SketchUp 5, Student Workbook
SketchUp 5, Student Workbook
Student Workbook
Second Edition.
Copyright 2005, Bonnie Roskes
No part of this publication may be stored in a system, reproduced, or transmitted in any way or by any
means, including but not limited to photography, photocopy, electronic, magnetic, or optical, without
the prior agreement and written permission of the publisher.
All technical illustrations and models in this book were produced using SketchUp.
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                                                                                                                                                 Table of Contents
Chapter 7: Sectioning
    Sectioning Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
    Using Sections for Interior Design and Presentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
             Exporting Section Slices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
    Project: Copying Section Planes for Floor Plans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
    Project: Using Section Planes with Model Intersection. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
    Simultaneous Section Cuts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
Chapter 8: Presentation
    Layers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
    Setting up the Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
    Pages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
    Walk and Look Around . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
    Position Camera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
    Updating Pages. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
    Tourguide / Slideshow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
    Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236
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                                                                                                                                               Table of Contents
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1        The Basics
SketchUp Screen
When you launch SketchUp, your screen looks like this (shown in Windows, Mac is similar):
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Viewing Tools                                                          Shifts the center of the model (up, down, left, right),
                                                                       while maintaining the model’s orientation. To pan
While creating objects, you need to know how to change
                                                                       the view, activate Pan and hold and drag the mouse.
your view and adjust what appears on the screen. You can
                                                                       If you have a three-button mouse, you can pan by
familiarize yourself with these tools before starting to
                                                                       pressing Shift while orbiting (dragging the mouse
draw, or play with them after you’ve created some
                                                                       with the middle button pressed).
geometry.
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                                                                Click this tool to fit the entire model onto the screen,
   In this tool, drag the mouse up to zoom in, down to
                                                                while centering it as well.
   zoom out. If you have a wheel mouse, you can scroll
   the wheel up or down to zoom. In this case, zooming
   is relative to the location of the cursor.               Previous (Camera / Previous)
   To change the camera lens (field of view), press Shift
   while zooming. This is handy for adjusting the
   perspective of your image. You can also enter an
   exact value, such as 45 deg (for field of view) or 35
   mm (for focal length).
   While in zoom, you can double-click on a point in the
                                                                Returns the view to the previous view.
   model to make it the new viewing center. This is
   equivalent to a one-click Pan.                           Shortcut Keys
                                                            Also knows as “hotkeys” or “accelerator keys,” keyboard
Zoom Window (Camera / Zoom Window)                          shortcuts can be set up for quick access to tools you use
                                                            often. A few shortcuts are provided for you (such as
                                                            Ctrl/Cmd+Z for Undo), but the rest need to be added. See
                                                            "Preferences > Shortcuts" on page 304.
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Line
This tool creates lines that typically become edges. When
lines (or other objects such as arcs, circles, or polygons)
lie in the same plane and form a closed boundary, a face is
automatically created.
1.    Open SketchUp, and an empty file appears in Top            5.   Close the Preferences.
      view. You are looking at the red-green plane, and the      6.   Now open the Model Info window (if it is not
      blue axis (vertical) is pointing toward you. By                 already open), either by selecting Window / Model
      default, you are in the Line tool, as indicated by the          Info or by clicking the icon.
      pencil-shaped cursor.
NOTE: If you don’t see the axes displayed, select View / Axes.
This is a toggle function - it can also turns the axes off.
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10. Click to place the first point (not on the origin), and              to the last line you drew. Click for the next point,
    move the cursor to the right. The On Red Axis                        trying to maintain the general proportions shown
    inference tells you that the line will be parallel to the            below.
    red axis. Click to locate the second point.
TIP: You could also click the first point, hold the mouse button,
drag to the second point, and release.
11. Because you selected Continue line drawing, you                 NOTE: You can also use the perpendicular and parallel
    immediately start a new line. Locate the next point in          constraints relative to any line, not just the one you just drew, as
                                                                    you will see in another few steps.
    the green direction from the last point.
                                                                    15. Make the next line perpendicular from the last line,
                                                                        stopping when the red direction constraint appears.
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18. . . . and move the cursor until you see the Parallel      23. Draw one more line to complete the face.
    inference (be sure not to activate any other
    inferences). Do not click yet.
19. Now we use a double inference. With the Parallel          TIP: If you want to create an open shape, you can press Esc to
    inference still showing, press Shift. This ensures that   end the chain.
    no matter where you move the cursor, the line will
    always have this parallel orientation. When you press
    Shift, the magenta inference line turns thicker,          NOTE: Face colors are set in the Color page of the Model Info
                                                              window. Each face has a front and back, and these are typically
    indicating that this constraint is locked.                assigned different colors. You can reverse a face’s front and
20. With Shift pressed, hover over the corner point           back by right-clicking and selecting Reverse.
    shown to see the double inference. Click this point.
                                                              24. Like all drawing tools, Line can be used just as easily
                                                                  in 3D. Click Orbit (Mac: Orbit Camera) and move
                                                                  the mouse to spin the model around. (If you have a
                                                                  three-button or scroll wheel mouse, simply hold the
                                                                  middle button / scroll wheel and drag - no need to
                                                                  activate Orbit).
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26. If it’s not already active, activate Line, and draw a   31. Hover over any point on the edge shown . . .
    line from the point shown straight down, in the blue
    (vertical) direction.
27. To draw a rectangular vertical face, hover over the     32. . . . move the cursor until the Parallel inference
    desired corner point . . .                                  appears. Press Shift to lock it and click the corner
                                                                point.
28. . . . and move down (in blue) and click when the
    double constraint appears.
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35. Both lines are now divided into two lines. To verify       39. Erase one of the top edges. Because it no longer has
    this, hover over what was the midpoint, and now it is          a closed boundary, the face disappears.
    an endpoint.
38. We will now see how lines can be used to heal faces.
    Click Erase (Tools / Erase).
                                                               42. If you erase a line that is a boundary for more than
                                                                   one face, all affected faces will be deleted. Erase the
                                                                   common edge shown, and both faces sharing this
                                                                   edge disappear.
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                                                              NOTE: While sizing the rectangle, you may see two indicators -
                                                             “Square” and “Golden Section.” These are explained in the next
NOTE: Display Settings is one of SketchUp’s stacking
                                                             section.
windows.
45. All edges parallel to one of the axes take on the axis   3.   Draw another rectangle from a point on the top edge
    color.                                                        to the midpoint of the left edge.
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5.   Locate the origin at Point 1, and click Point 2 to                  pressed, click Point 3. You have now used a double
     define the red axis.                                                constraint to both lock the width and set the height to
                                                                         include a specific point.
NOTE: You can see the blue axis, even though you are in Top
view. This is because you are working in Perspective mode. If
you turn this off (Camera / Perspective) the blue axis will point   11. Pull up in the blue direction and click to create the
directly up and be invisible while in Top view.
                                                                        rectangle.
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12. Click and hover again using the points shown, and       15. If you are planning to continue your work in the same
    press Shift to lock the width.                              file, you should reset the axes. Display the axes
                                                                again, right-click on any axis, and select Reset.
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3.   To use this tool, you can either click on the face and    6.   Now push the top of the trapezoid down. You can
     then click the point (above or below the face) to set          only go as far as the top of the box forms.
     the height, or you can hold and drag the face up or
     down. Either way, the face updates dynamically
     while you move the mouse.
NOTE: For the Push/Pull cursor, the tip of the red arrow is
where you select or highlight.
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    To push the other rectangle in by the same distance,              12. Now pull up the top trapezoidal face. Because of the
    you could double-click it. But this can only be done                  box forms, there are lines above the box corners,
    when you want to use the distance of the last                         dividing the front into five separate faces.
    Push/Pull. If you used Push/Pull somewhere else,
    then came back to the second rectangle, the distance
    you want is no longer stored.
10. To get the same Push/Pull distance, click the
    unpushed rectangle, then move the cursor to the one
    already pushed. When the On Face constraint
    appears, click to use this distance.
                                                                      13. Erase two of the lines, healing the face above one of
                                                                          the boxes.
11. You can also use Push/Pull to create voids. Push the
    rectangles all the way through the trapezoidal form -             14. Push in the vertical face above the other box.
    simply end the operation at the bottom face.
 TIP: An easy way to push all the way through is to first click the
rectangular face you want to push through, then click anywhere
on any edge of the bottom face. This prevents you from pushing
too far or not far enough, and is very useful in cases where you
cannot see all the way to the bottom of the hole.
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    There is an added feature of Push/Pull that enables          19. For another demonstration of this feature, undo
    you to control how the adjacent faces act. To                    again, and pull out the side of the trapezoid.
    demonstrate this, we will work on the back face.
16. Orbit to the back and pull out the face shown. This
    leaves the neighboring faces in place, and adds
    vertical faces, between them and the pulled face.
                                                                 21. Undo, and pull the same face using the Alt/Cmd key.
                                                                     Quite a difference!
 NOTE: You could get the same results using the Move tool, but
Push/Pull ensures that you are always moving perpendicular to
the face.
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Circle and Polygon                                              4.   Do the same in the green-blue plane. The preview
These two tools are grouped together because they are                color is red.
basically the same. Both create multi-segmented
polygons; a higher number of segments is a better
approximation to a circle. The difference basically lies in
the appearance of the faces that result when you use
Push/Pull.
1.   Start in top view and activate Circle (Draw / Circle).
                                                                5.   You can also create circles on existing faces. Start a
                                                                     new file, and create a rectangle. Push/Pull it up to
                                                                     create a box. Activate Circle. The circle preview is
                                                                     horizontal anywhere you place the mouse, as long as
                                                                     it is not along a face.
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9.   Draw a diagonal line on one of the faces - when the          13. Start to draw a concentric circle on this face, but do
     line turns magenta that means its endpoints are                  not click the second point to complete it.
     equidistant from the corner.
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17. Activate Select and select the circle shown. The                   itself to this face. Because the circle isn’t aligned
    Entity Info window displays the radius, number of                  with any of the three standard planes, it is given the
    segments, and length of the circle. (If the length does            default edge color.
    not appear, click the down arrow at the top of the
    window and select Show Details.)
18. Assign a slightly smaller radius - remember to                     Polygons are drawn just like circles - center then
    specify your units. (For 1’- 4” you could type 1’4.)               radius.
                                                                   22. Before drawing the polygon, pick up the center point
                                                                       of the last circle you made, and move in the red or
                                                                       green direction along the diagonal face.
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24. By default, the polygon should have six sides, unless       27. Hide the edges again. Another difference in these
    this was already changed. Open the polygon’s Entity             faces is how they are selected. Activate Select, and
    Info and change the number of segments to 8, to                 click one of the polygonal facets. Each of these faces
    match the circle. (If you’re a perfectionist, you can           can be selected separately.
    also use the Entity Info to assign the exact same
    radii to the circle and polygon.)
 NOTE: The “8s” method would also work for polygons. But once
you Push/Pull a polygon (or circle), you can no longer change
its segmentation.
     You should now have two adjacent octagons.                 29. Undo as many times as needed to erase the two
                                                                    cylinders on the diagonal face.
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32. Because two of the segment endpoints lie on the              36. Push/Pull the arc face out again, pressing
    edge, the edge divides the circle in half. Select the            Ctrl/Option (this is like starting a new extrusion,
    top part of the circle and delete it. You are left with an       instead of continuing the old one). This time the
    arc that has bold lines, indicating that it is not               extrusion is faceted.
    considered properly aligned with the face.
34. Push/Pull the arc face outward. Because this arc was
    created from a circle, its extruded face is smooth.
                                                                 39. You can now select any segment of this curve and
                                                                     delete it.
35. Right-click on the arc shown and select Convert to
    Polygon.
 NOTE: If you get the context menu for one of the faces, try
right-clicking again on the arc edge so that the edge is
highlighted. Then the menu should look like the one shown
above.
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Arc                                                            5.   Start a second arc in the top corner, placing the first
Similar to Circle and Polygon, Arc creates                          chord point along the vertical edge and the second
multi-segmented representations of arcs. You can draw               point on the face. To define the bulge, move the
arcs in any face, or in any of the three main planes.               cursor until the arc appears in cyan and the Tangent
                                                                    to Edge inference appears.
1.   Start with the same form you used in the Circle
     exercise.
NOTE: You can also specify exact dimensions for the bulge by
entering the value, which then appears in the VCB.
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9.   Move the cursor so that this arc becomes tangent to                Set the number of segments and circle radius high
     the top edge, rather than the adjacent arc.                        enough so that you can see that the circle and arc are
                                                                        concentric.
10. You can also find the center point of any arc. Activate
    Circle, and move the cursor around the area where              12. As with all 2D tools, you can create geometry on any
    the center of the last arc should be. (If you have                 existing face. Draw a rectangle on the diagonal face
    trouble locating the center, hover over one of the arc             then draw an arc using the top edge of the rectangle.
    endpoints and then try again.) When you find the                   Move the cursor until the Half Circle inference
    point, it is highlighted in green and the Center                   appears.
    inference appears.
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                                                                    17. Now make the arc radius larger. (Note that even if
NOTE: You can also change the number of segments while                  you are using architectural units, you can still enter a
selecting the chord points, or before you set the bulge. In these
cases, you also need to type “4s.”
                                                                        decimal value: 2.5’ is the same as 2’-6”.)
                                                                         This time the arc updates but does not affect the
                                                                         rectangle (now a trapezoid) below it. This is because
                                                                         an arc can be fit to the current edge below at a size
                                                                         less than a semi-circle. But if the new radius will
                                                                         make an arc greater than a semi-circle, the edge
                                                                         below will update instead.
14. Once you create another object or activate another
    tool, you can no longer change the arc this way (the
    4s method). But for another way to change the arc,
    open its Entity Info window. Both the radius and
    number of segments can be edited.
                                                                    18. Erase the line between arc and rectangle, and erase
                                                                        the face.
                                                                    19. For the next arc, use the bottom edge of the cutout as
                                                                        the chord, and set the arc upward (blue direction).
                                                                        Note that it has four segments; this reflects the last
                                                                        arc change you made (and does not take into account
16. The arc shrinks, resizing the rectangle below it as                 the change you made via Entity Info.
    well.
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20. Type 8s to make the arc rounder.                       24. Now draw an arc that sticks out of the side face, and
                                                               close it with a line. Leave room on this face for
                                                               another, similar arc.
                                                           25. Draw the next arc at the same height (by hovering
                                                               over an endpoint of the first arc and dragging the
                                                               cursor to the right). To set the bulge, you can pick the
                                                               bulge point of the first arc.
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28. Push/Pull the second arc the same distance. Because           Like circles and arcs, this curve is approximated into
    it is actually a polygon, the segmentation is visible.        segments, though it is selected and manipulated as
                                                                  one object. The lines are thick because they are not
                                                                  edges of a face.
                                                             4.   Orbit to the other side, and draw a closed freehand
                                                                  curve. To make a curve closed, simply end it at its
                                                                  start point. If you do it right, the lines will be thin,
                                                                  indicating a face has been formed.
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                                                              Select
                                                              You need to understand this tool before getting into the
                                                              other manipulation tools, because, in many cases, objects
                                                              need to be selected before you can apply another tool to
                                                              them. Selecting is very straightforward, but this exercise
10. To change this into a standard object (a curve that       may show you some features you didn’t know about.
    will affect neighboring objects), right-click on it and   1.   Start with a box.
    select Explode. The lines are now thick, meaning it
    is not closed. Even though this was created as a
    closed curve, it does not translate into a closed curve
    when exploded.
11. Use a small line to close the curve. You will probably
    have to zoom in closely to the start and end points to
    find the break. Once closed, the lines are thin.          3.   When in Select mode, the cursor appears as an arrow.
                                                                   Click an edge to select it.
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4.   Now click a face to select it. The edge now is         9.   . . . then click the face again (with Shift) to deselect it.
     deselected. Selected faces are covered with a dotted
     pattern, also in the Highlight color.
     Keep in mind that edges and faces are considered       TIP: You can select everything by selecting Edit / Select All, or
     separate objects, so be aware of what you need to      by pressing Ctrl+A (Cmd+A).
     select for the tool you want to use!
5.   Add another face to the set of selected objects, by    11. Add a rectangle to one of the faces and Push/Pull it
     pressing Ctrl/Option while selecting.                      out. We will now use window (marquee) selections.
                                                                Return to Select mode and drag a window from left
                                                                to right, enclosing the front face of the small box.
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     This window selects everything completely or                     In this case, the window has also selected some edges
     partially inside it - the front face, side and top faces,        and faces of the small box.
     and surrounding edges.
14. Now orbit around so that the small box is behind the
    larger one. Drag a right-to-left window to select three
    faces of the large box (the two you can see plus the         17. The small box is deselected, but the last selection
    bottom face), plus the three common edges.                       window also deselected the side face of the large box.
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19. Press Ctrl/Option or use Shift, and re-select the face.        If you right-click a face, you can select its bounding
                                                                   edges, connected faces, or all connected geometry.
20. Here’s a neat feature that allows you to select                Taking Off Quantities Using Select
    multiple objects at once. While in Select,                     and Entity Info
    double-click on any face. This selects not only the            The Entity Info window enables you to easily calculate
    face, but also all surrounding edges.                          numbers of objects, total lengths of edges, and total area
                                                                   of faces.
                                                                   1.   When a face it selected, its area is listed in the
                                                                        window. You can also check Hidden to hide the face.
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TIP: If you pass over edges too quickly, they might be missed. If
you’re not picking up all the edges you want, move the mouse
more slowly.                                                        11. Another way to erase is to select first, then press
                                                                        Delete. Use a right-to-left window to select all edges
7.   Erase the remaining circle segments on this face.                  and faces of the base, except for the top face.
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13. If you erase an edge of a face, all faces adjacent to it       In addition to hiding edges, Erase can also be used to
    will also disappear. Erase one of the vertical edges of        soften edges. Hiding and smoothing are two different
    the cylinder, and its two adjacent faces disappear.            things. As you saw above, hiding edges leaves surfaces
                                                                   looking faceted, while smoothing creates a smooth look.
                                                                   Hiding also hides profile lines, while smoothed objects
                                                                   still have their profile lines displayed.
                                                                   Measure
                                                                   This tool has three purposes: to measure distances, to
14. Undo to restore these face. You could also recreate            scale an entire model, and to create construction lines.
    these faces by manually redrawing the edge you
                                                                   1.   Start with this form.
    erased.
15. The last feature of the Erase tool is that it can also
    hide edges (not faces). Just press Shift and click an
    edge, or keep Shift pressed while you pass over
    multiple edges.
 TIP: You can also hide edges and faces by selecting them first,
then pressing H (or selecting Hide from the popup menu, or
selecting Edit / Hide).
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5.   Using Measure this way enables you to scale your                8.   Measure can also create construction lines offset to
     entire model, according to the value you entered.                    edges and other construction lines. Click the
     Click Yes to the following question:                                 construction line you just drew and move the cursor
                                                                          to one side to see the offset line. Place it so that it
                                                                          intersects the midpoint of the edge shown.
NOTE: You can only use Entity Info to edit the length of a line
when it has one endpoint free (not connected to another edge).
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12. You can enter the offset distance manually. Enter a       16. Use the intersections of the construction lines to
    value like 7’ (don’t forget the foot symbol;                  create the three lines and arc shown below. If drawn
    otherwise, the value is assumed to be in inches).             correctly, the form should be thin-lined (closed and
    Press Enter.                                                  aligned to the sloped face).
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19. Then move out so that the construction line is along      22. Do the same along the diagonal edge. Now you have
    the axis (red or green direction) from the upper edge,        the intersection of where the two construction lines
    and directly above (blue direction) the lower edge.           meet.
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29. If you look from the side, you can see that the sloped
    faces of both forms lie on the same plane.
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5.   The final step is to define the angle, which is         8.   Draw a line along the construction line on the front
     measured from the reference line. By default, the            face and Push/Pull the triangular face all the way
     protractor has ticks marking angles every 15 degrees.        through. Because the construction line is no longer
     If you move the cursor two ticks above the reference         needed, you can erase it.
     line, you will see 30 degrees listed in the VCB.
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16. Press Esc to “free” the protractor so it can be placed           2.   Activate Move (Tools / Move).
    somewhere else.
17. Place it at the corner of the front face, oriented along
    its bottom edge. This face isn’t aligned with any of
    the three standard planes, so the protractor is black
    (or whatever your edge color is). Move the cursor
    upward (do not click yet) to set the angle direction.            3.   Click the edge shown, and drag it downward (blue
                                                                          direction). You can also click the edge and then click
                                                                          its new location.
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4.   Move is still active. Move the point shown on the left   6.   Use Select to select the two edges shown.
     down till it meets the corner point below it.
NOTE: If you use Push/Pull on the same face, only that face
would be extended.
                                                              8.   Draw a rectangle on the large, front face. Make it
                                                                   off-center.
Move affects edges and faces adjacent to the selected face,   9.   We can resize the rectangle by moving one of the
thereby stretching the model.
                                                                   edges, but these edges are not aligned with any of the
You could use Push/Pull with Alt to get the same effect as         standard axes. Use Move on an edge, clicking any
Move.                                                              point along the edge as the start point.
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10. Then hover over the lower edge (do not click).           13. The midpoint of the top edge can now be moved, but
                                                                 (again) the move direction is not along any of the
                                                                 standard axes. To position it exactly right, first create
                                                                 a construction line. Then Move the midpoint of the
                                                                 top edge (which is actually an endpoint since the
                                                                 edge was divided) along the construction line.
                                                             14. Now to center the small face along the lower edge of
                                                                 the large face. Activate Move on the small face, and
                                                                 click a point at the center.
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                                                                                                                    The Basics
16. With Shift pressed, click the midpoint of the lower        4.   We now want to select this cylinder to copy it. Use a
    edge. Now the small face is centered.                           right-to-left selection window - everything inside or
                                                                    touching the window will be selected. (You can also
                                                                    double-click the top edge to select all the faces that
                                                                    touch it.)
     You could erase this face to make it a cutout, like a     5.   With the cylinder selected, activate Move. Press
     window.                                                        Ctrl/Option, then click Point A. Release Ctrl/Option,
                                                                    then click Point B to make a copy of the cylinder.
Copy
When you use the Ctrl/Option key within a Move
operation, you create a copy.
1.   Start with a box and use Move to move the edge
     shown.
                                                                TIP: Selecting Point B can place the copy on either the top face
                                                               or front face. If you’re having trouble getting the copy on the top
                                                               face, try to approach Point B slowly from a point on the top face.
2.   Divide the back edge into three segments.
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7.   Erase as needed to get a circular window. Copy it,         10. Now select two of these windows, and copy them to
     using any point on the front face as a reference point.        the side face.
     Then hover over the bottom edge. For the second
     point, make sure the copy is parallel to the bottom
     edge.
                                                                NOTE: Automatic alignment, which you just saw, works only for
                                                                copies. Moving objects does not change their alignment.
9.   In this case, the last copy extends past the face, so no   2.   Use Offset to create an offset face within the original
     cutout is made. Enter 2x to remove this copy.                   face. (Activate Offset, select the face and press
                                                                     Enter, then pick a point to define the offset distance.)
                                                                3.   Select the inner face and try moving it up. You can
                                                                     only move it within its plane.
NOTE: You can also enter a number (no “x”) to change the
spacing.
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                                                                                                               The Basics
4.   Undo.                                                      9.   Now select the two ridge lines as before (not the
     Here’s the first instance when Autofold is useful.              valley lines), and try to move them up without using
     There are two ways you can do this:                             Autofold. There is only one direction the edges can
                                                                     be moved; you can’t move in the blue direction.
5.   Select the inside face first, then activate Move. Press
     Alt/Cmd, and click a reference point anywhere. Then
     release Alt/Cmd and click a second reference point,
     directly above the first one. The fold lines between
     the top and bottom faces are created automatically.
                                                                10. Try again, this time using Autofold. Now you can
                                                                    move the edges in any direction - use the blue
                                                                    direction.
     The other way to do this is to start with nothing
     selected, then activate Move. Press Alt/Cmd, click
     the inner face, release Alt/Cmd, and drag the face
     upward.
6.   Now we will create a roof. Start at Point A
     (midpoint), and start the line in the axis direction.
     Press Shift to lock the line to the axis and click Point
     B (also midpoint). Then complete the roof ridge line.      11. The roof wasn’t created perfectly, but it can easily be
                                                                    cleaned up. Erase the two lines shown, then correct
                                                                    the roof face by adding one line.
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There are so many uses for Autofold, it’s impossible to          3.   Now try to move it again, this time pressing Alt/Cmd
show examples of them all. Here are a few extra                       for Autofold. You can now move the face in any
examples.                                                             direction.
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                                                                                                                  The Basics
                                                                6.   Create the next arc from the end of the first one. By
                                                                     default it is tangent to its neighbor. Double-click to
3.   Make a cylinder from the circle. Activate Move,
                                                                     place the endpoint somewhere on the other side of
     make sure nothing is selected, and move the mouse
                                                                     the circle.
     along the top edge until only a quadrant point (and
     not the entire edge) is highlighted. Drag the point
     inward to make a cone.
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8.   Do the same at the midpoint of the first arc.           12. Resize the arc at the bottom of the face by dragging
                                                                 its midpoint forward.
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                                                                                                                 The Basics
16. Then resize the top polygon by dragging a quadrant               Mac: Rotate only works if objects are selected first.
    point inward.                                                    Therefore, select the wing first, and then activate
                                                                     Rotate.
                                                                5.   Place the center of the protractor on the top face,
                                                                     along the intersection with the other wing. The next
                                                                     click sets the rotation reference line. In this example
                                                                     the reference line is not so important; set it along one
                                                                     of the axes.
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The next exercise uses alignment locking with Rotate.                    The rectangle is aligned with the red and green axes,
1.   Start with a long box with a line across the top. Use               and therefore not aligned with the rotated house.
     Move upward on the line to create a ridged roof.               5.   Erase the interior face of the window, and Push/Pull
                                                                         up the frame.
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                                                                                                             The Basics
9.   The window is properly inserted, and cuts the face.   3.   Press Ctrl/Option and click anywhere to place the
                                                                reference line. Note that the cursor symbol now has a
                                                                plus sign, indicating copy mode.
Rotate - Copy
As with the Move tool, you can use Rotate to make          4.   Move the cursor to rotate out a copy of the column.
rotated copies by using the Ctrl/Option key.                    Place the copy a reasonable angle from the original.
1.   Create a box with a semi-circular protrusion at the
     top. Create one rectangular column.
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6.   If the number of copies is too high or low, type a           3.   Activate Rotate. If you place the protractor along the
     different value (like 5x).                                        common edge, it will only align to the existing faces.
Defining the Rotation Axis                                        5.   This sets the rotation plane perpendicular to the
In the previous exercise, the rotation protractor was set              rectangle. Set the orientation along the rectangle. . .
along to a standard plane (like red-green) or along an
existing face. This exercise shows how to set your own
rotation axis.
1.   Start by drawing a hexagon. Use Line to start a
     rectangle perpendicular to one of the sides.
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                                                                                                                 The Basics
6.   You can use this method to define any rotation axis.       9.   Click anywhere to set the protractor orientation, and
     We will rotate the rectangle again, but first it must be        click again to turn the rectangle about the rotation
     prevented from “sticking” to the hexagon. Select the            axis.
     rectangle (double-click on it to select its face and
     edges), right-click, and select Make Group.
8.   Click and hold the mouse button, and click the top
     midpoint. This defines the rotation axis.
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2.   Activate Rotate, and use the click-and-hold method         3.   Undo, and this time place the protractor off-center.
     to define the rotation axis between two endpoints of            Now the cylinder both twists and skews.
     this face. When you rotate the face, you get this
     result:
                                                                5.   Rotate the top face about its center for this effect:
2.   Activate Rotate and place the protractor at the center
     of the top face. Rotate it around to twist the cylinder.
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                                                                                                            The Basics
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10. Drag the corner handle while keeping Ctrl/Option              14. Undo to return to the model before you did any 3D
    pressed, to scale the face outward from the center.               scaling. The reason the entire model was affected by
    This is how to give a form a draft angle.                         the scaling of any two faces is that the top and bottom
                                                                      objects are single objects (scaled polygons). When
                                                                      scaling, single objects keep their basic form.
                                                                  15. To change this behavior, right-click on both the top
                                                                      and bottom edges of this form and select Explode
                                                                      Curves.
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                                                                                                              The Basics
18. Scaling can also be used for mirroring, or turning      2.   Select the top face of this small box and activate
    objects inside out. Start by using Move with                 Scale. You get a 3D bounding box, reflecting the
    Ctrl/Option to make a copy of the entire form.               axes in which the original form was created.
19. Activate Scale, select the copied form, and press       3.   To change the axes, you could use the Axes tool, but
    Enter. Start dragging the handle at the center of the        in this case there is an easier way. While Scale is still
    front of the bounding box.                                   active, right-click on the sloped face and select Align
                                                                 Axes.
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6.   Use Ctrl/Option and a corner handle to give the box        4.   Double-click on the inner face to create another
     a draft angle.                                                  offset, using the same offset distance.
Offset
This tool takes all the edges of a selected face, or a series
of connected edges in the same plane, and offsets them.
1.   Start with a form like this.
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                                                                                                                    The Basics
8.   Activate Offset and create an inner (or outer)                  3.   Activate Axes (Tools / Axes).
     doorway shape. Note that the two ends of this edge
     chain remain connected to the bottom edge.
9.   Push/Pull the doorway face outward and you have a               5.   The next click defines the red direction. Click
     tunnel or covered entry.                                             anywhere along the lower edge.
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     The red and green axes are now aligned with Face A,
     and the blue axis is normal (perpendicular) to it.      TIP: Selecting Place from this menu is equivalent to activating
                                                             Tools / Axes.
                                                             10. Enter Move values for the axes you want to move.
                                                                 For Architectural units, if you want feet, be sure to
                                                                 use the foot symbol; otherwise inches are assumed.
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                                                                                                                The Basics
Displaying and Smoothing                                     5.   We’ll fill in the space between the two arcs by
                                                                  drawing lines. Draw a line between the first set of
Edges                                                             segment endpoints and create the first two triangular
When you are creating curved objects such as spheres,             faces by adding a diagonal line.
cylinders, etc., SketchUp enables you to display and
manipulate these objects either as faceted objects, or as
smooth, single objects.
1.   First we will construct the object. Start with a
     horizontal rectangle, and along one edge make a
     vertical face like this, with nine segments.
                                                             NOTE: If any faces appear in the Face Back color, you can
                                                             change this by selecting them, right-clicking, and selecting
                                                             Reverse Faces.
3.   Make the bulge vertical (blue direction).
                                                                  There are two ways to control edge display: hiding
                                                                  and softening. First we will look at hiding.
                                                             7.   Right-click on any interior edge and select Hide. The
                                                                  edge disappears.
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8.   Hiding edges does not change the structure of the        11. Unlike softened edges (as we will see later), hidden
     adjacent faces. Activate Select and select either face       edges are always hidden, no matter how you orbit the
     next to the edge. Each face remains a separate object.       model. This means that profile lines may be hidden.
                                                                  Turn on Hidden Line display.
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                                                                                                                The Basics
15. Blank the hidden edges again, and you can see the           18. The edge is invisible. But in contrast to hiding the
    edge you made visible.                                          edge, a softened edge joins the adjacent faces into
                                                                    one face. Verify this by using Select.
NOTE: If you always prefer to work without edges, you can set
uncheck Edges in the Display Settings window (Window /          20. You can also soften a group of selected edges. To
Display Settings).                                                  select all the remaining edges of the arc face, orbit so
                                                                    that you are facing into the arc, activate Select, and
                                                                    use a right-to-left selection window.
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     The Soften Edges window has a slider that you can       24. Deselect the Smooth normals option. The edges are
     use to control which edges are softened. (You can           still hidden, but the face now looks faceted. It still
     also display this window by selecting Window /              acts as one face, however, because this option only
     Soften Edges.)                                              controls appearance.
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                                                                                                         The Basics
27. Blank the softened edges, and erase the window         30. To unsoften specific edges, you need to be able to see
    cutout.                                                    the edge first. Display hidden edges, then right-click
                                                               on an edge that is still softened. Select Unsoften.
29. You can unsoften edges that you cannot see. Activate
    Erase, and press both Shift and Ctrl/Option. Hold
    and drag the cursor over a few edges, which become
    highlighted.
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Annotation Tools                                                5.   For the next object, click the face shown. When you
                                                                     first click a surface or edge (as opposed to blank
SketchUp provides two ways to add descriptions to your
                                                                     space), you are creating a leader. By default, the area
model: text and dimensions.
                                                                     of the face is listed as the text, but this can be
Text                                                                 changed. Click a second point to determine the
Text can be placed in your model in two ways: attached to            location of the start point of the text.
geometry or “floating” in space.
1.   Start out a building like this, with one main section
     and two slope-roofed wings.
                                                                7.   For the next text object, click on the sloped roof face
                                                                     shown.
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                                                                                                                The Basics
9.   To display the leader for this text, right-click on the     11. The type of text we’ve been using is view-based,
     “8:12” text and select Entity Info. Change Leader to            meaning that it always tries to maintain its
     View-based.                                                     orientation relative to where it was originally placed.
                                                                     If you orbit so that any leader line is hidden, the
                                                                     entire text object disappears.
     Now the text has a leader.                                  12. Open Model Info and change the Leader to
                                                                     Pushpin and the End point to Dot. This setting
                                                                     affects text drawn from now on - it doesn’t change
                                                                     what’s already there. (There are ways to change
                                                                     existing text, as you’ll see.)
10. You can also fix a leader to an edge. Click the top
    front edge of the rectangular section. The default text
    for edges is the measured length. Click to place the
    text and overwrite the text with something like
    “Optional Roof Deck.” (Like with a face, if you
    double-click the text location, you will get a hidden        13. Add the two objects shown below to the other wing.
    leader.)                                                         Note the different leader end point.
                                                                 14. While you are in Text mode, you can move any text
 NOTE: You’ve seen what happens when you click an edge or            object. Click on “West Wing” once, then click again
face. When you apply text to a component or group, the default       to relocate it.
text is the component/group name. You can change names of
groups in the Outliner, as you’ll see later.
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15. You can also edit text. Double-click on “8:12 Roof”              17. In addition to moving and editing existing text, you
    and change it to “6:12.” Click outside the text area to              can also change a text object’s type. Activate Select
    implement the change.                                                and select two of the view-based text objects from
                                                                         the east wing.
TIP: Another way to change text is to right-click on a text object   18. There are two ways to change these objects. One is
and select Edit Text.                                                    the Model Info window: choose Pushpin and Open
                                                                         Arrow. Then click Update Selected Text.
16. To see the difference between view-based and
    pushpin text, orbit the model to partially hide the
    west wing. View-based text disappears when its
    leader line is hidden, but pushpin text remains visible
    even when text and/or leaders are partially hidden.
                                                                     TIP: As you probably figured out, you can change all text objects
                                                                     by using the Select All Text button in Model Info.
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                                                                                                             The Basics
19. To verify that these are now pushpin objects, orbit          22. Do the same for the “West Wing” face; both the text
    around and note that they do not disappear when their            and leader move.
    leaders are hidden.
                                                                 Dimensions
NOTE: For a single text object, you can also change its leader   You can add dimensions to your model to show exact
type or arrow by right-clicking on it and selecting Leader or    measurements.
Arrow.
                                                                 Creating Dimensions
20. You can also create text directly on a face or edge, so      This section focuses on ways to create and place
    that no leader is attached. Activate Text again, and         dimensions. Dimension display and properties will be
    double-click on the front center face. Type “South,”         covered in the next section.
    then press Enter and type “Facade.” This creates two         1.   Start with a form like this.
    separate text lines. Press Enter twice to finish.
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3.   The first dimension will be created between two         5.   Create the next dimension from the right wall to the
     points. Select the points shown below. Then move             arc face, by selecting the two points shown.
     the mouse in front of the building and click to place
     the dimension text. Leave enough room for more
     dimensions closer to the building.
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                                                                                                          The Basics
8.   Move the other short dimensions as well, keeping it   11. Dimensions are objects that can be moved, copied,
     aligned with the first.                                   rotated, and hidden like other objects. Select the two
                                                               dimensions shown below, and hide them.
                                                           13. If the “R” prefix does not appear with the radius
                                                               dimension, you can attach it. Open Model Info to the
                                                               Dimension page, and check Show radius/diam
10. Create the vertical dimension the same way, aligning       prefix.
    it with the previous dimension.
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15. The model is starting to look cluttered, so it’s a good      19. In addition to dimensioning in the red, green, and
    idea now to modify the display. Open Model Info to               blue directions, you can also create parallel
    the Dimension page, and check Hide when                          dimensions. Move the cursor in a perpendicular
    foreshortened.                                                   direction away from the selected edge; the parallel
                                                                     dimension inference line is magenta. Do not click to
                                                                     create this dimension.
 TIP: You can use the slider on the Dimensions page to control   21. Use the same edge to create a horizontal dimension.
the angle at which dimensions will disappear.
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                                                                                                              The Basics
23. Next, create a parallel dimension along the                26. To dimension the circle, click the edge, then place the
    chamfered corner. If the outline is dashed, adjust the         dimension. By default, circles are assigned diameter
    viewing angle so that this dimension is visible.               dimensions, with a “DIA” prefix.
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     Type “Radius <> Typ.” The angle brackets are             30. To dimension the height of the cylinders, select one
     placeholders for the dimension value - the number            of its hidden edges and move the cursor to the side to
     will remain intact, located in between the suffix and        create the dimension.
     prefix.
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                                                                                                             The Basics
34. You will receive the following message - click Yes.        2.   By default, so far the dimensions have been aligned
                                                                    so that you can always view them facing you, no
                                                                    matter the orientation of the model. To change this,
                                                                    open the Dimension page and check Align to
                                                                    Dimension Line, and set alignment to Centered.
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4.   Change back to Horizontal on Screen, and change        6.   With the current settings, we cannot tell if there are
     the Arrow Heads to Dot.                                     any problems with dimensions, such as overridden
                                                                 numbers. To change this, open the Dimension page
                                                                 again and check Highlight non-associated
                                                                 dimensions. Set a color that is easily visible.
5.   We will now look at dimension overrides.                    Note that only the edited dimension text itself, and
     Double-click the dimension shown and type in a              not the witness lines, appear in the “problem” color.
     different number. This dimension is no longer               This indicates that the dimension itself is still valid,
     numerically accurate.                                       only the number is wrong. You would also see the
                                                                 “problem” color if you changed the dimension to
                                                                 text, or added a prefix or suffix without using the
                                                                 “<>” format described in the previous section.
                                                            7.   To remove the tilda symbols, you can always
                                                                 increase the precision. Open the Units page and
                                                                 increase the Precision to several decimal places.
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                                                                                                          The Basics
     The dimensions are now more accurate. The edited            The dimensions are now in foot-inch, rounded to the
     dimension does not change, however, it remains how          nearest inch. Most or all of these dimensions will
     it was edited.                                              have a tilda symbol since the precision is low.
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                                                                                                                 The Basics
3.   Click the second point, and the text is highlighted. At    8.   If you click within a curved face to get its area, you
     this point you can overwrite the text, but we want to           will get the area between hidden edges - not the
     keep the coordinate values.                                     entire face. (You may have to zoom in closely to get
                                                                     the On Face constraint, since there are hidden edges
                                                                     and endpoints within this face.)
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78
2        Intersect and Follow Me
Follow Me                                                     4.   Then select (click and release) the cutout face as the
                                                                   face to drive along the path.
This tool basically takes a flat face of any shape, and
drives it along a path. In other CAD applications, this is
called extruding or driving.
Basic Follow Me
This exercise will show you the several ways you can use
Follow Me.
1.   Start with a form like this - a box with an arc form
     pulled up part-way.
                                                              5.   Move the cursor to the back endpoint shown. . .
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7.   . . and back to the point from which you started. It               This may be tough to do - you may end up with
     might be a little tough to get this point since the                incorrect edges selected. If you have trouble, try
     cutout shape starts before this point. If you miss it,             approaching endpoints slowly, zooming in, or
     try zooming in and approaching more slowly, or try                 changing the view.
     approaching from a different angle.                                Here is the result - the cutout is made along the entire
                                                                        path.
                                                                   NOTE: You don’t always have to select a closed path; just stop
                                                                   wherever you need.
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                                                                                             Intersect and Follow Me
     This drives the section around in one step.             15. Then activate Follow Me and select the section - the
                                                                 cutout goes all along the face.
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18. With Alt/Cmd still pressed, move the mouse to the        21. Now erase or hide one of the side faces. Because the
    side face and click.                                         circle section was partially inside the building, you
                                                                 can see the quarter-circle section sticking into the
                                                                 room.
                                                             22. Undo and create a section like this, all outside the
                                                                 building.
20. Use Follow Me to drive it around the top.                24. One way to use Follow Me so that the driven section
                                                                 does not affect the form on which it sits is to use
                                                                 groups. Undo the last action and select the section
                                                                 face. Make it a group by selecting Edit / Make
                                                                 Group.
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                                                                                                     Intersect and Follow Me
25. When using Follow Me on a group, you need to                 28. Right-click outside the group and select Close
    pre-select the path. So, select the top face or select its       Group. The top looks like it did before . . .
    edges.
                                                                 29. If you pre-select the path, the path does not have to
27. Select the face.                                                 touch the section. As an example, we’ll create a moat
                                                                     around the building (a very useful thing no doubt).
                                                                     Create a rectangular section with an arc cutout.
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31. Select the moat section. It remains the same distance   33. Extend the lines to meet the arc segments, and heal
    from the path, all the way around. However, the             the face.
    intersections between the straight and curved
    portions are not clean.
                                                            34. Now use the edges of this face for the moat section.
                                                                Much better.
32. To find out why, undo the last action. Use Offset on
    the bottom face to create the surrounding edges. Stop
    at the moat section’s far endpoint.
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                                                                                             Intersect and Follow Me
2.   Draw a molding section on the outside of the box.           The section now has a bounding box, like it would as
                                                                 a group.
3.   Use Follow Me on this section along the top of the     5.   If the Component Browser is not open, select
     box. This cuts material from the top of the box, but        Window / Components. Click the In Model icon.
     doesn’t create a molding inside the box.
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     Here is the result from the outside - the box remains   Round Objects
     closed on top.                                          By extruding a face along a circle, you can create rounded,
                                                             or lathed, objects.
                                                             1.   We’ll start with the most basic round shape - a
                                                                  sphere. Start with a circle. Orbit so that you can
                                                                  create a new circle perpendicular to the first one.
                                                                  Start the new circle at the center point of the first one,
                                                                  and make it larger.
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                                                                                                Intersect and Follow Me
5.   Draw a circle perpendicular to the arc shape. The        10. Place a perpendicular circle at the corner point
     center point must be aligned with the line, but does         shown.
     not have to touch it. (It might help to use Measure to
     draw a construction line. You can center the circle at
     the endpoint of the construction line.) The circle can
     be any size, as long as its center point is located
     correctly.
                                                              11. Use this circle to extrude the shape, and this is the
                                                                  result, shown in X-Ray mode. The rectangular
                                                                  cutout is in the center of the object.
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                                                                                                   Intersect and Follow Me
4.   Use Push/Pull on both the freeform face and the arc         7.   Now erase the faces inside these edges, on both sides
     face so that they intersect like this:                           of the arc wall. The result is a solid arc wall with a
                                                                      solid cutout.
5.   To find the intersection edges, select the arc wall (or     8.   Embossing is similar. Use Undo to return to the step
     at least the front and back faces of it), right-click and        before the intersection edges were created.
     select Intersect with Model. (You can also find this
     on the Edit menu.)
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12. Erase the freeform faces, and you see partial cutouts
    - similar to poking the bodies slightly into the wall.
                                                             Arch Cutouts Using Groups
                                                             This exercise is similar to the previous one, but uses an
                                                             arch form to create intersecting cutouts. The result is a
                                                             vaulted ceiling.
                                                             1.   Start with a square in the red-green plane make it a
Project: Intersecting Arches                                      box. Draw an archway on one side and pull it out. To
                                                                  separate this arch from the box, add a dividing line.
1.   Start with one arch form and rotate-copy it
     90-degrees about the midpoint. (Rotating is easy
     when you display hidden geometry.)
2.   Use Scale to make one archway taller, and use
     Intersect with Model to get the intersection edges.
3.   Delete everything in the openings - selection
     windows are very helpful for this. Recreate and erase
     edges as needed (sometimes easiest to do in X-Ray
4.   or Wireframe mode).
                                                             NOTE: If you used the Ctrl/Option key when you pulled out the
                                                             arch, you wouldn’t need the dividing line.
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3.   Undo the move, and with the arch still selected, make   6.   Erase the arch faces, and this is the result. Because
     it into a group (Edit / Make Group). Grouping the            the cutouts were grouped, no part of them remains
     arch has eliminated the “stickiness” to the box. Now         inside the box when they are deleted. To solve this,
     you can move it into the box.                                groups must be exploded before creating
                                                                  intersections.
5.   Select everything, right-click and select Intersect     8.   Now select everything again and intersect the model.
     with Model. Now erase the arch groups, and the               Delete the portions of the arches that extend past the
     intersecting edges remain on the box.                        box. This is easy to do in Top view.
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9.   Erase the arch faces, and you are left with some        Cutting Using Components
     interior faces. Erase these interior faces as well to   This exercise shows how components can be used in
     create an arcade.                                       conjunction with Intersect with Model.
                                                             1.   Create a form like this, using lines and arcs, Offset,
                                                                  and Push/Pull. Close the end faces. This will be the
                                                                  grill form that will have several cutouts made.
                                                                  Smooth the long, lateral edges on the front face, by
                                                                  using Ctrl/Option + Erase.
Try it Yourself
Use the method described above to create a six-sided
arcade. Use cutout groups, rotate-copy them, explode
                                                             3.   Select the box and make it a component.
them, and intersect them. There will be a bit more cleanup
than the previous four-sided case.                           4.   Position the cutter component within the grill, so that
                                                                  it stops in the hollow space. It may be easiest to do
                                                                  this in X-Ray mode. You’ll probably need to move a
                                                                  few times, in a few axis directions.
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5.   Make several copies of the cutter and open one of       8.   Trim the cutter on either side of these edges. You
     them for editing (double-click a component to edit           should have four faces, representing where the cutter
     it).                                                         meets the front of the hollow grill “shell.”
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11. Now you can delete the cutout faces, and the interior     3.   Use Move with Autofold to move the middle back
    faces of the front face.                                       edge up If your model does not look like this, you can
                                                                   erase and recreate the needed edges.
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6.   Now edit one of the sphere components, select it, and     9.   Now edit one of the spheres and do an intersection.
     perform an intersection. Unless your spheres                   The intersection edge with the “whole” roof face is
     overlap, no intersection will be created. The roof face        created this time.
     has already been cut, so no edges are created where
     the sphere meets it.
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14. Then unhide the skylights. Now you can see through
    the glass into the model.
                                                           3.   Trim all the extra faces and edges, and here is the
                                                                wall niche.
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Project: Creating a Table Leg                                 3.   Move or Push/Pull the box into the sphere and use
This exercise will show how to create a lathed form - a            Intersect with Model to trim the intersection.
table leg. Its dimensions are a bit exaggerated, but it
shows clearly how to use Intersect with Follow Me to
create everyday shapes.
1.   Start with a box and draw a construction line from the
     center of the box to the bottom of the table leg.
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9.    Unhide everything and edit a handle. Try performing        12. Erase everything on the other side of these edges.
      an Intersect on the handle.
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15. Unhide, and now hide the body. The intersection       19. Edit one of the handles and intersect it with the
    edges are created on the handles as well. However,        model to get the edges along the faucet body.
    these edges are not part of the handle components
    themselves; they are separate entities.
18. Return one last time to the saved file. Now we will
    see how to create the faucet body as a solid (not a
    shell), with solid cutouts for the handles.
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23. Close the handle. Now select all four handles and
    copy them straight up at a known distance (i.e. type
    in 3’) Remember the distance, since you will move
    them back down later.
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3        Making Multiple Copies
Moving and copying were covered briefly in the Basics          5.   The cutout is not made because the face alignment of
chapter, but this chapter will explain them more in-depth.          this window has already been broken. Resolve the
                                                                    thick-lined rectangle by redrawing any of its lines.
Basic Move and Copy
This short exercise shows a few more ways you can move
and copy objects - to specific locations.
1.   Draw a rectangle and Push/Pull it into a box. Draw a
     rectangle on the front face for the window. Push/Pull
     this window in to give it a little depth, and erase the
     window face.
4.   Move the window back to the front face by dragging             Alignment to faces works only when copying, not
     one of the outer endpoints (or any point on the front          moving. If you had moved a window to the side face,
     of the window) to the front face.                              it would not have aligned to or cut the face. To do
                                                                    that, you would need to rotate, then move, the
                                                                    window.
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                                                                                                  Making Multiple Copies
8.   To make more copies, type 4x and press Enter. This        11. Select the four windows and use Move to copy them
     creates four copies at the same spacing, for a total of       upward (blue direction). Type 3x to create three
     five windows.                                                 copies of the row of windows. Type 3x to create three
                                                                   copies of the row of windows.
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13. We will now create another two-story section. Use        16. With Shift pressed, move back to the vertical face,
    Offset inward and Push/Pull this new rectangle               and click when the double constraint is indicated.
    upward so that it will contain the upper windows.
    Erase the outer windows in the top 2 rows.
17. Resolve each window to this face and cut them out.
14. The upper windows are not flush with the vertical
    face. Select these four windows, and activate Move.
    Here we will use a double constraint. Click any point
    on the front of any window. . .
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                                                                                                  Making Multiple Copies
19. Select and copy this window anywhere. As long as               In case you hadn’t already noticed, there is always
    Move is active, you can specify a relative distance by         one copy in the highlighted color. When
    using angle brackets. Type <3’,0,2’> to make a copy            manipulating numbers of copies and spacing, the
    at a 3:2 slope.                                                highlighted copy is the first copy in the row.
                                                               23. When changing the spacing between copies on a
                                                                   slant, the distance is the absolute distance (along the
                                                                   slant) between copies. Try something small like 1.5’.
NOTE: Distances are entered in order of red, green, and blue   24. In this case, the most useful copy method is probably
directions (analogous to x, y, z). If your face was in the         to set the distance to the last copy and adjust the
green-blue plane, you would type <0,3’,2’>.                        number of copies in between. Change the spacing to
                                                                   something large like 15’. (There are still five copies,
20. Type 3x to create three copies.                                but each one is spaced at 15’ so they might not all fit
                                                                   on your screen.)
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26. Now adjust the first-to-last spacing so that all         30. Move the edge shown by dragging its endpoint to
    windows fit within the face, and create seven                meet the construction line.
    windows.
    The window line looks good, and now the roof needs
    to be adjusted to accommodate it.
27. The slope of the window line is known (1:3), so we
    can draw a construction line with this slope. Activate   31. To create the remaining window cutouts, you have to
    Protractor and set a 1:3 construction line from the          resolve each circle to the face by redrawing one of its
    horizontal edge.                                             segments (you may have to zoom in very close to do
                                                                 this).
                                                             32. Use similar steps to make a beam along the roof, and
                                                                 create a copy of the beam above each circular
28. This method is fine for cases in which the slope is          window.
    known, but let’s assume the slope is not known.
    Erase or undo the construction line.
29. Draw a construction line between the lowest
    endpoints of the two outer circles. Place an offset
    copy of this construction line at the corner point
    shown.
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                                                                                                   Making Multiple Copies
Multiple Rotated Copies                                        4.   Use Intersect with Model to get the six intersection
                                                                    edges.
There are several ways to make rotated copies of objects.
To demonstrate this, we will build a gazebo. Start a new
file.
1.   Start with the roof - use the Polygon tool to draw a
     hexagon. Place in the red-green plane, not aligned to
     either axis. Draw a line connecting two opposite
     corners, and a line from the midpoint of this bisecting
     line to any corner.
NOTE: Of course, you could also draw these six lines manually.
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7.    Because five total copies are needed, type 5x (or 5*).   10. Activate the Rotate tool. Set the protractor as before,
      To cut openings, use Push/Pull to push one triangle          and create a rotated copy anywhere. You could pick
      through, and double-click on the five other faces.           two corner points as before to set the rotation angle
                                                                   as before, but let’s do it another way. Type 360 for a
                                                                   full-circle rotation, and press Enter.
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4        Working with Roofs
Sometimes the most difficult aspect of building design       4.   Use axis and point inferences to draw the front,
can be roofs. This chapter contains a few simple exercises        vertical face of the dormer. Then drag a line from the
to show you how simple roof design can be once you’re             top point straight back toward the roof. Release the
familiar with the SketchUp interface.                             mouse when you hit the roof face. This is a double
                                                                  constraint.
Simple Roof and Dormers
1.   Create a basic house form, and draw a line to break
     the side face.
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7.    Select the entire dormer and make a few copies. (In       11. Activate Move, and move the dormers straight back
      addition to Move, you also use Ctrl+C (Cmd+C) to              toward the roof (along the axis again), stopping when
      copy and Ctrl+V (Cmd+V) to paste.)                            you get to the face.
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2.   Pull the offset face and the top of the building up.       6.   Now offset the six edges shown.
     Heal the top face by erasing the extra lines. Note that
     you can still see a few dots on the top face - these are
     the ends of vertical lines that can be seen in
     wireframe.
4.   Add some approximate ridge lines for a sloped roof         8.   Push/Pull the offset face upward to create a parapet
     and raise them up using Move with Autofold.                     wall. If you press Ctrl/Option while pulling, the
                                                                     parapet walls will be separate from the walls below.
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Project: Resolving Sloping                                        The slope we want to use for all roofs is a standard
                                                                  8:12 slope. The roof of the main section (between H
Roofs                                                             and E) will be established at this slope first, and the
This exercise will show you how to create one roof for the        other two roofs will be adjusted to it.
entire house, keeping all roof slopes at the same pitch.
                                                                  To begin, we will want to raise all ridge lines together
Draw the basic form, using parallel and perpendicular             to the level of an 8:12 slope for the main roof (H-E).
constraints to give both wings 90-degree corners. Make            To raise line H-E to the proper height for an 8:12
Width A larger than Width B, which is larger than                 slope, we need to first create an 8:12 construction
Width C.                                                          line along a face that is perpendicular to H-E. Since
                                                                  Face A is perpendicular to H-E, it will be used to
                                                                  create the construction line. The construction line
                                                                  will then be moved to an appropriate location for
                                                                  raising the roof ridge into place.
                                                             2.   Activate Protractor. Place the protractor center at
                                                                  Point C, aligning it with Face A. Click to locate the
                                                                  reference line along C-F.
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     Move the construction line in the red direction from   8.   Because it’s a good rule of thumb to save your model
     Point D, to the point where it intersects Line B-E.         after every few steps, make another copy of this file,
     This is so the slope of the roof will be aligned            which you will continue working in, called
     properly with the center section of the house.              RoofIntersections.skp.
                                                                 Now the main section’s roof has an 8:12 pitch. The
                                                                 other two roofs, however, have different slopes.
                                                                 We’ll start fixing this by focusing first on the wider,
                                                                 perpendicular wing.
                                                            9.   Draw an 8:12 construction line on Face B, from
                                                                 either Point A or Point C. The current pitch is too flat,
                                                                 so fill in the missing material.
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11. Now spin the house around so that you can see the        13. Now move the outer chevron point to Point F.
    intersection area that needs to be resolved. The lower
    point on the chevron apex needs to be moved, but
    you can’t move it as long as the chevron is a single
    face. Therefore, divide the chevron by drawing a
    vertical line at the apex.
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16. Clean up the rear face by deleting the extra line. 19. To complete this corner, draw the line shown.
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22. Push/Pull the chevron face back to the valley line of     25. Drag the chevron point along the ridge line, locking
    the center roof (Point I). You can’t go any further           it to the construction line. Constrain this point to
    than this point. As before, draw a vertical line at the       Face D.
    chevron apex.
23. Move the top point of the chevron apex to Point H.        26. Erase the extra line on Face D, as well as the
                                                                  construction line. Now the triangular face at the
                                                                  exterior corner is the only one whose slope is not
                                                                  8:12.
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28. . . . and constrain to Face G as well, to match its          This deletes all the faces that will change as well.
    slope.
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6.    Orbit to the other side, where the back of the roof      10. From Point I, draw a line constrained to the center
      needs to be fixed. Move the roof apex point so that it       ridge line and adjacent diagonal roof face.
      is along line B-E, constrained to Face D.
                                                               11. On the other side, the center ridge line was too long
                                                                   and needed to be trimmed. This time it’s too short.
7.    Erase any extra lines and replace faces to get the           Draw a line between the two points shown to extend
      resolved corner.                                             the ridge line.
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13. First, draw a line from where the diagonal ridge line          Use Follow Me to drive the triangular section around
    first meets the center roof face to the endpoint of the        the top face. Here is the result - a good bit of cleanup
    line you just drew from Point G.                               is needed.
14. It looks like a mess, but start erasing the edges you      TIP: Another way to do the same thing: activate Follow Me, and
    can tell are overhanging. It then becomes clearer         select the triangular roof section. Then press Alt/Cmd and select
    which of the remaining edges can then be erased. As       the top face of the house.
    before, if any erased edges cause a face to disappear,
    just recreate it with a simple line.                      3.   Select all faces of the roof and use Intersect with
                                                                   Model to get the intersection edge.
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                                                                 Project: Overhangs
Try It Yourself                                                  Because the model you just created has uniform roof
                                                                 slopes, it is a convenient place to start for creating
This was a simple example, but you can use it for any type
                                                                 overhangs.
of building and any type of roof. Here’s another example,
using a complex roof section:                                    1.   Open the original form RoofHouse.skp. It would be
                                                                      easy to create an overhang roof on the large,
                                                                      90-degree wing, since it is already parallel to the red
                                                                      and green axes. But instead, we will use the narrow,
                                                                      diagonal wing. Set the axes to match this wing.
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2.   Create a rectangular section like this. Make it pretty    5.   Flip the copied section over and move it into place.
     long - this section will be driven along both sides of
     the house, and will need to overlap the other side of
     the roof.
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      The results - all edges on the top are neatly            2.   Copy the six lines down slightly.
      resolved. . .
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5.   . . . and one on the underside.                         8.   Activate Move, and click any point along the top
                                                                  edge of one of the fascias. Move the fascias in the
                                                                  blue direction, press Shift to lock them, and constrain
                                                                  them to the slope of the adjacent roof face.
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5        Groups and Components
You may have noticed the “stickiness” of SketchUp -                   • You can combine groups and components. For
faces stick to one another, and objects become embedded                 example, you can make a window component, make
in one another. The way to make objects independent from                copies of it, then group different arrays of copies
one another is to use groups or components.                             together. This is a good way to build efficiency into
                                                                        your model.
Components Versus Groups
Groups and Components are similar, but it's important to         Introduction to Groups
understand the differences between the two.                      Grouping is easy: select the objects you want to group and
Simplicity: Groups are fast and straightforward to make          do one of the following:
and use. They don't require you to define a name, insertion           • Select Edit / Make Group
point, or adjust special behaviors. (You can use the
Outliner to assign a name to a group, but it is not                 • Right-click and select Make Group.
necessary.)                                                      To ungroup objects, select the group and then:
Instancing: When you place a component in your model,                 • Select Edit / Group / Explode
it creates a definition within the file. All instances of the
same component refer to this definition, so editing one             • Right-click and select Explode.
component edits all simultaneously. Groups are simply a          The following short exercises will get you familiar with
collection of geometry that acts as one object; multiple         the concept of groups, and why they are useful.
copies of groups do not refer to any other source.
File Size: Using a component multiple times will not
                                                                 Breaking Connected Faces
increase your file size, because its reference information       When two objects have a common face, that face acts as
is only stored once. Multiple groups, on the other hand,         one face - the objects are both stuck to it. Grouping one or
are all unique, so each one adds to the file size.               both of the objects breaks this link.
Alignment and Hole Cutting: Both groups and                      1.    Start with two joined forms.
components have options that allow you to align them and
'stick' them to faces. They also have the ability to cut holes
in faces. With components, you can control this behavior,
whereas groups work more automatically. Both groups
and components store their own set of drawing axes, but
components visually display those axes.
Naming / Referencing: Components can be named so
that you can reference them again from the Component
Browser. You can also save a component individually as a
standalone SketchUp file. Groups do not appear in the            2.    A free edge can be moved up or down. (It can only
Component Browser, but they are listed in the Outliner.                move left or right if you use Autofold.
Materials: When you explode either a group or
components, any elements inside that object that were
assigned the default material take on the material of the
group or component.
To sum up:
    • Often-used and referenced parts such as windows,
      doors, trees, etc. are usually best inserted and/or
      saved as components.
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3.    An edge along the shared face, however, can only be      7.   Open the Outliner (Window / Outliner). The group
      moved within that face.                                       appears in the list, with the title “Group.” You can
                                                                    right-click on this to Rename it. Groups are
                                                                    indicated by a single-square symbol (as opposed to
                                                                    component symbols, which contain four small
                                                                    squares).
6.    Erase the small form, select the large form and group
      it (select Edit / Make Group, right-click and select
      Make Group). A bounding box appears around all
      selected objects.
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Disconnecting from Other                                   5.   Groups are also useful for embedded objects. Create
                                                                a rectangular form. Move the column and base so
Objects                                                         that it is slightly embedded into the rectangular form.
1.   Start with a rectangular column and draw a circle          Because of stickiness between faces, move the
     along the bottom face for a base.                          column/base up, over the box, then down.
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The first case is the result of keeping the cutting group and
running Intersect with Model. The second case occurs
when you explode the group first. If you want any part of
a group to remain after trimming, it must be exploded           3.   Close the group, and paste the removed nut
first!                                                               somewhere else, like to the top of the box.
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Component Files
SketchUp comes with many components defined for you.
These are simply groups of *.skp files, grouped into
categories. You can also create components and save them
into your own folder.
1.   In Windows, open the Preferences (Window /
     Preferences, Mac: SketchUp / Preferences) to the
     Files page. The folder you set for Components is
     where component files will be created when you save     Component Browser
     them.                                                   Open the Component browser (Window / Components).
                                                             The categories reflect the folders in the default
                                                             Components folder.
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There are a few ways to insert a component. In the         The inserted component has a bounding box around it,
Browser, you can access a folder like in any browser -     similar to a group.
opened by double-clicking.
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Aside from the predefined components, you can insert a              component appears in a bounding box, and the other
separate file as a component. Use File / Import / 3D                objects in the model appear faded. This fading can be
Model. In the Open window, choose the Files of type to              changed, as we will see in later exercises.
search for.
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7.    Insert another armored truck from In Model (not         10. Open the Outliner (Window / Outliner). This
      Transportation_Sampler). It should be the same size         outline shows all components and groups defined in
      as the existing ones.                                       the file, including sub-components (also called
                                                                  nested components). Collapse the list if necessary,
                                                                  and the three trucks are highlighted as selected. The
                                                                  other two vehicles are listed here as well
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14. Under In Model you can see that a new component         17. Switch to Components in the drop-down menu to
    was added. Truck_Armored#1 is the one you just              see all nested components. These include four car
    modified.                                                   wheels and two side mirrors.
16. Open the Statistics tab. (If needed, use the arrow
    icon at the top of the window to expand the window.)
    When set to All geometry, you can see a compilation
    of the edges, face, and other objects included in the
    sedan.
                                                            19. In the Outliner, highlight the wheel sub-components
                                                                one at a time. You can see each one appear as
                                                                selected on the sedan, and the sedan itself is in Edit
                                                                mode - the sedan must be edited for the wheels to be
                                                                accessible. (You can Shift-select or
                                                                Ctrl/Option-select in the Outliner to select more than
                                                                one wheel.)
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20. In the Outliner, right-click one of the wheels to edit it   23. Another way to edit a component is to explode it.
    - this is the same as double-clicking on the wheel              Right-click on the sedan and click Explode.
    itself.
                                                                25. Now that the sedan was exploded, its wheel and side
                                                                    mirror components now appear on the list of
                                                                    components in your model.
21. In Select mode, click once outside the wheel. You are
    now back inside the sedan component.
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27. Even though the sedan was exploded and no longer                  Mac: The Properties option does not work as of this
    exists in the model as a component, it still appears in           writing, but you can change a component’s name
    In Model. To delete it, click on the arrow at the top of          using the Entity Info window.
    the browser and select Purge Unused.
                                                                 Where to Find More Components
                                                                 For a wealth of components, click on the arrow at the top
                                                                 of the Component Browser and select More.
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links listed under “Product Resources.” Some of these         4.   Assign a name like Arch Window, and make sure
components are free, some are by subscription, some are            Cut Opening is checked so that future instances of
a la carte.                                                        the component will also make cutouts.
You can also try www.sketchup.com/forum (located in
the Support section of the main website) and click
Materials/Components. These are objects created by
SketchUp users who have generously posted them for
public use. You can search for something specific or post
a request to see if someone might have what you’re
looking for.
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6.   Edit one of the components to add a ledge to all the      9.   Place the Arch Window file in this new folder.
     windows.
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12. Back in the Component Browser, “Windows” now                14. This new component does not appear in the
    appears in the drop-down list. Select the folder to             “Windows” folder, since you didn’t save it into that
    open it.                                                        folder.
                                                                NOTE: The reason for starting at the origin is this: when you
                                                                save objects as a component, the default component insertion
                                                                point is based on the origin of the sketch axes. The insertion
                                                                point can be changed, however, as you will see.
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2.   Hollow out this box and add shelves to make a            6.   To change the insertion point, right-click the
     bookcase.                                                     bookcase (or the thumbnail in the Component
                                                                   Browser) and select Change Axes. Keeping the red
                                                                   and green directions the same, locate the new origin
                                                                   at the lower corner of the bookcase.
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9.    Click one of the crosses on the top face to set the   12. To demonstrate multiple scales, edit the unscaled
      protractor and rotate the bookcase 90 degrees.            bookcase and add a cylinder on the top (you can
                                                                Scale or Move the top of it outward). A scaled
                                                                version of the cylinder appears on the lower
                                                                bookcase.
10. Since you are still in Move mode, click the endpoint
    shown and drag it to the corner of the rectangular
    face.
                                                            13. Close the component. To return the scaled bookcase
                                                                to its default size, right-click and select Reset Scale.
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15. Add legs to the bottom of the bookcase. Remember,           19. Go back once again to the bookcase file, and use the
    if you use Push/Pull with Ctrl/Option, the legs will            Axes tool to reset the axes..
    be added to the bottom, not pulled out from the
    bottom.
18. You are notified that the component was edited, and
    click Yes to replace the file. You won’t be replacing it
    with a different file, but you still have to reselect the
    file. The bookcase legs appear, but the insertion point     2.   Offset the octagon, Push/Pull the frame downward.
    has reverted back to the component’s origin.                     and make the face transparent.
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3.    Select the entire window and make it a component.       6.   Now insert a window into the same face. It now
      Draw a form like this, with a sloped top. Size it so         aligns properly. However, it does not cut the face.
      that two octagonal windows can fit on the each of the        (This will be corrected in a few steps.)
      side and top faces.
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9.   Re-open the window Properties, or right-click either     11. With the exploded window selected, make it a new
     window and select Entity Info. Check Cut opening.            component. Assign a new name, set it to glue to Any
                                                                  plane and to Cut openings, then click Set gluing
                                                                  plane.
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      When finished, the components automatically align       3.   Add a rectangular table leg and make this a
      according to the new gluing plane.                           component as well. The Outliner now shows two
                                                                   components. If the leg is selected, the component
                                                                   name is highlighted in the Outliner.
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7.   Add a rail between two legs, make it a component,     10. Open the Entity Info window for the table. Set the
     and copy it.                                              Statistics page to Components to see the
                                                               sub-components of the table.
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13. Expand the sofa component in the Outliner and                   The original component name (“Component#15”) is
    highlight one of its sub-components. The sofa has to            still listed after the new name. This is because you
    be open for editing in order for its sub-component to           can assign different names to different component
    be highlighted, so the sofa has an “open” symbol in             instances in the Outliner, but the actual component
    the Outliner - four blue square surrounded by a box.            name in its definition remains constant.
                                                               NOTE: You could also have changed the definition name via the
                                                               Component Browser. You would have to Expand the browser to
                                                               show sub-components, find the sofa half, and open its
                                                               Properties.
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17. Now rename the other instance separately.             20. Create another group by copying the existing room
                                                              into the blank space and use Scale to turn the new
                                                              group inside-out.
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22. In order for a sub-component to be unique, its        25. Now right-click on this edited group (or right-click
    first-level component must be made unique first. So       its line in the Outliner) and select Lock.
    right-click on the table and make it unique.
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26. Right-click the group, and all editing options,           28. You can also use the Outliner to change group or
    including Erase, are grayed out. You cannot touch             component hierarchal structure. In the unlocked
    this group or anything inside it, unless you Unlock it.       group, highlight the table.
29. Drag the table just below the title of the file.
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30. Right-click on this table and select Hide.              32. Use the Outliner to drag this table into the unlocked
                                                                furniture group.
                                                             TIP: You can also use the Outliner to move one component
                                                            below another component, creating a nested component. If
                                                            there is more than one instance of the first-level component, the
                                                            nested component will go in each instance. This will be shown
                                                            later in this book.
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35. Now you can see all the legs, in red font.            2.   Select the window objects, and create a component.
                                                               Because this component contains more than one
                                                               cutting face, it cannot align automatically to a face -
                                                               the component would not know which face to align
                                                               to or cut. Therefore, None is selected for Glue to,
                                                               and Cut Opening is grayed out as well.
Cutting Method 1
1.   Create an arched cutout on a thin box.               5.   Now you can erase the window face. The cut is not
                                                               made on the back face, however.
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6.    On the back face, do the same thing - redraw one of        4.   Create the component, and drag this component to
      the window segments and erase the window face.                  create another window on the front face. This time,
                                                                      the window cuts the front face. The back face of the
                                                                      wall, however, is still missing.
Cutting Method 2
1.    Starting with a box and a window like before.
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Creating a Window Component                                          first insert the window. Erase any unneeded lines. (If
                                                                     you’re ambitious, you can resolve the extra material
Plus a Cutout Component                                              at the top of the post.)
Here’s a convenient way to handle cutouts for
components that have a non-rectangular shape. Basically
you create two components to be used each time you
insert the cutout - one is the component itself and the other
is used as the cutout.
1.   Make a vertical wall and create an arch outline plus
     offset. Copy these arches to the other side of the wall,
     and Push/Pull them out the same distance.
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6.    Now we create the cutout component. Right-click on       10. Because this original cutout was not replaced with a
      the front face of the wall (the cutout is only needed        component, you can still manipulate it. Push/Pull it
      on one face) and select Intersect with Model.                back to create the opening.
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Nested Cutting Components -                                     5.   Explode this top component and Offset the arch
                                                                     outward. Assign the same glass material to the center
Specific Wall Thickness                                              face of this arch. Assign a different material to the
This method presents a very neat way to use one                      outer face, such as Ashlar Stone, found in the
component to cut both faces of a wall simultaneously. You            Sketchy Materials category.
create the front and back components that are set to cut,
then combine them into the total window component.
When exploded, the subcomponents are “released” to do
their cutting.
1.   Start out in Top view (drawing in the red-green
     plane). When components are set to cut, they need to
     be aligned according to the red-green plane of the
     component, so it’s easiest to create them in this plane.   6.   Push/Pull this outer face; all vertical faces created
2.   Create the basic shape - an arch once again. Assign a           by this have the same material. Add a post in the
     transparent glass material to it.                               center.
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9.    Select both components, and create a new                 12. Explode the component. This activates the front and
      component from them called 12” Arch Window. Set              back cutout components, which are now free to cut
      it to glue to Any plane, and set the gluing plane like       the front and back walls. Because the cutting faces
      this:                                                        are transparent glass, you can see whatever is behind
                                                                   the wall. Add a small box behind the wall to verify
                                                                   this.
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3.   The window looks great from the front, but look at it         6.   Create a new component consisting of the window
     from behind. A face can have different materials on                component plus the arch shape, called “Window and
     its front and back. Also, the post needs a back face.              Opening.” The insertion point should be along the
     Fix the post, and assign the glass material to the                 back of the frame, and it should be glued to Any
     window faces.                                                      plane.
                                                                        The gluing plane should be along the back of the arch
                                                                        frame.
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8.    Explode this component so that it breaks down into       2.   Within the first flat segment, draw a cutout shape,
      the window component and arch cutout shape.                   Push/Pull it inward (not all the way through), and
      Push/Pull the arch face through the wall. You can             erase its interior face.
      now see through the glass and through the wall,
      which you can verify with a small box behind it.
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5.   Rotate so that the window extends evenly from both         8.   Without leaving Scale, use Axes to align the axes to
     sides. There are ways to obtain the exact rotation              the window. You return to Scale, and now the drag
     angle, but doing it by eye is good enough for this              handles make more sense. Pull the front of the
     exercise (and for most things in SketchUp). This is             window outward.
     easiest to do in Top view.
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Project: Using Components                                        2.   To copy these cutouts to the other face, you need to
                                                                      select them all. The easiest way is to right-click the
for Mirroring                                                         cutout in the Component Browser and select Select
While SketchUp does not have a mirroring function, you                Instances.
can make use of the Scale tool on components to achieve
the same effect.
Replacing Components
In SketchUp is it easy to replace any or all components
with another component. A good example for this is a             4.   Select two of the cutouts and make them unique. Edit
building with many windows.                                           either of them and change them like this:
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5.   Close the new component. Then use Select               8.   After closing the component, select a few of the
     Instances again to select all of the original cutout        windows you would like to replace. Use Replace
     components.                                                 Selected. to switch the windows.
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11. The tree placeholder component should always look      14. As you’ve seen, you can replace just selected
    the same no matter how you orbit around. Place             components. Select a few trees and use Replace
    several of these tree placeholders around the              Selected to switch them for another tree.
    building.
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6        Painting, Materials, and Textures
Overview of Materials                                          1.   To see the various categories of materials provided,
                                                                    click the drop-down arrow.
One of the things that makes SketchUp such a great
visualization tool is its texture, or material, feature. You
can use this to apply colors, pictures, and textures to any
face or edge.
To open the Material Browser, click the Paint icon, or
select Window / Material Browser (Mac: Window /
Colors).
                                                                TIP: In Windows, you can change this default folder on the Files
                                                               page of the Preferences, by modifying the path for Texture
                                                               Images.
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NOTE: As you’ll see, you don’t have to use Add to Model for
every material you plan to use. You can just start painting with a
material, and that material gets added automatically.
                                                                           There are four color selection methods:
4.    Now click the In Model tab, and the thumbnail is                    • Color Wheel: Select a color from the circular
      now listed.                                                           spectrum.
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8.   Click Add to add the new material to the library. The           The magnifying glass to the left of the Active Color Well
     material with its new color, and new name, are listed           activates the Screen Sampler. This enables you to select a
     in In Model.                                                    color from anything current visible, anywhere on the
                                                                     screen.
                                                                     Another way to select a color is to click Color Wheel -
                                                                     you can click anywhere on the wheel to select the color at
                                                                     that point.
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The User Palette remains constant between files, so it’s a      Once a color, texture, or image has been used in your
good place to store materials and colors you want to            model, it appears in the Colors in Model palette,
transfer between models.                                        available in the dropdown menu.
                                                                To remove unused materials, go to Colors in Model and
Textures and Materials                                          select Purge Unused from the List dropdown menu.
By default, the browser opens to a category called Base
Materials. Texture categories include preinstalled textures     Importing Images
provided for you as *.jpg images, which tile seamlessly         You can also import your own custom textures. Select
when repeated. These images are stored in Root                  Colors in Model or My Textures (if you want to edit the
directory\Library\Application                                   image) from the palette dropdown menu. At the bottom of
Support\SketchUp\Materials. To switch between                   the pane is a Color button; click this to get a dropdown
categories, such as Exterior Finishes, Roofing, Markers,        menu including the option New Texture. (This option is
etc., simply select the category from the dropdown menu.        also available when you right-click inside the pane.) New
                                                                Texture enables you to load an external image file to be
                                                                used as a texture.
                                                                You can also import an image to use for picking colors.
                                                                Click Image Palette, where the image Spectrum is
                                                                already preinstalled. Select New from file to browse to
                                                                the image you want to import.
                                                                You can also drop an image file directly into the Image
                                                                Well of the Image Palette. Like the User Palette, images
                                                                imported this way remain available from model to model.
(You can also add a new texture by right-clicking within
this pane of Colors in Model, or the personal palette.)
                                                                 TIP: If the image is only to be used as a texture, you may want
By default, this new personal palette is called My              to import it directly into Colors in Model or My Textures (If you
Textures but you can rename it. Once loaded into My             want to edit it). The main reason to import an image into the
Textures, an image or material can be edited, just like         Image Palette is to use it for picking colors.
from within Colors in Model.
You can delete a material from your personal palette by
right-clicking on its swatch and selecting Remove. You
can also select Remove from the Colors dropdown menu
in Colors in Model or My Textures. Be careful when
using this, because you cannot undo the action! If the
material still exists in the User Palette, you can still drag
it back into your personal palette.
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Where to Find More Materials                                   3.   Click the In Model tab to see that the material has
If you need materials that aren’t included in the                   been added.
installation, and don’t feel like creating your own, there
are a few places you can try.
Go go www.sketchup.com and open the Downloads
page. Under the top bar on this page, click Materials (you
will also find components and plug-ins here.)
                                                                    Mac: select Colors in Model from the dropdown
You can also try www.sketchup.com/forum (located in                 menu or click the house icon to take you directly to
the Support section of the main website) and click                  Colors in Model.
Materials/Components. These are objects and materials
created by SketchUp users who have generously posted
them for public use. You can search for something
specific or post a request.
SketchUp’s “Partners” page also has a list of sites where
materials can be found. On the main company page                    The arrows next to the house icon can be used to
(www.sketchup.com), click “Company” at the top. Then                scroll between the last palettes you used.
click “Partners” just below the main bar at the top. Try the   4.   Click the thumbnail to activate the material. It
links listed under “Product Resources.” The sites listed            appears at the top of the browser, (Mac: In the Active
mostly carry components, but you can find some materials            Color Well) instead of Default which was there
as well (try objectivenetworks.net and formfonts.com).              before.
Applying Materials
Now that you can navigate your way through the browser
in Windows or Mac, let’s apply some materials to faces.
1.   Start a new file and draw two forms like these:
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6.    Click the other two roof faces to paint them the same          In this case, the vertical walls of the large building
      way. Any face you click while CorrugateRust is                 are all painted, but not the smaller building because it
      active will take on that material.                             is detached.
                                                                 10. Undo, and make sure Stone-masonry is still active.
                                                                     Now press Shift and click the same face. This applies
                                                                     the paint to all faces that share the same material as
                                                                     the selected face, contiguous or not.
                                                                 11. You can set edges to take on the color of the material
                                                                     of the object. Open Display Settings and set Edge
                                                                     Color to By Material.
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12. Another way to paint multiple faces is to select them   17. Press Ctrl/Option and Shift together. Then apply the
    first. Use Select to select the three faces shown.          brick to one of the “Concrete-warm: faces on the
                                                                larger building. This replaces only similar,
                                                                connected faces. The smaller building is not affected
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      Mac: Purge Unused is also located in the List            22. Click Edit, or select Edit from the material
      dropdown menu.                                               thumbnail’s popup menu. You can also double-click
                                                                   a thumbnail to edit it.
NOTE: You could also open the Statistics page of Model Info,
click Purge Unused. (This also gets rid of unused components
and layers.)
      Now only the materials in use appear.                    NOTE: In Windows, you can also select Window / Material
                                                               Editor.
                                                               23. The first thing we’ll change is the size. Change the
20. One of the neatest features of materials in SketchUp           length to 3’ (don’t forget the foot symbol if you’re in
    is the capability of real-time editing. In Windows,            Architectural units). The height updates as well, so
    click the dropper icon, which is used to detect the            that the aspect ratio is maintained. Also, as soon as
    material of a selected face. You can also activate the         you update a value, the material updates on the
    “dropper” function by simply pressing Alt/Cmd                  model itself (the stones look smaller).
    while in the Paint tool.
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25. Now the chain symbol is broken, which means the          27. Close the Edit Material window. The name of the
    the width-to-height ratio can change. Enter 6’ for           material has not changed. In Windows, if you
    some very tall stones.                                       right-click on the edited material, you have two
                                                                 options: you can add it to the library or update the
                                                                 library material to have the new properties.
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29. In Windows, right-click and select Add to Libary        32. The material is displayed. Click the thumbnail.
    (Update Library Copy is not available because the
    name has now changed).
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Using Shift and Ctrl/Option Keys                                   case, the default, unpainted material). If there were
The previous exercise involved the use of                          other forms that had unpainted faces, these would be
“mass-painting” keys - Shift and Ctrl/Option. As you’ve            painted as well.
seen, Shift paints all faces that have the same material as
the selected face. The Ctrl/Option key will paint the
selected face plus all faces that are connected to it.
1.   Start with a form like this.
     In this case, both keys produce the same result. All     Material Transparency
     the unpainted faces are contiguous and are therefore     Any color or texture used as a material can have
     painted.                                                 transparency properties - enabling you to create realistic
3.   Undo, and pick a different material. Apply it to the     windows, screens, or see-through walls.
     horizontal face shown.
                                                              1.   Start with a sloped-top form like this, with a circular
                                                                   cutout on the back face.
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2.    Add another half-face along the diagonal wall.            5.   Open this material for editing. When a material is
                                                                     transparent, its preview swatch is divided in two
                                                                     sections - the opaque color (top left) and its
                                                                     transparent appearance (bottom right). The level of
                                                                     transparency is controlled by the Opacity slider.
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8.   Textures can be transparent as well. Change the          10. Change the color of this material by using one of the
     transparent face to one of the Glass Block images.           color methods (Color Wheel is shown here). Select
     This texture image is very dark, so changes in color         something dramatic like dark red. The color changes,
     will not be easily seen. Edit the material and make it       but transparency is maintained.
     something lighter.
9.   Apply the blocks to the half-face. The default setting   11. Now add a cylinder in front of the form. Assign a
     of this material looks rather opaque, so edit it and         texture to this cylinder such as Stone Vein (found in
     move the Opacity slider closer to the middle. As you         the Stone category).
     increase transparency, note how the preview swatch
     changes, as well as the face itself.
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13. You can also play with the colors of texture               16. Here’s another neat feature of transparent faces. Turn
    materials. Make sure Colorize is not checked                   shadows on by clicking the icon, or selecting View /
    (Windows only), and assign a new color                         Shadows.
    (reddish-purple) as shown.                                      There are no shadows cast from the transparent
                                                                    cylinder.
                                                               18. Turn off shadows (or leave them on), and orbit the
                                                                   model so that you are looking in through the circular
      Mac: You can reset any edited material, even if you          back face. Apply any non-transparent material or
      have closed the editing pane and applied the edited          color to the glass-block face. This face now hides the
      material. Simply re-edit the material and select Reset       cylinder.
      Color.
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19. Orbit back to face the front; this side still shows                 Transparency display can be memory-consuming,
    transparent glass blocks.                                           and when you working with a large model that uses
                                                                        lots of transparency, your renderings can be slow.
                                                                        Working without transparency can speed things up.
                                                                    21. Turn transparency back on. Note that so far we have
                                                                        been working in Shaded with textures mode.
 NOTE: If you need to expand the window to see this option, click
the down arrow at the top of the window.
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Double-Sided Faces                                              3.   Add a vertical wall through the middle of the house.
As you may have noticed, faces in SketchUp have two                  Pick a transparent material and apply it to one side of
sides. There is a Face Front and a Face Back color (set              this wall. Because it is transparent, this material is
on the Colors page of Model Info.) This feature enables              automatically applied to both sides of the face.
you to get very creative with materials - applying different
ones to both sides of a face.
1.    Start with a roofless house with a few cutouts. Apply
      an exterior texture, such as Sketchy Brick, to all four
      exterior faces. The interior faces remain unpainted.
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6.   If you change a solid material to transparent, and the   This double-sidedeness can be very handy for
     other side of the face is unpainted, both sides will     presentations. For example, at certain viewing angles, the
     take on the transparent material. Apply a solid          small house would be hidden by the large house.
     interior material, like marble tile, to the floor.
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10. Just like with a face, to see the material of one of the   Using Groups to Separate
    groups, look at its Entity Info. This is the group’s
    default material, even though not all faces of the
                                                               Materials
    group use this material.                                   If you’ve read the chapter on Groups, you already
                                                               understand how groups prevent objects from “sticking” to
                                                               one another. This is also relevant for materials. This
                                                               exercise will create a cabinet, and the use of groups makes
                                                               it easier to apply various materials.
                                                               1.   Start with the basic cabinet shape like this. Apply a
                                                                    single color (found in the Markers category) to the
                                                                    four vertical faces of the base, and paint the cabinet
                                                                    faces with wood.
                                                               3.   Undo the counter. Select the cabinet and its base, and
13. Close the group to see the results.                             make it a group. Then create a counter top. Because
                                                                    this counter is not connected to the cabinet group
                                                                    below it, it has the default (unpainted) material.
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4.    Push/Pull the front of the counter slightly outward.   If you press Ctrl/Option while applying a material to one
      Activate a stone or marble material, and apply it to   of the walls, the windows and doors will not be painted.
      the entire counter.                                    (Using Shift will paint them, assuming the components
                                                             are originally unpainted.)
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2.   To determine the material assigned to any face, click     7.   Select any new color (found in the Markers category)
     on the paint dropper icon in the Materials Browser             and apply it to any face of the truck - the body faces
     (Windows only). You can also press Alt/Cmd while               are painted. The windows and tires are already
     the Paint tool is active, to get the dropper icon (Mac:        painted, so they retain their assigned colors. And all
     Cmd+Paint is the only way to sample material).                 edges take on the color you just assigned.
                                                               8.   Set Edge color back to All Same.
                                                               9.   Bring in another truck from either the Transportation
                                                                    category of the browser, or from In Model. The new
                                                                    truck will have the default color.
                                                               11. Open any truck for editing and change its roof to
                                                                   black. This changes the component definition in In
                                                                   Model, and each truck now has a black roof.
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12. Start a new file, and bring in a sedan from the same       16. If you want different colored sedans, each will need
    component folder. All of its faces are already                 to be a separate component. Make one unique, edit it,
    painted. Sample the body color - it is gray.                   and make it another color.
13. To change the car’s color, pick a new color from the
    Markers category such as red. Click any body face -
    the color remains the same. All faces of this
    component are already painted, so there are no faces
    to take on the new color.
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     faces that are still unpainted, that have the              6.   Edit the component, and change the table top
     component material of Default. The legs already                 material. The default component material is still
     have an assigned material, so they stay wooden.                 wood.
     So far this is what you’ve already seen with the truck     7.   Make three more copies, and assign each table a
     - replacing unpainted faces. The next component,                different material. This time the legs are painted.
     though, will use a specific material.                           This is because the legs were originally wood, which
3.   Use Undo to return to the original, default table, and          is the default material of the component. And the
     make it a component. Make sure the wood material is             default material is what gets replaced when you
     still in the model even if it is not currently assigned.        assign a new material. The table tops already have
                                                                     another material, so they remain unchanged.
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Fixed Pins
Fixed pins is the more exact mode for texture positioning.
You have four pins of different colors, each with its own
function, each works relative to the anchor (red) pin.
1.    Start with a form like this, and locate the Stone
      masonry texture in the Stone category.
                                                                6.   In this mode you will see four pins, either all yellow
                                                                     or four different colors. We want the four-color
                                                                     mode: Fixed Pins. If you’re not in this mode,
                                                                     right-click and make sure Fixed Pins is checked. The
                                                                     pins surround one instance of the texture - the rest are
                                                                     tiled instances.
2.    If necessary, edit the material size so that only a few
      stones fill the small front face.
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     The red pin is the anchor pin. Scaling, shearing,        10. In addition to dragging pins, you can also move
     rotation, and distortion are all done relative to this       them. Hover over the green pin until you see a small
     pin.                                                         square around it, then click. This lifts the pin out of
8.   Click and drag the red pin to the lower left corner of       its position. Move the mouse to the point between
     the face. (You can access inference points like              Blocks 2 and 3, and click to place the pin there. The
     endpoints and midpoints while in position mode.)             point of the pin (not the pin body) determines the
     Now Block 1 will always start at the lower left corner       pin’s location.
     of this face.
                                                              11. Now drag the green pin back to the lower right
                                                                  corner. Two blocks are now spaced along the face.
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13. To accept this new position, right-click and select        The yellow pin is used for out-of-plane distortion.
    Done. (You can also click anywhere in blank space to       (The result only looks out of plane - the texture
    exit position mode.)                                       always remains on the face). This is more useful for
                                                               actual photographic images that you’re trying to fit to
                                                               a face, but we will use it here anyway.
                                                           16. Drag the yellow pin straight up so that the seam line
                                                               above Blocks 1, 2, and 3 is parallel to the diagonal
                                                               edge.
14. Now move the front face again. No matter where it’s
    located, the face contains two blocks along the
    bottom and four rows vertically. Also, note that the
    rest of the model has the original texture position;
    only the front face has changed.
                                                           17. Exit position mode, and here is the result: the blocks
                                                               look as if they are getting closer; their perspective
                                                               has changed.
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19. We will now look at rotation and shearing. Go back        22. Now move the red pin and drag it so that a block
    to position mode and drag the red pin to the corner           starts at the corner shown.
    shown.
                                                              23. Drag and rotate the blue pin to shear the blocks. The
                                                                  result is that the blocks are skewed and still have
20. Drag the green pin upward so that the angle of the            vertical sides.
    blocks matches the diagonal edge (do not release the
    mouse yet). If you stay on the dashed red rotation
    line, you will not change the scale of the blocks.
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26. Click the front face to pick up this texture.                  You can also find this picture at
                                                                   www.f1help.biz/ccp51/cgi-bin/SU5StudentFiles.htm;
                                                                   download the file “CustomDoor.jpg.”
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                                                              TIP: While in either Free or Fixed Pin mode, you can switch
                                                              modes temporarily by pressing Shift.
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8.    In Free pin mode, each pin has the same function - to       11. Now click and drag one each pin to the closest corner
      pull its corner to stretch and distort the picture. Hover       of the model doorway.
      over one of the pins until you see a small square
      around it, and click to “lift” the pin off the image.
10. Use this method to place the four pins at the four
    rectangular corners of the door picture. When one pin
    is directly above/below/left/right of another pin, a
    dotted line appears - very helpful for accurate
    positioning.
                                                                  13. Erase the line between the rectangle and arc, and the
                                                                      image extends into the arc. To fit the arc to the
                                                                      picture, use Move.
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14. Here is the completed door. If you move it, the image      1.   For reference, start with a basic house. Select File /
    will follow.                                                    Import / 2D Graphic and browse to your picture.
                                                                    Place it vertically, at a scale that makes sense, using
                                                                    the house size as a guide.
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5.    When the outline is closed, the lines will become                  Mac: The Properties option does not work as of this
      thin. When you’ve finished tracing, delete the rest of             writing. To make a component always face the
      the picture.                                                       camera, this option must be set when the component
                                                                         is first created. To modify an existing component, you
                                                                         must explode it and redefine the component.
                                                                    9.   Now orbit the model around. No matter what the
                                                                         angle, the trees are always facing you.
7.    Orbit the model around - the trees look like how they
      were created - flat cutout faces.
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4.    Enter position mode, and make sure you are in Free         6.   Drag each pin to its corresponding corner on the
      Pins mode. Place Pin 1 at the top left corner of the            model. The side of the box should now contain the
      side of the bus. Place Pin 2 the same way. When Pin             portion of the picture that is the side of the bus,
      2 is directly below Pin 1, a faint dotted line will             stretched and moved to the right scale and
      appear as a guide.                                              orientation.
 TIP: It’s very helpful to use the zoom functions when placing
pushpins. Use Zoom Window to lift the pin, then Zoom Extents
to see the whole model. Zoom Window again to the target point,
and click to place the pin.
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9.   Push/Pull the lower part all the way back. Now the        13. The pins along the common edge are already located
     wheels are included in the bus.                               correctly. Drag the other two pins into place and exit
                                                                   position mode.
10. Now for the front of the bus. There are two ways to
    apply the picture here. First, click the thumbnail in
    the Material Browser and apply it to the front face.       14. The top face is done the same way, sampling either
    With texture positioning this would work, but the              the side or front face first.
    initial placement of the picture is random - not
    connected to the picture on the side of the bus.
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      Then build outward from the door and adjuust the          Like with the clubhouse, start with an easily identified
      model to the picture. Sample and apply the picture to     rectangle, like the side of the roof. Then sample the
      neighboring faces.                                        material and paint the remaining faces.
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     Use as texture is an efficient way to bring in a        6.   Activate Move mode, in which you can both move
     texture - the texture is automatically applied (does         and rotate the picture. Move it to a position like this
     not have to be exploded).                                    - at an angle in which a corner of the cube sticks out.
2.   Apply the map to one face. Start at one corner, and
     make the scale a bit larger than the face itself. If
     necessary, position the texture so that the top and
     right are off the face (and will spill onto adjacent
     faces).
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8.    Click the thumbnail from the Material Browser (do         11. Sample the box face to wrap the skewed images to
      not sample the face) and apply it to a face of the box.       other faces.
      It is not skewed or tilted; it has the original
      projection.
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3.   It’s easy to fix this - remove the material (apply the   5.   Sample the rotated image, and turn off the hidden
     Default material), and reapply the image.                     lines. Then apply the texture to the cylinder - the
                                                                   rotated picture wraps around the whole cylinder.
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9.    Explode the picture and Push/Pull it into the wavy        This is a projection, not a wrapping. Therefore, the
      form.                                                     wavy face looks fine in Front view. . .
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13. The texture of this face now has the “true” scale.        Projecting an Image onto a
    Sample this texture, then turn off hidden edges.
                                                              Non-Planar Face (Topography)
                                                              Similar to the previous exercise, this exercise shows you
                                                              how to project a map onto a topographical surface. You
                                                              can get a map from the site www.mapquest.com.
14. and apply the texture to the rest of the wavy face. In
    this example, many of the segments have a
    continuous pattern, but not all do - the pattern looks
    jumpy.
15. The solution: turn hidden edges back on, and position
    the texture in each face segment, one by one, in order.
    Unless you’re working at a very large zoom scale,
    you probably won’t get perfectly matched results
    with this method, but it’ll look pretty close.
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3.    Use Push/Pull to pull up each section.                        We will now try another method, using the Sandbox
                                                                    tools. For these tools to be available, open File /
                                                                    Preferences to the Extensions page and make sure
                                                                    Sandbox Tools is checked.
                                                               6.   Erase all but the lower four edges of the topo face.
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12. To modify grid heights, click the Smoove tool. Enter      17. Switch to Top view. For exact placement, it is best to
    a radius - you’ll be able to see whether your radius          turn off Perspective mode (Camera / Perspective).
    makes sense once you start.                                   Use Scale and Move to size the map to the topo
                                                                  surface. (The topo may extend past the map slightly,
                                                                  depending on how you created your sandbox grid.)
                                                              18. Explode the map so that you can sample its material.
                                                                  Then apply it to the topo surface. It is projected
                                                                  directly onto the surface, and not subdivided. Hide
                                                                  (do not erase) the flat image to get a better look.
14. Select all and smooth the edges.
15. First, we’ll see how not to apply the map to this
    surface. The map should still be present in the
    Material Browser; click it and apply it to the surface.
    The material is applied to each sub-face individually,
    resulting in a jumbled mess.
16. Undo, and bring the map in again, either using File /
    Import, or by dragging it right from your browser.
    Make sure it is flat - not aligned to any faces on the
    topo surface. Position the map so that it is above the
    topo.
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20. Erase all of the flat surface, minus the footprint face.   1.   Start with a form like this, with one curved wall.Use
                                                                    File / Import / 2D Graphic with Use as texture to
                                                                    place the tree on one of the flat faces. The flat face is
                                                                    painted, and the background of the image is
                                                                    transparent.
Alpha Transparency
SketchUp supports graphics with alpha channels: areas of
a graphic that are defined to be transparent are treated as
transparent in SketchUp.                                       3.   Now apply the image to the curved face. It may not
                                                                    wrap correctly.
The image used in this example comes from
www.entouragearts.com. You can get all sorts of
non-photo-realistic images here (mostly people and trees)
that can be used as SketchUp components.
To get this picture, click “Downloads,” then click
MatureTree.png. (This is a free download, but you’ll have
to fill in some data.)
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4.   If you did the exercise “Curved Faces” on page 204,     8.   As it is now, the component will be inserted by its
     you’ll know how to fix this. First display hidden            lower corner point. It would be better to insert it at
     geometry, then position the image in the first curved        the base of the trunk, so use Change Axes for this.
     segment. Sample it and apply it to the rest of the
     curved face.
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7        Sectioning
Section cuts enable you to look inside your model,            5.   Move the cursor around the model, and notice how
providing a powerful way to visualize spatial                      the plane indicator aligns to the various faces. Locate
relationships, and they can make documenting and                   the section plane on the vertical face shown.
constructing complex forms much more straightforward
and accurate.
Section planes free you from having to constantly hide
and unhide geometry, and they dynamically demonstrate
the relationships of spaces.
Sectioning Overview
This exercise will show you the basics of using the section
tools.
                                                              6.   Click to make the section. The plane appears, with
1.   Open the Components Browser to the Shapes folder              arrows indicating the direction that will be cut.
     and insert a Buckyball.                                       Wherever a face intersects with the section plane,
                                                                   thick lines appear.
2.   Draw a base for the ball and move the ball down
     slightly into the base.                                       This default color of section lines can be changed on
                                                                   the Section Planes page of the Model Info window.
                                                                   You can also set the section line thickness and colors
                                                                   of active and inactive section planes.
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8.    Click Section Plane again, and align it with Face A,         10. Display the section cuts again, and click Display
      but do not click yet. Press Shift to lock the                    Section Planes or select View / Section Planes.
      orientation, and click the midpoint shown.
 NOTE: If you do not see the Section Planes toolbar, select View
/ Toolbars / Sections (Mac: Tools / Section Plane).
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    . . . then click.                                         15. Orbit out of this view, right-click again, and select
                                                                  Reverse. The arrows change direction, and the
                                                                  opposite part of the model appears.
    This aligns the section plane with the screen - you are   18. Explode the group of lines. They become thin lines,
    looking straight into the section. You may have to            aligned to the planes that contain them.
    zoom out to see the view better.
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19. Erase all faces and edges in front of the cut lines, and     3.   Use lines to add the second floor. Note that this
    your model is now trimmed by a plane.                             creates an additional section cut line along the front
                                                                      of the house.
                                                                  TIP: You could also have placed the section plane along the
                                                                 opposite wall, moved it slightly inward, and reversed it
                                                                 (right-click and select Reverse).
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6.   Draw some lines for the stairs (no need for accuracy)             In this way you can use sections to build wall and add
     and group them. Edit the group and use Push/Pull to               windows, furniture, plants, etc. Remember, if the
     create the staircase. Because this is a group, the                display of section planes clutters your display, you
     outside wall of the house is not affected by it.                  can always toggle their display.
                                                                       We will now use Pages to create a slide show in
                                                                       which you can see sections dynamically.
                                                                  9.   Clear the planes, and orbit so that you are nearly
                                                                       facing the front of the house.
NOTE: There is actually a way to have more than one cut active,
as you’ll see at the end of this chapter.
                                                                  11. Display the planes again, and copy the active plane to
8.   Move this plane very slightly inward so that you get             the back of the house, just before hitting the back
     past the front door. Now you can easily erase the wall           wall.
     separating the small wing from the main house.
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12. Activate this new plane, and turn off the plane           17. Copy this diagonal plane to the back corner and
    display. Orbit to a similar orientation as you had for        activate it.
    Page 1, and create a new page (Page 2).
13. Turn the planes back on, but hide the ones that you
                                                              18. Orbit to a similar view as Page 3, and save as Page 4.
    have created so far. (You can leave them in place, but
    the display tends to get cluttered this way.)
14. Create a new plane on the face shown.
15. Select and rotate the plane so that it cuts the face
                                                              TIP: If you wanted to use the same exact view as Page 3, you
    diagonally. Move it so that is it just inside the front   could create the new plane and then click the tab for Page 3.
    corner.                                                   Then activate the new plane and save the view as Page 4.
                                                                   At the top left of the screen you can see the tabs for
                                                                   all the saved views. Clicking a tab moves the current
                                                                   view dynamically to the selected view.
16. Orbit to the view you want, this time leaving the
    plane displayed. Save this as Page 3.                          You can add these icons to your toolbar via View /
                                                                   Customize Toolbar.
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1.   Select File / Export / Section Slice.                          • In Model: The actual measurement of the object in
2.   Under Export Type, select the type of file (which                real scale. For example, for a scale of 1/4" = 1',
     version of AutoCAD, *dwg or *.dxf). Assign a file                simply enter 1 inch in the output equals 4 feet in
     name. If you want to specify conversion parameters,              SketchUp.
     click Options.                                                 • Width / Height: The overall dimensions of the slice
                                                                      output. They will update depending on the slice
                                                                      being exported and its scale.
                                                                 Section Lines:
                                                                    • None: Outputs section lines at normal width.
                                                                    • Polylines With Width: Outputs lines as polylines.
                                                                    • Wide Line Entities: Outputs lines as wide line
                                                                      entities.
                                                                    • Width: Outputs section slice lines with a specific
                                                                      width.
                                                                    • Automatic: Automatically sets the width of profile
                                                                      lines by matching the output to the proportions you
                                                                      see on screen. If disabled, you can specify an exact
                                                                      width.
                                                                 Always Prompt for Section Slice Options: The options
                                                                 dialog will come up each time you output a section slice.
True Section (Orthographic): Outputs the section slice           When disabled, SketchUp will use the options you
as a true orthographic drawing. This is useful when exact        selected last time. (Mac: Not available)
dimensions are important, such as creating drawing
templates.
Screen Projection (WYSIWYG): Outputs the section
cut as you see it on the screen, including any perspective
distortion.
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Project: Copying Section                                         4.   When you are finished with all the floors, display the
                                                                      building in X-Ray mode.
Planes for Floor Plans
This exercise will show how you can easily use section
planes to get floor plans for a multi-story building.
1.    Start with a building shaped like this, using Scale to
      shrink the top face. Divide any of the near-vertical
      edges into 4 or 5 equal segments.
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3.    Create slice groups on each plane.                        6.   Now you can easily erase all the tube faces that
                                                                     protrude from the exterior of the building. Erase the
                                                                     faces along the building that cover the cutouts. If you
                                                                     double-click on a common edge, both the edge and
                                                                     adjacent faces will be selected.
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8        Presentation
This chapter consists of one exercise which will show you      4.   Now select all three dimensions and open the Entity
how to walk through and look around a model, save                   Info window. Set the layer to “Dimensions.”
views, place objects on different layers, create shadows,
and create a slide show.
Layers
Layers are used in SketchUp for display purposes - to
show / hide objects, or to display objects of a certain type
by a certain color. You cannot use layers to isolate           5.   In the Layers window, uncheck the Visible box. This
geometry, or prevent geometry from interacting with                 blanks the display of the dimensions.
adjacent geometry - for this you can use groups or
components.
1.   Start with a house with the following dimensions.
     Use the Dimension tools to create the actual
     dimensions (three total).
                                                                NOTE: The color box set for each layer can be used to show
                                                               each layer in its own color. Click on the small arrow at the top of
                                                               the Layers window and select Color by Layer.
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2.    Offset this floor slightly inward so that it cannot be   6.   Downstairs, place some more furniture such as a
      seen from outside the house.                                  sofa, coffee table, and kitchen set. If the inside walls
                                                                    are dark, you might want to color them something
                                                                    lighter.
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                                                                NOTE: You can also add, delete, and update pages using the
NOTE: There are both 2D and 3D trees you can use. The 3D
                                                                View / Tourguide menu.
ones look great, but are heavy and may slow down your system
when you orbit or apply shadows. So use the 2D ones if things
move too slowly.                                                     Now the page called “Iso” appears as a tab at the top
                                                                     of the screen. Mac. You can click this tab at any time
9.   Orbit to a view like this, and add a tree or two along          to return to this view.
     the side as well.
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3.    Now switch to Front view and zoom in on the front               • To move up or down (for example, flying up to a
      door.                                                             higher or lower floor), hold Shift while dragging the
                                                                        mouse up or down.
                                                                   • Perspective mode must be on (Camera /
                                                                     Perspective); Walk does not work in Paraline
                                                                     mode.
                                                                 2. You can use Walk in conjunction with Zoom
                                                                     (Camera / Zoom), which you can use to change your
                                                                     field of vision. Click Zoom, and the VCB shows the
                                                                     Field of View value. This can be in degrees (30 by
                                                                     default), or you can enter a focal length like 35mm.
4.    Assign a new page called “Facing front door.”                    In Zoom, you can also press Shift and move the
                                                                       mouse up or down to change the number of degrees
                                                                       you can see.
Walk and Look Around                                             3.    Keep the default field of view, and return to “Facing
These two tools basically represent a camera moving                    front door” if you changed the view. Activate Walk,
around the model. The camera can simulate a person, but                and the cursor becomes a footprint symbol.
it can also be placed at any height, using any zoom angle.
The Walk tool moves the camera, while the Look
Around tool pivots the camera about its base. These tools
are easy enough to explain in words, but you really have
to play with them to get a feel for it.
1.    Activate Walk (Camera / Walk).
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5.   Click near the bottom center of the door and move        7.   Move backward a bit by dragging the mouse down.
     forward slowly.
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11. The cursor switches to a pair of eyes. Drag the mouse        13. The Walk tool also enables you to go up and down
    from side to side and up and down to simulate                    stairs. Start dragging the mouse up the steps - be
    standing still and turning your head.                            careful not to go too fast.
                                                                  NOTE: You can use Walk with Shift to move up to the second
                                                                 floor. However, this will move you exactly vertically, while Walk
                                                                 alone will simulate what you actually see while going up the
                                                                 stairs.
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15. Stop at the top of the stairs, where your dog should be   18. We now can create some pages for the first floor. To
    waiting. Create a new page called “Top of stairs.” It         return to this floor, click the tab for the “Foot of
    may be tough to reach this spot without                       steps” page.
    overshooting, but you can always go back to the
    “Foot of steps” page and try again.
                                                              19. Go from the steps to a view like this, in which you
                                                                  can see the furniture.
16. From the top of the stairs, use Walk and Look
    Around to reach the point where you’re facing the
    loft furniture. Call this page “Front loft corner.”       20. Save this view as a page - it is automatically placed
                                                                  after “Foot of steps” - the view you started from.
17. Keep going around the top floor and create a view
    looking out the side windows (you should see a tree
    or two from here). Call this “Top side window.”
                                                              NOTE: You can also move pages around after they are created,
                                                              as we will see in a few more steps.
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23. Get to a view like this, looking out on the patio, and           1.   Start at the view at “Top of steps.”
    save it as “Facing Patio.”
Position Camera
      The way the pages are set up now, there is no smooth
      flow between the first and second floors. Display the
      “Top Side Window” page, then “Facing Living
      Room.” It’s a rather abrupt change, so it would be
      nice to place in between these pages a view from the
      steps, looking toward the front door.
                                                                          The Eye Height updates to 16’-6”. Why? The overall
      At the angle of the staircase as it is, it is not so easy to        height of the second floor is 11’ from the ground, and
      use Walk to get back down the stairs (try it and see).              another 5’-6” to the camera itself = 16’-6”.
      But we can use Position Camera to get an exact
      view.
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4.   From this point, drag the mouse to the right to pivot   7.   Walk down until you are on the third step from the
     the camera about its base. Go around 180 degrees so          bottom.
     that you are facing toward the front of the house.
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10. You could keep moving the page to the right, or use     14. Draw another construction line from the side of the
    the Page window. Use the down arrow to move “On             house. The person will be standing where these lines
    steps” to the position right before “Facing Living          intersect. Draw one last construction line straight up
    Room.”                                                      5’-6’ from this intersection point. This is where the
                                                                view will be seen from.
                                                            15. The view will end at the picnic table out back, so hide
                                                                anything that blocks it, such as the back door.
                                                            16. Activate Position Camera and place the camera at
                                                                the eye point. Do not release the mouse.
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                                                            TIP: You can use the Page Up and Page Down keys to scroll
                                                            between pages. And you can double-click a page in the Pages
                                                            window to switch to that page.
Updating Pages
There are a few ways to update a page. You can update its
actual view, and/or you can update what information is
included in the view.                                             Properties to save lists the various conditions that
                                                                  can be preserved for the page. If any of the items are
1.   Right-click on the “Facing Patio” page and select
                                                                  unchecked, the page will use the relevant settings
     Update. This is the easiest way to change the page’s
                                                                  of the previous page.
     view.
                                                                 • Camera: Preserves the current camera view and
                                                                   zoom distance. You need this option selected if you
                                                                   want to save pages with different views, as we’ve
                                                                   done so far in this exercise.
                                                                 • Display: Preserves settings such as wireframe,
                                                                   hidden, shaded, patterned, etc.
                                                                 • Shadows: Saves shadow settings.
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     • Axes: Preserves the display of the axes.                 6.   Display “Iso,” and no furniture should be visible
                                                                     inside the house. Update this page - the view
     • Hidden: Preserves the hide/show status of objects.
                                                                     definition changes because the layers on it have
     • Layers: Preserves the show/hide status of layers. As          changed.
       you’ve seen, this is a good way to create multiple
       views that show different items.
  • Sections: The active section plane will be restored
    when the page is activated. This is a good way to
    include dynamic sections in your slide show
4. There is nothing else to update, since the view itself
    is fine. Now switch from “Facing Living Room” to
    “Facing Patio,” and both are shaded.                        7.   In Pages, uncheck Layers for several pages that
                                                                     come after “Iso.”
                                                                Tourguide / Slideshow
                                                                The slide show is a great way to present an animated view,
                                                                in order, of the pages in your model. For a page to appear
                                                                in the slideshow, Include in Slideshow must be checked.
NOTE: Any other layers you see here, aside from “Dimensions,”
were included with components that were inserted.
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2.    Select View / TourGuide / Settings, which opens              The slideshow shows one page at a time, smoothly
      Model Info to the Tourguide page. In this window             transitioning between pages.
      you can set the timing and transition options for the
      slide show.
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Shadows                                                           2.    You can use the sliders on the Shadows toolbar to set
                                                                        the time and date, but to get more options, click
SketchUp’s shadow casting tools is a great way to present
                                                                        Shadow Settings (Window / Shadow Settings).
a realistic view of your model, and to see how the model
will look under various conditions of time and location.
NOTE: To view faces as though the sun is hitting them, without    3.    Check Display Shadows, and the shadows appear
actual viewing shadows, check Use sun for shading on the                according to the month and time set in the sliders.
Display Settings window.
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9        Sandbox Tools
SketchUp’s sandbox tools enable you to create terrains, as    Sandbox from Scratch
well as other organic shapes. The actual surface created as   With this tool, you can create a flat TIN surface, divided
called a TIN - triangulated irregular network. A TIN is       into a grid. This TIN surface can then be modified using
simply several connected flat triangular faces that, when     the other sandbox tools.
smoothed, appear like one continuos smooth surface.
You can create a TIN from scratch as a flat grid, or create   1.   Click From Scratch.
it from a set of contours. You can also import a TIN from
a *.dtm file.
TIN contours can be created within SketchUp or
imported. (For details on the ArcGIS plugin, see              2.   The VCB indicates the Grid Spacing. Enter 5 (the
www.sketchup.com/markets/gis.php.) Or you could                    meter unit is assumed since you set the units).
import an image of a site plan or contour map and use
Freehand to trace its contours.
                                                              3.   Click to start the first side of the grid and move the
Creating a Sandbox (TIN)                                           mouse to create the first side. Do not click yet. The
                                                                   tick marks are 5m apart.
1.   Set the Units to Decimal Meters.
2.   In order for the sandbox tools to be available, you      5.   The next click defines the other grid direction. Make
     must activate them. Open Window / Preferences to              it something like this:
     the Extensions page and check Sandbox Tools.
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      The surface is created as a group, which is indicated     3.   You can place the center of the Smoove circle in one
      by its Entity Info window.                                     of several places. Click to place the center at a grid
                                                                     intersection point.
Smoove
The Smoove tool is a combination of smoothing and
moving (but the name still sounds a bit weird). You can
use it to sculpt a TIN - to make hills and valleys, or to
smooth out areas that are too jagged or bumpy. By moving
a circular area of a TIN up or down, you get a smooth
deformation.
1.    Click Smoove, or select Tools / Sandbox / Smoove.
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5.   For the next smoove, place the center at a grid edge.    7.   Reduce the radius to 20m, and this time place the
                                                                   center on one of the hidden diagonal edges. Hidden
                                                                   edges appear when the cursor passes over them.
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10. Reduce the radius once again to 10m. Create a few         12. Turn off the hidden geometry, and open the Soften
    depressions in the center to simulate a lake bed.             Edges window. Move the slider to the right to see the
                                                                  edges start to disappear. With nothing else checked,
                                                                  the surface has a faceted look.
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14. Check Smooth Normals to remove the faceting.               2.   Make vertical copies of this rectangle. In this
                                                                    example, the rectangle spacing is 4m.
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7.    Turn off hidden edges, and Explode the TIN (it may
      take a minute or so). Now the contour lines are thin.
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5.   We will create a line that represents the center of a       8.   Offset this set of curves 3m to either side, and erase
     roadway that will cross this terrain and the lake. If            everthing above the TIN except for the boundary
     you click above a point on the TIN, the point will not           curves.
     be aligned to the rectangle, so first press Shift to lock
     the point to the rectangle face. With Shift pressed,
     click a point directly above a point on one side of the
     lake.
                                                                 Drape
                                                                 1.   Select the roadway boundary curves - there should
                                                                      be six total.
                                                                 2.   Click Drape (Tools / Sandbox / Drape).
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5.    Though it is not necessary for this simple model, use    3.   A red offset line appears around the roadway face,
      the Text tool to check some elevations.                       and the offset distance is listed in the VCB. This is
                                                                    like the area of influence of the Smoove circle - it
                                                                    shows the area around the stamped object that will be
                                                                    added or removed from the TIN. Enter 1.5 to set an
                                                                    offset like this:
                                                               4.   Then click the TIN. The roadway face can now cut
                                                                    through the TIN - move the cursor up and down to
                                                                    see how terrain material can be added or removed.
                                                                    Place the roadway like this, so that it is above the
                                                                    lake but below the tops of the hills.
Stamp
This exercises uses the copy of the model you created
earlier.
1.    This tool requires one or more 2D or 3D objects, but
      you cannot select lines or curves. So add two lines
      between the open ends of the roadway.
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5.   Use constraints to create abutment planes on both           2.   Use Follow Me to drive the oval along the arc.
     sides of the lake, where the lake intersects the terrain.
Stamp in 3D
The Stamp tool can be used on one or more objects of any
shape - 2D or 3D. This exercises shows a very simple             Adding Detail to a Sandbox
example of this.                                                 The Add Detail and Flip Edge tools enable you to make
1.   Start with a basic grid using From Scratch. Above           detailed changes to a TIN surface.
     the grid, make a vertical arc. Place a small vertical       1.   Start in Top view and use Freehand to sketch some
     circle at one of the arc, and use Scale to squash it into        terrain curves.
     an oval.
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2.    To make a bumpy surface, some of the curves will be     5.   Place the cursor inside the large face . . .
      moved vertically. Select alternating curves. . .
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7. Soften them to match the rest of the TIN. 11. Click a hidden edge of a facet. . .
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15. If you want a narrower hill, the triangular faces in       2.   Explode the TIN, and while it is still selected, run
    this area must be subdivided. Select a section of the           Intersect with Model. You can then trim the TIN
    TIN in this area and use Add Detail.                            into a circle. Make a Follow Me object and Stamp it
                                                                    into the TIN.
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10 Using Exact Dimensions
Creating Exact Geometry                                            way you can input dimensions; you can always enter
                                                                   any type of number in any unit. Click Enable length
SketchUp is not CAD; its intent is for simple design and
                                                                   snapping, and set the snap length to 2’.
easy modification - in a word, conceptualization. So,
designing using exact dimensions isn’t exactly what
makes SketchUp so unique, it is certainly doable.
When using SketchUp as intended, you probably won’t
use exact values for an entire design. But it is certainly
conceivable that part of your work will require working
with known numbers. Perhaps you’ll be working with a
specific area on a site plan, or you’ll need to incorporate
components of known dimensions.
This chapter focuses on the design of a building (three
buildings, actually) in which all of the drawing tools are
used. And for each tool, you will see how to enter exact
values.
                                                              2.   Let’s assume the first point of the building is at a
                                                                   known distance from the origin. One way to find this
                                                                   point is to draw a construction line to it. Activate
                                                                   Measure, and click the origin for the first point.
                                                              3.   Exact coordinates are entered in square brackets. All
                                                                   three values (red, green, blue) must be entered. Type
                                                                   [13,6.5,0] - using square brackets - which appears in
                                                                   the VCB, and press Enter. (You do need to specify 0
                                                                   for the blue direction.)
1.   The first step is always to set the units you will be    NOTE: You do not have to use the foot symbol because you set
                                                              Feet as the default unit. If you add a foot symbol, the value will
     working in. Open the Model Info window to the
                                                              still be interpreted correctly. If you wanted inches or different
     Units page.                                              units, however, you would have to add the appropriate symbol,
     Let’s work in Decimal Feet. This sets the default        as we will see later.
     method of input, and the way units are listed in the
     Value Control Box (VCB). This does not limit the              The end of the construction line is the point where
                                                                   the building footprint will start.
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4.    Start a line in the red axis direction and make it 40’    7.   Now type the desired length of 25. The line is
      long. You can use snapping (the values in the VCB              extended to the correct length, keeping the 3:5 slope.
      update every 2 feet), or type 40 and press Enter.
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11. The next form, a rectangle, will be located a set        15. Click to create the rectangle; its width can be set after
    distance from the first diagonal line you drew. Draw         this.
    an offset construction line 11’-3” from the diagonal
    line.
13. Now activate Rectangle, and for the first corner click
    the point on the construction line in the green
    direction from Point A. Set the other corner in the
    green direction from Point B.
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    The rectangle will later need to be copied and           21. You can now create lines D-E and E-F.
    mirrored (scaled) relative to the original axes. Also,
    the first form will be changed to become symmetric.
    Therefore, we need to switch back to the default
    axes.
18. If the axes are hidden, display them. Right-click on
    any axis and select Reset.
                                                             22. Trim the lines, erase the constructions (You can use
                                                                 Edit / Construction Geometry / Erase) and redraw
                                                                 as necessary to complete the symmetric form.
                                                             25. Copy the rectangle and use Scale to mirror it. Then
                                                                 drag it by Point G, to the point along the construction
                                                                 line in the red direction from Point C.
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Entity Info                                                      3.   To get the perimeter of the main building, you could
                                                                      select all six edges separately. But for an easier way,
With Entity Info, you can obtain lengths and areas of one
                                                                      double-click the face to select it and all its bounding
or more objects.
                                                                      edges. Then Shift-select the face to deselect it.
1.   Make sure Entity Info is open, and select the edge
     shown.
                                                                 4.   Now select only the face (no edges). This gives you
                                                                      the area of the selected face.
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Exact Moving and Copying                                      4.   Type 1700mm,2400mm. Since these are different
                                                                   units than the default (decimal feet), you need to
In this section, you will use move / copy distances and
                                                                   include the “mm” symbols.
rotation angles.
1.    Activate Push/Pull and pull one of the forms
      upward.The VCB tells you the height of the form.
      Enter 24.                                               NOTE: If you changed the units to decimal mm, you would not
                                                              have to type mm - it would be the default input unit.
                                                              NOTE: You would have gotten the same result if you started out
      We will now create cutouts that will used as windows    with a vertical rectangle, and entered 2400mm, 1700mm.
      and doors of the center building.
3.    Start creating a rectangle on the front face. The way   6.   Use Arc to create the archway above the door. Click
      you draw the initial rectangle is important when             the two endpoints of the top edge of the rectangle,
      applying dimensions; the first dimension number              and move the cursor upward to define the direction of
      is applied to the longer side! So start with a               the arc. Enter 1500mm for the arc bulge.
      rectangle whose horizontal sides are longer than the
      vertical sides.
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7.   Too large, but it’s not too late to change it. Enter      10. Move the door by the midpoint of its lower edge,
     750mm.                                                        placing it at the midpoint of the bottom of the face.
     Mac: Entity Info will tell you that a group has been
     selected, but provides no details.
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14. Move the window so that its lower midpoint sits at         17. Now type 5x. This creates a total of five copies,
    the endpoint of the lower left corner of the face. Start       evenly spaced at 6’.
    to move the window again by its lower midpoint
15. To place it exactly relative to the face corner, we will   18. We can squeeze in one more window on this face, so
    use the angle bracket format. Enter <4’,0,14’2>.               type 6x.
    Don’t forget the foot symbols, because the units are
    now set to architectural. Also, the movement is in the
    red-blue plane, so don’t forget to include a zero
    placeholder for the green direction.
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20. This face is 40’ long, and we want 4’ from each side    23. We will now create the top floor. Select the three
    to the window centers. Therefore, the spacing               front edges of the roof and offset them inward 14’.
    between the first and last window is 32’. Enter this
    value.
                                                            NOTE: Like with the other tools where exact values are used,
                                                            you can continue to update the offset distance.
                                                            25. Copy the arched door to the top floor, by dragging its
                                                                lower midpoint to the midpoint of Edge A-B.
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26. Let’s make this door a bit wider. Use Scale with          2.   Offset the arc inward 9” (for inches you do not need
    Ctrl/Option so that the scaling will be relative to the        to include the “ symbol). The inner arc has thick
    center of the door. The scale factor appears in the            lines, indicating that it is not aligned in the plane of
    VCB, but you cannot update it while Ctrl/Option is             the lower roof.
    pressed. So click anywhere to scale the door, and the
    factor will be adjusted afterward.
27. Type 1.25 to increase the original width by 25%.          3.   To resolve this arc, zoom in closely to the ends of the
                                                                   arc and fix them.
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6.   We want to locate the midpoint of Edge A-B, but you        9.   Use Push/Pull to make a 2’ post from this circle.
     cannot do this while the arc is a “pure” arc.                   Make the post a group. In Windows, Entity Info tells
     Right-click on the outer arc, and select Explode                you how many faces and edges are in this group. The
     Curve. This breaks the arc into separate segments               edge count includes edges along the cylinder that are
     whose midpoints can be found.                                   currently hidden.
8.   As always, you can still change this value. A 6”           11. Type (or snap to) 15 degrees.
     diameter post is a bit large, so type 2 (for a 4”
     diameter post). This is a good size.
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12. To make an array, we use the same format as for           16. Rotate-copy the same post once more. As with linear
    linear copies. Type 8x for eight copies (nine posts).         copies, you can set the angle between the first and
                                                                  last copy and set number of spaces in between. Type
                                                                  165 to place the last copy.
14. You can still change the rotation angle as well. Enter    18. This looks nice, but the posts are wide enough to for
    30 to double the spacing, and remove every other              someone to fall through. Change the spacing to 25/.
    post. Because the number of copies was not changed,
    they are all still there, as you can see in X-Ray mode.
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19. This looks much safer, but we can check to make            21. Push/Pull the face up 6” to create the top rail. The
    sure. Activate Measure and click two points to                 outer face of the top rail is segmented because we
    measure the clear distance between posts.                      exploded the original outer arc. (The inner face is
                                                                   smooth.)
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Symmetry                                                         4.   The one shown below (with faces reversed) has the
                                                                      same overall dimensions as the rail on the roof deck:
1.    Continuing on, we will join the main building with              9” width, 1’-6” parapet, 2’-0” posts, 6” top rail.
      the two side buildings. Start by copying the doorway
      on the top floor onto the side of the box that faces the
      main building. Don’t worry about exact placement -
      you already know how.
                                                                 5.   The posts are copied from the main building, and are
                                                                      spaced about 1’ apart. You can create something
                                                                      simpler, but this looks pretty nice and ties the
                                                                      structures together. This picture shows the view
                                                                      when the front face and its windows are hidden.
2.    To copy this doorway onto the main building, align
      the axes to the outbuilding first.
3.    You can now copy the doorway from the cube,
      straight along the red axis, until it hits the parallel
      face of the main building.
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4.    Click again to place the text. At this point you can             7.   Another way to get the area of a face is through its
      change the text, but leave it as is. Click outside the                Entity Info, similar to edges.
      text area to create the label. As with all
      measurements, the text is created in the current units.
      If you change the units, all subsequent labels will
      reflect the change. Existing labels will not update,
      however.
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10. Right-click any of these faces and select Area /               12. Place the two front out-building faces on the new
    Material. The combined area of all four faces is                   layer.
    calculated.
                                                                   14. Remember, the area of one face was 472, and 944 is
                                                                       twice that value.
                                                                   Scaling in 3D
                                                                   This last, short section demonstrates using exact scale
                                                                   values when scaling in 3D. You can replace the modified
                                                                   materials and layers, or leave them as they are.
                                                                   1.   Align the axes once again to the box (right
11. Another way to get a multiple-face area calculation is
                                                                        out-building) form. Select the two faces shown and
    to place all faces on the same layer. Create a new
                                                                        activate Scale.
    layer (Window / Layers, click Add) called
    something like “Outbuilding Facade.”
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2.    Select the corner midpoint handle shown.                5.   You cannot enter values while Shift is pressed, but
                                                                   you can click anywhere to scale, then enter values to
                                                                   modify the scaling. Don’t forget to separate the
                                                                   values by a comma, and to list them in order of red,
                                                                   green, blue.
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Domed Apse                                                        The resulting dome has a small notch in the center -
                                                                  not the dome we want.
Here is a neat way to create a domed apse. Extruding a
face along a curve that is less than a complete circle is
slightly problematic, as you’ll see. This method shows
you how to extrude a face along a 180-degree arc.
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5.    Display hidden edges and Push/Pull the arc form to    7.   With the inner face still selected, rotate it as shown.
      the first inner edge of the base.
                                                            Try It Yourself
      The dome slice is now aligned with the base.          You can create some neat variations on this. For instance,
                                                            if you double the rotation angle, you can get this:
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Modify the dome section to get this:                              This explains why, when you smooth the edges, it
                                                                  still has a faceted look. As long as interior walls are
                                                                  joined to the exterior wall, the wall cannot be
                                                                  smoothed.
                                                             2.   To change this, the side faces of the rotated object
                                                                  should be removed.
Or this:
Smoothing Faces of
Rotate-Copied Curved Objects
For exercises such as the previous one, you need to
consider the interior walls of copied objects and how they
affect edge smoothing.                                        NOTE: For the smooth version (without interior faces), if you
                                                             smooth each edge individually by right-clicking and selecting
1.   Start with the results of the previous exercise. Look   Soften, you will still get a faceted (not smooth) look. Use the
     at the results in X-Ray mode. Each copied segment       Erase tool with Ctrl/Option pressed, or select all edges,
     has side walls.                                         right-click and select Soften/Smooth Edges.
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Aligning Any Two Faces                                          3.   With the cube still selected, activate Rotate. Align
                                                                     the protractor with Face A, anchor it to Point B, and
This may not be a situation you run across very often, but
                                                                     orient it toward Point C. Rotate it by clicking
it’s still useful to understand how this works. It’s actually
                                                                     anywhere on Construction Line D.
not as complex as it seems when you sit down and try it.
While this example is simplistic, you might find it                  Face A is now rotated (though it may be hard to tell.)
applicable for components - inserting a component onto a
                                                                4.   Face E will now be aligned to the same construction
face that does not conform to the red-green-blue planes.
                                                                     line. With the cube still selected, and Rotate active,
1.    Start with a cylinder and a small cube. Rotate the top         align the protractor with Face E, anchored at Point G,
      of the cylinder. The cube will be rotated to align to          oriented to Point F. Rotate it toward Construction
      this face.                                                     Line D.
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6.   To verify that it is properly aligned, erase all but the   2.   Draw three arcs to create a vertical face representing
     bottom rectangle of the cube. Its lines are thin,               the section of the mouse at the top.
     indicating that all four edges are coplanar with the
     circular face.
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4.    You now have a section face and three profile curves.      7.   Move the left side handle so that the bottom corner
      Select all profile curves (do not select the face) and          meets the left profile curve.
      group them.
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9.   Push/Pull this scaled face, either by the same                 Over the next three iterations, perform the same
     distance you used before (simple double-click the              series of steps:
     face), or to the next segment endpoint. Scale the front
     face as before, so that the top and lower two corners
     meet the profile curves.
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      Push/Pull to the end of the profile and scale the face   14. For the mouse wheel, bring in a Sphere component
      almost to nothing. The profile curves are no longer          and use Scale to adjust the overall size, and to push in
      needed.                                                      the sides. Use Move to place the wheel where it
                                                                   belongs.
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3D Geometric Objects                                        4.   Here’s another thing you can create from a cube - a
                                                                 tetrahedron. Start with another cube. Because the
SketchUp is great for applications you might not have
                                                                 lines you draw will be inside the cube, switch to
thought of: for instance, creating geometric objects like
                                                                 X-Ray mode. Activate Line and hover over the
polyhedrons. Here are a few examples, some simple and
                                                                 midpoint of one edge and then a midpoint of an
some a bit more complex.
                                                                 adjacent edge. Start the line at the center of this face.
Starting from a Cube
1.   Start with a cube with equal sides. On each face,
     draw diagonal lines to connect edge midpoints.
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8.   Continue orbiting around and adding triangles this         3.   A second pentagon will be added along the
     way. Eventually you get an icosahedron: a 20-sided              horizontal edge of the original one. Select and copy
     polyhedron comprised of equilateral triangles.                  the pentagon, flip the copy over, and move the copy
                                                                     into place like this.
Starting from a Polygon                                              The copy needs to be folded over the original. You
This last exercise is the most complex, resulting in a               could easily look up the angle in geometric tables (it
dodecahedron. There are other ways to create it, but here’s          should be 63.454 degrees), but here’s a way to do
what I came up with:                                                 without knowing the angle in advance.
1.   Start with a single pentagon. Use Polygon for this,        4.   To make things easier later, make a Group of this
     and specify five sides. Place it in Top view, using any         copied pentagon. It will be clear why in a few steps.
     orientation. It’s easier if one edge is along a standard
     axis, so rotate the pentagon so that one edge is along
     the red axis.
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6.    Use this line to create a vertical rectangle. When you    9.   Select the circle and then activate Follow Me. Then
      fold over the copied pentagon, the rotation stops              right-click the copied pentagon (which is a group)
      when you intersect this face.                                  and select Edit Group. Select the pentagon face (the
                                                                     only thing in the group), and it is driven around the
                                                                     circle.
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13. Copy the original pentagon again and use Move and         17. To complete the other half, make a copy and flip it
    Rotate to place it like this.                                 over. Use Move to join two endpoints.
14. With the copied face still selected, activate Rotate.     18. Then rotate the copy into place.
    Orient the protractor normal to Edge A-B, and rotate
    the pentagon toward the fold line.
15. Check the VCB for the rotation angle, which should
    be 63.454. (It will probably be slightly off, since the
    circle wasn’t really a true circle. That’s why a high
    number of sides was used.)
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20. If you connect all the faces correctly, you should get       2.   For reference later, create a construction point at the
    an icosahedron inside.                                            center of either circle.
                                                                 3.   Draw two lines connecting segment endpoints of
                                                                      concentric circles. This is the outline for one step.
                                                                      Erase everything except one step and the center
                                                                      point, and make this a component called something
                                                                      like “Tread.”
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7.   With the third step still selected, repeat the move by   10. Close the step. Then add two small circles along the
     the same distance. Do the same for the fourth step           back of the step. Push/Pull these circles up to the
     (adding one vertical step) to get the four steps.            bottom of the step above. If the top face of either post
                                                                  is not covered by the step, edit the step component
                                                                  again and pull the front face out a bit more.
                                                              11. Select both posts and make them a group. (If you
                                                                  assign the posts a different color, do this before
                                                                  grouping.)
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12. Select the step above the posts to see which one it is   15. To create a railing, start by opening a step component
    in the Outliner (selected components and groups are          and adding a vertical line from the outer bottom
    highlighted in the Outliner).                                corner. Draw another line connecting the vertical line
                                                                 to the end of the line above (or below) it.
                                                             16. For the railing section, create a small circle and use
                                                                 Follow Me to drive it along the rail lines. Here is the
                                                                 staircase so far.
14. This makes the posts a sub-component of the step.
    And because all steps are identical, they each get
    their own group of posts.
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17. Adding more steps is easy. Since there are now four,
    we can add three more (always one less than the
                                                                  Project: Creating a Steel
    current number). Start by selecting three adjacent            Frame
    steps. Activate Rotate and place the protractor at the        This project requires just four steel sections components.
    center construction point. For the angle, click any           These are used at various lengths and copied to get a
    two similar points between three steps.                       frame like this:
TIP: If you have trouble clicking points inside components, you   Create each of the following shapes in their own file
can try adding temporary lines whose endpoints you can use.       (red-green plane) and save each to a component folder.
                                                                  You can then insert components, rotate and move as
18. With the three copied steps still selected, activate          needed, and edit them to give them length.
    Move and use the same points you used for rotation.           Get the overall dimensions correct, but the exact steel
    Be sure to keep the blue direction locked while               thickness is not important.
    moving.                                                       The beams are W8x15:
     Here is the longer staircase - seven steps. If you want
     to continue, you can now add six more for a total of
     13.
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                                                                                               In-Depth Projects
Use the Outliner to add the two connectors to each      Then copy the whole frame to the other side, and add more
channel component.                                      columns.
Use Copy and Flip (or Scale) to make both ends of the
channel the same.
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Create the notch at the end by rotating and moving into   Flatten the top and bottom logs.
place.
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12 Program Settings
This chapter covers certain aspects and settings of the user       3.   Now click the Component Browser’s title bar. This
interface you may want to manipulate.                                   closes the window, while keeping the title bar
                                                                        available when you want to open the window again.
Stacking Windows
This is a great new feature of SketchUp, enabling you to
keep all your UI windows available but not fully open,
thereby maximizing your work space.
TIP: It’s a great idea to set up shortcut keys to open and close   4.   Drag the window by its title bar - you can place the
windows you use often. See “Shortcuts for UI Windows,                   window anywhere.
Toolbars” on page 305.
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                                                                 TIP: You can define shorcut keys to invoke all options on this
                                                                window. This is very handy when you switch often between
                                                                wireframe and shaded, endpoints and jitter lines, etc. See
8.    When you open a window, the adjacent title bars
                                                                “Shortcuts for Render Settings” on page 305.
      move down to accomodate.
                                                                     Clicking the arrow at the top of this window enables
                                                                     you to show or hide the lower section of the window.
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Wireframe
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X-Ray                                                       For a crisp display, checking only Edges shows all edges
                                                            as thin lines. This looks nice when your model is crowded
                                                            and/or has lots of detail.
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                                                                TIP: You can select both a face and its surrounding edges by
                                                               double-clicking on it. This makes it easy to be sure edges are
                                                               included when applying materials.
                                                               By Axis
                                                               Edges have the color of the axes to which they are parallel
                                                               (red, green, or blue). Edges that are not parallel to any axis
Edge Color                                                     take on the assigned edge color on the Color page of the
For these options to be available, click on the arrow at the
                                                               Model Info window.
top right corner of the Display Settings and Show
Details.
All Same
All edges have the edge color assigned on the Color page
of the Model Info window.
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                                                             TIP: If you access this window often, you might want to set up a
                                                             shortcut for it - see "Preferences > Shortcuts" on page 304.
                                                             Geometry:
                                                                • Edges: To see edges displayed in this color, select
                                                                  All Same for edge display in the Display Settings
                                                                  window.
                                                                • Face Front, Face Back: Faces have different colors
                                                                  on the front and back.
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    The way a face is oriented generally depends on how        Model Info > Components
    it was created, but you can always switch front and
    back by right-clicking and selecting Reverse Faces.
    These colors apply to faces that have the default
    (none) material. Once a material is assigned, it paints
    only the selected side. The reverse side will remain
    the default color, unless a material is assigned to that
    face as well. (The exception is for transparent
    materials, which are applied to both sides of a face.)
   • Highlight: The color of a face, edge, or group when
     selected. Use a color that will contrast well with the
     Face Front and Face Back colors.
   • Construction lines: The color of construction
     geometry, created by the Measure and Protractor
     tools.
                                                               Components are groups of objects that can be inserted
   • Lock: The color of the bounding box surrounding a         multiple times in your file.
     locked component or group.
                                                               Fade similar components, Fade rest of model: When
Background: The background color of the SketchUp               editing a component or group, these options control the
window.                                                        display of similar components and all other objects.
   • Sky, Ground: Enables you to use sky and ground
     backgrounds, and to set their colors. Sky is visible
     above the horizon, Ground is visible below the
     horizon.
                                                               When editing one component, you can use the Fade slider
                                                               if you still want to faintly see the rest of the mode and
                                                               other components.
    Use the Transparency slider to make the gradient
    ground effect transparent to various degrees,
    allowing you to see geometry below the ground
    plane. If you are using software-based OpenGL
    rendering, don’t use this option.
   • Show ground from below: Makes the ground
     visible when looking up from below the ground
     (worm’s eye view).
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Check Hide for both to blank them completely, leaving          • Horizontal to Screen: Dimension text is always
only the edited component on the screen.                         horizontal.
Dimension
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Lines: Enter the width of cut lines. A high width helps          On this page you can count the numbers of certain types
you better see the section plane.                                of objects in your model, such as edges, faces, or groups.
Colors:                                                          You can obtain these numbers for the entire model or only
                                                                 components. If you check Show nested components, all
   • Section Cut Line: The default color for section             objects within components will be included in the count.
     slices. If you assign a material to a section plane, that
                                                                 Purge unused: Removes any unused components,
     material color is used instead.
                                                                 materials, image objects, layers, and other extraneous
   • Active Section Plane: The color for active section          information from your file.
     planes.                                                     Fix Problems: Causes SketchUp to scan your model,
   • Inactive Section Plane: The color for inactive              report any invalid geometry, and attempt to fix any
     section planes.                                             problems. The scan checks that:
                                                                    • faces are bounded by a loops of at least three edges.
                                                                    • a face has a pointer to the loops that bound it, and a
                                                                      loop has a pointer back to the face that it bounds.
                                                                    • a face adheres to a plane equation. If not all vertices
                                                                      lie on the same plane, SketchUp tries to recompute
                                                                      the plane equation and then check to see if the
                                                                      vertices are on the re-computed plane.
                                                                    • all edges that are used by a face are in the same
                                                                      component that the face is in.
                                                                    • a face does not have zero area
                                                                     • an edge does not have two ends at the same point.
                                                                 In some cases, Check Validity can fix things. For
                                                                 example, recomputing a plane equation for a face will
                                                                 correct the face. In other cases, there is nothing that can
                                                                 reasonably be done to fix the problem. For example, a face
                                                                 that does not have edges bounding it will be deleted.
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Text: Click Choose Fonts to select the font, font size, and     These options are relevant for creating animations of
font style for the text. For text color, click the color box.   saved pages.
Leader Lines                                                       • Enable page Transitions: Smoothly and
   • End Point: Choose from four different types of end              dynamically transitions between adjacent pages. If
     points.                                                         not checked, the pages will switch immediately.
                                                                   • Transition Time: The seconds for each transition.
                                                                   • Page Delay: The amount of time each page will be
                                                                     visible (not including transition time).
   • Leader: A View-Based leader maintains its 2D               Model Info > Units
     orientation, and will disappear when any part of the
     leader is hidden. A Pushpin leader maintains 3D
     orientation, and is always visible as you orbit your
     model.
Select All Text: Selects all text objects.
Update Selected Text: If you have text objects selected,
click this to apply new settings to those objects.
                                                                The units you set are used in the Value Control Box, and
                                                                affect the dimensions and text labels you create.
                                                                Length Units: Controls how lengths are measured and
                                                                displayed.
                                                                   • Format: Controls units and type of measurement
                                                                     that appears in the Value Control Box.
                                                                    Architectural: 3’-2 15/16”.
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Extensions are groups of commands or functions that are       Create backup: A backup file will be created each time
not necessarily part of core SketchUp functionality, so       you save your file. The backup is located in the same
they can be turned on or off. For example, not everyone       folder as the file, and has the extension *.skb.
needs the Sandbox tools, so you can work without seeing       Auto save: Saves your file to a temporary file at a
the menu items and toolbar icons.                             specified time interval (i.e. every 10 minutes). If your
Ruby Script Examples and Utilities tools can be               computer (or SketchUp - nothing’s perfect!) crashes, you
checked to activate sets of Ruby scripts. For details, see    may be prompted to open the recovery file instead of the
“Provided Scripts” on page 317.                               original file. For large files, or if you are working on a
                                                              slow computer or a laptop, recovery may be disruptive.
Preferences > Files                                           Use large tool buttons: Great when working with high
(Windows only)                                                screen resolution, this enlarges all the SketchUp icons.
                                                              Automatically check model for problems: Options for
                                                              scanning for, and fixing, geometric problems. The model
                                                              is assessed for problems when it is loaded or saved. It’s a
                                                              good idea to check this box so that problems will be
                                                              corrected proactively.
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Preferences > OpenGL                                             be careful when changing this setting; there is no way of
                                                                 knowing in advance whether the mode you choose will
                                                                 work properly.
                                                                 Survey: Guides you through a series of questions that
                                                                 allow @Last technical support to better identify certain
                                                                 problems.
                                                                 Details: Displays important information about your video
                                                                 card, resolution and color depth settings, OpenGL driver,
                                                                 and the current rendering mode that SketchUp is using.
                                                                 This information can be very helpful when diagnosing
                                                                 technical problems.
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In Windows, you can save your shortcuts by exporting all           You can also set up shortcuts to toggle the display of
your preferences. You can then import them later. If you           toolbars, or groups of icons These are found under the
have a large set of shortcuts defined, it’s a good idea to         View header.
export them, in case of future system failure.
Select the command and simply type the letter(s) you want
assigned to it. The shortcut will appear in the field at the
bottom of the pane. Do not press Return; simply click on
another command to implement the shortcut.
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Preferences > Templates                                         Mac users can customize what icons appear on toolbars
                                                                by selecting View / Customize Toolbar.
You can set default settings and add your own base
geometry to a file you want to use as a template. To make
a template, open a new SketchUp document, modify it to
suit your needs (units, location, etc.), and save the file to
a convenient directory. In the Template page of the
Preferences, click Browse to find this template file. Now
every time you create a new SketchUp document it will be        To remove icons, simply drag them off the bottom of the
created as a copy of your template file.                        bar and they will disappear. To add icons, drag them into
The templates that appear in the drop-down menu on this         the toolbar where you want them placed. (This is a
page are either those that are stored in your template          function of the OSX graphic interface called Aqua.)
folders (.../SketchUp5/Templates), or any other file that
has ever been used as a template.
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Exporting
You can export a SketchUp file into another CAD format,              For each file format, don’t forget to look at the settings
or you can export it as a 2D graphic. You can also save              when you click Options. That is the place to control
section slices and animation files.                                  resolution, file size, etc. Also, be careful when using
                                                                     Anti-alias. In many cases it does not significantly help
File / Export / 3D Model                                             file quality, and may use up so much memory that the
A SketchUp model can be exported into the following                  export will fail.
formats:
                                                                     File / Export / Section Slice
                                                                     See "Exporting Section Slices" on page 219.
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To create an animation file, select File / Export /       Aspect Ratio: A 4:3 ratio is standard for television, most
Animation. Select the file type from the drop-down        computer screens, and pre-1950 movies. A 16:9 ratio is
menu.                                                     the standard for wide screen displays, including digital
                                                          televisions, plasma displays, and so forth. Locking this
                                                          aspect ratio maintains a fixed proportion of video at any
                                                          frame size.
                                                          Frame Rate: A setting between 8 and 10 frames per
                                                          second is considered the minimum required for
                                                          convincing movement, between 12 and 15 is good for
                                                          keeping file size down while providing smooth playback,
                                                          and between 24 and 30 is considered “full speed.” A
                                                          setting of 3 fps is a great way to quickly create draft
                                                          quality test videos.
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13 Ruby Script
Ruby scripting will thrill the programming techies out          Press Enter, and a window with your text appears on the
there. This chapter will not cover how to program in the        screen.
Ruby language - that would take another book. Besides,
information on creating code is available elsewhere (see
the next section).
This chapter will explain how use the Ruby console, and
to create some very basic scripts and routines (methods).
It also shows how to implement the scripts that are
provided with SketchUp. At the end of the chapter is some       Now for a slightly more useful script - one that draws a
information on obtaining scripts from other locations.          line between two specific points. This involves first
                                                                defining two sets of numbers - one for each point. Each set
SketchUp Ruby Basics                                            of numbers is listed under a unique a name, also called a
Within SketchUp, select Help / Ruby Help for some               variable.
basic information. You can also open the file index.html        SketchUp’s Ruby Help page includes this example, but
located in the Ruby\Docs folder, under the SketchUp             we’ll do it slightly differently here to show that you can
installation. This section will include some of the             use different variable names.
information from the Help system, with some                     Type these four lines, pressing Enter after each one.
embellishment.
                                                                    from = [10,0,0]
Entering Code on the Ruby                                           to = [30,20,0]
Console
First, open the Ruby Console within SketchUp by                     model = Sketchup.active_model
selecting Window / Ruby Console. You can type in lines
of code here, or use the console to run scripts saved within
                                                                    model.entities.add_line(from,to)
text files. We’ll start with the first option - entering code   You can use names (variables) other than “from” and “to,”
directly in the console.                                        as long as you keep them consistent in the 4th line. Not all
To create a SketchUp message window with some text in           terms and characters can be used. For instance, “end” is
it, type this line at the bottom of the console (you can use    actually a command in Ruby, so you can’t use it as a
whatever text you want between the quotation marks.):           variable. Be aware that Ruby is also case-sensitive.
                                                                Each line you enter appears in the console with
    UI.messagebox("Hello, World")
                                                                verification text below it. (Errors will appear here if you
                                                                make a mistake.)
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The last line of code is what actually creates the line from    Name this script file something like “line_from_to.rb”
“from” to “to.” After you enter the last line of code, the      and save it in the Plugins folder. (You could also add these
line is created.                                                six lines to an existing script file in the Plugins folder.)
                                                                Now close and restart SketchUp. If there are errors in the
                                                                script, the Ruby console will open and show you an error
                                                                message to let you know. If the console doesn’t open, your
                                                                script is OK.
                                                                To run the script, open the Ruby console and type the
The variables can be changed by entering new values.            name of the method: line_from_to.
Change “to” and recreate the line by entering these two
lines:
      to = [100,20,0]
      model.entities.add_line(from,to)
This creates a second line, starting from the original
“from” point to the new “to” point.
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                                                                                                                      Ruby Script
Line 4:
    results = inputbox prompts,
    values, "Start and End Points"
                                                                Change the values as needed. . .
Creates the prompt window that will ask the user to define
the six values.
Line 5:
    fromx, fromy, fromz, tox, toy,
    toz = results
Assigns variable names to the six input values, in order of
input.
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. . . and click OK to create your custom line.                    Close and restart once again, and now the tool appears in
                                                                  the Draw menu:
If this is a tool you will use often, you probably don’t want
to run it each time via the Ruby console. Here is how you
can add the tool to one of the SketchUp menus for easy
access.
In the script file, add these three lines at the end (after the
last “end” line):
                                                                  Here’s how the entire script file should look, with no
                                                                  comment lines:
11. if( not
      file_loaded?("linefromto.rb") )
12 UI.menu("Draw").add_item("Line
      between two points") {
      line_from_to }
13 end
Explanations:
Line 11:
                                                                  Lines can be indented, and line spaces added, with no
      if( not                                                     effect to the code itself.
      file_loaded?("linefromto.rb") )
Checks to see that the file is already loaded so that it is
only added to the menu once.
Line 12:
      UI.menu("Draw").add_item("Line
      between two points") {
      line_from_to }
Adds an item to the Draw menu called Line between two
points, that runs the line_from_to script.
Line 13:
      end
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                                                            Line 10:
                                                                baseedges =
                                                                entities.add_circle(center, vec,
Click Vector 3D.
                                                                radius)
                                                            Creates the circle for the cylinder base based on the center
                                                            point, normal vector, and radius. The 24 edges created by
                                                            this command are grouped under the name “baseedges.”
Line 7:
      vec = Geom::Vector3d.new(0, 0, 1)
Creates a vector along to the Z axis - normal to the X-Y    The “distance” value is what the user entered as “height.”
plane.                                                      The face is the one just created, called “baseface.”
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Box
This function is from the “box.rb” script found in the
Examples subfolder. Box is found on the Draw menu.
Run this function - it enables you to create a box with     Run Assign Estimate to Material to assign a unit cost to
specified lengths on all three sides.                       any material in the In Model tab of the Material browser.
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                                                                                                          Ruby Script
The bottom face has no material and was not assigned its
own cost, and therefore is not included in the cost
estimate.
If you make changes to any of the faces, simply re-run
Compute Estimate for the new cost.
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Point at Center                                                This file contains several scripts, three of which are placed
This tool comes from the “contextmenu.rb” script found         by default in the Tools / Utilities menu.
in the Examples subfolder. It appears on the context
(right-click) menu when clicking on a circle, arc, or
polygon.
It enables you to add a construction point at the center of
an arc or circle. First, it checks whether the right-clicked
object is in fact a single arc. If it is, the item Point at
Center is added to the context menu.
                                                               Create Face
                                                               First select all edges that surround the face you want to
                                                               create. Then run the script, or select Tools / Utilities /
                                                               Create Face. As long as the edges form a closed loop and
                                                               are all on the same plane, the face will be created. This is
                                                               handy, for example, when you want to close the top of a
                                                               cylinder without redrawing one of the many circle
                                                               segments.
Utilities
For these functions to be available on your UI, open File
/ Preferences to the Extensions page. Check Utilities
Tools.
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Query Tool                                                     You can also hover on a face to get the coordinate of the
Shows coordinates of points and screen positions, as well      cursor, as well as the area of the face. For a curved face,
as lengths of selected edges and areas of selected faces.      the area is calculated for individual segments, not the
You can access this tool via Tools / Utilities / Query Tool.   entire face.
To use the tool, simply hover over a point, such as an
endpoint, midpoint, or center point, to get its coordinates.
                                                               Other Scripts
                                                               There are additional scripts in the Examples subfolder that
                                                               are not available directly from the UI. You can run these
                                                               by typing their names in the Ruby console. To load the
                                                               script itself, use this format (for the example linetool.rb):
                                                               load ‘Examples/linetool.rb’
                                                                TIP: If you place the script files in the Plugins folder, they will be
                                                               loaded automatically.
                                                               linetool.rb
                                                               This file contains a class called linetool. To implement it,
                                                               you can type “linetool” in the Ruby console. With this
                                                               class active, SketchUp works as if the Line tool is active,
                                                               but you create construction lines instead of edges.
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selection.rb
This file contains several scripts that enable you to             select_by_material: Brings up a window that lists all the
manipulate selection sets. Type any of these script names         materials used in the model. Select the material, click OK,
into the Ruby console to run them.                                and all objects on that layer are selected.
invert_selection: First select some entities, then run this
script. The selection set is inverted - all unselected entities
become selected, and vice-versa.
hide_rest: Hides everything that is not selected. This is
very handy if you want to display only a few selected
objects in a large model.
do_select: This script can be typed with expressions that
enable you to select objects with certain characteristics.
You can select by layer, by type, etc., and combine
                                                                  sketchup.rb
variables to get even more specific.                              This file contains some general scripts that are often used
                                                                  by other scripts.
      do_select {|e| e.layer.name ==
      "Joe"}
Selects all objects on layer Joe.
      do_select {|e| e.layer.name ==
      "Joe" || e.layer.name == "Bob"}
Selects all objects either on layer Joe or Bob.
      do_select {|e| (e.layer.name =~
      /W.*/) == 0}
Select objects on layers that start with the letter W.
      do_select {|e|
      e.kinf_of?(Sketchup::Edge)}
Selects all edges.
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Index
Numerics                                  Axis inference . . .5                   Using Follow Me . . .84
                                          Axis of Rotation . . .50            Compute Estimate . . .319
2D Graphic export . . .307
                                          Axonometric projection . . .296     Connected Faces . . .29
3D Model export . . .307
                                                                                  Breaking . . .127
3DS Export . . .307
                                          B                                   Connecting windows . . .289
                                                                              Construction lines . . .32, . . .36
A                                         Background color . . .297
                                                                              Continue line drawing . . .302
                                          Backup files . . .303
Acceleration . . .304                                                         Convert to Polygon . . .20, . . .24, . . .25
                                          Blue axis . . .7
Accelerator keys . . .304                                                     Coordinates . . .251
                                          Boolean functions . . .88
Active Cut . . .217                                                           Coplanar . . .63
                                          Bounding Edges . . .29
Active sections . . .222                                                      Copy . . .41
                                          Box . . .318
Add Detail . . .248                                                               Exact dimensions . . .258
                                          Box selecting . . .26
Add Folder . . .139                                                               Rotating . . .49
                                          Breaking connections . . .127
Align Axes . . .58                                                            Correct Reversed Picking Driver Bug . .
                                          Brightness . . .168
Align to Dimension Line . . .73                                                         .304
                                          Browser
Align View . . .215                                                           Cost estimates . . .318
                                              Components . . .131
Aligning dimensions . . .68                                                   Create Backup . . .303
                                              Materials . . .167
Aligning faces . . .272                                                       Create Face . . .320
                                          Buttons . . .303
All Connected . . .29                                                         Create Group from Slice . . .215, . . .220
                                          By axis . . .9
Angle between normals . . .62                                                 Crosshairs . . .302
                                              Axis edge color . . .294
Angled . . .36                                                                Current window size . . .303
Angles                                                                        Curved objects . . .273
    Measuring . . .36                     C                                   Curved walls
Animation . . .234, . . .307, . . .319    CAD file import . . .309                Windows . . .160
Anti-alias . . .308                       Camera . . .233                     Customizing
Apse . . .269                             Capabilities . . .304                   Shortcut keys . . .304
Arc . . .21                               Cascade . . .303                        Templates . . .306
    Finding center of . . .22             Center of a circle . . .17              Toolbars . . .306
    Tangent to edge . . .21               Center of arc . . .22               Cut Opening . . .138
Arc dimensions . . .69                    Chamfer . . .17                     Cutting faces . . .153
Architectural units . . .301              Change Axes . . .145                    Nested components . . .157
Area measurements . . .265                Changing . . .18                    Cutting with Groups . . .130
Area of all faces . . .322                Check model for problems . . .303
Assign Estimate to Faces . . .318         Circle . . .16
                                              Dimensions . . .71
                                                                              D
Assign Estimate to Material . . .318
Associated dimensions . . .74, . . .299       Finding center of               Decimal units . . .302
Auto Detect . . .302                                 Inferences               Default components . . .133
Auto Recovery . . .303                                    Center . . .17      Defined components . . .133
Auto Save . . .303                        Click style . . .302                Delta distance . . .252
AutoCAD file import . . .309              Codec . . .308                      Dialog Boxes . . .289
Autofold . . .42                          Color by Layer . . .223             Diameter dimensions . . .71
Automatic Width . . .219                  Color Wheel . . .168                Diameter prefix . . .72, . . .298
Automatically check model . . .303        Colorize . . .180                   Dimensions . . .67
Axes . . .57                              Colors . . .296                         Changing axes . . .77
    Aligning . . .58                          Faces . . .296                      Exact . . .251
    Components . . .298                   Component axes . . .298                 Settings . . .298
    Displaying . . .57                    Component Browser . . .131              Troubleshooting . . .299
    Moving . . .58                        Components . . .138                 Display crosshairs . . .302
    Resetting . . .58                         Aligning faces . . .272         Display Section Cuts . . .214
    Using with dimensions . . .77             Cutting faces . . .153          Display units format . . .68, . . .302
    with Scale tool . . .55                   Materials of . . .186           Distance
Axis colors . . .9                            Nested . . .157                     Measuring . . .32
                                              Settings . . .297               Dividing faces . . .7
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                                                                                                                   Index
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328
    For questions, comments, and
      information on updates,
       contact Bonnie Roskes
           202-243-1046
         bonnie@f1help.biz
           Published by:
Conceptual Product Development, Inc.
        www.docwalt.com
           973-364-1120