DC cmu wainscotting help with wall scaling
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unfinished DC wainscottingI'm a newb (first post!) and I need help creating what I feel like is a pretty advanced dynamic component. It is a brick cmu wall, DL'd from 3D warehouse, that I am trying to make into a scalable wainscotting. I attached the model but what I need help with is making the walls scalable to ANY length, and not just the length of the entire unit, which I figured out but isn't what I need. The problem for me is the wall is made of brick components and i don't know what to input for LenX and LenY so it will be scalable and truly dynamic. Help please!
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Hi
Require a bit more information, the emphasis seems to be on wainscoting, a timber panel and molding system attached to a wall. The wall type would seem irrelevant, surely a simple outline with a painted material would suffice?
In regards to creating a DC, is this for a one to ten off project? if so then creating standard components or groups would be a more effective use of time.Can it be done? Yes, but only if the use is greater than twenty fold. DCs are a general drain on resources and careful consideration should be taken before pursuing this path.
Edit: Profile Builder 2 would be best suited to creating a wainscoting
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Yes after some consideration I think a wall and texture will likely suffice. Thanks for the tips. I realize that what I was initially after was a pretty involved component for someone new to this like me to pursue. I am still curious however about scaling with nested components. Say I have a wall such as this that I would like to use for estimating purposes. If I wanted to scale it dynamically to a certain length is there a way to give it the property of scaling to a fraction of the parent part, keeping the scale of the individual bricks intact?
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In real life, one would lay the mortar bed, then place a full block then a perp before the next. A repetitive action to create the first row, the second and proceeding rows would be configurations of the first; but basically copies.
So dividing the current length of the wall to get a number of blocks, then copy a std block to suit and a remainder as a cut block. To form the first row. the second would have be arranged to form a bond. Then repeat ...copy the rows into the current height.
Decided to give it ago myself
Gully created an interesting reply to
http://forums.sketchup.com/t/need-help-to-draw-a-shower-tile-cubby/14820
to show how to build a simple material to scale and apply
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That's a pretty great solution by Gully. Just create a kind of tesselated texture and apply it to the wall. Probably comes out looking better than a wall full of individual bricks right? The dynamic component you made is great though and exactly what I was thinking! Only ideal it would scale in the y direction as well which it doesn't seem to do. I'm wondering is there a directory or repository located somewhere that has all the commands available in creating dynamic components? Is this something that more depends on an individuals knowledge of scripting?
Thanks again! -
The DCs appear to be based on a spreadsheet. The cells can be referenced as in excel by clicking on a different cell after =, or inside a formula. So a reasonable knowledge of formula calculation in excel helps. There are articles in the Sketchup knowledge center in the help
http://help.sketchup.com/en/article/114561
A good understanding of groups, components, box boundary and scaling is required, generally its best to inspect other DCs to get ideas
As with coding start simple and then add on.
I am hoping there will be much need improvement with the next release (soon) otherwise one will need to create ruby scripts to manipulate and simplify the DC process
I updated the block DC, swap some elements to component as group seems to be unstable in copies (another point to add to Dave's growing list why he prefers components over groups), see attached file, the pier and corner created from the basic unit. To go in the other direction, one or more block units can be rotate & attached and if required grouped. After scaling, one can change the bond if require at the unit level
You will soon notice the lag and file sizes plus the need for purging (window/model info/statistics and purge unused button) This is why simple walls with material painted on is better.
However, there are some processes (exploding, outer shelling) that can be done to rectify the lag and memory usage...to much really to do manually, but really waiting until after the next release before committing my time to such an adventure in Ruby
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