General Help
Chapter 1: Program Handling
Screen Layout
The screen layout section will go over how the screen’s in the Dietrich’s modules are laid out.

screen layout (This screen shot is from D-CAM and has a 3D coordinate system)
Task Bar:
Figure 1-1
The task bar shows the Dietrich’s module you are in and the current version you are running. As with most windows programs the task bar also has three buttons for minimizing, maximizing and closing the program.
Menu Bar:
The menu bar gives you access to all the functions and features of the Dietrich’s modules. You can access the menu bar with the mouse or with number short cuts.
To access the menu bar with number short cuts:
The number short cut for a function is defined by the numbers beside the selections you have to make before the function is activated. For example to create a bevel cut you would have to select the 3 tools from the menu bar, then select 5 cuts, and then select 4 bevel cut. To access the same function with a numeric short cut you would only have to type 3-5-4.
NOTE: For number short cut’s don’t type the - ’s they are only used as spacers in the help text.
To repeat last function:
To repeat the last function used in any module press the + key.
Tool Bars:
The tool bars give you quick access to the functions of the Dietrich’s modules. You can access the functions in a tool bar by clicking an icon with the mouse.
As with most windows applications, a tool bar can be moved around the screen by clicking on the raised line at the end of the tool bar and then dragging the toolbar to the desired location.
To change tool bars in D-CAM (1-7-4):
The tool bar window controls which icons are displayed in the tool bars. ‘default 1’ and ‘default 2’ are the original tool bars that load up when D-CAM is first installed. You can select specific tool bar sets that will load in a third tool bar below the first two by checking any of the blocks below ‘default 1’ and ‘default 2’.

tool bar window (1-7-4)
new: This will create a new tool bar. You will have the same options as in the edit tool bar window
Figure 1-2
below but it will have no name and functions will need to be added to it.
edit: Allows user to edit highlighted tool bar.
delete: Deletes highlighted tool bars.
default: Brings back the original tool bar settings.
edit tool bar window
In the edit tool bar window you can decide which icons to have in a tool bar.

edit tool bar window (1-7-4-edit)
function:
Figure 1-3
add: Adds functions (icons) to the tool bar. Once add is clicked on, the edit tool bar window will close, and the status bar will indicate the module is recording which function you choose. To choose a function select one from the menu bar. Once you click on a function, the tool bar window will open again, and the icon for the function you selected will be at the right end of the list of icons. To move icons, select the icon you want to move by clicking on it, and then click on either <<< to move the icon left or >>> to move the icon right.
remove: Will delete highlighted icons and separators.
separator: Adds a spacer that can be placed between groups of icons on the tool bar. The spacer can be moved in the same manner as an icon.
drop lists:
MOS: Adds an MOS drop list to the tool bar. With the drop list you can select the current MOS section. Any objects that are placed in the model area in D-CAM will belong to the current MOS
section at the time of placement.
layers: Adds a layers drop list to the tool bar. With the drop list you can select the current layer. Any objects that are placed in the model area in D-CAM will belong to the current layer at the time of placement.
UCS: Adds a user defined coordinate system drop list to the tool bar. With the drop list you can select the coordinate system to use in the model area.
switch: This section allows you to add switches to the tool bars. Switches are icons that make elements visible or invisible in the model area. For example if you added the assisting geometry switch to the tool bar, and then clicked on the switch icon once back in the model area, all the assisting geometry would disappear.
NOTE: As with most windows applications, a tool bar can be moved around the screen by clicking on the raised line at the end of the tool bar and then dragging the toolbar to the desired location.
To change tool bars in D-Wall, D-Ceiling & Floor, and D-Roof (1-7-3):
The tool bar window controls which icons are displayed in the tool bars. ‘default 1’ and ‘default 2’ are the original tool bars that load up when the modules are first installed. You can select specific tool bar sets that will load in a third tool bar below the first two by checking any of the blocks below ‘default 1’ and ‘default 2’.

tool bar window (1-7-3)
new: This will create a new tool bar. You will have the same options as in the edit tool bar window below but it will have no name and functions will need to be added to it.
Figure 1-4
edit: Allows user to edit highlighted tool bar.
delete: Deletes highlighted tool bars.
default: Brings back the original tool bar settings.
edit tool bar window
In the edit tool bar window you can decide which icons to have in a tool bar.

edit tool bar window (1-7-3-edit)
function:
Figure 1-5
add: Adds functions (icons) to the tool bar. Once add is clicked on, the edit tool bar window will close, and the status bar will indicate the module is recording which function you choose. To choose a function select one from the menu bar. Once you click on a function, the tool bar window will open again, and the icon for the function you selected will be at the right end of the list of icons. To move icons select the icon you want to move by clicking on it and then click on either << to move the icon left or >> to move the icon right.
separator: Adds a spacer that can be placed between groups of icons on the tool bar. The spacer can be moved in the same manner as an icon.
storey: Will add the storey drop list to the tool bar.
remove: Will delete highlighted icons and separators.
NOTE: tool bars can be moved around the work area, as with any windows application, by selecting the left hand side of the toolbar with the mouse and moving it to the desired location.
Model Area:
The model area is where you view and edit your building.
To zoom in the model area:
There are two types of zooming; zooming when no functions are activated and zooming while a function is activated.
To zoom in when no functions are activated click the left mouse button and drag a window over the area you would like the view to zoom in to. To zoom out click the right mouse button.
To zoom in while a function is activated put the crosshair in the center of the area you would like to zoom in to and press the + key. To zoom out press the - key.
To pan in the model area:
To pan in the model area click and hold the left mouse button. Now you can move the mouse while continuing to hold the left button down. When the model is where you want it to be release the mouse button.
Constant User Menu:
The constant user menu allows you to activate a function from the last menu you accessed. To activate the function click on it’s title in the constant user menu.
View Direction Overview:
The ‘View Direction Overview’ window allows you to see how the model is situated relative to the module’s global coordinate system.
In D-CAM you can change the graphic displaying the view direction overview by going to the display settings section of the file menu (1-7-2). And then changing the ‘view direction model’ setting in the elements section.
Dialogue Area:
The ‘dialogue area’ displays useful information on what functions do and describes the next step of a function once the function has been activated.
To find out what a function does hover the mouse over the function in the menu bar you would like to know about.
Status Bar:
The ‘status bar’ shows the units being worked with, the current building MOS section, and the degree coordinates for the rotation of the model. The ‘T’ or ‘B’ beside the coordinates for the rotation of the model show whether you are looking at the top or the bottom of the model. (The ‘T’ stands for top and the ‘B’ stands for bottom.)
Right Mouse Clicking
In Dietrich’s right clicking performs a variety of helpful operations.
Right mouse clicking when no functions are active:
In all Dietrich’s modules right mouse clicking when no functions are active will zoom out one step or fit the model to the view.
In D-Wall, D-Floor & Ceiling, and D-Roof if you right click on a wall, a floor/ceiling, or a roof area a edit menu will open. From the edit menu you can select an editing function to apply to the wall, floor/ ceiling, or roof area.
Right mouse clicking while functions are active:
In all Dietrich’s modules right mouse clicking when a function is active will exit that function. If several functions are active you will be exited from the last function activated.
Middle Mouse Clicking
While in any Dietrich’s module you can click the middle mouse button for access to special features. If no functions are active and you click the middle mouse button a ‘Help’ menu will open. If positioning functions are active and you click the middle mouse button a positioning ‘Help’ menu will open.
Middle mouse clicking when no functions are active:
In D-Wall, D-Floor & Ceiling, and D-Roof the ‘Help’ menu has two options, measure and calculator. The ‘measure’ option allows you to quickly measure distances between points and lines. The measure functions are described in ‘Part II: Measure Functions’. The ‘calculator’ option opens a scientific calcu- lator (figure).
In D-CAM the ‘Help’ menu has several options, which are described below.
D-CAM ‘Help’ menu
Rotation Axis: Allows you to choose the rotation point for the model.
measure: Allows you to access the measure functions described in ‘Part II: Measure Functions’.
Tmp. Points: Sets points for placing lines or objects.
object info.: Allows you to select an object and view it’s object info.
single beam info: Allows you to select an object and view it’s single beam info.
MOS info: Allows you to select an object and view it’s MOS info.
coordinate system: Allows you to select an object and view it’s object coordinate system.
calculator: Opens calculator window.
Middle mouse clicking while positioning functions are active:
In all Dietrich’s modules middle mouse clicking while positioning functions are active will open a posi- tioning ‘Help’ menu.
In D-Wall, D-Floor & Ceiling, and D-Roof the positioning ‘Help’ menu will have the positioning options described in the ‘Object snap’ section of ‘2D Inputs’ on page...
In D-CAM the positioning ‘Help’ menu will have the positioning options described in below.
AM Positioning ‘Help’ menu
measure: Allows you to access the measure functions described in ‘Part II: Measure Functions’.
zoom +: Allows you to zoom in.
zoom -: Allows you to zoom out.
rotate: Allows you to rotate the model or change the view to make the view parallel to the Y-X, X-Z, or Z-X plane.
refresh: Allows you to refresh the screen
Tmp. Points: Allows you to set temporary points for placing lines or objects. For the specifics on placing points see the ‘Assisting Geometry’ section of the D-CAM help file.
Rotation Axis: Allows you to choose the rotation point for the model.
Calculator window
This is the scientific calculator accessed through the help menu. To use the calculator, type in the equation to find the answer for, and press enter.
NOTE: Use the keyboard to input the mathematical symbols for the equations.
Figure 1-6

the Dietrich’s calculator
Chapter 2: Effectively Using Dietrich’s Modules
This section will teach you the essentials of moving around quickly and confidently in any Dietrich’s module. Please read this section from the top to the bottom as topics are explained at the beginning and then briefly mentioned only as they relate to other issues.
Watch the dialogue area
The dialogue area provides helpful info while you are in functions. So remember to look at the dia- logue area at any time you are unsure of which step to take next. If the mouse cursor is hovering over a function in a menu the dialogue area will explain what that function will do if activated. So if you are wondering what a function will do, hover the mouse over it, and read the info in the dialogue area.
The essentials of left, right, and middle mouse clicking
Alright, which mouse button you click -and the amount you click it- is very important, because each mouse button does something different.
Left mouse clicking:
Left clicking is very simple.
Left clicking on a menu bar will expand it. Left clicking on a function in an expanded menu bar will activate that function.
The left mouse button can also be used to pan and zoom in the model area when no functions are active. To pan, click and hold the mouse button down in the model area - then use the mouse to move the view, release the mouse when the view is where you want it. To zoom, click the mouse button once and drag a window over the area to zoom in on, click the mouse button again when the window is over the area you want to zoom in on.
If you need to select an object in the model area, left click it. The object you selected will become pink and start blinking. You will also notice -since you’re remembering to look at the dialogue area- that
the dialogue area is displaying the text: “is this the right object? - Left Mouse Click or Enter to accept, Right Mouse Click or Space to reject.” as the object is blinking. If the blinking object is the one you wanted to select, left click again to confirm that you want to select it. So remember to left click once to select, and left click again to confirm selection.
In summary, the left mouse button zooms in, pans, opens menus, activates functions, and selects objects.
Right mouse clicking:
What if the object that is pink and blinking is not the one you want to select? Well that is where the right mouse button comes in. You can click the right mouse button to reject the blinking object. Af-
ter rejection if there was another object within the selection area it will begin blinking and you will go through the same process. If there was no other object within the selection area your cursor will be- come free again and you will be able to select another object.
What if you do not want to select another object? Well that is where the right mouse button comes in again, because clicking it also exits you from activated functions. To exit any function click the right mouse button.
In D-Wall, D-Floor & Ceiling, and D-Roof right clicking on objects allows you to edit them. You can right click on objects that become highlighted in pink when the crosshair snap area is over them. If you click the right mouse button on a highlighted object a pop-up menu will open with several editing options.
You can also use the right mouse button to zoom out in the model area when no functions are active. If you right click the view will zoom out to the last view. If you continue to right click the model will fit to view.
In summary, the right mouse button zooms out, deactivates functions, and rejects/deselects objects.
Middle mouse clicking:
The middle mouse is most valuable for it’s ability to create temporary points. Temporary points can be used to place objects in the model area. So when you have an input function active and you need a point for placing an object, remember to click the middle mouse button to pull up a ‘positioning’ menu.
For a full run down on all the positioning options and the other features of middle mouse clicking see the ‘Middle Mouse Clicking’ section on page 170.
Functions that do not deactivate in D-CAM:
There are several functions that do not deactivate after they have been used once. In general these functions are located in the Tools, Assisting Geometry, Activate, Dimension Lines, and Delete menus. However, ‘input’ functions will also not automatically deactivate. Input functions are functions that place objects in the model area. To deactivate these functions when you are finished with them re- member to click the right mouse button.
Selecting vs. Activating
This section applies to D-CAM only.
The difference between selecting and activating objects is that an ‘activated’ object stays active while a ‘selected’ object deactivates after the function that used it is finished with it.
In general, if an object is active before a function is activated the function will be applied to the already active object. This means if an object has accidentally been left active it will be affected. It is espe- cially easy to forget about activated objects that are not in view. So if you are in doubt as to whether objects are active you can use the ‘deactivate all’ function. For more info on ‘activate/deactivate’ func-
tions see the section on it in the D-CAM help file.
Keyboard Shortcuts
All functions in Dietrich’s modules can be activated by numerical shortcuts. Every menu has a number beside it. And every option within a menu has a number beside it. And if their are sub-options they also have numbers. These numbers are used as the keyboard shortcuts to activate functions. In gen- eral if a keyboard short cut is shown in this help file it will be show with brackets around numbers and dashes like this: (1-1-3). When keying in the shortcut only the numbers are needed so the previous shortcut would be keyed in by pressing ‘1’, ‘1’, ‘3’. No shortcut is longer than three numbers.
If you have now read the whole chapter on ‘Effectively Using Dietrich’s Modules’ you have the basic ground work for working in all the Dietrich’s modules. The last step is understanding the 3D coordinate system in D-CAM explained in chapter 6.
Chapter 3: Measure Functions
To access the measure functions within the Dietrich’s modules click the middle mouse button or hold down the shift key and click the right mouse button.
Global and Local Measuring
There are two types measure functions, global and local. The global functions measure in relation to the global coordinate system. The local functions measure in relation to an individual object’s coordinate system.
Measuring Results
Depending on which measuring functions you choose determines the amount of measuring information you will receive. To receive the most information use either the ‘point to point’ or ‘line’ measuring functions. When you use either function you will have a window similar to figure 3-1 open to display extensive measuring results.

distance between a point and a line.
The first section, of the ‘measure’ window, displays the X, Y, and Z coordinates of the two selected
Figure 3-1
points. The second section, shows the distance the between the two selected points, the distance between the points in X, Y, and Z axes, and the distance between the points in the X-Y, X-Z, and Y-Z planes. The third section, shows the angle of the line between the points relative to the X-Y, X-Z, and Y-Z planes. The ‘angle accuracy (digits)’ section determines to how many decimals the angles will be measured to. The ‘show lengths’ section determines whether fractions or decimal inches are shown as measurements. If the distance measured has a fraction less than the value in the ‘show lengths’ section then a decimal inch value will be used instead of a fraction value.
point - point
The ‘point - point’ measure function measures the distance between two points.
Access the ‘point - point’ measure function.
Select the two points to measure between.
A results window will open displaying the results of the measuring function.
line length
The ‘line length’ measure function measures the distance between the two end points of the line.
Access the ‘line length’ measure function.
Select the line to measure.
A results window will open displaying the results of the measuring function.
parallel lines
The ‘parallel lines’ measure function measures the distance between the two parallel lines.
Access the ‘parallel lines’ measure function.
Select two parallel lines to measure between.
A results window will open displaying the results of the measuring function.
point - line
The ‘point - line’ measure function measures the perpendicular distance between a point and a line. The distance measured would be the same distance as if a perpendicular line was projected up from the line to the point.
Access the ‘point - line’ measure function.
Select the line.
Select the point to measure to.
A results window will open displaying the results of the measuring function.

distance between a point and a line.
Point: The point selected.
Figure 3-2
Line: The line selected.
Measured Distance: The distance measured between the point and the line.
angle between two planes
The ‘angle between two planes’ measure function measures the acute angle between two planes.
Access the ‘angle between two planes’ measure function.
Define the first plane.
Define the second plane.
A results window will open displaying the results of the measuring function.
angle between a line and a plane
The ‘angle between a line and a plane’ measure function measures the smallest angle between a line and a plane. To measure the smallest angle the module will perpendicularly project a line onto the plane to measure the angle with. See figure 3-3.
Access the ‘angle between a line and a plane’ measure function.
Define the plane.
Select the line.
The module will perpendicularly project a line down onto the selected plane and then measure the angle between the selected line and the projected line.
A results window will open displaying the results of the measuring function.

distance between a point and a line.
Line 1: The selected line.
Figure 3-3
Projected line: The line perpendicularly projected onto the plane.
Angle: The angle being measured, which is between ‘line 1’ and the ‘projected line’.
angle between two lines projected onto a plane
The ‘angle between two lines projected onto a plane’ measure function measures the angle between two lines that have been projected perpendicularly onto a plane. See figure 3-4.
Access the ‘angle between a line and a plane’ measure function.
Define the plane.
Select the line.
A results window will open displaying the results of the measuring function.

angle measured between two lines projected perpendicularly onto a plane.
Line 1: The first line selected.
Figure 3-4
Line 2: The second line selected.
Projected 1: The perpendicular projection of the first line.
Projected 2: The perpendicular projection of the second line.
Angle: The angle being measured, which is between the two projected lines.
Chapter 4: 2D Inputs
coordinate inputs
When you input walls, beams or lines you can use local (relative) or global coordinates to help position them.
Relative coordinates
This option allows you to use X and Y values to locate a point to snap to relative to the last point selected.
NOTE: If there is no ‘last point selected’ the module will automatically position the final point in relation to the origin point.
Relative angle and length
This option allows you to use angle and length values to locate a point to snap to relative to the last point selected.
The angle is defined in relation to the X-axis of the coordinate system. For example an angle of 0° projects a line out parallel to the X-axis and an angle of 90° projects a line out perpendicular to the X- axis.
NOTE: If there is no ‘last point selected’ the module will automatically position the final point in relation to the origin point.
Global coordinates
This option allows you to snap to a point by inputting the global coordinates of the point to snap to.
Global angle and length
This option allows you to snap to a point by inputting an angle and a length. The angle and length are in relation to the origin of the global coordinate system. For example with this function you could snap to a point 2’ out from the origin at a 30° angle.
The angle is defined in relation to the X-axis of the coordinate system. For example, an angle of 0° projects a line out parallel to the X-axis and an angle of 90° projects a line out perpendicular to the X- axis.
Angle to previous side
This option allows you to use angle and length values to snap to a point in relation to the last line or wall drawn.
Once this option is activated plus, negative, and arrow signs will appear on an end of the last line or wall drawn.
The line will be created from the end that has the arrow. The plus and minus signs relate to how the value input for ‘angle with line’ will determine the direction of the line. As in figure 4-2 a 45° would
rotate the new line out 45° to the previous line on the ‘+’ side of the line. As in figure 4-3 a -45° would rotate the new line out -45° to the previous line on the ‘-’ side of the line.
Figure 4-3
Figure 4-2
Figure 4-1
angle to previous side window


Input angle of 45° Input angle of -45° ■
crosshair snap area
The crosshair snap area is represented on the screen by the square box around the crosshair. When using a snap function make sure the object you are attempting to snap to is located within the cross- hair snap area.
When the object snap settings (8-1) are active a box will show around the crosshair snap area as in figure. The object snap settings become active when lines, beams, or walls are being placed.
To enlarge the crosshair snap area hold the ‘CTRL’ key and press the ‘+’ key. To shrink the crosshair snap area hold the ‘CTRL’ key and press the ‘-’ key.


The crosshair snap area. The crosshair snap area with object snap active ■
Figure 4-5
Figure 4-4
grid
Figure 4-6
The grid allows you to snap to points on a grid. The location of the points is determined by going to the ‘help’ section of the assisting geometry menu (8-2). You can set the spacing for the X and Y val- ues that create the grid. The grid points are created where the X and Y lines of the grid cross.

‘User Coordinate System’ window
default snap settings
In D-Wall, D-Floor & Ceiling, and D-Roof their are no default snap settings to begin with. If you would like to set default snap settings you must use the menu bar to go to 8 assisting geometry -> 1 object snap. A window will open where you can select the snap settings you prefer. (place a check mark beside the setting you would like to activate by left clicking in the white box beside the setting.)
To use the default snap settings make sure that when you click the area you want to snap to is located within the crosshair snap area. For example if you want to snap to the end of a line make sure the ‘snap to end of line’ setting has a check mark. Now make sure that the end of the line you want to snap to is within the crosshair snap area and then click the left mouse button. The cursor will snap to the end of the line.
object snap functions
In general the object snap functions are accessed when positioning a line, point, or object. To access an object snap function, while positioning, click the middle mouse button. The general positioning options available are listed below.
To snap to the intersection of two lines:
This is the ‘intersection’ function and it snaps to the intersection of two lines.
Click the middle mouse button to access the snaps menu.
Select ‘intersection’ from the pop-up menu that opens.
Select the first line.
Select the second line.
The crosshair will be snapped to the intersection of the two lines.
To snap to the middle of a line:
This is the ‘middle’ function and it snaps to the middle of a line.
Click the middle mouse button to access the snaps menu.
Select ‘middle’ from the pop-up menu that opens.
Select the line to snap to the middle of.
The crosshair will be snapped to the middle of the line.
To snap in between two points:
Figure 4-7
This is the ‘(Point+Point) / 2’ function and it snaps halfway between two selected points.
Click the middle mouse button to access the snaps menu.
Select ‘(Point+Point) / 2’ from the pop-up menu that opens.
Select the two points to snap between.
The crosshair will be snapped halfway between the two points.
To snap to a point along a line:
This is the ‘create point on edge’ function and it snaps to a point along a line.
Click the middle mouse button to access the snaps menu.
Select ‘create point on edge’ from the pop-up menu that opens.
Select the line to create the point on. The window in figure 4-7 will open.
NOTE: If you would like to specify a certain distance from a specific end for the point select the line closer to the end that you want to use as the reference for positioning your snap.
Input the distance from the end you would like the point at and press Ok. The crosshair will be snapped to the defined point.

Create point on edge window.
To snap to a reference point:
This is the ‘reference point’ function. Reference points allow you to select a point in the model area as the ‘reference point’ and then input coordinates for the location of the final point.
Click the middle mouse button to access the snaps menu.
Select ‘reference point’ from the pop-up menu that opens.
Select the ‘reference’ point from the model area. The reference point menu will open.
Select the function from the reference point menu to use for positioning the final point in relation to the ‘reference’ point selected in step 3.
When you select reference point from the selecting point menu click on the point to start from. After you select a start point you have several options on how to create your reference point.
X-Y-relative: Input the X and Y values you would like the final point snapped to relative to the ‘reference’ point.
angle + ground: Input an angle and the distance along the X-axis that you would like the final point snapped to relative to the ‘reference’ point.
angle + height: Input an angle and the distance along the Y-axis that you would like the final point snapped to relative to the ‘reference’ point.
angle + length: Input an angle and the distance along that angle that you would like the final point snapped to relative to the ‘reference’ point.
2nd point: Select a second point to define a line (the first point was the ‘reference’ point selected in step 3) and an angle that the final point can be placed on. Dietrich’s will now ask for the ‘distance from the ref. point’. The final destination point will be created along the angled line you defined at the distance you input.
To snap to a point on a triangle:
This is the ‘triangle’ function and it snaps to a point on a triangle you define. The triangle is created by using the center points and the radius’ of two circles. The “1st pt. of triangle” and “2nd pt. of the triangle” are the center points of the circles. The “1. enter length of triangle side” and “2. enter length
of triangle side” are the radius’ of the circles. The third point of the triangle is created where the radius’ of the circles intersect. (There are two possible triangles).
Click the middle mouse button to access the snaps menu.
Select ‘triangle’ from the pop-up menu that opens.
Select the ‘1st point of the triangle’, which is the center of the first circle.
Select the ‘2nd point of the triangle’, which is the center of the second circle. A window will open displaying the distance between the points selected in step 2 and step 3. It will ask for “1. enter length of triangle side”, which is the radius of the first circle, and “2. enter length of triangle side”, which is the radius of the second circle.
Enter the radius’ for the two circles and press Ok.
NOTE: If you add the two circles radius’ together the sum must be larger or equal to the distance between the points selected in step 2 and step 3. If the sum is not larger than the distance the function will not work because there will be no intersection points between the circles
The two circles will be displayed in the model area. The first intersection point will be highlighted by a pink flashing point. Left mouse click to confirm this as the point you want to snap to or right click to snap to the other intersection point.
The crosshair will be snapped to the selected point.
Figure 4-8

triangle
To perpendicularly snap to a point on a line using a point in the model area:
This is the ‘perp. to line’ function and it snaps perpendicularly from a point in the model area to a point on a line.
Click the middle mouse button to access the snaps menu.
Select ‘perp. to line’ from the pop-up menu that opens.
Select the line to snap onto.
Select the point to place the temporary perpendicular line from.
The Dietrich’s module will draw a perpendicular line from the selected point to the selected line. The crosshair will be snapped to the point on the selected line where it is intersected by the temporary line.
Perpendicular pt. to line
To snap to a horizontal + line:
Figure 4-9
This is the ‘horizontal + line’ function and it projects a temporary horizontal line (line parallel to the X- axis) from the start point to the selected line or to the theoretical intersection of the line and the temp. line. The snap point is created at the intersection of the two lines.
Click the middle mouse button to access the snaps menu.
Select ‘horizontal + line’ from the pop-up menu that opens.
Select the line to snap onto.
NOTE: The selected line must not be parallel to the X-axis.
The Dietrich’s module will draw a temporary horizontal line from the selected point to the selected line. The crosshair will be snapped to the point on the selected line where it is intersected by the temporary line.
To snap to a vertical + line:
This is the ‘vertical + line’ function and it projects a vertical line (line parallel to the y-axis) from start point to the selected line or to the theoretical intersection of the line and the temp. line. The snap point is created at the intersection of the two lines.
Click the middle mouse button to access the snaps menu.
Select ‘horizontal + line’ from the pop-up menu that opens.
Select the line to snap onto.
NOTE: The selected line must not be parallel to the Y-axis.
The Dietrich’s module will draw a temporary vertical line from the selected point to the selected line. The crosshair will be snapped to the point on the selected line where it is intersected by the temporary line.
angle + line:
This is the ‘angle + line’ function and it projects an angled line from the start point to the selected line. The snap point is created at the intersection of the two lines.
Click the middle mouse button to access the snaps menu.
Select ‘angle + line’ from the pop-up menu that opens. A window will open asking for the angle you would like the temporary line to have.
Input the angle for the temporary line and click Ok.
Select the line to snap onto.
NOTE: The selected line must be able to intersect with the line you are creating.
The Dietrich’s module will draw a temporary angled line from the selected point to the selected line. The crosshair will be snapped to the point on the selected line where it is intersected by the temporary line.
angle + horizontal:
This is the ‘angle + horizontal’ function and it uses an input angle and a distance in X-axis to project a temporary angled line. The snap point is created at the end of the temporary line.
NOTE: The distance input is not the distance in relation to the line’s length it is the distance in relation to the X-axis. In 2D every point has a coordinate in the X or Y axes. The temporary line will stop projecting when it’s X coordinate becomes equal to the value input as the distance.
Click the middle mouse button to access the snaps menu.
Select ‘angle + horizontal’ from the pop-up menu that opens. A window will open asking for the angle and the distance in the X-axis.
Input the angle and the distance.
The Dietrich’s module will draw a temporary angled line from the start point to the set distance in the X-axis. The crosshair will be snapped to the point at the end of the temporary line.
Figure 4-10
angle + horizontal
angle + vertical:
This is the ‘angle + vertical’ function and it uses an input angle and a distance in Y-axis to project a temporary angled line. The snap point is created at the end of the temporary line.
NOTE: The distance input is not the distance in relation to the line’s length it is the distance in relation to the Y-axis. In 2D every point has a coordinate in the X or Y axes. The temporary line will stop projecting when it’s Y coordinate becomes equal to the value input as the distance.
Click the middle mouse button to access the snaps menu.
Select ‘angle + vertical’ from the pop-up menu that opens. A window will open asking for the angle and the distance in the X-axis.
Input the angle and the distance.
The Dietrich’s module will draw a temporary angled line from the start point to the set distance in the Y-axis. The crosshair will be snapped to the point at the end of the temporary line.
angle + vertical
center:
Figure 4-11
This is the ‘center’ function and it snaps to the center of a circle or an arc.
Click the middle mouse button to access the snaps menu.
Select ‘center’ from the pop-up menu that opens.
Select the circle or arc you want to snap to the center of.
The crosshair will be snapped to the point at the center of the circle or the arc.
qaudrant:
Snaps to a quadrant point of a circle (north, east, south, or west).
This is the ‘quadrant’ function and it snaps to a quadrant point of a circle or an arc.
Click the middle mouse button to access the snaps menu.
Select ‘quadrant’ from the pop-up menu that opens.
Select the circle or arc you want to snap to a quadrant of.
The first quadrant point will be highlighted by a pink flashing point. Left mouse click to select this as the point you want to snap to or right click to snap to the another quadrant point. When the point is flashing that you want left mouse click to select it.
The crosshair will be snapped to the selected point.
tangent:
This is the ‘tangent’ function and it snaps from a point to the tangent of a circle.
Click the middle mouse button to access the snaps menu.
Select ‘tangent’ from the pop-up menu that opens.
Select the circle or arc you want to snap to the tangent of. The crosshair will be snapped to the tangent point.
keyboard input options
The keyboard input options give you extra options for placing walls and lines. There are three keyboard input options you can access while placing lines or walls, numerical keys, arrow keys and the ‘F’ key.
Pressing the numerical keys from 0-9:
The numerical keys allow you to use coordinate inputs for positioning. You can select five positioning options from the drop down list in the mode section of the window in figure 4-12.
coordinate inputs window
relative coordinates: This option allows you to use X and Y values to locate a point to snap to relative to the last point selected.
Figure 4-12
NOTE: If there is no ‘last point selected’ the module will automatically position the final point in relation to the origin point.
relative angle + length: This option allows you to use angle and length values to locate a point to snap to relative to the last point selected.
The angle is defined in relation to the X-axis of the coordinate system. For example an angle of 0° projects a line out parallel to the X-axis and an angle of 90° projects a line out perpendicular to the X-axis.
NOTE: If there is no ‘last point selected’ the module will automatically position the final point in relation to the origin point.
global coordinates: This option allows you to snap to a point by inputting the global coordinates of the point to snap to.
global angle + length: This option allows you to snap to a point by inputting an angle and a length. The angle and length are in relation to the origin of the global coordinate system. For example with this function you could snap to a point 2’ out from the origin at a 30° angle.
The angle is defined in relation to the X-axis of the coordinate system. For example an angle of 0° projects a line out parallel to the X-axis and an angle of 90° projects a line out perpendicular to the X- axis.
angle to previous side: This option allows you to use angle and length values to snap to a point in relation to the last line or wall drawn.
Once this option is activated plus, negative, and arrow signs will appear on an end of the last line or wall drawn.
The line will be created from the end that has the arrow. The plus and minus signs relate to how the value input for ‘angle with line’ will determine the direction of the line. As in figure 4-14 a 45° would rotate the new line out 45° to the previous line on the ‘+’ side of the line. As in figure 4-15 a -45° would rotate the new line out -45° to the previous line on the ‘-’ side of the line.
Figure 4-15
Figure 4-14
Figure 4-13
angle to previous side window
Input angle of 45° Input angle of -45° ■
Pressing the arrow keys:
Pressing the ‘ ’ ‘’ ‘’ ‘’ keys while placing a wall or line will open the window in figure. Using this window you can snap the wall or line out a certain distance in a set direction. The ‘ ’ key creates a wall or line 90° to the X-axis of the current coordinate system. The ‘’ key creates a wall or line 180° to the X-axis of the current coordinate system and so on. If the wrong arrow key was pressed you can click on the ‘direction’ button shown in figure 4-16 to change the direction of the line.
‘direction and length’ window
Pressing the ‘F’ key:
Figure 4-16
Pressing the ‘F’ key while placing a wall or line allows you to turn the snap grid on and off.
Chapter 5: 3D Inputs
Object definition
Object Coordinate Systems:
Each object in D-CAM has it’s own 3D object coordinate system. Each side and end of an object also has a 2D coordinate system designated by a letter. The 3D and 2D coordinate systems are shown in figure 5-1. The designations for the sides and ends are arranged according to objects 3D coordinate system. The end at the origin of the coordinate system is end A. If you look at the object from end A as in figure side C is on the bottom and side E is on the top. Side F is the right side of the object and side D is the left side of the object. All the objects in D-CAM have their coordinate systems set up in this way.
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object coordinate system diagram
To show the coordinate system of an object:
Figure 5-1
The function 2 edit -> 07 coordinate system -> 1 show shows the coordinate system of an object.
Activate function.
Select object to have it’s coordinate system shown.
Defining the location of processes with 2D coordinate systems:
The 2D coordinate systems on the sides of objects are used for defining the location of processes on objects. You select a side to create a process on by selecting it as the ‘reference’ side. If side F was selected as the reference side for a mortise then the mortise would be placed on the object in relation to side F’s 2D coordinate system.
mortise window with diagram of mortise on side E
reference side: The reference side used for positioning the mortise.
Figure 5-2
length position X: The X value that the end of the mortise is away from the origin of the sides 2D coordinate system.
side position Y: The Y value that the mortise’s centre is away from the origin of the sides 2D coordinate system.
depth Z: The depth of the mortise.
length L: The length of the mortise.
width B: The width of the mortise.
For example the mortise in figure would begin at 9’ along the X-axis of side F’s 2D coordinate system. The mortise would end at 9’ - 8” along the X-axis and be centered at 6” on the Y axis of side F’s coordinate system.
Points used for placing an object in the model area:
An object has a set of points used for placing the object in the model area. The points are located on end A of the object. Figure 5-3 has red circles around the points.
Figure 5-3
points used for placing an object in the model area
Coordinate Systems
In D-CAM there are two types of coordinate systems, the global coordinate system (GCS) and the user defined coordinate system (UCS). Both The GCS and the UCS are Cartesian coordinate systems and have three axis: X, Y, and Z. In most cases when you start a new position you will start in the GCS.
Global Coordinate System:
To locate a point in the GCS you define the point’s direction and distance along the X, Y, and Z axes relative to the origin or in relation to an existing point.
To switch to the global coordinate system:
When activated the function 2 edit -> 07 coordinate system -> 8 global system will switch the current coordinate system to the global coordinate system.
User Defined Coordinate System:
To locate a point in the UCS you define the point’s direction and distance along the X, Y, and Z axes relative to the origin of the UCS or in relation to an existing point. The UCS’s allow you to create several coordinate systems to switch between. This is very handy when working on complex roof systems as objects can be quickly placed and cut using the UCS.
To create a user defined coordinate system:
The function 2 edit -> 07 coordinate system -> 5 Create allows you to create a user defined coordinate system in D-CAM.
Activate function.
Define the X-Y plane of the new coordinate system with 2 lines or 3 points.
If you use two lines to define the X-Y plane where they meet will be the origin of the new coordinate system. The first line selected will become the X-axis and the second line selected will become the Y- axis.
If you use three point to define the X-Y plane the first point selected will define the origin, the second point defines the X-axis, and the third point defines the Y-axis
NOTE: The X-axis and Y-axis must be perpendicular to each other.
When the X-axis and the Y-axis are defined the Z-axis will automatically project from the origin perpendicular to both the X and Y axes.
A window will open. Name the newly created coordinate system.
To switch to a user defined coordinate system:
The function 2 edit -> 07 coordinate system -> 7 select: allows you to switch to a user defined coordinate system in D-CAM.
Activate function.
A window with a list of the user defined coordinate systems will open. Highlight the system to switch to and click Ok.
3D Input Options
This section will go over how objects are placed in the 3D D-CAM model area. For detailed information on all input options see the Edit section of the D-CAM help file.
Placing an object in D-CAM:
Objects placed in D-CAM are placed in the model area in relation to their axis. In general when placing objects you have six orientation options; parallel X, parallel Y, parallel Z, P->P, replace, and axis. The parallel X, parallel Y, and parallel Z options shown in figure 5-4 align the objects according the current coordinate system. P->P aligns the axis of the beam parallel to an axis defined by selecting two points in the model area. Replace, replaces an existing beam. The replacement beam is inserted at the origin point of the original beams coordinate system. Axis, aligns the axis of the beam parallel to an axis selected in the model area.
diagrams from left to right: parallel Y, parallel X, and parallel Z
Once the orientation settings have been chosen you will have to set the positioning options.
Figure 5-4
The positioning point is the point on end A from which a beam is positioned in the model area. For example if corner 1 is chosen, the orientation is parallel Y, and the point selected for the beginning of the new beam is the origin when placed in the model area the beam will start with corner 1 at the origin and extend along the Y-axis, as show in the first diagram of Figure 5-4. If corner 4 was selected instead of corner 1 then the beam would be placed as in the first diagram of figure 5-5.
The next options are x, y and z offsets. These offset the placement of the object in relation to it’s coordinate system. Figure 5-6 is an example of an object offset 8” in the x-axis. Notice that the object is moved along the x-axis of it’s own axis.
The final positioning option is the tilt feature. This allows you to rotate the object you are positioning around it’s positioning axis. The positioning axis is parallel to the axis of the object and extends from the positioning point you choose to use. For example in figure 5-7 the positioning point is corner 1 so when it was positioned the object rotated around an axis parallel to the objects axis and emanating from corner 1.
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Figure 5-5
positioning point offset in x-axis ■
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30º tilt defining tilt in the model area ■
Once the positioning options are selected the final step is to place the object in the model area with position or align. position allows you to select a point(s) in the model area for placing the object. In all of the diagrams in this section the objects were positioned by selecting the origin as the position point. align allows you to give an object tilt in the model area. To give tilt you select the position point and then you select another point to define the amount of tilt as shown in figure 5-8. Figure 5-8 depicts how you would align a purlin to a rafter.
Figure 5-8
Figure 5-7
Default Snap Settings
By default in D-CAM the crosshair will always snap onto points or the end of lines. If you are placing an object or measuring and you need to snap to a location without a point click the middle mouse but- ton and create a temporary point to snap to.
Chapter 6: Assisting Geometry
The assisting geometry functions described here apply to the D-Wall, D-Floor & Ceiling, and D-Roof modules. For an explanation on D-CAM’s assisting geometry functions refer the D-CAM help file.
Object snap
The object snap window (figure 6-1) controls which object snap settings are active. While placing a line or a wall, if the crosshair snap area is over an area that meets the requirements for an active snap setting, the end of the line or wall will be snapped to the point if the left mouse button is clicked.
NOTE: The object snap settings are active when the crosshair snap area has a second box around it as in figure.
‘object snap settings’ window
snap to end of line: This option allows you to snap to the end of a line.
Figure 6-1
snap to intersection of 2 lines: This options allows you to snap to the intersection of two lines.
snap perpendicular to line: This option allows you to snap perpendicularly from a point in the model area to a point on a line.
snap horizontally to line: This option projects a temporary horizontal line (line parallel to the X-axis) from a point in the model area to the selected line or to the theoretical intersection of the line and the temp. line. The snap point is created at the intersection of the two lines.
snap vertically to line: This option projects a vertical line (line parallel to the y-axis) from start point to the selected line or to the theoretical intersection of the line and the temp. line. The snap point is created at the intersection of the two lines.
Help functions
The ‘Help functions’ control the UCS and the Snap Grid. The UCS section allows you to choose whether to have the global coordinate system (GCS) or a user defined coordinate system (UCS) as the current coordinate system. The ‘grid’ section allows you to control the snap grid.
The global coordinate settings are displayed in figure. A user defined coordinate system is displayed in figure.
To switch to the global coordinate system:
Go to 8 assisting geometry -> 2 help to open the ‘User Coordinate System’ window (figure 6-2).
Select ‘(global)’ from the ‘User Coordinate System’ drop list.
To create a user defined coordinate system:
Go to 8 assisting geometry -> 2 help to open the ‘User Coordinate System’ window (figure 6-2).
Click on new UCS. A window will open where you can name the new UCS.
Name the new UCS and click on Ok.
Set the ‘origin X’, ‘origin Y’, and ‘angle’ settings for the new UCS.
NOTE: The settings you input will define the location of the new UCS’s origin in relation to the global coordinate system. The angle is also in relation to the X-axis of the global coordinate system.
For an example of a UCS see figure 6-3.
To switch to a user defined coordinate system:
Go to 8 assisting geometry -> 2 help to open the ‘User Coordinate System’ window (figure 6-3).
Select UCS you want from the ‘User Coordinate System’ drop list.
To change the snap grid:
Go to 8 assisting geometry -> 2 help to open the ‘User Coordinate System’ window (figure).
Set the spacing between the grid lines parallel to the X and Y axis of the coordinate system.
To activate/deactivate the snap grid:
Go to 8 assisting geometry -> 2 help to open the ‘User Coordinate System’ window (figure).
Add/remove a check mark from the box to the right of the ‘grid on’ setting.
UCS with global coordinate system UCS with user defined coordinate system ■
UCS section: This section controls the coordinate systems in use.
Figure 6-3
Figure 6-2
User Coordinate System: This drop list sets the current coordinate system.
origin X: This sets the X value for the origin.
origin Y: This sets the Y value for the origin.
angle: This sets the angle of the coordinate system.
grid section: This sections controls the snap grid.
grid spacing X: This sets the spacing between the grid lines parallel to the X axis of the coordinate system.
grid spacing Y: This sets the spacing between the grid lines parallel to the Y axis of the coordinate system.
grid on: This controls whether the crosshair will snap to the points on the grid.
new UCS: Creates a new UCS.
delete UCS: Deletes the current user defined coordinate system.
Display options
The ‘Display options’ control was assisting geometry lines are displayed in the model area.
‘view assisting geometry’ window
Assisting geometry of the current building part: This section controls how the current building parts assisting geometry is displayed in the model area.
Figure 6-4
line color: This sets the color of the lines.
line type: This sets whether the lines are continuous or dotted.
line length: This controls whether the lines are finite or infinite.
Assisting geometry of other building parts: This section controls how the non-current building parts assisting geometry is displayed in the model area.
line color: This sets the color of the lines.
line type: This sets whether the lines are continuous or dotted.
Draw
With Dietrich’s you can draw lines, circles, and arc’s. The different options for drawing each are listed below.
To draw a line:
This function uses two points to define a line.
Go to 8 assisting geometry -> 6 Lines
Select two points to define the line.
NOTE: While selecting points to use for defining lines you can use the ‘keyboard input options’ or activate object snaps.
To draw a circle using 2 points:
This function creates a circle between two points.
Go to 8 assisting geometry -> 7 circle -> 1 2 points
Select two points to define the circle.
NOTE: While selecting points to use for defining circles you can use the ‘keyboard input options’ or activate object snaps.
To draw a circle using 3 points:
This function creates a circle after the arc of the circle is defined by three points.
Go to 8 assisting geometry -> 7 circle -> 2 3 points
Select three points to define the circle.
NOTE: While selecting points to use for defining circles you can use the ‘keyboard input options’ or activate object snaps.
To draw a circle using a center and radius point:
This function creates a circle after the center and the radius of the circle are defined by two points.
Go to 8 assisting geometry -> 7 circle -> 3 center/radius
Select the point to define the center of the circle.
Select the point to define the radius of the circle. A window will open asking you to confirm your radius length.
Input exact radius length and click Ok.
NOTE: While selecting points to use for defining circles you can use the ‘keyboard input options’ or activate object snaps.
To draw a arc using 3 points:
This function creates an arc between three points.
Go to 8 assisting geometry -> 8 arc -> 1 3 points
Select the start point of the arc.
Select the middle point of the arc.
Select the end point of the arc.
NOTE: While selecting points to use for defining circles you can use the ‘keyboard input options’ or activate object snaps.
To draw a arc using start/center/end:
This function allows you to define a circle and then select a point to define how much of the circle you would like to show.
Go to 8 assisting geometry -> 8 arc -> 2 start/center/end
Select the start point of the arc.
Select the center point of the arc.
Select a point to define the end of the arc.
NOTE: While selecting points to use for defining circles you can use the ‘keyboard input options’ or activate object snaps.
To draw a arc using start/center/angle:
This function allows you to define a circle and then select a point to define an angle value for how much of the circle you would like to show.
Go to 8 assisting geometry -> 8 arc -> 3 start/center/angle
Select the start point of the arc.
Select the center point of the arc.
Select a point to define the angle of the arc. A window will open asking you to confirm the angle value for how much of the circle you would like to show.
Input the angle value you would like and click Ok.
NOTE: While selecting points to use for defining circles you can use the ‘keyboard input options’ or activate object snaps.
To draw a arc using start/end/height:
This function creates an arc between two points. The third point determines the height of the arc.
Go to 8 assisting geometry -> 8 arc -> 4 start/end/height
Select the start point of the arc.
Select the end point of the arc.
Select a point to define the height of the arc. A window will open asking you to confirm the X and Y coordinate values for the height of the arc.
Input the coordinate values you would like and click Ok.
NOTE: While selecting points to use for defining circles you can use the ‘keyboard input options’ or activate object snaps.
Edit
Figure 6-6
Figure 6-5
To copy assisting geometry objects:
This function allows you to copy assisting geometry objects. You can copy an object once or multiple times. The origin point and the destination point for copying define the distance and direction for the copied objects.
NOTE: The origin point and destination point can be selected anywhere in the model area.
Go to 8 assisting geometry -> 9 edit -> 1 copy.
Select the object(s) to copy.
Select the origin point.
3. Select the destination point. A window will open asking how many copies to make.
3. Input the number of copies to make and click on Ok.
To mirror assisting geometry objects:
This function allows you to mirror assisting geometry objects through a line. Mirroring essentially takes every point on an object and measures the distance perpendicularly from the points to the line select- ed line. New points are then created at the same distance from the selected line only on the other side of it.
Go to 8 assisting geometry -> 9 edit -> 2 mirror.
Select the object(s) to mirror.
Select the points to define the line to mirror through.
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objects before mirroring objects after mirroring ■
To offset assisting geometry objects:
This function allows you to offset assisting geometry objects. Offsetting creates a new object that is parallel to the original object. The new object is also a set distance away from the original object. Off- setting objects such as arcs or circles creates larger or smaller arcs or circles depending on the offset side chosen. Offseting inside the arc or circle will create a smaller arc or circle (figure 6-8) and offset- ting outside the arc or circle will create a larger arc or circle.
1. Go to 8 assisting geometry -> 9 edit -> 3 offset. A window will open asking for the offset distance.
3. Input the offset distance and click Ok.
Select the object to offset from.
Select the side to offset to.
original arc arc with offset ■
To trim assisting geometry objects:
Figure 6-8
Figure 6-7
This function allows you to trim assisting geometry lines. Trimming sets a line to trim other lines to. The line used to trim others to must be crossing the line(s) you want to trim. When you select the line(s) to be trimmed the line(s) must be selected on the end(s) to be trimmed off.
Go to 8 assisting geometry -> 9 edit -> 4 trim.
Select the line to trim to.
Select the line to be trimmed on the end to be trimmed off.
To adjust assisting geometry objects:
This function is generally used to lengthen a line to another line in the model area. However, If you use ‘adjust’ to shorten a line to another line you must select the line to be shortened on the end that you do not want cut off.
Go to 8 assisting geometry -> 9 edit -> 5 adjust.
Select the line to adjust to.
Select the line to be adjusted.
NOTE: If the line will be shortened remember to select it on the end that you do not want cut off.
To connect two assisting geometry objects to form a corner:
This function allows you to create a corner from two lines by having them trim to each other.
Go to 8 assisting geometry -> 9 edit -> 6 connect.
Select first line to make corner with.
Select second line to make corner with.
To move assisting geometry objects:
This function allows you to move assisting geometry objects. The origin point and the destination point used for moving the line define the distance and direction for the copied objects.
Go to 8 assisting geometry -> 9 edit -> 7 move.
Select the objects to move.
Select the origin point.
3. Select the destination point.
To rotate assisting geometry objects:
This function allows you to rotate assisting geometry objects around a fixed point. Objects are rotated counter clockwise.
Go to 8 assisting geometry -> 9 edit -> 8 rotate.
Select the object to rotate.
Select the point to rotate around. A window will open asking for the rotation angle.
3. Input the rotation angle and click Ok.
To delete assisting geometry objects:
This function allows you to delete assisting geometry objects.
Go to 8 assisting geometry -> 9 edit -> 9 delete.
Select the object to delete.
Chapter 7: Organizing Projects
The MOS
The MOS is the ‘Model Organization Structure’ and it determines where a building’s elements are organized.
All building elements in Dietrich’s are organized in the Building MOS. If the D-Wall, D-Floor & Ceiling, and D-Roof modules are used they will automatically organize the building elements belonging to them into the Building MOS. Note that if only D-Wall, D-Floor & Ceiling, or D-Roof are used then the build- ing will only be organized in the Building MOS.
However, In D-CAM there are sections other than the Building MOS where building elements can be organized, such as, MOS layers, MOS packages, and user defined MOS’s. For more information on these other forms of MOS organization see the separate help file for D-CAM.
How D-Wall, D-Floor & Ceiling, and D-Roof elements are automatically organized:
The Building MOS has a straightforward automatic organization system based on the system used by each of the modules. In D-Wall the walls are organized according to the storey they were created on and their individual wall number (GF 1 wall 1, GF 1 wall 2 ... TF 1 wall 8, TF 1 wall 9). In D-Floor & Ceiling the floors/ceilings are organized to the storey they were created on and their individual floor/ ceiling number (GF 1 ceiling 1, GF 1 ceiling 2 ... TF 1 ceiling 1, TF 1 ceiling 2). In D-Roof the roof is split into individual roof surfaces (areas) and organized according to individual roof area numbers (roof roofar 1, roof roofar 2 ... roof roofar 7, roof roofar 8).
The Building MOS automatically creates Building MOS sections for any walls, floors/ceilings, or roofs that are created in the D-Wall, D-Floor & Ceiling, and D-Roof modules. If any walls, floors/ceilings, or roofs are deleted in their respective modules the Building MOS section representing them will also be deleted.
If any of the professional or premium versions of D-Wall, D-Floor & Ceiling, or D-Roof are used to input objects, such as timbers, then the input objects will belong to the Building MOS of the wall, floor/ ceiling, or roof area that they are input into.
How D-CAM objects are organized in Building MOS:
In D-CAM when an object is created it will belong to the current Building MOS section at the time. To set the current Building MOS section click on the Building MOS drop list ‘down’ arrow (figure 7-1), lo- cated on the tool bar, and select the Building MOS section you would like to set as current.
Building MOS drop list
Figure 7-1
In D-CAM Professional and Premium you are able to create and name new Building MOS sections for objects to belong to. You can also move individual objects between different Building MOS sections, although no one object can belong to more than one Building MOS section.
For more information on all the features of MOS in D-CAM see the separate help file on D-CAM.
The MOS info window in D-CAM:
The ‘MOS info’ window (figure 7-2) displays the MOS information for objects. Such as, which section of the Building MOS an object belongs to, which MOS layer an object belongs to, which package/ element an object belongs to, whether and where an objects information has been stored, and which, if any, free (user defined) MOS the object belongs to.
To view the ‘MOS info’ window in D-CAM go to 6 MOS -> 1 MOS info.
‘MOS info’ window
building element: This shows which section of the building MOS the object belongs to.
Figure 7-2
layer: This shows which MOS layer the object belongs to.
package / element: This shows which package the object belongs to.
S: This section shows whether and where the objects information has been stored.
Free MOS: This shows which free (user defined) MOS’s the object belongs to.
To show an objects MOS info in D-CAM:
Activate MOS info function (6-2).
Select the object that you want to see the MOS Info on.
The MOS set window in D-CAM:
The ‘MOS set’ window (figure 7-3) allows you to quickly hide or select objects in the model area. It does this by asking you to determine which building sections and layers you want to remain visible. All building sections and layers that are not selected will be hidden.
To view the ‘MOS set’ window in D-CAM go to 6 MOS-> 2 MOS set.
‘MOS set’ window
next: Click next after selecting the general section(s) of the building MOS.
Figure 7-3
skip: Allows you skip the general section selection process.
To show/hide specific objects within the model area with ‘MOS set’:
Open the MOS set window (6-2).
Put a check mark in the box to the right of the general sections you want to show (DICAM: free design, walls, ceilings, roofs) and click next. Any general section(s) not selected will be hidden.
D-CAM will bring you into the model area. Select object(s) belonging to the specific building MOS section(s) (wall 1, roof area 1, ceiling area 1) to show. Any specific section(s) not selected will be hidden.
Select object(s) belonging to the specific MOS layer(s) to show. Any layer(s) not selected will be hidden.
NOTE: If you do not want to hide any layers click the right mouse button at step 4.
MOS Layers
The MOS layers are another great way to organize your building in D-CAM. Objects can be added or removed from layers at any time.
Objects that come into D-CAM from D-Wall, D-Floor & Ceiling, and D-Roof will have automatically be put onto layer 0. The wall and roof areas created in D-Wall and D-Roof will automatically be placed on layer 20.
In D-CAM when an object is created it will belong to the current MOS layer at the time. To set the current MOS layer click on the MOS layer drop list ‘down’ arrow (figure 7-4), located on the tool bar, and select the MOS layer you would like to set as current. (only the layers with objects will show in the drop list).
MOS layer drop list
Figure 7-4
The MOS layers window in D-CAM:
The ‘MOS layer’ window (figure 7-5) allows you to organize your building into separate layers that can be activated, hidden or shown. Objects can only belong to one MOS layer at a time.
To view the ‘MOS layer’ window in D-CAM go to 6 MOS -> 5 layers.
‘MOS layer’ window
S: This column shows/determines whether the objects belonging to an MOS layer are currently being shown in the model area. (The objects are being shown if there is a check mark is the S column.)
Figure 7-5
■ +: This column shows/determines whether the objects belonging to an MOS layer are currently
active.
c: This column shows/determines which is the current layer.
layers: These sections such as the “layer 0” section represent the different MOS layers.
NOTE: Objects that belong to a layer will become active if a check mark is placed in the “+” box to the right of their layer.
mark all: Highlights all MOS layers.
preview: Highlights the objects that belong to the highlighted MOS layer.
add: Allows you to add objects to a MOS layer.
remove: Allows you to remove objects from a MOS layer.
To hide/show objects belonging to a MOS layer:
This allows you to hide or show objects that belong to a MOS layer.
Open the MOS layer window (6-5).
Remove/add check mark from/to the S box beside the layer you want to hide/show.
To activate objects belonging to a MOS layer:
This allows you to deactivate/activate layers.
Open the MOS layer window (6-5).
Remove/add check mark in the “+” column beside the layer(s) you would like to deactivate/activate.
NOTE: Once objects are activated you can close the layer MOS window and the objects will remain active.
To preview objects belonging to an MOS layer:
This allows you to preview which objects belong to a MOS layer.
Open the MOS layer window (6-5).
Highlight the layer with objects you want to preview and click on preview. The objects that belong to the MOS layer will be highlighted in the model area.
To add objects to a MOS layer:
This allows you to add objects to a MOS layer.
Open the MOS layer window (6-5).
Highlight the layer you want to add objects to and click on add. The module will bring you to the model area.
Select the objects in the model area that you want added to the MOS layer.
To remove objects from a MOS layer:
This allows you to remove objects from a MOS layer.
Open the MOS layer window (6-5).
Highlight the layer you want to remove objects from and click on remove. The module will bring you to the model area.
Select the objects in the model area that you want removed from the MOS layer.
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