog box opens.
Criteria type Criteria comparison option Criteria selection parameter

Adds more selection criteria Reduces selection criteria

3. Choose the desired criteria options. The number of objects in the file that meet the criteria displays.
Specify additional options by clicking More Choices. To remove the most recently added option, click Fewer
Choices.
Specify whether to also include objects that are part of symbols, plug-in objects, or viewport annotations.
4. Click OK.
If the Execute Immediately option was chosen, the selection operation is now performed. If one of the create
script options was chosen, when prompted, name the script palette (if none exists) or select an existing script
palette, and name the selection operation script. The script is saved in the script palette, and can be run as
described in Running Scripts on page 854.

Creating Custom Tool/Attribute Scripts


Custom tool/attribute scripts record the current attribute and file settings in a script format for later use. These custom
settings can be combined with the active tool to allow a specific set of attributes, such as fill style or pen color, to be
reactivated for use with the tool. For example, a dashed line style and red pen foreground color can be saved with the
line tool in a script for drawing red dashed lines. No scripting knowledge is necessary.
To create a custom tool/attribute script:
1. Select Tools > Custom Tool/Attribute.
The Custom Tools dialog box opens.
Creating and Editing Script Palettes and Scripts | 849

2. Select which attributes should be saved in the script.


The saved attributes are used when the script is executed and can be modified or reset.

Parameter Description
All Checked box: All attributes in the group are selected; click to deselect all attributes in the
group to be saved to the script.
Empty box: No attributes in the group are selected; click to select all attributes in the group
to be saved to the script.
Box displays (Windows) or (Macintosh): One or more attributes in the group are
not selected; click to select all attributes in the group to be saved to the script.
Fill Attributes Saves fill foreground and background colors and fill style
Pen Attributes Saves pen foreground and background colors and pen style
Line Attributes Saves line weight (thickness) and the presence and size of markers
Text Attributes Saves text attributes including font, size, style, spacing, and justification (alignment)
Other Attributes Saves other attributes such as classes, layers, symbols, tools, and SmartCursor settings
(snapping parameter settings, as well as which snapping tools are active on the Snapping
palette)

3. Click OK.
4. When prompted, name the script palette (if none exists) or select an existing script palette, and name the attribute
settings script.
The script displays in a script palette, and can be run as described in Running Scripts on page 854.

Creating and Editing Script Palettes and Scripts


As described in Using Scripts on page 847, document scripts can be created, saved, and executed within a
Vectorworks file. Use the Resource Browser to manage script palettes as well as individual document scripts.
850 | Chapter 21: Using Scripts

Creating a Script Palette


Scripts are organized and accessed from script palettes located in the Resource Browser. If no script palettes exist when
a script is created, a new script palette resource is automatically created. However, creating a script palette ahead of
time allows you to select an existing script palette when creating new scripts.
To create a script palette:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. From the Resources menu, select New Resource to display the New Resource menu.
See Using the Resource Browser on page 157 for more information.
3. Select Script Palette.
The Assign Name dialog box opens. Enter the name of the script palette and click OK.

Opening a Script Palette


To open a script palette:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. Select the script palette to be opened, and then select Open from the Resources menu.
Alternatively, open the palette from the Window > Script Palettes menu
The script palette opens. While open, scripts can be easily executed from the palette.
Script palettes can be edited, renamed, deleted, exported, and imported from the Resource Browser.

Creating Scripts
To create a script:
1. Select Window > Palettes > Resource Browser.
The Resource Browser opens.
2. From the Resources menu, select New Resource to display the New Resource menu.
3. Select Script.
The Assign Name dialog box opens. Enter the name of the script and click OK.
Newly created scripts are located by default in the active script palette (the palette which is open and active, or
which is open in the Resource Browser). If multiple script palettes exist, but are not currently open, the Select
Script Palette dialog box opens to select a location for the script. Select the palette to add the script to and click
Add. If no script palette exists in the file, a new script palette must be created to contain the script.
4. The Script Editor opens to begin a script editing session. The editor provides a basic authoring environment for
script development and maintenance. Its features allow you to create, edit, and compile scripts, browse available
functions, view errors,and other tasks associated with creating scripts. Select the script language for the script:
Python Script or VectorScript. Scripts are limited to 32,001 characters. For detailed developer-oriented
documentation related to Python and VectorScript, please navigate to
http://developer.vectorworks.net
Creating and Editing Script Palettes and Scripts | 851

Font Settings Compile script Current line number Palette name Script name

Editor menu

Script
language

Script options for


Python scripts

Parameter Description
Editor menu

Procedure Opens the Procedures dialog box, which lists all the available script functions/procedures
by category and provides a prototype as well as a brief description of what operation is
performed by the function/procedure. The list serves as both a reference and a means of
building the code by pasting the relevant function/procedure into the editor.

Select the procedure or function and click OK to add it to the current line of the script
editor.
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Parameter Description
Criteria Opens the Criteria dialog box, for automatically defining selection criteria in a script (see
Creating Custom Selection Scripts on page 847)

Tool/Attribute Opens the Custom Tools dialog box, for saving the current tool and attribute state
information into a script (see Creating Custom Tool/Attribute Scripts on page 848)
Parameter The Parameter command provides access to a plug-in objects parameter list for editing,
when working on the script of a plug-in (see Plug-in Definition on page 860)
Text File The Text File command allows script source code to be imported from external text files
Font Settings Opens the Format Text dialog box, where the font settings of the text in the Script Editor
window can be changed. Changes to the text formatting apply to all of the text in the
Editor (formatting a selection of text is not possible). See Formatting Text on page 348
for more information on text formats.
Compile Script The Compile Script button allows a script to be compiled directly from the Script Editor
without the need to execute the script. If errors exist within the script which prevent
successful compilation, they will be displayed and can be resolved without the need to exit
the script editor.
While compiling VectorScripts repeats all errors in the script code, compiling Python
scripts reports only the syntax errors. For example, an undefined variable is not
reported as an error for Python scripts, because this type of error is determined only
during script execution. As a result, Python scripts report most errors when executed.
Language Select Python or VectorScript for the script language
Creating and Editing Script Palettes and Scripts | 853

Parameter Description
Script Options Opens the Script Options dialog box, which lists folders (environment paths) where
(Python scripts only) imported modules are located, for Python scripts that require external libraries.
This dialog box can also be accessed from Tools > Plug-in > Script Options.

Add: Select a folder location to add it to the list


Remove: Deletes the currently selected folder location
Open Folder in OS: Displays the contents of the selected folder in either Windows
Explorer or Macintosh Finder

5. Click OK to save the script.


Scripts can be edited, renamed, deleted, exported, imported, moved, and executed from the Resource Browser.

Editing Scripts
To edit an existing script from the Resource Browser:
1. From the Resource Browser, select the script to be edited. Scripts are nested in script palette folders.

2. Select Edit from the Resources menu.


Alternatively, open the script palette from the Resource Browser. Press Option (Macintosh) or Alt (Windows) and
double-click on the script to be edited.
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3. The Script Editor opens, displaying the script source code. See Creating Scripts on page 850 for a description of
the Script Editor.

Moving a Script to Another Palette


To move a script from one palette to another:
1. From the Resource Browser, select the script palette containing the desired script, and then select Open from the
Resources menu. Alternatively, open the palette from the Window > Script Palettes menu.
The source script palette opens.
2. Select the script palette where the script will be moved, and then select Open from the Resources menu.
The destination script palette opens.
3. Click on the script to move, and then press Command+X (Macintosh) or Ctrl+X (Windows). The script is
removed from the palette and placed into the clipboard.
4. Click on the destination script palette, and then press Command+V (Macintosh) or Ctrl+V (Windows). The script
is placed into the selected script palette.
Alternatively, move the script by selecting it from the Resource Browser and selecting Move from the Resources menu.
Specify the new script palette location for the script. See Using the Resource Browser on page 157 for more
information.

Encrypting Scripts
A script can be encrypted and locked to prevent editing.
To encrypt a script file:
1. Select Tools > Plug-ins > Encrypt Script.
The Choose Script File dialog box opens.
2. Locate and select the script file to encrypt.
3. Click Open.
The Save Encrypted VectorScript Code Document dialog box opens.
4. Enter a new name for the script, and then select the location for saving the file.
5. Click Save.
The script is saved in an encrypted format.

Running Scripts
Document scripts can be executed in a variety of ways.
Running Scripts | 855

Running Scripts from the Resource Browser


To run a script from the Resource Browser:
1. From the Resource Browser, select the script palette containing the script to run.
2. Double-click on the script palette to open it.
Alternatively, right-click (Windows) or Ctrl-click (Macintosh), and select Enter from the context menu to open
the palette.
3. Select the script to run. Select Run from the Resources menu, or right-click (Windows) or Ctrl-click (Macintosh),
and select Run from the context menu.
Alternatively, double-click the script resource to run it or drag the script resource into the drawing area.

Running Scripts from the Script Palette


To run a script from a script palette:
1. Select Window > Script Palettes and select the script palette containing the desired script.
To open the script palette from the Resource Browser, select the script palette containing the desired script, and
double-click to open it, or right-click (Windows) or Ctrl-click (Macintosh) on the palette, and select Open from
the context menu.
2. From the script palette, double-click on the script to run it.

Running Scripts from Files


Some scripts may exist as text files only, if they were created in a separate text editor program or exported from the
Vectorworks program. These scripts are not available from the Resource Browser.
1. Select Tools > Plug-ins > Run Script (or File > Import > Import Script).
The Choose Script File (or Open Script Code Document) dialog box opens.
2. Select the desired script file and click Open to run the script.

Script Errors
If an error occurs during script execution, an alert dialog box opens.
To handle script errors:
1. From the alert dialog box, click View Error Output.
2. The Script Errors dialog box opens, displaying the nature of the error and the line(s) where the error occurred.
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3. To edit the script, click Edit Script, or double-click on a script line to edit that line. The Script Editor opens for
making corrections to the script.

Scripted Plug-ins
Document scripts, as described in Creating and Editing Script Palettes and Scripts on page 849, allow scripts to be
created, saved, and executed from the Resource Browser of a Vectorworks file. However, scripted plug-in objects allow
scripts to be available in any Vectorworks file. The three types of plug-insmenu commands (.vsm), tools (.vst), and
objects (.vso)allow scripts to be incorporated into a workspace as menu commands, tool palettes, and objects in
Resource Browser libraries.
Plug-in objects created with scripts become custom items that can streamline and enhance the design/drafting process.
They support the standard Vectorworks program core technologies such as snapping, classing, and advanced object
editing, giving them essentially the same status as Vectorworks built-in object types.
Scripted plug-ins also provide enhanced portability and platform independence for scripts, allowing them to be easily
moved to Vectorworks software installations on either Macintosh or Windows systems. Drawings containing plug-in
objects can be exchanged between users in different countries. The plug-ins can be localized for use in other countries
by translating the names and strings that display.

How Plug-ins Work


Scripted plug-ins combine script code with a plug-in wrapper, an encoded header which defines the characteristics
and behaviors of the plug-in. Information such as the category of the plug-in, properties which define how the plug-in
is activated, or any other information needed by the plug-in to function within the Vectorworks application framework
is included within the header.

Plug-in Types
A key feature of scripted plug-ins is their smooth integration into the Vectorworks product interface. These menu
commands, tools, and objects work just like any built-in Vectorworks software tool, object, or menu item. Like built-in
menu commands, scripted menu commands can be set to require certain file conditions such as 2D/3D view orientation
or a selected set of items in order to activate. When a menu command or tool item is selected, the script and any
information needed by the plug-in is loaded into memory, and the plug-in script executes. The Vectorworks program
uses information provided by the plug-in to provide the user interactions (such as snapping) and file environment for
Scripted Plug-ins | 857

the menu command or tool to perform its defined actions. Scripted tools, like their built-in counterparts, make use of
the SmartCursor and other tool-centric Vectorworks program features.
Plug-in objects have characteristics of both tools and symbols. Plug-in objects can be added to a tool palette and
resemble tool items, but in use, they place instances of the object in the file much like the symbol tool places symbols
in a file. Object scripts can also be invoked through events that occur in the file. Placed object instances can be
modified with the Object Info palette to edit the parametric values that are used to define the object, and these changes
will cause the script defining the object to execute for the object to redraw. Global file changes which force a
regeneration of the file can also cause the scripts of objects placed in the file to execute. These characteristics give
plug-in objects enormous flexibility in how they can be displayed within a file.
Plug-in objects can also be used in conjunction with the Resource Browser to create preconfigured object instances that
need minimal editing after placement. Libraries of different object configurations based on a single plug-in object can
be easily created and retrieved through the Resource Browser.

Plug-in Location
When the Vectorworks program launches, it searches for any scripted plug-ins and registers the information necessary
to activate and manage the plug-ins. Include files are searched for in the same folder where the associated plug-in is
located.
Vectorworks software searches for plug-ins in the following order:
1. in the users Plug-ins folder or aliases or shortcuts in the users Plug-ins folder,
2. the Vectorworks Plug-Ins folder and its sub-folders, and
3. aliases or shortcuts in the Plug-Ins folder that point to locations outside the Vectorworks hierarchy.
The users Plug-ins folder exists in a platform-specific location.

Windows XP: C:\Documents and Settings\<Username>\Application Data\Nemetschek\Vectorworks\


2014\Plug-Ins
Windows Vista/7/8: C:\Users\<Username>\AppData\Roaming\Nemetschek\Vectorworks\2014\Plug-ins
Macintosh: /Users/<Username>/Library/Application Support/Vectorworks/2014/Plug-Ins

When plug-ins are first created, they are always placed in the users Plug-ins folder.
When the Vectorworks program launches, or a workspace is activated, a plug-in is available in the current session
only if it is located in the Plug-ins folder, its sub-folders, users Plug-ins folder and sub-folders, or folders
referenced by aliases (Macintosh) or shortcuts (Windows).
If duplicate plug-in exist in more than one location, the instance that occurs first in the folder hierarchy is the one
that is used.
The flexibility of the plug-in location provides an advantage when upgrading from a previous version of Vectorworks
software. Because third-party plug-ins can be stored in a folder separate from the application, they can easily be
referenced when installing the upgrade. Copying the plug-ins folders to the current versions folders, or referencing
them with an alias or shortcut, is all that is required when upgrading.

Creating Scripted Plug-Ins


The Plug-in Manager displays three types of plug-ins:
Custom, unencrypted plug-ins that you create;
Third-party plug-ins, purchased from developers (encrypted), and encrypted plug-ins you create; and
Built-in, encrypted plug-ins that are included with the Vectorworks program.
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Third-party plug-ins and built-in plug-ins, which are encrypted, may allow limited editing of the plug-in parameters
and definition. Options which are not available for editing appear dimmed.
Custom, unencrypted plug-ins are created and edited from the Custom Plug-ins tab of the Plug-in Manager, where you
can specify the plug-in type, category, parameters, options, and code for a new custom plug-in. Plug-ins are saved as
described in Plug-in Location on page 857.
To create a plug-in:
1. Select Tools > Plug-ins > Plug-in Manager.
The Plug-in Manager dialog box opens.

Parameter Description
Custom Plug-ins
Plug-ins list Lists available custom plug-ins; the icon to the left of the plug-in name indicates the type of
plug-in (see Plug-in Types on page 856)
New Creates a new custom plug-in as described in this section
Edit Definition Opens the Edit Plug-in Definition dialog box, to define or edit the properties of the currently
selected custom plug-in (see Plug-in Definition on page 860)
Edit Script Opens the Script Editor window, to create, rename, or edit the code that executes with the
selected custom plug-in. See Specifying the Plug-in Script on page 867.
Duplicate Creates a copy of the currently selected plug-in; specify a name for the copy in the Assign
Name dialog box
Delete Deletes the currently selected plug-in; this action cannot be undone
Third-party Plug-ins Lists any third-party plug-ins, and allows third-party plug-ins to be installed, uninstalled,
and customized as permitted.
Install: Select the installation files from the third-party script provider; they are
automatically copied to your plug-ins folder.
Delete: Removes the plug-in from the Vectorworks program and deletes the plug-in files.
This action cannot be undone.
Customize: When permitted by the third-party provider, a selected plug-in may allow
limited customization. Options that are not available for editing appear dimmed.
Scripted Plug-ins | 859

Parameter Description
Built-in Plug-ins Lists the plug-ins available with the Vectorworks installation; some of these allow limited
customization as permitted. Options that are not available for editing appear
dimmed.Examples of built-in plug-in customization are described in Customizing
Photometric Threshold Colors on page 991 and Customizing Size Settings for Plug-in
Objects on page 998 in the Vectorworks Design Series Users Guide.

2. From the Custom Plug-ins tab, click New.


The Assign Name dialog box opens. Enter the name of the new plug-in item and select the type of the plug-in to
create. Plug-in names are limited to 27 characters in length. The appropriate plug-in extension will be appended to
the plug-in name. Plug-ins can contain a Python script for execution.

Enter the name of the new plug-in

Select the type of plug-in

Parameter Description
Name of the Script Specifies the name of the new plug-in; this is also the name of the plug-in file,
Plug-in automatically appended with the appropriate extension (.px, .vsm, .vst, or .vso)
The plug-in will be Describes the location of the plug-in file; plug-ins are saved in the location indicated so
created in that they are not overwritten when installing a new version of Vectorworks software; see
Plug-in Location on page 857
Plug-in type Select the type of plug-in to create
Command Menu command ( .vsm) plug-ins can be used like any standard menu command item,
performing operations on the active Vectorworks file. Menu commands can detect the
view state of the active Vectorworks file, or can determine if a selection set exists upon
which the menu command can act.
Tool Tool item ( .vst) plug-ins allow scripts to be added to a Vectorworks workspace as a tool
palette item. Tools make use of the SmartCursor, and can respond to file state conditions
such as selection status or view orientation.
Objects Plug-in objects ( .vso) allow the creation of complex objects such as standard
architectural or mechanical elements, smart drawing components like callouts or
drawing borders, or other flexible objects which streamline the design process. Plug-in
objects support standard Vectorworks program core technologies such as snapping,
classing, and advanced object editing; they can contain up to 32,767 parameters for
defining and editing the object appearance.
Point Object Point objects are defined by a single point click for placement
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Parameter Description
Linear Object Linear objects require a user-defined line to create the basic geometry of the object
Rectangle Object Rectangle objects utilize a user-defined rectangle to define and create the basic geometry
of the object
2D/3D Path Object Path objects define a user-defined polygonal path or NURBS curve to create the basic
geometry of the object
Include File Specifies an additional file ( .vss or .px) to be included with a script

3. Click OK to create the plug-in item.


4. Define the plug-in properties as described in Specifying the Plug-in Definition on page 860.
Once a new plug-in has been created and defined using the Plug-in Manager, it is made available for use in
Vectorworks by adding it to one or more workspaces with the Workspace Editor. See Creating or Editing a
Workspace on page 869. Once the item has been added to a workspace, it is available to any open file in Vectorworks
without the need for importing the associated script into the active file.

Specifying the Plug-in Definition


Unencrypted, custom plug-ins are listed on the Custom Plug-ins tab of the Plug-in Manager dialog box. Depending on
the plug-in type, other settings control execution conditions, appearance, stored and default parameters, insertion
options, and associate a script with the plug-in. Third-party plug-ins, encrypted plug-ins, and built-in plug-ins may
allow limited editing of the plug-in definition.

Plug-in Definition
The parameters which define the appearance of a scripted command, tool, or object plug-are stored in a parameter
record which is associated with each object instance placed in the file. These records store persistent data between uses
and provide default parameter values. A menu command which displays a dialog box, for example, might need to store
values entered by a user for later use. A tool might provide several mode options in a popup list. Should the user wish
to select a different mode for the tool, the new setting can be saved and reused on a subsequent use of the tool item.
These values can be stored in the parameter record of the menu command or tool and retrieved later when the command
or tool is selected again. Switching files will display stored values associated with the new files or, if no parameter
record exists, will display the default values of the parameter record as created by the plug-in item.
The parameters for each object instance can be modified by using the Object Info palette to access the values in the
object parameter record. A default parameter record is also created when the first instance of an object (or tool) is
created in the file. This default parameter record, which is distinct from the parameter records associated with object
instances, stores the object default settings with the file. It is used when placing subsequent object instances to define
the defaults for each new object instance.
To define the custom plug-in parameters:
1. From the Plug-in Manager Custom Plug-ins tab, select the plug-in to define or edit.
2. Click Edit Definition.
The Edit Plug-in Definition dialog box opens.
Scripted Plug-ins | 861

Parameter Description
General
Type Displays the type of plug-in being created (menu command, tool, object, or include file)
Language Displays either Python or VectorScript, depending on the language used for the script
portion of the plug-in (see Specifying the Plug-in Script on page 867)
Name Specifies the name of the new plug-in; this is also the name of the plug-in file,
automatically appended with the appropriate extension (.px, .vsm, .vst, or .vso). If
renaming a plug-in, update the workspace afterwards to update the plug-in name.
Category Assigns a plug-in to a heading category, to easily find the plug-in in the Workspace Editor
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Parameter Description
Parameters Specifies the default parameters for the plug-in. Default parameters are applied to the
plug-in at insertion. Parameters are listed in the specified order for the plug-in; change the
parameter order by dragging within the # column.

Parameters list Lists the default object parameters, alternate (localized) name if applicable, format, and
default value. For linear objects, the LineLength parameter displays, which contains the
axis length of the linear object. For rectangular objects, both the LineLength (the initial
length of the object instance) and BoxWidth (the initial width of the object instance)
parameters display. New default values can be specified for these parameters, but they
cannot be deleted.
New Creates a new parameter for the plug-in. The Edit Parameter dialog box opens.

Specify the parameter name, alternate (localized) name if applicable, type, and default
value, and click OK to create the plug-in parameter.
Edit Edits the selected plug-in parameter. Certain third-party and built-in plug-ins allow
parameter editing.
Delete Deletes the selected plug-in parameter
Scripted Plug-ins | 863

Parameter Description
Strings Specifies text strings used by a plug-in

Strings list Lists the strings used by the plug-in (for example, color selector values that specify a
certain color to be used by the plug-in)
Add Adds a text string to the plug-in definition. The Add Category dialog box opens.

The next available Resource ID number is assigned automatically; specify the category
name and click OK.
Edit Edits the currently selected string. The Edit Strings dialog box opens. Select the
individual string value and click Edit to open the Edit String dialog box.

Specify the string value and then click OK; the value depends on the category; for
information, see http://developer.vectorworks.net.
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Parameter Description
Delete Deletes the currently selected string
Properties Property settings allow plug-ins to behave like standard Vectorworks menu commands,
tools, and objects. These settings control behavior of the plug-in with respect to the state
of the file (selection status, view orientation) as well as define the help text to display.
The properties available depend on the plug-in type. Only custom plug-in properties can
be specified.
Command

Availability Options For each drawing state, specify whether the condition is required (the drawing state
condition is necessary for the command to be active), prohibited (the command is
deactivated if the drawing state condition exists), or can be ignored (the drawing state
does not affect the command activation)
Tooltip Help Specifies the menu command help text; help text describing the menu command displays
when the cursor pauses over the command (currently, this is only available on Macintosh)
Contextual Help Enter the URL starting with http: ; to specify a web page containing help information; to
Override specify a file relative to the Vectorworks program folder, indicate the path starting with . /
(period and forward slash)
Version Created Specifies the version number of Vectorworks when the plug-in was created. For example,
for Vectorworks 2012, 2013, and 2014, use 17, 18, and 19, respectively.
Version Modified Specifies the version number of Vectorworks when the plug-in was last modified. For
example, for Vectorworks 2012, 2013, and 2014, use 17, 18, and 19, respectively.
Version Retired Specifies the version number of Vectorworks when the plug-in was retired. For example,
for Vectorworks 2012, 2013, and 2014, use 17, 18, and 19, respectively.
Scripted Plug-ins | 865

Parameter Description
Tool

Tool Bar String Specifies the descriptive text to display in the Tool bar; usually this includes the name of
the object, and it can include text indicating an action for the user to perform
Icon The default icon can be replaced by a custom icon, if desired. With a third-party icon
editor, create an 8-bit image, centered in an area 26 pixels wide by 20 pixels high. Save
the icon in .png format, and click Import PNG Icon to import it.
Projection Determines what view projection must be active. If 3D projection is required, the view is
changed. If 2D projection is required, the Screen Plane is activated for the tool. Hybrid
projection does not affect the view projection.
Execute Script Tools are set by default to execute immediately when selected. In some cases, however, it
may be desirable to have the script execution wait for mouse movement (such as a tool
which draws interactively based on user mouse movement).
Contextual Help Enter the URL starting with http: ; to specify a web page containing help information; to
Override specify a file relative to the Vectorworks program folder, indicate the path starting with . /
(period and forward slash)
Version Created Specifies the version number of Vectorworks when the plug-in was created. For example,
for Vectorworks 2012, 2013, and 2014, use 17, 18, and 19, respectively.
Version Modified Specifies the version number of Vectorworks when the plug-in was last modified. For
example, for Vectorworks 2012, 2013, and 2014, use 17, 18, and 19, respectively.
Version Retired Specifies the version number of Vectorworks when the plug-in was retired. For example,
for Vectorworks 2012, 2013, and 2014, use 17, 18, and 19, respectively.
Tooltip Help Specifies the help text to display when the cursor pauses over the object icon in a palette
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Parameter Description
Object

Icon The default icon can be replaced by a custom icon, if desired. With a third-party icon
editor, create an 8-bit image, centered in an area 26 pixels wide by 20 pixels high. Save
the icon in .png format, and click Import PNG Icon to import it.
Projection Determines what view projection must be active. If 3D projection is required, the view is
changed. If 2D projection is required, the Screen Plane is activated for the tool. Hybrid
projection does not affect the view projection.
Execute Script Objects are set by default to execute immediately when selected. In some cases, however,
it may be desirable to have the script execution wait for mouse movement (such as an
object which draws interactively based on user mouse movement).
Default Class Specifies the default class for the object upon insertion; if the class does not exist when
the object is placed, the class is automatically created
Contextual Help Enter the URL starting with http: ; to specify a web page containing help information; to
Override specify a file relative to the Vectorworks program folder, indicate the path starting with . /
(period and forward slash)
Version Created Specifies the version number of Vectorworks when the plug-in was created. For example,
for Vectorworks 2012, 2013, and 2014, use 17, 18, and 19, respectively.
Version Modified Specifies the version number of Vectorworks when the plug-in was last modified. For
example, for Vectorworks 2012, 2013, and 2014, use 17, 18, and 19, respectively.
Version Retired Specifies the version number of Vectorworks when the plug-in was retired. For example,
for Vectorworks 2012, 2013, and 2014, use 17, 18, and 19, respectively.
Tooltip Help Specifies the help text to display when the cursor pauses over the object icon in a palette
Scripted Plug-ins | 867

Parameter Description
Options
(custom parametric
object types only)

Execution Options Objects, like symbols, can be assigned predefined insertion options for document
placement. These options allow objects to properly interact with walls or other advanced
Vectorworks object types. Command and tool plug-ins do not have insertion option
settings.
By default, object geometry will only be recalculated if the object parameters or control
points are edited. When object geometry is recalculated, file default settings for attributes
such as font, text size, or line color will be reapplied to the object. If any of these settings
have been modified since the object was placed or last edited, changes in the appearance
of the object may occur.
The script is called whenever the object parameters have changed. Additionally, for
instances where it is important for the object to recalculate (for example, windows placed
in a wall), the script can cause geometry to be recalculated when the object is rotated
(Reset on Rotate) or moved (Reset on Move).
Alternatively, the plug-in script can become an event handler (Event-Based); scripts must
then respond to a small set of application events. For samples and documentation on event
handling scripts, access the Support area at www.vectorworks.net
Insert in Walls Select the wall insertion option settings for the object. See Creating New Symbols on
page 172.
For objects that do not require insertion options, leave the options at the default settings.

3. When the plug-in parameters have been defined, click OK to return to the Plug-in Manager.

Specifying the Plug-in Script


The script source code for the command, tool, or object can be created using the Script Editor or a third-party text
editor and imported into the plug-in. The source code is saved as part of the plug-in item. Either Python or VectorScript
can be used for the code. For third-party or built-in plug-ins, only unencrypted plug-in scripts can be edited.
To create script code:
1. Click the Script button from the Plug-in Manager dialog box.
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Enter the script source code in the Script Editor window. See Creating Scripts on page 850 for more
information. For detailed developer-oriented documentation, please navigate to http://developer.vectorworks.net

2. Click OK to save the script as part of the plug-in.


During plug-in development, scripts can be easily compiled and tested when developer mode is enabled in the
Session tab of Vectorworks preferences.

The VectorScript Debugger


If you prefer using VectorScript over Python for your scripts, VectorScript provides a powerful tool to assist in solving
problems that may occur while developing scripts. This tool, known as a source-level debugger, controls the execution
so that the internal operations of the script can be observed while the script is running. Using the debugger, it becomes
possible to locate and solve problems by moving through the script line by line to view the associated data, variables,
and flow of script execution.
For a detailed description of the VectorScript debugger and VectorScript, please navigate to the detailed
developer-oriented documentation at http://developer.vectorworks.net
Using the Workspace Editor A
The Fundamentals workspace is installed with the Vectorworks Fundamentals product in [Vectorworks]\Workspaces. If
the Renderworks product is installed, all of the user interface elements are added to the Fundamentals workspace. Each
Vectorworks Design Series product is installed with a unique, industry-specific workspace. Any changes made to the
default workspaces are saved in the User Data and Preferences folder, to maintain the integrity of both the default and
custom workspaces (see User Folders Preferences on page 27).
After a custom workspace has been created, user-specified changes to palette position and settings are remembered
across Vectorworks sessions, but do not create a new version of the workspace. To revert the palette position and
settings back to the settings established when the custom workspace was created (in the User Data and Preferences
folder), click Reset Saved Settings from the Session tab of Vectorworks preferences (see Session Preferences on
page 20).
To create a custom workspace, you can edit the current workspace, edit a copy of the current workspace, or create a
new workspace. Create multiple workspaces for different drawing needs, or customize a single workspace to your
personal preferences.
Workspace customization options include:
Add menus, tool palettes, tool sets, tools, and commands
Remove unused menus, tool palettes, tool sets, tools, and commands
Rearrange the order and the position of menus, tool sets, tools, and commands
Add, modify, delete and print the keyboard shortcuts for tools and commands
Configure the context menus
Establish palette positions and settings to be used in the workspace
You can also create customized plug-in tools, commands, and objects. See Using Scripts on page 847.

Creating or Editing a Workspace


To create or edit a workspace:
1. Select Tools > Workspaces > Workspace Editor, or select Customize from a tool palettes utility menu.
The Workspace Editor Options dialog box opens.

2. Select the workspace to edit.

Option Description
Edit the current workspace Changes the currently active workspace
Edit a copy of the current Creates an exact duplicate of the current workspace; this is the
workspace recommended option
Create a new workspace Creates a new workspace where all tools and commands must be
arranged (from scratch)

3. Enter a workspace name if this is either a new workspace or a copy of the current workspace.
4. Click OK.
870 | Appendix A: Using the Workspace Editor

The Workspace Editor dialog box opens.


Click-drag the top or bottom edge (Windows) or the lower right-hand corner (Macintosh) of the Workspace Editor
dialog box to resize it. This is useful for displaying long lists of tools and commands while customizing
workspaces.

5. Modify the menus, context menus, tools, keyboard shortcuts, and palette positions and settings as described in the
following sections:
Modifying Menus and Commands on page 870
Modifying Context Menus on page 873
Modifying Tool Palettes and Tool Sets on page 874
Modifying Snapping and Mode Shortcuts on page 876
Modifying Palette Positions and Settings on page 877
Some shortcuts are reserved by the Vectorworks program or by the Windows or Macintosh operating system. The
Workspace Editor does not prevent such shortcuts from being assigned to a palette or a tool. If this occurs, the
Windows or Macintosh shortcut typically overrides the shortcut assigned in the Vectorworks program.
If a duplicate item is added to a menu, a palette, or a tool set, the item displays in both locations. Highlight the
undesired occurrence of the tool or command and press the Delete key to remove it.
6. If desired, click Export Workspace to Text File to export a text file list of all menu items, tools, and keyboard
shortcuts contained in the current workspace; when prompted, specify the file name and the location for the file
and click OK. The text file also lists keys reserved by the Vectorworks program or the operating system, shortcuts
that cannot be user modified, and shortcuts that can be modified from within the Workspace Editor.

Modifying Menus and Commands


Modify menus and assign keyboard shortcuts to commands, as needed.
To add, modify, or delete a menu or a command:
1. Access the Workspace Editor dialog box as described in Creating or Editing a Workspace on page 869.
Creating or Editing a Workspace | 871

Click the Menus tab. The left side of the dialog box displays all available commands, grouped by category. The
right side of the dialog box displays the menus and commands currently assigned to the workspace. To easily
identify what changed in this release, the Recent Changes folder lists the new and revised menus and commands
for the current and prior version of the Vectorworks software; it also lists those menus and commands that are now
considered obsolete (legacy). Modify the menus and commands as described in the following table.

Click the triangle


(Macintosh) or plus (+)
sign (Windows) to display
All available commands, current commands under
listed alphabetically the menu item
All new, revised, or
obsolete menus and Menus and commands
commands in the current in the current workspace
and prior version of
Vectorworks
Context menus and
All available commands, commands in the
listed by category current workspace
Click the triangle
(Macintosh) or plus (+) sign
(Windows) to display the
available commands in the
category

Option Description
Add a new menu or Click-drag the New Menu command from the Commands list to the
submenu desired position in the Menus list; type the new menu name in place of
New Menu
Add a command to a menu Click the plus sign (Windows) or triangle (Macintosh) to expand the list
of commands; click-drag the command from the Commands list to the
desired position in the Menus list
Add a separator Click-drag the Separator command (Windows) or separator line
(Macintosh) from the Commands list to the desired position in the Menus
list; a separator line displays
Move an item Click-drag the item in the Menus list to the desired position
Delete an item Select the item from the Menus list and press the Delete key, or drag the
item outside of the Menus list display area (Windows); deleting an item
will delete its stacked items unless they are moved from beneath that item
first
Change a menu name Select the menu from the Menus list and type the desired name;
commands cannot be renamed

The Document Windows, Font, Tool Palettes, and Workspaces menu items are populated at run time. Therefore,
they can only be placed as the last item in a list of submenu items.
2. If desired, assign the combination of keys to use as a shortcut to access a menu command.
872 | Appendix A: Using the Workspace Editor

Macintosh
1. Select the command
2. Select a shortcut key combination
3. Press the desired key

Windows
1. Select the command
2. Select a shortcut key combination
3. Click the screen and press the
desired key

Shortcut Key Combination Description


Macintosh
Use Cmd + key Assigns the combination of the Command key and another key to
access this menu command
Use Cmd + Option + key Assigns the combination of the Command key, Option key, and
another key to access this menu command
Use Cmd + Shift + key Assigns the combination of the Command key, Shift key, and another
key to access this menu command
Use Cmd + Option + Shift + Assigns the combination of the Command key, Option key, Shift key,
key and another key to access this menu command
Windows
Use Ctrl + key Assigns the combination of the Ctrl key and another key to access this
menu command
Use Ctrl + Alt + key Assigns the combination of the Ctrl key, Alt key, and another key to
access this menu command
Use Ctrl + Shift + key Assigns the combination of the Ctrl key, Shift key, and another key to
access this menu command
Creating or Editing a Workspace | 873

Shortcut Key Combination Description


Use Ctrl + Alt + Shift + key Assigns the combination of the Ctrl key, Alt key, Shift key, and another
key to access this menu command

If a keyboard shortcut is already in use, the option to reassign the shortcut to the current menu command is
presented. If the shortcut is reassigned, the original command no longer has a shortcut.
3. If necessary, modify or delete a keyboard shortcut.

Option Description
Modify a keyboard shortcut Select the shortcut from the Menus list; select a new shortcut key
combination and/or enter a different key for the shortcut (if that key is
reserved by the Vectorworks program or is already in use, a message
displays)
Delete a keyboard shortcut Select the shortcut key from the Menus list and press Delete

4. Click OK to close the Workspace Editor dialog box.

Modifying Context Menus


Modify document context menus and object context menus in the same manner as described in Modifying Menus and
Commands on page 870. These menus display when you click on an object or on the drawing area with a right-click
(Windows) or Ctrl-click (Macintosh). The object context menus contain context-sensitive commands that pertain to the
item that is currently selected in the drawing area.
874 | Appendix A: Using the Workspace Editor

Modifying Tool Palettes and Tool Sets


Modify tool palettes and tool sets, and assign keyboard shortcuts to tools, as needed. Tools can only be added to tool
sets, not to tool palettes.
To provide more drawing space, stack the tools that have similar functionality.
To add, modify, or delete a tool palette or a tool set:
1. Access the Workspace Editor dialog box as described in Creating or Editing a Workspace on page 869.
2. Click the Tools tab. The left side of the dialog box displays all available tools, grouped by category. The right side
of the dialog box displays the tool palettes, the tool sets, and the tools that are currently assigned to the workspace.
To easily identify what changed in this release, the Recent Changes folder lists the new and revised tools for the
current and prior version of the Vectorworks software; it also lists those tools that are now considered obsolete
(legacy). Modify the tool palettes and the tool sets as described in the following table.
For the Basic palette, the edit tools and the tools for 2D and 3D object creation are listed in the View/Draw tool
set.

The tool palettes, tool


All available tools, sets, and tools in the
listed alphabetically current workspace
All new, revised, or
obsolete tools in the Click a tool set label to
current and prior version display a preview of the
of the Vectorworks current tools on the right
program side of the dialog box
All available tools,
listed by category Click the plus (+) sign
(Windows) or the triangle
Click the plus (+) sign (Macintosh) to display the
(Windows) or the current tools or tool sets
triangle (Macintosh) to under the item
display the available
tools in the category

Option Description
Add a new tool palette Click-drag the New Tool Palette command from the Create list to the
Palettes list; click the items text label and type the new palettes name in
place of New Tool Palette
Add a new tool set Click-drag the New Tool Set command from the Create list to the Palettes
list; click the items text label and type the new tool sets name in place of
New Tool Set
Change a tool set icon To change the default icon for the tool set, select the tool set, click Set
Tool Set Icon, and use the dialog that opens to select a 26 x 20 PNG image
file to use
Add a tool or a tool Click the plus sign (Windows) or triangle (Macintosh) to expand the list of
category to a tool set tools; click-drag the tool (or the entire group of tools) from the Tools list to
the desired position in the Palettes list
Move an item Click-drag the item in the Palettes list to the desired position
Creating or Editing a Workspace | 875

Option Description
Delete an item Select the item in the Palettes list and press the Delete key, or (on
Windows) drag the item outside of the Palettes list display area.
If you delete an item that has other items stacked beneath it, all of the
stacked items are deleted along with the main item; to prevent this, move
the stacked items to another location first.
Change the name of a tool Select the item from the Palettes list, click the items text label, and type
palette or a tool set the desired name; tools cannot be renamed

3. If desired, assign or change the combination of keys to use as a shortcut to access a tool.

Macintosh
1. Select the tool
2. Select a shortcut key combination
3. Press the desired key

Windows
1. Select the tool
2. Select a shortcut key combination
3. Click the screen and press the
desired key

Shortcut Key Combination Description


Macintosh
Use key Assigns this key to access this tool
Use Option + key Assigns the combination of the Option key and another key to access this
tool
Use Shift + key Assigns the combination of the Shift key and another key to access this tool
Use Option + Shift + Assigns the combination of the Option key, Shift key, and another key to
key access this tool
876 | Appendix A: Using the Workspace Editor

Shortcut Key Combination Description


Windows
Use key Assigns this key to access this tool
Use Alt key Assigns the combination of the Alt key and another key to access this tool
Use Shift + key Assigns the combination of the Shift key and another key to access this tool
Use Alt + Shift + key Assigns the combination of the Alt key, Shift key, and another key to
access this tool

If a keyboard shortcut is already in use, the option to reassign the shortcut to the current tool is provided. If the
shortcut is reassigned, the original tool no longer has a shortcut.
4. If necessary, modify or delete a keyboard shortcut.

Option Description
Modify a keyboard Select the shortcut from the Palettes list; select a new shortcut key
shortcut combination and/or enter a different key for the shortcut (if that key is
reserved by the Vectorworks program or is already in use, a message
displays)
Delete a keyboard shortcut Select the shortcut key from the Palettes list and press Delete

5. Click OK to close the Workspace Editor dialog box.

Modifying Snapping and Mode Shortcuts


You can modify the keyboard shortcuts for switching between modes on the Tool bar, and for activating snapping
functionality.
To modify the shortcuts for modes and snapping:
1. Access the Workspace Editor dialog box as described in Creating or Editing a Workspace on page 869.
2. Click the Keys tab to display the keyboard shortcuts for the workspace currently in use. Assign or modify the
keyboard shortcuts, as needed.
Creating or Editing a Workspace | 877

Parameter Description
Mode Groups Sets the shortcut keys to switch modes for the active tool; the key in 1
controls the first mode group, the key in 2 controls the second mode
group, and so on
Other Keys Sets the keyboard shortcuts for the functions below
Toggle SmartCursor Press this key to toggle on and off the SmartCursor cue display
Cues
Toggle Angles Relative Press this key to toggle whether angle snaps are set relative to the axes or
To Prior Segment to the previously drawn segment
Set Datum Press this key to create a datum point for snapping at the current cursor
location
Snap Loupe Press this key to open the Snap Loupe window
Set Smart Point, Edge, Press this key to set a smart point, smart edge, or vector snap lock at the
or Vector Snap Lock current location
Toggle Automatic Press this key to toggle on and off the automatic working plane
Working Plane functionality; see The Automatic Working Plane on page 202
Suspend Snapping Press and hold this key to disable snapping temporarily
X-ray Select Mode Press and hold this key to see and select objects that are normally obscured
behind 2D object fills or 3D rendered objects; see X-ray Select Mode on
page 64
Coincident Selection If the cursor is over multiple objects at the current location, press and hold
this key and click to open a dialog box from which you can select one or
more of the objects; see Coincident Object Selection on page 64
Snapping Keys Sets the keyboard shortcuts to toggle on and off each Snapping palette tool

3. Click OK to close the Workspace Editor dialog box.

Modifying Palette Positions and Settings


After making customizations in the Workspace Editor, return to the drawing file to move palettes to the desired
position, and to assign palette display and behavior settings.
To modify palette positions and settings:
1. Move palettes to the desired position, set palette size, and set whether palettes should be minimized, or docked
(Windows only); see Palette Layout Options on page 10, Minimizing Palettes on page 10, and Docking
Windows Palettes on page 11.
2. For tool palettes, set the tool and tool set display and sort style, and the tool set placement option; see Tool Palette
Features on page 11.
3. For the Object Info palette, click the Shape, Data, or Render tab to set the active pane upon opening, and manually
position the separator in the Data pane, as desired.
4. For the Resource Browser, set the resource display style and group visibilities; see Viewing Resources on
page 159 and Hiding and Showing Resources on page 161.
5. For the Navigation palette (Vectorworks Design Series required), click the desired tab to set the active pane upon
opening.
878 | Appendix A: Using the Workspace Editor

6. Once palettes are positioned and settings have been established, select Window > Palettes > Save Palette
Positions to save the changes.
7. For each customized workspace, repeat the procedures in the Workspace Editor dialog box (customize menus,
context menus, tools, keyboard shortcuts), and within the drawing file (establish palette positions and settings).

Updating Custom Workspaces and Plug-in Objects


When a Vectorworks software upgrade is installed, the workspaces and plug-in objects in the Vectorworks root folder
(where the application is installed) are replaced.
Your custom workspaces and plug-ins (in your user folder) remain in place; see User Folders Preferences on page 27
for details about user folders. The first time the new version of the Vectorworks program is opened, it automatically
converts the custom workspaces to the new format and saves a copy of the original workspaces in a Legacy
Workspaces folder (in your user folder).
The Vectorworks installer and updater programs both make backup copies of all workspaces. The installer places
backup copies of workspaces in a folder entitled Original, within the [Vectorworks]\Workspaces folder. The updater
places backup copies of workspaces in a sequentially numbered folder entitled Backup, within the Workspaces folder.
Each time the updater is run, another Backup folder is created. After the backup, both the installer and the updater
overwrite the workspaces at the top level of the Workspaces folder.
For more information about where plug-in objects may be located, see Plug-in Location on page 857.

Migrating Custom Workspaces


You can automatically convert a custom workspace that was created in a previous version of the Vectorworks program.
However, the custom workspace will not have any new or revised features from the latest release until it is migrated
with the Workspace Editor. For details about the editor, see Creating or Editing a Workspace on page 869.
To enable the new functionality in the custom workspace, add the new tools and commands, and replace the tools and
commands that have been updated.
Typically, you should also remove from the custom workspace the tools and commands that are no longer in the new
version of the Vectorworks program. Some items may still be available under the Legacy folder in the Workspace
Editor, even though they are no longer in the newer workspaces. If so, you can use them in the custom workspace;
however, their functionality is not guaranteed or supported. Only the items contained in the latest workspaces are
documented in the users guide and in the help system.
If the custom workspace is from a version earlier than Vectorworks 12, start with the workspace in the new version
of the Vectorworks program and add customizations to that workspace; do not migrate the older custom
workspace.
To migrate a custom workspace to a new version of the Vectorworks program:
1. Review the list of workspace changes for this version in the Recent Changes folder of the Workspace Editor dialog
box. Decide which menus, commands, tools, and context menus need to be added, deleted, or updated in the
custom workspace.
2. Place the custom workspace file in your [User]/Workspaces folder for the new version of the Vectorworks
program.
The location of this folder depends on the preference specified in User Data and Preferences Folder on page 28.
3. Open the Vectorworks program, which automatically converts the workspace and places the original file in a
Legacy Workspaces folder within your [User]/Workspaces folder.
4. Select Tools > Workspaces > <<custom workspace>> to access the custom workspace.
5. From the custom workspace, access the Workspace Editor.
Updating Custom Workspaces and Plug-in Objects | 879

The Workspace Editor Options dialog box displays. Select the option to edit a copy of the current workspace and
specify a new name for the workspace.
6. Modify the menus, context menus, tools, and keyboard shortcuts as described here:
Modifying Menus and Commands on page 870
Modifying Context Menus on page 873
Modifying Tool Palettes and Tool Sets on page 874
Modifying Snapping and Mode Shortcuts on page 876
7. Click OK to save the changes.
8. In the drawing area, modify the palette positions and settings, and select Window > Palettes > Save Palette
Positions to save the changes, as described in Modifying Palette Positions and Settings on page 877.
880 | Appendix A: Using the Workspace Editor
Standards B
Cursors in Vectorworks Fundamentals
The cursor in the Vectorworks Fundamentals program changes depending on which tool, mode, and modifier keys are
currently in use, as well as what type of object the cursor is over in the drawing area. This helps you to know which
actions are available at any given time, without shifting your attention from the drawing.

Cursor Description
2D Polygon tool
Inner Boundary mode is active; click in an enclosed area to create a 2D
polygon based on the areas inner boundary
Reshape tool (2D modes)
Move Polygon Handles mode is active, and the cursor is over a handle;
click-click to move the handle
Move Edges Parallel mode is active, and the cursor is over a handle;
click-click to move the handle
Change Vertex mode is active, and the cursor is over a vertex handle; click
to change the vertex to the type selected in the Tool bar
Add Vertex mode is active, and the cursor is over a handle; click-drag the
handle to create a new vertex
Delete Vertex mode is active, and the cursor is over a vertex handle; click
to delete the vertex
Rectangular Marquee mode is active, and the cursor is not over any
handle
Lasso Marquee mode is active, and the cursor is not over any handle

Polygonal Marquee mode is active, and the cursor is not over any handle

Reshape tool (3D modes)


The cursor is over a handle on a selected 3D object that can be dragged
vertically (for example, the top handle of an extrude)
The cursor is over a handle on a selected 3D object that can be dragged in
any direction (for example, any handle on a NURBS curve)
The cursor is over a handle on a selected 3D object that can be scaled (for
example, a radius handle on a sphere)
Change Vertex mode is active, and the cursor is over a vertex handle; click
to change the vertex type
Add Vertex mode is active, and the cursor is over a handle; click-drag the
handle to create a new vertex
Remove Vertex mode is active, and the cursor is over a vertex handle;
click to delete the vertex
882 | Appendix B: Standards

Cursor Description
Align Plane tool
Click to define the X and Y axes on the selected object

Angular Dimension tool


Edges mode is active; click two intersecting objects to create the
dimension object
Attribute Mapping tool
Click-drag to scale the fill larger or smaller (the cursor is over a corner
handle of the mapping object)
Click-drag to rotate the fill (the cursor is over a middle handle of the
mapping object)
Click-drag to move the origin of the fill (the cursor is over other parts of
the mapping object)
Near a Anywhere
handle except a
handle
Center Mark tool
Click the highlighted object to create a center mark

Chamfer Edge tool


Select Faces preference off The cursor highlights edges that can be used in the chamfer operation

Windows Macintosh

Select Faces preference on The cursor highlights faces that can be used in the chamfer operation

Windows Macintosh

Constraint tools
Click the objects to be constrained

Extract tool
Extract Point or The cursor highlights edges that can be used in the extract operation
Extract Curve mode

Windows Macintosh
Cursors in Vectorworks Fundamentals | 883

Cursor Description
Extract Iso-parametric The cursor highlights faces that can be used in the extract operation
Curve or Extract Surface
mode

Windows Macintosh

Eyedropper tool
Pick up Attributes mode is active

Apply Attributes mode is active

Fillet Edge tool


Select Faces preference off The cursor highlights edges that can be used in the fillet operation

Windows Macintosh

Select Faces preference on The cursor highlights faces that can be used in the fillet operation

Windows Macintosh

Fixed Point Resize tool


Click the point on the selected object that is to remain fixed, and then
move the cursor to resize the object
Flyover tool
Click-drag to fly over the drawing

Help (Whats This?


command)
Click a tool or command to open the online help topic that describes it

Windows Macintosh

Loft Surface tool


The cursor highlights curves that can be used in the loft operation

Windows Macintosh

Move Page tool


Click to move the page print boundary

Pan tool
The Pan tool is active, or the pan mode is activated when another tool is
active (Space bar is pressed)
884 | Appendix B: Standards

Cursor Description
Polyline tool
Bzier Vertex mode

Cubic Vertex mode

Arc Vertex Fillet mode

Project tool
The cursor highlights curves that can be used in the project operation

Windows Macintosh

Push/Pull tool
In Extrude Face or Move Face mode, the cursor highlights faces that can
be used in the push/pull operation
Windows Macintosh

Radial Dimension tool


Click the highlighted circle to create a radial dimension

Render Bitmap tool


Click-drag to select the area from which to create a rendered bitmap
image
Rotate View tool
Click-drag to rotate the drawing view

Selection tool
Click to scale the selected object

The cursor is over an object; click to select or click-drag to move the


object
Click-drag to duplicate the object (the Ctrl key is pressed on Windows, or
the Option key is pressed on Macintosh)
The cursor is over an object; click to select or click-drag to move the
object
Click to add an object to the current selection (the Shift key is pressed)

Click-drag to duplicate an object (the Ctrl key is pressed on Windows, or


the Option key is pressed on Macintosh)
The cursor is not over any selectable object

Windows Macintosh
Cursors in Vectorworks Fundamentals | 885

Cursor Description
Lasso Marquee mode is active

Polygonal Marquee mode is active

The cursor is over edges or points of multiple objects; use either the
Coincident Selection key or the Select Coincident Objects command to
select the appropriate objects
The cursor is over edges or points of multiple objects, and the Shift key is
pressed; use either the Coincident Selection key or the Select Coincident
Objects command to select the appropriate objects to add to the selection
The cursor is over edges or points of multiple objects; use either the
Coincident Selection key or the Select Coincident Objects command to
select the appropriate objects to move
The cursor is over the resizing points of multiple objects; use either the
Coincident Selection key or the Select Coincident Objects command to
select the appropriate objects to resize
Set Working Plane tool
Click to place the working plane

Click the square center grip and move the cursor to move the working
plane
Click a red, green, or blue axis grip and move the cursor to rotate the
working plane
Shear tool
Click the point on the selected object that is to remain fixed, and then
move the cursor to shear the object
Shell Solid tool
The cursor highlights faces that can be used in the shell solid operation

Windows Macintosh

Symbol Insertion tool


Symbol Pick up mode is active; click a symbol to make it active

Text tool
Click to create a text object

Click to place the text editing cursor in a text object or in a field


886 | Appendix B: Standards

Cursor Description
Translate View tool
Translates the drawing view from side to side or up and down

In perspective projection, moves the view in and out of the model

In perspective projection, adjusts the distortion by moving the mouse up


(more distorted) or down

Trim tool
Click to trim the object under the cursor
Walkthrough tool
Walk mode; Click-drag to simulate a walkthrough by moving through the
drawing

Look Around mode; Click-drag to change the viewing angle up, down,
left, or right
Elevator mode; Click-drag to move the viewer higher or lower

The cross indicates the control point of the walkthrough

Worksheet object
The cursor is over a worksheet cell

The cursor is over a worksheet column header cell


The cursor is over a worksheet row header cell
Click-drag left or right to change the column width

Click-drag up or down to change the row height


Click-drag left/right to remove/add columns; click-drag up/down to
remove/add rows
Click-drag to move the column or row to a new location

Windows Macintosh
Zoom tool
Marquee mode is active; click and move the cursor to create a marquee
around the area to zoom in on
Marquee mode is active, and the Alt key (Windows) or Option key
(Macintosh) is pressed; click and move the cursor to create a marquee
around the area to zoom out on
Interactive mode is active; click-drag up to zoom in, or click-drag down to
zoom out
Vectorworks Circle/Arc Conventions | 887

Cursor Description
Context menus
(Macintosh only)
The control key is pressed while the cursor is over an object or an open
area in the drawing; click to open the context menu

All remaining tools


Click to begin the tool operation (such as placing a new drawing object, or
splitting an existing object)

Vectorworks Circle/Arc Conventions


Due East is 0. Positive degrees run counter-clockwise and negative degrees run clockwise.

Survey Bearings
The acute angle between the Meridian and a line measured from North to South, toward East and West gives a reading
of less than 90.
90

Coordinates N " W Coordinates N " E


add to 90 to get subtract from 90 to
positive angle get positive angle

Coordinates W " N Coordinates E " N


subtract from 180 to get add to 0 to get
positive angle positive angle
+/- 180 0
Coordinates W " S Coordinates E " S
subtract from -180 to subtract from 0 to get
get negative angle positive angle

Coordinates Coordinates S " E


S " W add to -90 to subtract from -90 to
get negative angle get negative angle

-90

Correlated Color Temperature


Color temperature is a simplified way to indicate the hue of a light source in degrees Kelvin (K). Lower color
temperatures suggest more of a yellow-reddish color, while higher color temperatures tend to be more blue.
The following chart can be used to approximate various light sources in a rendered scene.

Approximate Degrees K Light Source Example


1500 - 1800 Candlelight
888 | Appendix B: Standards

Approximate Degrees K Light Source Example


2800 - 3200 Indoor household tungsten light bulb
5000 - 5500 Sunny day at noon
6500 - 7000 Overcast sky
9000 - 12000 Blue sky

Architectural Scale
The following table provides the architectural scale conversion.

1" = 1' Fraction of inch 12 x 1/1 = 12 Inches/ foot multiplied by 1 : 12 Number to be typed into
equaling 1 foot inverted fraction Paper Scale
1/2" = 1' 12 x 2/1 = 24 1 : 24
1/4" = 1' 12 x 4/1 = 48 1 : 48
3/4"= 1' 12 x 4/3 = 16 1 : 16
1/8" = 1' 12 x 8/1 = 96 1 : 96
3/8" = 1' 12 x 8/3 = 32 1 : 32
5/8" = 1' 12 x 8/5 = 19.2 1 : 19.2
7/8" = 1' 12 x 8/7 =13.714... 1 : 13.7142857
1/16" = 1' 12 x 16/1 = 192 1 : 192
3/16" = 1' 12 x 16/3 = 64 1 : 64
5/16" = 1' 12 x 16/5 = 38.4 1 : 38.4
7/16" = 1' 12 x 16/7 = 27.428... 1 : 27.4285714
9/16" = 1' 12 x 16/9 = 21.333... 1 : 21.3333333
11/16" = 1' 12 x 16/11 = 17.454... 1 : 17.4545454
13/16" = 1' 12 x 16/13 = 14.769... 1 : 14.7692307
15/16" = 1' 12 x 16/15 = 12.8 1 : 12.8
1/32" = 1' 12 x 32/1 = 384 1 : 384
3/32" = 1' 12 x 32/3 = 128 1 : 128
5/32" = 1' 12 x 32/5 = 76.8 1 : 76.8
7/32" = 1' 12 x 32/7 = 54.857 1 :54.8571428
1/64" = 1' 12 x 64/1 = 768 1 : 768
3/64" = 1' 12 x 64/3 = 256 1 : 256

Vectorworks Equivalent to AutoCAD Terms and Concepts


Many concepts are similar between Vectorworks and AutoCAD software; however, different vocabulary can result in
confusion for AutoCAD users new to Vectorworks. Additionally, some features of the Vectorworks program have no
equivalent in AutoCAD, and vice versa.
Layers in the Vectorworks program are not the same as layers in AutoCAD (instead, Vectorworks classes are the
equivalent). Vectorworks layers are like sheets of vellum, placed one on top of the other, with all layers visible and
Vectorworks Equivalent to AutoCAD Terms and Concepts | 889

editable, or only the current layer showing/editable. Like hand drafting, each design layer of a Vectorworks drawing
has a scale. Sheet layers, which contain viewports, are at a scale of 1:1 and are the paper space equivalent.
In the Vectorworks program, a tool is always active; switch tools by selecting a different tool.
This table provides the approximate Vectorworks equivalent to many common AutoCAD terms. The help system
includes a PDF listing all commands and tools in the Vectorworks program, along with their location in the workspace,
for further reference. Other useful relevant help sections, accessed from the help system Table of Contents, include
Drawing Structure, Creating Objects, Editing Objects, and Object Operations.

AutoCAD Vectorworks
AC Trim Trim tool
Annotation tools Dims/Notes tool set
Array (Polar, Rectang) Duplicate Array command
Attributes Records, schedule worksheets
Block Symbol or group
Block command Create Symbol command (or Group command)
Break Trim tool, Connect/Combine tool
Build Panel Building Shell tool set
Chamfer 0 0 Join command
Circle Oval tool
Construction Line Guide
Design Center Resource Browser
Copy Duplicate
Distance Tape Measure tool
DRAWORDER Send command
Dynamic Dialog, palette Palette
Entity Object
Erase Clear command or Delete key
Explode Symbols and groups can be edited with the Edit Symbol or Edit Group commands;
exploding first (Decompose or Ungroup commands in Vectorworks) is unnecessary
Extend Connect/Combine tool
Grips Handles
Insert Symbol Insertion tool
Layer Class (Vectorworks layers have no equivalent in AutoCAD)
Linetype Line type
MATCHPROP Eyedropper tool
Menu Workspace
MLine Wall tool and Round Wall tool (Vectorworks walls have a 3D height and additional
functionality)
Model space Design layers
890 | Appendix B: Standards

AutoCAD Vectorworks
Move Select and drag the object
MText Text block
Osnap SmartCursor cues, Snapping palette
Paper space Sheet layers
PEDIT Compose command
PLINE 2D Polygon tool, Polyline tool
Polygon Regular Polygon tool
Properties Attributes palette and/or the Object Info palette of a selected object
Property Palette Object Info palette
Scale Scale Objects command
Stretch Resize by selecting the object and dragging the handles
Toolbar Tool palette
User Coordinate System Snap to Grid tool and Set Origin commands
VPORTS, Viewport Viewports, including sheet layer viewports, design layer viewports, section viewports
Windows and detail viewports (Vectorworks Design Series required for certain viewports)
Xref Workgroup referencing
Zoom All Fit to Objects command
Zoom Extents Fit to Page Area command
Renderworks Shader Definitions C
Renderworks textures are composed of four shaders: color, reflectivity, transparency, and bump. This appendix
describes each shader type and provides a description of the parameters obtained when editing shaders.

Shader Types

Color Shaders
Shader Description
Object Attribute Selects the objects fill color attribute to apply as a color texture
Image Selects an imported image to apply as a color texture; the image can also be tinted with
color (see Creating Image-based Shaders on page 594)
Color Specifies a color to be applied as a texture
Color Click the color box to select the shader color
Brightness (%) Lightens or darkens the selected color
Fresnel Can be used to create a texture with a somewhat fuzzy appearance, like that of a pillow
that appears slightly darker or lighter on its edges
Edge Color Select the edge color by clicking the color box
Center Color Select the main color by clicking the color box
Bricks Creates a variegated brick pattern

Scale (%) Specifies the size of the bricks relative to the texture Size
Colors On the Bricks, Gaps, and Alt Bricks panes, click the color boxes to select color
variations within a brick/gap, or choose the same color for no variation
Choose Image On the Bricks, Gaps, and Alt Bricks panes, click to use an image for the brick or gap
texture. The chosen image is randomized to show no repetition on the textured object, so
each brick/mortar joint will look realistically unique.
For the completed brick surface to display correctly, the brick image should show
only the flat face of a single brick or a portion of a brick, without any mortar joints.
The gap image should show only mortar without any brick. Images of clay tiles and
other similar materials can also be used in place of a brick.
Delete Image Removes the selected image from the shader and uses only colors to create the
variegated pattern
Image Blend (%) When an image is used, specifies the blending between the image and the colors
selected, to enhance the randomization of the resulting pattern. A low percentage value
uses more color in the pattern, while a high value uses more of the image. The selected
colors tint the image unless a blend value of 100% is set.
892 | Appendix C: Renderworks Shader Definitions

Shader Description
Bricks
Contrast (%) Sets the color contrast between the two brick colors, establishing the dot-like variation
within a brick
Brick Width/ Sets the brick width and height in real-world dimensions
Height
Shift (%) Sets the horizontal offset between rows of bricks
Half Brick Row Adds a row of half bricks at the specified row interval
Half Brick Shift For half-brick rows, sets the amount of horizontal shift
(%)
Gaps
Size Sets the size of the mortar joint gap in real-world dimensions
Noise (%) Specifies the wobbliness of the mortar joints
Alt Bricks
Row Adds a row of alternate brick colors at the specified row interval
Column Adds a column of alternate brick colors at the specified column interval. Row must be
greater than 0 to show columns.
Noise
Pattern Select the type of noise pattern to use. The preview helps distinguish the differences
among the patterns. A generic noise pattern to select is Turbulence. Cell Voronoi is
useful for creating speckled noise (set Low and High Clip around 70% each).
An example of each pattern is shown using default values for a color shader on a sphere
with warm lighting on the top and cool lighting on the bottom. For comparison, this
sphere has no texture applied:
Shader Types | 893

Shader Description
Pattern The pattern might look different on a plane as opposed to the sphere used for the
(continued) example. In addition, the appearance of each pattern can be dramatically affected by
changes to its parameters. This example shows three variations of the blistered
turbulence pattern.

Varying only the Low Clip and High Clip percentages can completely change the
appearance of the pattern.

Low Clip%: 0 Low Clip%: 60 Low Clip%: 0 Low Clip%: 50


High Clip%: 100 High Clip%: 100 High Clip%: 25 High Clip%: 50

The selected shader type also obviously affects the appearance of the pattern. This
example shows the blistered turbulence pattern as a color shader and as a bump shader.

Box Smoothed, random cube pattern


894 | Appendix C: Renderworks Shader Definitions

Shader Description
Blistered Varied distribution of light and dark areas
Turbulence

Buya Generally dark background with occasional random light areas

Cell Noise Tiled pattern with high contrast

Cranal Looping, curving pattern of lines

Dents Organic, twisted pattern of light and dark areas


Shader Types | 895

Shader Description
Displaced Smooth version of turbulence, with random light and dark areas
Turbulence

FBM Finer, detailed pattern of random light and dark areas

Hama Similar to the looping pattern of cranal, but more abrupt and with high contrast

Luka Mineral-like pattern of rough and more detailed areas

Mod Noise Similar to the tiled pattern of cell noise, but with less contrast
896 | Appendix C: Renderworks Shader Definitions

Shader Description
Naki Rough, concrete pattern

Noise Soft, random, and unfocused pattern of wider light areas and some dark areas

Nutous Generally dark background with smooth, flaked light areas

Ober A variety of rough and detailed areas, interspersed with looping, flowing lines

Pezo Generally dark background with smaller, patchy, lighter areas


Shader Types | 897

Shader Description
Poxo Fine-grained, detailed pattern

Random Very fine and even detailed pattern

Sema Generally dark background with random, dripping/melted lines

Stupl Flowing, smeared pattern of light and dark areas

Turbulence Soft and smooth, yet detailed noise pattern


898 | Appendix C: Renderworks Shader Definitions

Shader Description
VL Noise Smoothed, varied, less-focused noise pattern

Wavy Turbulence Smooth, soft noise pattern with occasional random peaks

Cell Voronoi Similar to mod noise, but with irregular mosaic shapes rather than square tiles

Displaced Organic voronoi pattern with smaller, inner pattern offset


Voronoi

Sparse Soft, unfocused, wide pattern of light and dark areas


Convolution
Shader Types | 899

Shader Description
Voronoi 1 Organic, detailed voronoi pattern of small cell shapes

Voronoi 2 Blurred voronoi pattern with offset secondary pattern

Voronoi 3 Sharp organic voronoi pattern of irregular cell shapes, high contrast with dark outlines

Zada Twisting, organic pattern with sharp looping areas and flat areas

Wood Detailed wood-grain pattern


900 | Appendix C: Renderworks Shader Definitions

Shader Description
Marble Marbled, veined pattern with high detail

Colors Click the color boxes to select color variations within the noise pattern
Scale
Global (%) Sets the size of the pattern as a percentage of the texture Size
Relative (%) U, Allows the pattern to be stretched in the U, V, and/or W direction; can be used to
V, W simulate the appearance of scratches
Options
Dimensionality Select 2D Wrapped or 3D Solid. Wrapped shaders are 2D patterns projected onto a 3D
object surface. Solid shaders are 3D patterns applied to a 3D object surface; when the
shape changes, the object and pattern are still displayed correctly.

Solid shader Wrapped shader

Detail Sets the level of detail or resolution for many of the patterns
Cycles Creates a repeating pattern of banded noise texture; set the number of repetition cycles to
use
Low/High Clip The low and high clip determine the abruptness of the transition between noise colors
(%) and are often set as a combination to achieve a desired effect. Set the Low clip higher or
the high clip lower for a sharp transition to the other color; set the clips evenly to make
the transition between noise colors more even.
Pavement Creates the appearance of cracked pavement; with no gaps, simulates variegated
pavement, and with the same two colors, simulates solid pavement

Scale (%) Sets the size of the pavement as a percentage of the texture Size
Shader Types | 901

Shader Description
Stones
Colors Click the color boxes to select color variations within the pavement, or choose the same
color for no variation
Coarse Marbling Increases or decreases the coarse marbling appearance of the stones
(%)
Fine Marbling Increases or decreases the fine marbling appearance of the stones
(%)
Gaps
Colors Click the color boxes to select color variations within the pavement joints
Width (%) Sets the width of the pavement joint gap as a percentage of the texture Size
Softness (%) Sets the bevel amount between pavement stones and pavement joints
Grain (%) Sets the amount of color variation within the pavement gaps
Smudges
Colors Click the color boxes to select color smudging variation within the pavement gaps
Amount (%) Sets the amount of smudging for the pavement gap smudges
Size (%) Increases or decreases the amount that the smudging extends from the gap centers
Tiles
Pattern Select the type of tile pattern. The preview helps distinguish the differences among the
patterns. Some of the patterns use two of the tile colors, while others make use of all
three.
Brick 1 Alternating brick pattern with two colors

Brick 2 Alternating brick pattern with three colors


902 | Appendix C: Renderworks Shader Definitions

Shader Description
Circles 1 Alternating polka dot pattern with two colors

Circles 2 Offset polka dot pattern with two colors

Circles 3 Offset polka dot pattern with three colors

Hexagons Alternating hexagon pattern with three colors

Lines 1 Alternating pattern of lines with two colors


Shader Types | 903

Shader Description
Lines 2 Line pattern with three colors

Parquet Parquet pattern with three colors

Planks Alternating rectangular pattern, similar to wood planks, with two colors

Radial Lines 1 Starburst pattern with two colors

Radial Lines 2 Starburst pattern with three colors


904 | Appendix C: Renderworks Shader Definitions

Shader Description
Random Irregular cellular pattern with blends of three colors for a stained glass effect

Rings 1 Alternating circular pattern with two colors

Rings 2 Alternating circular pattern with three colors

Sawtooth 1 Alternating zig-zag pattern with two colors

Sawtooth 2 Zig-zag pattern with three colors


Shader Types | 905

Shader Description
Scales 1 Alternating scale pattern with two colors

Scales 2 Alternating scale pattern with three colors

Spiral 1 Alternating spiral pattern with two colors

Spiral 2 Alternating spiral pattern with three colors

Squares Alternating checkerboard pattern with two colors


906 | Appendix C: Renderworks Shader Definitions

Shader Description
Triangles 1 Alternating triangle pattern with two colors

Triangles 2 Offset triangle pattern with two colors

Triangles 3 Offset triangle pattern with three colors

Waves 1 Alternating wavy pattern with two colors

Waves 2 Wavy pattern with three colors


Shader Types | 907

Shader Description
Weave Basketweave pattern with two colors

Colors Click on each color box to select the color for the grout, and up to three colors for the
tiles
Randomize Uses randomly-selected colors for the pattern, mixing the selected colors in no particular
Colors order
Dimensions
Grout Width (%) Sets the width of the grout joint as a percentage of the texture
Bevel Width (%) Sets the bevel amount between tiles and grout
Horizontal When selected, tiles are oriented horizontally; deselect for vertical tiles
Orientation
Scale
Global (%) Sets the size of the tile pattern as a percentage of the texture Size
Relative (%) U, Sets the relative scale of the tile pattern in the U (width) or V (height), allowing the tiles
V to be stretched

Reflectivity Shaders

Shader Description
Image Specifies an imported image to be used as the reflectivity shader (white is
more reflective; black is less reflective); see Creating Image-based
Shaders on page 594
Backlit This shader is useful for lamp shades, light bulbs, and curtains that are lit
from behind. Deselect Cast Shadows in the Edit Texture dialog box when
using the backlit shader.
Color Specifies a color to be applied as a backlit color; click the color box to
select the color
Brightness (%) Controls the backlit brightness
Reflection (%) Sets the amount of reflection to use, or set to 0 for no reflection
Blurriness (%) Sets the amount of blurriness for the reflection, or set to 0 for no blur
Glass
Edge Color Click the color box to set the color applied to the glass at an angle, which
is seen at the edge of the glass
Center Color Click the color box to set the color at the center (main) part of the glass
Blurriness (%) Sets the amount of blurriness for the reflection, or set to 0 for no blur
908 | Appendix C: Renderworks Shader Definitions

Shader Description
Glow The glow shader offers an alternative to creating line or area lights, and
can create neon signs
Brightness (%) Sets the amount of glow
Emit Light Allows the texture to become a light source, when Indirect Lighting is
enabled (View > Lighting > Set Lighting Options)
Add Matte Reflectivity Creates a partially glowing light that is also lit by other light sources
Reflection (%) Sets the amount of reflection to use, or set to 0 for no reflection
Blurriness (%) Sets the amount of blurriness for the reflection, or set to 0 for no blur
Metallic Creates metallic effects (also try colored mirror shaders for polished metal
effects).
Metallic effects require the presence of light objects in the drawing.
HDRI background lighting will not produce metallic effects.
Color Click the color box to select the metallic color
Pattern Select the type of metallic pattern
Metallic: provides a metallic paint effect (such as for car bodies)
Brushed: provides a brushed metal appearance
Turned: creates a machine-turned round pattern
Reflection (%) Sets the amount of reflection to use, or set to 0 for no reflection
Blurriness (%) Sets the amount of blurriness for the reflection, or set to 0 for no blur
Mirror
Color Click the color box to select the mirror color; use grayscale for a regular
mirror effect, and select colors for mirrored metallic effects
Reflection (%) Sets the amount of reflection to use, or set to 0 for no reflection
Blurriness (%) Sets the amount of blurriness for the reflection; using a non-grayscale
color and some blurriness creates an effective metallic look
Plastic
Color Click the color box to select the plastic color
Brightness (%) Sets how bright the shader appears
Roughness (%) Sets the width of shiny areas on the plastic; increase the percentage for
wider shiny areas
Reflection (%) Sets the amount of reflection to use, or set to 0 for no reflection
Blurriness (%) Sets the amount of blurriness for the reflection, or set to 0 for no blur
Bricks These parameters are the same for all shaders; for a description, see
Color Shaders on page 891
Noise These parameters are the same for all shaders; for a description, see
Color Shaders on page 891
Pavement These parameters are the same for all shaders; for a description, see
Color Shaders on page 891
Shader Types | 909

Shader Description
Tiles These parameters are the same for all shaders; for a description, see
Color Shaders on page 891

Transparency Shaders

Shader Description
Image Mask Selects an imported image to apply as a transparency mask (see Creating
Image-based Shaders on page 594)
Image Selects an imported image to apply as a transparency texture (see
Creating Image-based Shaders on page 594), for colored transparency
and projected colored lights like gobo projections in the Vectorworks
Spotlight software
Color Specifies a color to be applied as a transparency
Color Click the color box to select the transparency color
Brightness (%) Lightens or darkens the selected color
Glass When using glass transparency, set the accompanying color shader to a
dark color (or even black) for best results
Transmission (%) Sets how much light passes through the glass; set to a high value when
the glass is very clear
Index of Refraction As light moves through a medium, the index measures the change in the
direction of the lights rays. An index of 1.0 indicates no change; a typical
value for water and ice is 1.3, and for glass use 1.5 1.6.
To save time, use a value of 1.0x (just above 1) when the glass is
thin.
Color Click the color box to select the color that appears in a very thin object;
for glass, this is usually set to white
Blurriness (%) Blurs the transparency by the specified amount, or set to 0 for no blur.
Blurred glass appears frosted (and takes longer to render).
Absorption Color Click the color box to select the color that a large, thick object assumes,
when a ray of light has traveled the Absorption Distance

Different absorption colors (green, blue, and black, with the


Color set to white)
910 | Appendix C: Renderworks Shader Definitions

Shader Description
Absorption Distance Defines the distance rays of light have to travel before Absorption Color
replaces Color. The lower the value, the more intense the Absorption
Color is. This applies to thick or thin glass.

Different absorption distances set, from low to high

Plain Provides plain, uniform transparency of a specified amount


Opacity (%) Sets how opaque the shader is; set to a lower value for more transparency
and to a higher value for more opacity
Rectangular Mask Uses the texture as a rectangular mask to apply as a transparent texture
(usually combined with another shader to create a specific masking
effect). Useful for decals.
Horizontal/Vertical Repetitions Indicates how to display the mask: a single instance, infinite repetitions,
or a set number of repetitions in each direction
Bricks These parameters are the same for all shaders; for a description, see
Color Shaders on page 891
Noise These parameters are the same for all shaders; for a description, see
Color Shaders on page 891
Pavement These parameters are the same for all shaders; for a description, see
Color Shaders on page 891
Tiles These parameters are the same for all shaders; for a description, see
Color Shaders on page 891

Bump Shaders

Shader Description
Image Specifies an imported image to be used as the source of the bump map
displacement (see Creating Image-based Shaders on page 594)
Bricks These parameters are the same for all shaders; for a description, see
Color Shaders on page 891
Noise These parameters are the same for all shaders; for a description, see
Color Shaders on page 891
Pavement These parameters are the same for all shaders; for a description, see
Color Shaders on page 891
Tiles These parameters are the same for all shaders; for a description, see
Color Shaders on page 891
Shader Types | 911

Shader Description
Displacement Mapping For realistic bump textures, displacement mapping creates texture and
bumpy details with a rendering technique that appears embossed,
projecting the geometry outward from the surface.

Bump shader without Bump shader with


displacement mapping displacement mapping

This mapping applies only to Final Quality and Custom


Renderworks, when Displacement Mapping is enabled in the
render options. Rendering can be significantly slower with
displacement mapping.
If an image bump does not provide the desired results, try a noise
bump shader.
Height Specify a non-zero height to enable displacement mapping; large height
values may result in longer render times
Detail Sets the level of detail for displacement mapping; requirements and
results vary depending on the texture and the surfaces face size. Textures
without too much bump detail and a large face size, such as boards or
stones, render with less detail and can be set with a lower level of detail;
fine, faceted textures like grass or leaves may require a high level of
detail, which also requires more rendering time. Conversely, very large
surfaces, like a ground plane, may need higher levels of detail to see the
displacement.
Self-Shadowing Adds shadows to the displaced geometry, increasing realism as well as
rendering time
912 | Appendix C: Renderworks Shader Definitions
Index
Numerics creating revision clouds 374
2D Data bar 203 Anti-aliasing
2D Locus tool 245 Custom Renderworks option 674
2D objects, editing in 3D 247 OpenGL option 663
2D Plan command 551 Vectorworks preference 20
2D Polygon tool 233, 881 Arc into Segments command 337
3D Data bar 203 Arc Length Dimension tool 704
3D Locus tool 245 Arc Smoothing command 269
3D perspective, simulating 314 Arc tool 221
3D Polygon tool 240 Architectural scale, conversion chart 888
3D polygon, reshaping 302 Arcs
3D Power Pack 381 concentric constraints for 721
conventions for 887
A converting to angular dimension 705
creating 221
Activate Class command 38, 113
creating with Quarter Arc tool 226
Activate Layer command 38, 103
dimensioning 699
Activate Object Info Palette command 248
dimensioning length of 704
Active layer plane 575
Active Layer Scale command 74 dividing into segments 337
extruding 226
Active planes list 577
Add Solids command 333 tangent constraints for 721
Area lights 654
Add Surface command 330
Arithmetic expressions, in edit fields 15
Alert dialog boxes, turning on and off 21
Align Layer Views command 758 Arrays of objects 263, 488
Arrow key shortcuts 18, 57
Align Plane tool 587, 882
Arroway textures 603
Align to Grid command 283
Align Working Plane commands 584 Artistic Renderworks command 667
Artistic Renderworks Options command 675
Align/Distribute 3D command 282
Associative and non-associative hatches 513
Align/Distribute command (2D) 281
Align/Distribute Leader Lines command 283 Associative dimensioning 32, 691
Attach Record command 197
Always Display Active Document 158
Attribute Mapping tool 531, 623, 882
Ambient lighting
for layers 641 Attributes
applying to existing objects 502
for sheet layer viewports 740
associative hatch fills 531
Analysis tool 406
Angle of rotation, custom 274 changing defaults with Eyedropper 504
fill 505
Angle tool 473
gradient fills 523, 533
Angles
hatches 513
constraining 715
image fills 527, 534
dimensioning 702
measuring 713 line thickness 509
setting measurement units for 77 line types 536
markers 510
snapping 138
Angular Dimension tool 702, 882 opacity 508
pen 507
Animations
setting defaults 502
adding text to 734
compression settings for 728, 733 setting defaults for a class 110
setting defaults for new objects 81
creating along a path 729
setting for symbols 199
creating using an orbit point 727
editing 731 setting with a script 848
tile fills 519, 531
pausing 732
transferring 502
previewing 729, 733
saving 729, 733 Attributes palette 501
viewing 734 Auto join walls preference 18, 36, 437
AutoCAD, and Vectorworks 888
Annotations
adding sheet borders 366 Automatic drawing coordination 31
adding to viewports 747 Automatic working plane 202, 577
Autosave preferences 25, 36, 48
creating data stamps 379
Autoscroll feature 60
creating drawing labels 376
creating reference markers 378 Axis, show or hide 3D 136
914 | Index

B Chamfer Edge tool 422, 882


Back command 549 Chamfer tool 327
Background (of drawing area) Change All Fields command 198
changing the black background display 68 Change One Field command 198
changing the color of (standard background) 69 Change Symbol Attrs command 199
setting the black background preference 19, 36 Channel tool 474
Backgrounds (Renderworks) Check for Updates command ii
applying 636 Check Spelling command 355
creating 611 CINEMA 4D (3D only) command 766
purging unused 261 Circle tool 217
using HDRI as 614 Circles
using images as 613 concentric constraints for 721
using physical sky as 616 conventions for 887
Backup file preferences 25, 48 creating 217
Basic palette 10, 11 dimensioning 700
Batch Convert command 50 extruding 219
Batch rendering 681 marking center of 701
Batt Insulation tool 485 tangent constraints for 721
Batt insulation, using a tile fill for 520 Class Options command 114
Bzier Spline Smoothing command 269 Classes
Bitmaps applying textures with 631
compressing 285 changing visibility with Visibility tool 566
cropping 763 creating 107
tracing 286 description of 2, 106
Boomerang mode dimension class preference 32
for pausing tools 15 duplicating 113
while mirroring objects 275, 277 editing 109
while moving/duplicating/distributing objects 256, 257 hierarchical order display 90, 93
while moving/duplicating/distributing symbols in walls 492, importing from standards or other files 94
493 overriding viewport properties of 751
while offsetting objects 307 purging unused 262
while rotating objects 272, 273 saving custom 94
Border, of drawing setting active class 18, 38, 112
See Sheet borders setting display/snap/edit options 114
Bottom command 549 setting object attributes by class 112
Box position indicator (Object Info palette) 248 setting visibility of 118
Break Line tool 211 shortcut for switching 18
Bump shaders using standards for 108
definition of 591 using workgroup referencing for 121
importing images for 601 Clear command (Edit menu) 260
types of 910 Clear command (Worksheet option) 820
Click-drag vs. click-click drawing 17, 55
C Clip Cube command 564
Caching Clip cube, accessing from Tool bar 37, 564
site model 31 Clip Surface command 331, 463
vector information 19 Clip tool 310, 463
viewport and rendered images 31, 666 Close All command (Window menu) 47
Callout tool 361 Close command (File menu) 47
Camera view Clouds
adjusting 571 in Renderworks backgrounds 612
creating 569 indicating revisions with 374
linking to sheet layer viewport 573 Collapse All command 38, 93
Cancel All Viewport Updates command 754 Collision control, for chain dimensions 693, 695
Canceling operation with Esc key 14 Color shaders
Capitalization command 350 definition of 591
Center Mark tool 701, 882 importing images for 595
Centering objects 281, 282 types of 891
Centroids Colors
creating sweeps with 292 activating color palettes 545
engineering properties of 335 applying 540
Index | 915

chart of temperature correlations 887 Convert Text to Polylines command 351


Color Palette Manager 544 Convert to 3D Polys command 279
creating and editing custom palettes 545 Convert to Area Light command 655
creating chart in active layer 547 Convert to Generic Solids command 428
customizing interface elements 73 Convert to Group command 184
deleting palettes 545 Convert to Line Light command 655
displaying and sorting on color palette 542 Convert to Lines command 277
importing from another file 546 Convert to Mesh command 279
pen 507 Convert to NURBS command 387
preference for black and white display 31, 36 Convert to Polygons command 278
preference for black drawing background 19, 36 Convert to Viewport command 758
purging unused 545 Converting Vectorworks files
selecting from a color palette 543 batch of files 50
selecting from operating system 543 single file 53
setting defaults for a file 541 Coordinates, of object 248
setting defaults for design layer 31, 37, 102 Copies
Column tool (all products but Vectorworks Architect) 496 duplicating along path 267
Column Width command 820 of Object Info data 248
Combine into Surface command 331 using Copy command 258
Components using Duplicate Array command 263, 488
applying between double lines 210, 238 using Duplicate command 263
creating in walls 438 Copy command (Edit menu) 258
deleting from walls 441 Create Animation command 728, 730
preference for hiding details in walls 31, 37 Create Batch Render Job command 681
Compose command 269 Create Color Chart command 547
Compress Images command 285 Create Contours tool 416
Cone tool 243 Create Dividing Lines command 339
Connect/Combine tool 316 Create Drape Surface command 397
Constrained Linear Dimension tool 695 Create Fillet Surface command 398
Constraint tools Create Helix-Spiral command 415
angle 715 Create Image Prop command 608
coincident 721 Create Interpolated Surface command 389
collinear 720 Create Layer Link command 756
concentric 721 Create Planar Caps command 402
cursor for 882 Create Polys from Walls command 445
distance 718 Create Report command 811
editing constraints 722 Create Roof command 458
horizontal distance 716 Create Surface from Curves command 396
horizontal-vertical 719 Create Symbol command 172
parallel 719 Create Viewport command (Fundamentals) 735, 737
perpendicular 720 Create Walls from Polygon command 442
radius 716 Cropped command 552
tangent 721 Cubic Spline Smoothing command 269
vertical distance 717 Cues, SmartCursor
Constraints See SmartCursor cues
See Parametric constraints Cursor, full screen 26
Content Cursors, table of 881
creating custom libraries 155 Curves
organizing the display of 156 See NURBS objects
preference for displaying default content 22 Custom Renderworks Options command 673
Context menus Custom Selection command 847
cursors for (Macintosh only) 887 Custom Tool/Attribute command 848
customizing 873 Cut 2D Section command 755
description of 37 Cut 3D Section command 754
Contours, creating 416 Cut command (Edit menu option) 258
Conventions used in this guide xi Cutouts
Convert Arc to Radius Polyline 301 in roof faces 457
Convert Copy to Lines command 278 in roofs 463
Convert Copy to Polygons command 279 in solids 417
Convert Object to Dimension 705 Cylinders, creating 219
916 | Index

D setting units for 75


Dashed Hidden Line command 661 unconstrained baseline 694
Data bar unconstrained chained 694
floating 206 unconstrained linear 692
general description of 5 Direct modeling (Push/Pull tool) 417
in 2D 203 Direction of NURBS curve, showing 386
in 3D 203 Directional lights 645
options menu for 36, 205 Display Repetitions command (for line types) 538
Data Stamp tool 379 Display Tile Repetitions command 521
Database command 821 Distance
Database Headers command 819 constraining horizontally 716
Database rows constraining regardless of angle 718
adding to worksheet 834 constraining vertically 717
removing from worksheet 835 dimensioning 692
Datum (temporary origin point) 140 measuring without recording 713
Decals snapping to 144
creating 626 Distributing objects 281, 282
editing 629 Docking palettes 11, 22
Decompose command 270, 758 Document Preferences command 30
Default content Document script 847
creating custom libraries 155 Dormer windows 467
creating resource libraries 156 Double Line Polygon tool 237
preference for displaying 22 Double Line tool 209
Degrees Double lines
conventions for 887 creating 209
measuring 713 creating polygons with 237
setting as document angle units 77 defining components between (lines) 210
Delete All Guides command 79 defining components between (polygons) 238
Delete command (Worksheet option) 820 Download Content command 155
Deselecting objects 61 Downloading Vectorworks updates 23
Design layers DPI
See Layers, design See Resolution
Detach Record command 197 Drafting aids 337
Dictionaries for spell checking Draped surfaces 397
adding and editing 357 Drawing area 6
languages available 355 Drawing borders
Digitizing tablets 87 See Sheet borders
Dimensional constraints Drawing Label tool 376
See Parametric constraints Dual dimensions 698
Dimensions Duplicate Along Path command 267
adding to sheet layer viewports 747 Duplicate Array command 263, 488
angular 702, 704 Duplicate command 263
associative 32, 691 Duplicate Symbol in Wall tool 486
automatically associating with objects 32, 692 Dutch hip roofs 462
baseline 697 DWF
chained 696 description of 776
collision control for text in 693, 695 exporting 797
constrained 695 exporting as a batch 806
converting objects into 705 importing 779
default class for 32, 106 information lost in translation 777
disassociating 692 DXB 799
dual 698 DXF/DWG
editing 706 description of 776
managing custom standards 687 exporting 794
of selected objects 698 exporting as a batch 806
ordinate (from a fixed point) 698 importing 779
properties of 706 information lost in translation 777
radial 699
setting a default standard for 32 E
setting thickness of slash 32 Edges
Index | 917

chamfering 386, 422 SAT format 766


filleting 386, 424 Stereo Lithography format 766, 770
hiding and showing 299 VectorScript 766
OpenGL option for 663 worksheet formats 766, 845
selecting 384 Extend NURBS command 414
snapping to 142 Extension lines for snapping 141
Edit 2D Component command (symbols) 182 Extract tool 404, 882
Edit 3D Component command (symbols) 182 Extrude Along Path command 290
Edit 3D Wall Hole Component command (symbols) 182, 494 Extrude command 289
Edit Annotations command 748 Extrudes, reshaping 302
Edit Camera command 749 Eyedropper tool 502, 883
Edit Constraints command 723
Edit Criteria command 821 F
Edit Crop command 746 Faces of solids, selecting 385
Edit Design Layer command (for sheet layer viewports) 746 Fast Renderworks command 667
Edit Group command 280 Favorites, in Resource Browser 156, 164
Edit Marker List command 511 Feedback segment (SmartCursor cue) 146, 151
Edit Polyline command 301 Files
Edit Symbol command 181 appending extensions to names of 22
Edit Viewport command 743, 746, 748 automatically restoring last session 22
Elevation, of design layer 98 closing 47
Encrypt Script command 854 converting 49
Engineering Properties command 335 creating a new file on startup 22
Even Divide command 339 displaying watermarks 83
Exit Layer Link command 757 exporting 764
Exit Symbol command 183 fingerprinted 44
Exit Viewport command 746 importing 761
Expand All command 38, 93 linking 121
Export COLLADA (3D only) command 766 list of recently used 43
Export command 764 new 43
Export DWF command 797 opening existing 43
Export DXF/DWG command 797 printing 84
Export EPSF File command 767 recovering corrupted data 96
Export FBX (3D only) command 766 reducing size of 18, 31, 260, 285, 428
Export High Dynamic Range Image (HDRI) command 773 saving 47
Export IGES (3D only) command 770 saving as a resource library 156
Export Image File command 768 saving as a template 81
Export Parasolid X_T (3D only) command 772 saving automatically 25, 36, 48
Export QuickTime VR Object command 775 saving in a rendered mode 666
Export QuickTime VR Panorama command 776 watermarked 44
Export Rhino 3DM (3D only) command 771 Fill
Export Stereo Lithography command 770 applying tight fill to text objects 345
Export Worksheet command 766, 845 applying to objects 505
Exporting files editing gradients 533
CINEMA 4D format 766 editing image fills 534
COLLADA format 766 mapping associative hatches and tiles 531
database formats 764 setting defaults for a class 110
DXF/DWG or DWF format 794 using gradients as 523
EPSF format 765, 767 using hatches as 513
FBX format 766 using images as 527
HDRI format 772 using tiles as 519
IGES format 766, 770 Fillet Edge tool 424, 883
image formats 765, 767 Fillet tool 326
Metafile formats 765 Fillets
older Vectorworks formats 766 creating between objects 326
Parasolid X_T format 766, 771 creating between surfaces 398
PDF format 765 editing edges of 386
PICT format 765 joining double lines with 315
QuickTime formats 765, 774 reshaping edges with 424
Rhino 3DM format 766, 771 Final Quality Renderworks command 667
918 | Index

Final Shaded Polygon command 661 scaling 311


Find Resource command 166 setting options for editing 16, 36, 205
Find-Replace Text command 358 showing other objects while editing 19, 37
Fingerprinted files 44 ungrouping 280
Fit to Objects command 574 Guide objects 79
Fit to Page Area command 575
Fixed Point Resize tool 311, 883 H
Flip Horizontal command 274 Handles (of selected objects)
Flip Vertical command 274 customizing display of 68
Flip Working Plane commands 584 description of 67
Floating data bar 206 preference for number of 17
Floor command 429 Hatch command 518
Flyover tool Hatches
cursor for 883 applying associative 516
description of 553 applying non-associative 518
enhancing navigational graphics 20 associative 513
Fonts creating new from mapped 532
list of recently used 350 defining pattern for 514
mapping missing 20, 44 editing definitions 519
setting defaults for new text 344 example of creating 516
setting for worksheets 824 mapping associative hatch fills 531
Force Select command 38 non-associative 513
Format Cells command 820, 823 purging unused 261
Format Text command 348 setting defaults for a class 110
Formulas, worksheet 828 HDRI backgrounds 614
Freehand tool 228 Helixes 415
Front command 549 Help system, description of xii
Functions, worksheet 837 Hemisphere tool 242
Hidden Line command 661
G Hide Guides command 79
Gable roofs 462 Hierarchical Display command 38, 93
GDI+ imaging (Windows) 19, 20 Highlighting
Geometric constraints customizing display of 68
See Parametric constraints description of 66
Glow shader for geometry 654 preferences for 26
Gradians, setting as document angle units 77 Hip roofs 460
Gradient colors, in a Renderworks background 612 History of view changes 575
Gradient fills Holes in objects 310
applying 525 Horizontal constraints
creating 524 Constrain Horiz Distance tool 716
editing 533 Constrain Horiz-Vertical tool 719
editing definitions 527 Hybrid objects
purging unused 261 creating symbols from 173
setting defaults for a class 111 ungrouping 280
Gray layers and classes 114, 119 Hyperlink tool 359
Grayscale, simulating for prints and PDFs 31
Grid I
activating grid snapping 135 I-beam tool 476
aligning to 283 Image fills
changing color of 69 applying 529
printing 136 compressing 286
settings for 135 creating 528
shortcut for moving objects on 18 editing 534
showing in drawing area 37, 136 setting defaults for a class 111
Ground plane 575 Images
Group command 279 as backgrounds 613
Groups as bump shaders 601
creating 279 as color shaders 595
editing 16 as HDRI backgrounds 614
returning to top level of nested 280 as props 608
Index | 919

as reflectivity shaders 596 Languages, for checking spelling 355


as transparency shaders 598 Layer links
compressing 18, 285 converting to and from design layer viewports 54, 758
cropping 763 cropping 757
exporting drawings as 767 unlocking 757
extracting 168 Layer Options command 114
importing 762 Layer plane, definition 201
in worksheets 840 Layers, design
purging unused 261 aligning views for all layers 758
referencing 124 applying backgrounds to 636
Import Arroway Textures command 604 changing for similar object creation 22
Import command 761 changing stacking order of 99
Import DXF/DWG or DWF command 780 changing visibility with the Visibility tool 566
Import Image File command 762 converting referenced layers into design layer viewports 54
Import Single DWF command 783 creating 95
Import Single DXF/DWG command 783 creating backgrounds for 611
Importing creating custom 94
classes, layers, and objects 94 description of 94
colors 546 elevation and default wall height 98
images for shaders 594 importing from standards or other files 94
Microsoft Word table 845 linking 755
resources 163 overriding viewport properties of 749
symbols in folders 186 properties of 97
Importing files purging unused 262
DXF/DWG or DWF files as symbols 781 setting active 18, 38, 103
DXF/DWG or DWF format 761, 779 setting color 102
EPSF format 761 setting display/snap/edit options 114
IGES format 762 setting opacity 100
images 762 setting scale 73
Metafile format 762 setting transfer mode 101
Parasolid X_T format 762 setting visibility of 118
PICT format 761 shortcut for switching 18
Rhino 3DM format 762 unified view 561
SAT format 762 using standards for 96
scripts 762 using workgroup referencing for 121, 123
worksheet formats 762, 844 Layers, sheet
Indirect lighting 642 changing stacking order of 105
Insert command 820 creating 95
Insert Image Function command 819, 821 creating custom 94
Installing Vectorworks i description of 94
Insulation, creating a tile fill for 520 importing from standards or other files 94
Interpolated NURBS surfaces 389 properties of 104
Intersect Solids command 333 saving separate views for 18
Intersect Surface command 330 Leader Line Simple tool 365
Invert Selection command 61 Left command 549
Invisible layers and classes 114, 119 Left Isometric command 549
Iso-parametric curve 382 Left Rear Isometric command 549
Length, measuring 713
J Libraries
Join command 314 custom 155
default content 155
K list of 155
types of 155
Keyboard shortcuts License agreement ii
See Shortcuts Light tool 645
Keys, special functions of 14
Lighting
Knowledgebase xiv adding area and linear lights 654
adding custom lights 657
L adding directional, point, and spot lights 645
Label, drawing 376 changing light source direction 652
920 | Index

indirect 642 Lower Left Rear Isometric command 549


light source preferences 646 Lower Right Isometric command 549
light source properties 649 Lower Right Rear Isometric command 549
loading light distribution files 658
preference for displaying light objects 20, 37 M
setting ambient light options 641 Magnification
setting sunlight options 643 See Zooming
turning light sources on and off 646 Make Guide command 79
using for weather effects 612 Mapping textures
Line into Segments command 338 with Attribute Mapping tool 623
Line lights 654 with Object Info palette 620
Line Render Options command 664 Margins, of text blocks 347
Line Thickness command 509 Marker types
Line tool 208 applying 510
Line types by class 111
applying 539 editing 512
defining 536 editing the marker list 511
editing definitions 540 Mask transparency shader 599
purging unused 261 Math, in Object Info palette 15
setting defaults for a class 111 Measuring
Lines angles 702
converting objects to 277 arc lengths 704
converting to dimensions 705 distances 713
creating a circle tangent to three 218 objects 687
creating a simple leader line 365 objects in 3D with NURBS curves 388
creating break lines 211 Menu bar 5
creating collinear 720 Meshes
creating custom line thicknesses 509 converting objects to 279
creating double 209, 237 smoothing when rendering 31
creating horizontal or vertical 719 Message bar 6
creating parallel 719 Minimizing and maximizing palettes 10
creating perpendicular 720 Mirror tool 275
creating single 207 Missing fonts, mapping 20, 44
creating tangent 721 Modeling environment, overview of 201
dividing into segments 338 Mouse
scaling while drawing 208 activating flyover with mouse wheel 555
setting default thickness for a class 111 drawing with 54
Link Text to Record command 195 panning with mouse wheel 57
Linking scrolling with mouse wheel 18, 60
design layers 755 zooming with mouse wheel 18, 58
files with workgroup referencing 121 Move 3D command 254
symbol text to a record 195 Move by Points tool 255, 491, 494
List Symbols command 200 Move command 254, 490
Lit Fog (Renderworks background) 612 Move Page tool 57, 883
Locate in Resource Browser command 167 Movies
Locate Label Legend in Resource Browser command 41 See Animations
Loci Moving objects, shortcut for 18
displaying loci objects 20 Moving, through drawing 553
effects when aligning or distributing objects 282 Multiple Extrude command 290
extracting from 3D objects 404
in 2D 244 N
in 3D 245
Narrow Distance command 552
marking centroids of objects with 336
Locking Nested groups 280
Data bar values when snapping 150 Network protection ii
New command 43
objects 271
New features
Loft Surface tool 391, 883
Logging program time 21, 28 in Renderworks ix
in Vectorworks iii
Look at Working Plane command 583
New Hatch From Locally Mapped Hatch command 533
Lower Left Isometric command 549
New Tile From Locally Mapped Tile command 533
Index | 921

Next View (on View bar) 7, 575 editing properties (Shape tab) 248
Next Working Plane command 583 editing record information (Data tab) 252
No Smoothing command 269 rectangle ratio indicator 212
None class 106 Objects
Normal Distance command 552 changing class or layer visibility 566
Normal of NURBS surface, showing 386 Objects, editing
Normal Scale command 60 adding (Add Solids command) 333
Nudging aligning in 3D 282
shortcut for 18 aligning in screen 281
symbols in walls 490 aligning to grid 283
NURBS Curve tool 387 aligning to the working plane 587
NURBS objects applying attributes to 501
analyzing 406 applying textures to 620
combining two objects 320 applying transparency 508
composing multiple objects 269 centering in 3D 282
connecting to a boundary object 318, 321 centering in screen plane 281
creating contours 416 chamfering (Chamfer Edge tool) 386, 422
creating curves 387 chamfering (Chamfer tool) 327
creating drape surfaces 397 changing stacking order 259
creating fillet surfaces between 398 clipping (Clip Surface command) 331
creating helixes or spirals 415 clipping (Clip tool) 310
creating interpolated surfaces 389 clipping (Intersect Surface command) 330
creating NURBS curve from arc 222 clipping (Subtract Solids command) 333
creating NURBS curve from circle 217 combining (Combine into Surface command) 331
creating planar caps 402 combining (Compose command) 269
creating shells from surfaces 426 combining (Connect/Combine tool) 316
creating surfaces by revolving profiles 402 converting a copy to lines 278
creating surfaces from curves 396 converting a copy to polygons 279
creating tapered extrudes from 292 converting from previous versions 49
decomposing 270 converting to generic 428
editing fillets/chamfers/shells 386 converting to lines 277
editing surface properties of 403 converting to polygons 278
extending 414 creating shells from solids 386, 425
extracting curves from solid edges 404 custom selection with a script 847
extracting surfaces from solid faces 404 cutting/copying/pasting 113, 258
overview of 381 decomposing 270
projecting and adding surfaces 412 deleting 260
projecting and splitting surfaces 411 deselecting 61
projecting and trimming surfaces 411 distributing in 3D 282
rebuilding 409 distributing in screen 281
reshaping curves 303 duplicating (Duplicate Along Path command) 267
reshaping geometry 417 duplicating (Duplicate Array command) 263
reshaping NURBS surfaces 304 duplicating (Duplicate command) 263
reversing curve direction 386 duplicating (Move by Points tool) 255
sectioning NURBS surfaces 334 entering and exiting objects 16
selecting connected objects 270 extracting surfaces from solid faces 404
showing curve direction 386 extruding 289
showing surface normals 386 filleting (Fillet Edge tool) 386, 424
splitting by line 325 filleting (Fillet tool) 326
splitting by point 323 grouping 279
stitching and trimming surfaces 427 intersection (Intersect Solids command) 333
U and V direction of surfaces 404 joining (Join command) 314
joining (Wall Join tool) 444, 450
O locking 271
Object attributes, default 81 mapping textures to 619
Object Info palette marking center of 701
activating 248 measuring 687, 698
assigning textures (Render tab) 247, 605 measuring distances between 713
box position indicator 214, 248 mirroring 275
copying and pasting data 248 moving (Move 3D command) 254
922 | Index

moving (Move by Points tool) 255 creating 220


moving (Move command) 254 creating by center 221
moving (Selection tool) 61 creating by height and width 220
nudging 18, 490 extruding 221
offsetting duplicates of 306 marking center of 701
preventing resizing of 716, 717, 718 moving edges of 297
preventing rotation of 719 moving handles of 297
reshaping (Freehand tool) 229 Overrides
reshaping (Reshape tool) 293, 300, 302 for class properties in sheet layer viewports 751
reshaping solids 417 for layer properties in sheet layer viewports 749
resizing 61, 311
rotating 271 P
scaling 311, 313 Page Setup command 82
sectioning solids 334 Palettes
selecting 60, 384 Attributes 81, 501
selecting connected objects 270 Basic 10
setting default attributes 81 color 541
shearing 314 docking 11, 22
smoothing 269 minimizing/maximizing 10
spacing in 3D 283 modifying with Workspace Editor 874
spacing in screen plane 281 Object Info 247
splitting 321 resetting saved positions 10, 23
stitching and trimming surfaces 427 resizing 5
tapering faces of solids 419 Resource Browser 157
transferring attributes 502 saving positions of 10, 877
trimming 309 script 850
twisting faces of solids 422 Snapping 133
twisting solids 421 specifying margins for 10, 23
ungrouping 280 tool palette features 11
unlocking 271 Tool Sets 10
with Object Info palette 247 Visualization 684
with the clip cube 564 Working Planes 584
Oblique Cabinet command 552 Pan tool 56
Oblique Cavalier command 551 cursor for 883
Offset tool 306 enhancing navigational graphics 20
Offsetting Panning, shortcut for 18
duplicated objects 17, 306 Parallel objects
from a datum point 142 creating with Constrain Parallel tool 719
from a smart edge 143 creating with Offset tool 306
symbols in walls 178 Parametric constraints
Opacity deleting 722
interface elements 73 description of 715
of design layers 100 dimensional constraints 715
of individual drawing objects 508 editing 722
OpenGL command 660 errors 724
OpenGL render options 663 geometric constraints 719
Operators, in Object Info palette 15 hiding 19, 715
Orbit point animations 727 Parasolid modeling kernel, converting old files to 52, 54
Ordinate dimensions 698 Paste as Picture command 259
Organization command 89 Paste command 258
Origin Paste Criteria command 819, 831
disabling dragging of 80 Paste Function command 819, 831
moving with Set Origin Button 81 Paste in Place command 259
setting for drawing area 80 Path objects
setting for sheet layer 105 moving edges of 297
switching between 80 moving handles of 297
using temporary datum point 140 Paths
Orthogonal command 551 creating text along 351
Oval tool 220 duplicating objects along 267
Ovals editing 16
Index | 923

Patterns creating roofs from 458


applying to objects 506 creating spirals 231
defaults for file 507 creating with Freehand tool 228
setting defaults for a class 110 creating with Polyline tool 226
Pausing the current tool 15 editing 301
Peaks extruded 228
adding to walls 449 hiding and showing edges of 299
removing from roofs 466 moving edges of 297
removing from walls 449 moving handles of 297
Pen style smoothing corners of 269
applying to objects 507 Postscript, printing with 85
setting defaults for a class 111 Power Pack, 3D 381
Perpendicular constraints 720 Preferences, document
Perspective command (Projection menu option) 551 accessing from Tool bar 37
Perspective commands (View menu) 552 Dimensions tab 32
Perspective, and Shear tool 314 Display tab 30
Pillar command 443 Plan Shadows tab 35
Pillars, joining to walls 444 Plane Mode tab 34
Planar objects Resolution tab 33
creating shells from planar objects 427 Preferences, Quick
definition 201 Auto Join Walls 36
extruding 202 Autosave 36
Plane Black and White Only 36
See Working plane, Active Layer plane Black Background 36
Plane mode preference 34 Data Bar and Edit Group Options 36
Plants, adding (VBvisual Plant tool) 610 description of 35
Plug-in Manager Display Light Objects 37
creating scripts with 857 Display Viewport Out-of-Date Borders 37
defining plug-in parameters 860 Hide Details 37
specifying the plug-in script 867 Show Acquisition Hints 37
using the VectorScript debugger 868 Show Clip Cube 37
Plug-in Manager command 858 Show Grid 37
Plug-in objects Show Other Objects While in Edit Modes 37
folder location 857 Show Page Boundary 37
placing and editing 171 Show Rulers 37
scripting with Plug-in Manager 856 Use Layer Colors 37
types of 171, 857 Zoom Line Thickness 37
Point lights 645 Preferences, Vectorworks
Polygons 3D tab 23
changing vertices of 298 accessing from Tool bar 37
combining 316 Autosave tab 25
converting to 278 Display tab 18
creating from walls 444 Edit tab 17
creating roofs from 458 Interactive tab 25
creating walls from 442 resetting 29
creating with 2D Polygon tool 233 Session tab 20
creating with 3D Polygon tool 240 User Folders tab 27
extruded 237 Previewing
hiding and showing edges of 299 animations 729, 733
moving edges of 297 file (Macintosh Quick Look) 46
moving handles of 297 file (Windows Explorer) 46
regular (equal-sided) 239 file search (Windows Explorer) 46
smoothing corners of 269 hatches 518
using double lines 237 textures 592
Polyline tool 226, 884 thumbnail icons (Macintosh Quick Look) 47
Polylines Previous Selection command 63
changing vertices of 298 Previous view (on View bar) 7, 575
combining 316 Previous Working Plane command 583
converting text to 351 Print command 84
creating from walls 444 Printing
924 | Index

description of print area 82 attaching to symbols 197


displaying print area (Fit to Page Area) 575 changing all field values for a symbol 198
drawings 84 changing one field for a symbol 198
grid 136 creating 188
printer setup for drawings 83 detaching from symbols 197
printer setup for worksheets 820 editing 191
resolution (Print dialog option) 85 editing for objects 252
resolution for raster renderings (document preference) 34 linking text within a symbol to 195
resolution of raster renderings (Edit Sheet Layers purging unused 261
dialog) 105 retrieving data for worksheets 836
scaling 83 splitting and merging 194
showing page boundaries 37, 83 viewing details of 252
worksheets 820 Rectangle tool 212
Profiles of objects, editing 16 Rectangles
Project tool 410, 884 creating 212
Projection commands 551 extruding 214
Properties command 38 marking center of 701
Properties, engineering 335 moving edges of 297
Props, using images as 608 moving handles of 297
Protractor tool 713 Rectangles, rounded
Publish command 806 creating 214
Purge command 260 extruding 216
Push/pull mode of planar tools 202 moving edges of 297
Push/Pull tool 417, 884 moving handles of 297
Python Rectangular Tubing tool 477
creating Vectorworks scripts with 847 Redo command 56
setting environment paths for scripts 853 Reference grid
definition of 78
Q SmartCursor settings for 135
Quarter Arc tool 226 Reference Marker tool 378
Quartz imaging (Macintosh) 19, 20 Reference point (2D locus) 244
Quick Look (Macintosh) Referencing
file preview 46 See Workgroup references
file thumbnail 47 Reflectivity shaders
Quick Preferences definition of 591
See Preferences, Quick importing images for 596
QuickTime animations 727 types of 907
QuickTime files 775, 776 Refreshing the drawing view 57
QuickTime VR Object command 765 Regular Polygon tool 239
QuickTime VR Panorama command 765 Remove Wall Breaks tool 450
Quit command 54 Render Bitmap tool 18, 680, 884
Render Modes (on View bar) 660, 666
R Render settings, saving 116
Rendered views, moving through 553
Radial Dimension tool 699, 884 Rendering time, optimizing 639
Radians, setting as document angle units 77
Rendering with Vectorworks
Radius
canceling a render process 660
constraining 716
line render options 664
dimensioning 700
OpenGL options 663
editing in 2D objects 294
smoothing mesh objects 31
editing in 3D objects 302 Renderworks
of fillets 327 advanced lighting 653
Radius Smoothing command 269
applying and mapping textures 247, 616
Rails applying Renderworks backgrounds 636
lofting surfaces with 391 artistic options 675
revolving profiles along 402
batch rendering 681
Rasterizing print output 86
canceling a batch render 683
Rebuild NURBS command 409 canceling a render process 666
Recalculate command 819
conducting shadow analysis 644
Record formats
creating image props 608
attaching 189
Index | 925

creating layer backgrounds 611 Resource Browser


creating textures and shaders 591 context menu 162, 167
custom options 673 description of 157
editing textures and shaders 603 favorites 156, 164
exporting rendered drawings 772 hiding and showing resource types 161
migrating previous version files 590 menu commands 167
optimizing performance 639 opening 157
preparing to render 660 viewing thumbnail images 159
purging unused backgrounds 261 Resource Browser command 157
purging unused render styles 261 Resources
rendering a selected area 680 browsing documents for 163
rendering in the background 667 creating 161
rendering modes 666 creating and using gradients 523
setting a camera view 569 creating and using hatches 514
smoothing mesh objects 31 creating and using image fills 527
summary of commands and tools 589 creating and using line types 536
Renderworks Camera tool 569 creating and using tiles 513, 519
Renderworks styles 669 creating libraries of 156
applying 672 creating record formats 188
creating 669 creating symbol folders 185
editing 672 creating symbols 172
Reports, creating 811 creating worksheets from 813
Resetting deleting symbols 187
saved settings 23 editing referenced 129
Vectorworks preferences 29 editing symbols 181
Reshape tool 293, 464, 881 finding 165
Reshaping finding from drawing 167
2D edges (Reshape tool) 297 identifying duplicate 167
2D modes (Reshape tool) 294 importing or referencing from another file 163
2D objects (Freehand tool) 229 importing symbols 186
3D modes (Reshape tool) 295 inserting symbols 175
3D polygons 302 linking to favorite files 156, 164
adding vertices (Reshape tool) 298 moving symbols 185
changing vertices (Reshape tool) 298 purging unused 260
extrudes and solid primitives 302 script palettes 850
multiple vertices 300 scripts 850
NURBS curves 303 using workgroup referencing for 121, 127
NURBS surfaces 304 Restoring last opened file (Macintosh) 22
overview 293 Revert to Saved command 49
polygon handles (Reshape tool) 297 Revision Cloud tool 374
polylines 301 Revolve with Rail command 402
preference for number of handles 17 Ribs, creating 413
removing vertices (Reshape tool) 299 Right command 549
roof faces 455 Right Isometric command 549
roof objects 464 Right Rear Isometric command 549
walls 446 Roof Face command 453
Resizing Roof faces
objects 302, 311 applying textures to parts 621
objects interactively 62 connecting 456
Resolution creating 453
for printing (Print dialog box) 85 creating cutouts in 457
for printing and viewing raster renderings (Edit Sheet Layers reshaping 455
dialog) 105 Roofs
for printing raster renderings (document preference) 34 adding dormer windows to 467
for printing, summary of 86 adding skylights to 469
of 2D object display 18 adding vertices to 466
of 3D object display 24 applying textures by class 635
of bitmap display 33 applying textures by map type 616
of printed patterns 86 applying textures to parts 621
of rotated text display 33 changing to a Dutch hip shape 462
926 | Index

changing to a gable shape 462 of design layers 73


creating 458 Scale Objects command 311
creating cutouts in 463 Scaling
editing 460 disabled option (Selection tool) 62
removing 3D peaks from 466 multiple objects option (Selection tool) 62
reshaping 464 Scale Objects command 311
Rotate 3D command 274 single object option (Selection tool) 62
Rotate 3D View command 560 symbols (Object Info palette) 313
Rotate command 350 symbols (Selection tool) 313
Rotate Left 90 Degrees command 274 Screen plane, definition 201
Rotate Right 90 Degrees command 274 Screen tips 15
Rotate tool 272, 350 Script Editor 850
Rotate View tool Script Options command 853
cursor for 884 Script palettes 850
description of 558 Scripts
enhancing navigational graphics 20 creating custom selection scripts 847
Rotate Working Plane commands 584 creating custom tool/attribute scripts 848
Rotating encrypting 854
3D views 558 errors 855
controlling display during 24 exporting 765
objects with mouse 272 importing scripts 762
preventing rotation of objects 719 moving scripts to new palette 854
symbols 177, 180 opening script palette 850
unrotating 3D objects 275 overview 847
with Selection tool 62, 271 plug-in manager 857
working plane 582 running 854
Round Tubing tool 478 running in developer mode 21
Round Wall tool 436 Scrolling
Rounded Rectangle tool 215, 216 automatically 60
Rounding, settings for 76 showing and hiding scroll bars 19
Row Height command 820 with mouse wheel 18, 60
Rulers with scroll bars 60
description of 6 Section Solids command 334
showing and hiding 19, 37 Section views
Run Script command 855 preference for out-of-date display 31, 37
Sections, cutting 754
S Select All command 63
Save a Copy As command 48 Select Coincident Objects command 64
Save As command 48 Select Connected Objects command 270
Save As Template command 81 Select Data Items command 822
Save command 47 Select Guides command 79
Save Palette Positions command 10, 161, 878 Select Item command 822
Save View command 115 Select Vertex in Object Info Palette command 252
Save Working Plane command 583 Select Working Plane command 583
Saved Views palette 118 Selecting
Saving all visible objects 63
animations 729, 733 coincident objects 64
autosave preferences 25 connected objects 271
files 47 edges and faces 384
files automatically 36, 48 guides 79
palette positions 10 highlighting and handles 66, 68
reverting to last saved version 49 modifier keys for 60, 61
tool attributes as a script 848 objects 61
working plane location 585 objects with custom selection scripts 847
Scale preferences for highlighting objects 26
architectural conversion chart 888 previously selected objects 63
importing 786 Selection tool cursors 884
in printer setup 83 text 348
normal 60 Selection box (for SmartCursor)
of callouts 365 definition of 148
Index | 927

preference for displaying 26 Simplify Polys command 341


Selection tool 61 Site models
Send Backward command 260 caching 31
Send Forward command 260 Sketch styles
Send to Back command 260 purging unused 261
Send to CINEMA 4D (3D only) command 766 Sky, as Renderworks background 616
Send to Front command 260 Skylights
Serial number i, 23 adding area lights for 654
Set 3D View command 563 creating 469
Set Criteria command 821 Slab styles
Set Distance command 553 purging unused 261
Set Lighting Options command 641 Slot tool 484
Set Origin command 80 Smart Edge tool 142
Set Renderworks Background command 637 Smart points snapping 140
Set Size command 350 Smart Points tool 140
Set Sun Position command 643, 644 SmartCursor cues
Set Working Plane command 583 list of 151
Set Working Plane tool 579, 885 using with parametric constraint tools 715
Shaded Polygon command 661 SmartCursor Settings command 133
Shaded Polygon No Lines command 661 Snap box
Shaders definition of 148
definition of 590 preference for displaying 26
editing 603 Snap grid
editing from Resource Browser 607 aligning to 283
editing selected 606 definition of 78
image-based 594 SmartCursor settings for 135
parameters 891 Snap loupe 150
Shadow analysis 644 Snap to Angle tool 139
Shadows Snap to Distance tool 144
area/line light option 655 Snap to Grid tool 135
custom light option 659 Snap to Intersection tool 145
Custom Renderworks options 674 Snap to Object tool 137
light source option for 646, 650 Snap to Tangent tool 145
OpenGL option for 663 Snap to Working Plane tool 146
plant and massing model in Top/Plan view 35 Snapping
Shaft Break tool 484 acquisition hints 148
Shear tool 314, 885 controlling 146
Sheet Border tool 366 co-planar 135
Sheet borders customizing display of 68
adding a custom title block (Fundamentals) 371 example 146
adding a title block 370 in congested drawing 150
placing 366 locking values with Data bar 150
properties of 367 overview of 146
Sheet layers preference for showing acquisition hints 26, 37
See Layers, sheet setting parameters 133
Shell Solid tool 425, 885 SmartCursor cues 151
Shortcuts suspending 133
assigning keys to modes 876 to angles 138
assigning keys to tool palettes 874 to distance 144
assigning to commands 870 to intersection 145
assigning to modes 876 to object 114, 137
assigning to snapping 876 to plan rotation angle 139
assigning to tools 874 to tangent 145
document and object context menus 873 to working plane 145
exporting to a text file 870 types of snap points 147
for arrow keys 18 using the snap loupe 150
for selecting modes on Tool bar 5 vector locks 149
Show Guides command 79 when using Clip Cube 564
Show or Hide Constraints command 715 with audible cues 21
Simple Stair tool 498 with extension lines 141
928 | Index

with smart edge 142 importing 186


with smart points 140 importing folders of 186
Snapping palette 133 inserting 175, 176
Solid primitives, reshaping 302 inserting in walls (dragging and dropping) 489
Sound cues, turning on and off 21 inserting in walls (Duplicate Array command) 488
SpaceNavigator mouse 560 inserting in walls (Duplicate Symbol in Wall tool) 486
Spacing objects 281, 283 insertion options 173
Spell checking text 355 insertion options, multiple symbols 183
Sphere tool 241 making global edits 196
Spiral tool 231 moving in walls (Move by Points tool) 491, 494
Spirals moving in walls (Move command) 490
in 2D (Spiral tool) 231 moving in walls (nudging) 490
in 3D (Create Helix-Spiral command) 415 moving in walls (Selection tool) 490
Split tool 321 moving into folders 185
Spot lights 645 overview of 169
Spreadsheet command 821 properties of 179
Spreadsheet rows, adding to worksheets 827 purging unused 261
Square Tubing tool 479 purging unused folders 262
Stacking order removing from wall 179
of design layers 99 replacing 180
of objects 259 rotating 180
of sheet layers 105 scaling 313
Stairs showing other objects while editing 19, 37
hiding details of 31, 37 types of 170
Stairs, creating (Simple Stair tool) 498
Standard Views command 549 T
Standards Tablet command 87
for classes and layers 94 Tabs, in text 346
for dimensions 32, 687 Tangent constraints 721
Start Batch Render command 682 Tape Measure tool 713
Stitch and Trim Surfaces command 427 Taper Face tool 419
Subtract Solids command 333 Tapered extrudes 292
Sunlight lighting options 643 Tee tool 481
Surfaces Templates
See NURBS objects changing the default 82
Survey bearings 887 creating new documents from 43
Sweep command 292 saving documents as 81
Symbol Insertion tool 176, 885 Text
Symbols activating editing mode 347
activating with pick up mode 179 adding color to 507
advantages of using 170 adding tabs to 346
applying texture to 632 checking spelling of 355
attaching records to 189, 197 converting to polylines 351
black, blue, green, and red 170 creating along a path 351
changing all fields of 198 creating as a block 344
changing attributes of 199 creating as a single line 344
changing one field value 198 creating rotated 345
converting to a group 184 creating with a tight fill 345
creating 172 cursors for creating and editing 885
creating a list of 200 editing properties of 347
creating a new folder for 185 finding and replacing 358
creating holes in 3D walls 494 formatting 348
deleting 187 formatting, in dimensions 706
detaching records from 197 in animations 734
dragging and dropping 176 in custom dimensions 689
editing 179 in sheet layer viewports 747
editing definition of 181 in worksheets 824
editing in walls 493 keyboard shortcuts for editing 347
editing record values 193 linking to record formats 195
editing wall insertion options 182 pasting 346
Index | 929

position, in dimensions 711 Transfer mode, design layer 101


preference for adjusting flipped text 31 Translate View tool
preference for creating without fill 19 cursor for 886
preference for editing rotated text horizontally 18, 345 description of 557
rotating existing 350 enhancing navigational graphics 20
selecting 348 Transparency
setting defaults for 344 design layer 100
unrotating for editing 347 objects 508
wrapping 345, 350 Transparency shaders
wrapping, in worksheets 824 definition of 591
Text Along Path command 351 editing 606
Text styles importing images for 598
applying 354 types of 909
creating 353 Triangle tool 232
editing 355 Trim command 309
purging unused 262 Trim tool 309, 886
Text tool 343 Twist tool 421
Textures
applying by class 632 U
applying to an object 620 Unconstrained Linear Dimension tool 692
applying to object parts 621 Undo command 56
applying to symbols 633 Undo, preferences for 21
applying with Attribute Mapping tool 623 Ungroup command 280, 758
creating 591 Unified View command 561
decals 626 Unified View Options command 561
definition of 590 Units
editing from Object Info palette 605 customizing for a drawing 77
editing from Resource Browser 607 for line thicknesses 510
importing Arroway textures 603 in dimensions 699
orientation of 620 in imported DXF/DWG files 784
previewing 592 setting options for a drawing 75
purging unused 261 using for measurements 713
Tile fills Units command 75
applying 522 Unlock command 79, 271, 757
creating new from mapped 532 Unrotate 3D Objects command 275
defining 520 Unshaded Polygon command 661
editing definitions 523 Update All Viewports command 754
mapping tile fills 531 Update Plug-in Objects command 49
purging unused 262 Update Selected Viewports command 754
setting defaults for a class 110 Updating Vectorworks ii, 23
Title bar 5
Title blocks V
adding to a sheet border 370
VBvisual Plant tool 610
customizing for Fundamentals 371
Tool bar, keyboard shortcuts for 5 Vector locks 149
VectorCaching preference 19
Tool Sets palette 10, 11
Vectorworks
Tools
converting previous version files 49
changing display of 12
exiting 54
creating custom scripts for 848
exporting previous version files 766
cursors for 881
modifying with Workspace Editor 874 installing i
previous Renderworks files 590
pausing 15
resetting saved settings 23
pop-out tools 11
resetting saved mode settings 23 serial number for i, 23
selecting tool sets 13 updating ii, 23
Vectorworks Cloud Services xiv
viewing multiple tool sets 13
Vectorworks Preferences command 17
Top command 549
Top Level command 280 Vectorworks Service Select xiv
Vectorworks, and AutoCAD 888
Top/Plan command 549
Vertical constraints
Trace Bitmap command 286
Constrain Horiz-Vertical tool 719
930 | Index

Constrain Vertical Distance tool 717 Visualization palette command 684


Vertices Volumetric Properties command 336
adding to a polygon or polyline 298
adding to a roof 466 W
adding to a wall 449 Walkthrough tool
changing to control points 298 cursor for 886
moving on 2D objects 300 description of 555
moving on a NURBS surface 304 enhancing navigational graphics 20
reducing in NURBS 409 Wall Join tool 450
removing 299 Wall styles
selecting 252, 304 purging unused 262
shearing with 314 Wall tool 430
View bar Walls
description of 6 adding 3D peaks to 449, 466
setting active class with 113 applying textures by class 634
setting active layer with 103 applying textures to parts 621
Viewports, sheet layer attributes by class 433
adding annotations and dimensions to 747 automatically joining 18, 36, 437
advanced properties of 740 changing elevation of peaks 448
ambient lighting options for 740 changing length of 447
annotating objects with filled polygons 236 changing round wall radius 450
caching rendering and radiosity images 31, 666 changing texture orientation on 620
creating from a design layer 735 creating 429
creating with a crop object 737 creating components for 438
cropping existing 746 creating from a polygon 442
editing an associated design layer 743 creating polygons from 444
editing RW camera 748 creating polylines from 444
exporting as image 743 creating roofs from 458
moving and editing 742 deleting components from 441
overriding class properties 751 direction of 437
overriding layer properties 749 editing components in 441
preference for out-of-date display 31, 37 editing properties of 445
properties of 738 editing symbols in 493
showing other objects while editing 19, 37 editing symbols to create 3D holes 494
status display 741 hiding components 31, 37
transferring attributes between 502 inserting symbols in (dragging and dropping) 489
updating 753 inserting symbols in (Duplicate Array command) 488
Views inserting symbols in (Duplicate Symbol in Wall tool) 486
aligning for all design layers 758 inserting symbols into 62, 176
aligning layers 561 joining 314, 450
changing with Fit to Objects command 574 joining to pillars 444
changing with Rotate 3D View command 560 moving symbols in (Move by Points tool) 491, 494
changing with Rotate View tool 558 moving symbols in (Move command) 490
changing with Set 3D View command 563 moving symbols in (nudging) 490
changing with Translate View tool 557 moving symbols in (Selection tool) 490
changing with Walkthrough tool 555 preferences for 431
deleting saved 115 removing 3D peaks from 449
description of 2 removing breaks from 450
editing saved 116, 118 reshaping 446
opening saved 118 reshaping height of 447
panning 56 round 436
preference for centering automatically 20 straight 430
refreshing with Pan tool 57 trimming 309
saving 115 Watermarked files 44, 83
setting with Renderworks Camera tool 569 Whats This command 883
switching to next and previous 575 Wheel-mouse
unified view mode 561 panning with 57
using standard 549 scrolling with 18, 60
Visibility of classes and design layers, setting 118 zooming with 18, 58
Visibility tool 566 White card rendering 675
Index | 931

Wide Distance command 552 formatting cells of 823


Wide Flange tool 482 formula syntax for 828
Windows Explorer functions of 837
file preview 46 importing data into 844
file search 46 keys for moving around in 816
Windows, dormer 467 list of commands for 819
Wireframe 666 merging cells 824
Wireframe command 660 moving a copy of rows and columns 818
Wireframe Options command 662 moving rows and columns 818
Workflows opening existing 815
DXF/DWG and DWF import 779 placing on drawing 815, 846
DXF/DWG export 795 preferences for 820
snapping 146 printing 820
symbols 169 recalculating 819
workgroup referencing 121 resizing rows and columns 817
workspace editor 869 retrieving record information in a row 836
Workgroup folders (Vectorworks preference) 29 selecting cells in 816
Workgroup references selecting objects using database rows 835
correcting broken links 127 sorting columns in 822
creating and editing (layer import) 123 summarizing identical items in 822
deleting 130 using cell references in formulas 832
description of 121 using images in 840
editing referenced resources 129 zooming 820
opening referenced files 131 Worksheets command 815
priorities of multiple files 126 Workspace editor
setting referencing options 122 context menus 873
updating from master files 126 menu and command shortcuts 870
using resources from master files 127, 163 overview of 869
Working plane palette and tool shortcuts 874
aligning objects to 587 snapping and mode shortcuts 876
appearance of 578 Workspace Editor command 869
automatic 202, 577 Workspaces
changing appearance of 70 creating and editing 869
commands 583 duplicating 869
deleting position 586 exporting to text file 870
description of 575 features of 3
manipulating 582 migrating custom 878
mirroring objects across 277
renaming position 586 X
rotating 582 X-ray Select mode 61
saving position 585
setting location of 579 Z
showing axis labels 136
Zoom command 820
showing Z axis 136
switching to previous positions 585 Zoom tool 58
Zooming
view and modes 586
enhancing navigational graphics 20
Working Planes palette 584
Worksheets interactive 59
adding rows or columns to 818, 820 marquee 59
preference for line thickness 19, 37
creating a blank worksheet 813
creating with Create Report command 811 with Fit to Objects command 574
with Fit to Page Area command 575
cutting, copying, and pasting cell contents 818
with the mouse wheel 18, 58
deleting rows or columns from 820
description of cursors for 886 with the View bar 8, 58
displaying database item 822 with the Zoom tool 58
Zoom tool cursors 886
editing cell contents 816
entering data in database rows 833
entering data in spreadsheet cells 827
error codes 830
exporting data from 845

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