Bexel Manager Manual PDF
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NICMAR University
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This document is a user manual for Bexel Manager software. It details the installation process, project management within the software, and various tools for working with projects within the 3D modeling aspect. It also covers project versions, transfer, data exchange, and the display of different components.
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0 CONTENT................................................................................................................................................................ 0 1. INTRODUCTION..............................................................................................................
0 CONTENT................................................................................................................................................................ 0 1. INTRODUCTION................................................................................................................................... 8 1.1. INSTALLING BEXEL MANAGER...................................................................................................... 8 2. BEXEL MANAGER ENVIRONMENT......................................................................................................10 2.1. START-UP AND PROJECTS...........................................................................................................10 2.1.1. APPLICATION START-UP.......................................................................................................10 2.1.2. CREATING NEW PROJECT.....................................................................................................11 2.1.3. OPPENING SAMPLE PROJECT...............................................................................................11 2.2. PROJECTS AND VERSIONS...........................................................................................................11 2.2.1. COPY PROJECT VERSION......................................................................................................12 2.2.2. DELETE PROJECT VERSION...................................................................................................12 2.2.3. SAVE PROJECT VERSION.......................................................................................................12 2.2.4. SAVE AS PROJECT VERSION..................................................................................................12 2.2.5. PROJECT VERSION RENAMING.............................................................................................12 2.3. PROJECT TRANSFER AND PROJECT IMPORT................................................................................12 2.3.1. PROJECT TRANSFER.............................................................................................................12 2.3.2. PROJECT IMPORT.................................................................................................................12 2.4. PROJECT DATA EXCHANGE..........................................................................................................13 2.5. PROJECT UPDATE........................................................................................................................13 3. TOOLBAR VIEW..................................................................................................................................14 3.1. RIBBON VIEW..............................................................................................................................14 3.1.1. ACTIVATION OF SPECIFIC VIEWS..........................................................................................15 3.1.2. SETTING THE PALETTE VISIBILITY..........................................................................................15 3.1.3. SETTING UP DEFAULT SOFTWARE INTERFACE......................................................................15 3.2. THE MAIN 3D VIEWPORT............................................................................................................16 3.2.1. SIMULTANIOUS REPRESENTATION OF A MODEL IN TWO DIFFERENT WAYS.........................16 3.3. 3D VIEW TOOLS..........................................................................................................................17 3.3.1. ASPECT RATIO TOOL............................................................................................................17 3.3.2. NAVIGATION TOOL..............................................................................................................17 3.3.3. SELECTION TOOL..................................................................................................................17 3.3.4. RENDER MODE TOOL...........................................................................................................17 3.3.5. OPACITY TOOL.....................................................................................................................17 3.3.6. PREDEFINED VIEW TOOL......................................................................................................17 3.3.7. VIEW CUBE TOOL.................................................................................................................17 3.3.8. FIELD OF VIEW (FOV) TOOL..................................................................................................17 3.3.9. CURRENT VIEW SCREENSHOT TOOL.....................................................................................18 1 3.4. NAVIGATION IN THE 3D VIEWPORT............................................................................................19 3.4.1. PAN MODE TOOL.................................................................................................................19 3.4.2. ZOOM MODE TOOL..............................................................................................................19 3.4.3. FIT TO BOUNDS TOOL..........................................................................................................19 3.4.4. ROTATE MODE TOOL...........................................................................................................19 3.4.5. SET ROTATE TYPE TOOL.......................................................................................................19 3.5. CONTEXT MENU..........................................................................................................................20 3.5.1. SELECT COMMAND..............................................................................................................20 3.5.2. HIDE COMMAND.................................................................................................................20 3.5.3. ISOLATE COMMAND............................................................................................................20 3.5.4. ISOLATE WITH DIM COMMAND...........................................................................................20 3.5.5. VIEWPORT CONFIGURATION................................................................................................21 3.6. MODEL VISUALISATION..............................................................................................................22 3.6.1. COLOR EDITING...................................................................................................................22 3.6.2. CHANGE OPACITY................................................................................................................22 3.6.3. RENDER TYPE.......................................................................................................................23 3.7. TEXTURE APPLICATION...............................................................................................................24 3.7.1. ADDING TEXTURE................................................................................................................24 3.7.2. REMOVING TEXTURE...........................................................................................................24 3.7.3. REMOVING TEXTURE FROM THE LIST...................................................................................24 3.7.4. TEXTURE EDITING................................................................................................................25 3.7.5. TEXTURE APPLICATION UNDER PREDEFINED MATRIX...........................................................25 3.8. WALK MODE TOOL......................................................................................................................25 3.9. SHORTCUTS.................................................................................................................................25 3.10. DIMENSIONS AND ANNOTATION TOOLS................................................................................25 3.10.1. MEASURE DISTANCE TOOL...................................................................................................25 3.10.2. SPOT ELEVATION TOOL........................................................................................................26 3.11. SECTIONING TOOL...................................................................................................................26 3.11.1. CREATING A SECTION PLANE................................................................................................26 3.11.2. EDITING A SECTION PLANE...................................................................................................26 4. BUILDING EXPLORER PALETTE............................................................................................................27 4.1. ELEMENTS...................................................................................................................................27 4.2. SPATIAL STRUCTURE...................................................................................................................27 4.3. SYSTEMS.....................................................................................................................................28 4.4. WORKSET STRUCTURE................................................................................................................28 5. PROPERTIES PALETTE.........................................................................................................................28 5.1. ADDING A NEW PROPERTIES......................................................................................................29 2 5.2. EDITING A PROPERTIES...............................................................................................................29 5.2.1. SELECT ELEMENTS BY VALUE COMMAND.............................................................................29 5.2.2. COPY TO CLIPBOARD COMMAND.........................................................................................29 5.2.3. VIEW VALUES OF THIS PROPERTY COMMAND......................................................................30 5.2.4 PROPERTY DISPLAY FILTER...................................................................................................30 6. SELECTION INFO PALETTE...................................................................................................................30 7. LEVEL MAP PALETTE...........................................................................................................................30 7.1. LEVEL POSITIONING ON LEVEL MAP............................................................................................31 7.2. LEVEL MAP DISPLAY OPTIONS.....................................................................................................31 8. MATERIALS AND DOCUMENTS PALETTE.............................................................................................32 8.1. MATERIALS AND DOCUMENTS PALETTE.....................................................................................32 8.2. ADDING A FILE............................................................................................................................32 9. SCENES AND ANIMATIONS.................................................................................................................32 9.1. CREATING VIEWPOINTS AND SCENES.........................................................................................32 9.1.1. CREATING A VIEWPOINT......................................................................................................33 9.1.2. CREATING A SCENE..............................................................................................................33 9.2. CREATING ANIMATIONS.............................................................................................................34 9.2.1. CREATING ANIMATION........................................................................................................34 9.2.2. NEW ANIMATION WINDOW................................................................................................34 9.2.3. CREATE FRAME....................................................................................................................35 9.2.4. EDIT FRAME.........................................................................................................................35 9.2.5. UPDATE FRAME...................................................................................................................35 9.2.6. MOVE FRAME......................................................................................................................35 9.2.7. COPY FRAME........................................................................................................................35 9.2.8. EXPORT ANIMATION............................................................................................................35 10. FIND ELEMENTS TOOLSET...............................................................................................................36 10.1. SEARCH BY SPECIFIC PARAMETERS - EXAMPLE.......................................................................36 10.2. SEARCH MODEL ELEMENTS IN EXISITING RESULTS..................................................................37 11. SELECTION SETS PALETTE................................................................................................................37 11.1. CREATE NEW SELECTION SET...................................................................................................37 11.1.1. SELECTION SET CREATION....................................................................................................37 11.1.2. CREATE SMART SELECTION SET - EXAMPLE..........................................................................37 11.2. EDITING SELESTION SETS.........................................................................................................38 11.2.1. DISTRIBUTION OF SELECTION SETS IN FOLDERS....................................................................38 11.2.2. RENAME SELECTION SETS....................................................................................................38 11.2.3. COPY SELECTION SETS..........................................................................................................38 11.2.4. DELETE SELECTION SETS.......................................................................................................38 3 12. CUSTOM BREAKDOWN PALETTE.....................................................................................................39 12.1. EXAMPLE OF CREATING A NEW CUSTOM BREAKDOWN.........................................................39 12.2. 3D COLOR CODED VIEW..........................................................................................................39 12.2.1. ADDING COLOR CODING TO CUSTOM BREAKDOWNS..........................................................40 12.2.2. SHOW ONLY COLORED ELEMENTS.......................................................................................40 12.2.3. CHANGE COLOR OF 3D COLOR CODED ELEMENTS................................................................40 13. CLASH DETECTION..........................................................................................................................41 13.1. RUN CLASH DETECTION...........................................................................................................41 13.2. CREATE VIEWPOINTS..............................................................................................................42 13.2.1. CREATE VIEWPOINTS...........................................................................................................42 13.2.2. SIMULTANEOUSLY CREATE MULTIPLE VIEWPOINTS.............................................................42 13.3. COMMON INFO.......................................................................................................................42 13.4. JOINING INDIVIDUAL CLASHES INTO GROUPS.........................................................................43 13.5. ADDING DOCUMENTS TO CLASHES.........................................................................................43 13.6. PREVIEW CLASHES IN LEVEL MAP...........................................................................................43 13.7. CLASH EDITING........................................................................................................................44 13.7.1. SETTING A CLASH STATUS....................................................................................................44 13.7.2. EDITING APPEARANCE OF CLASHED ELEMENTS....................................................................44 13.7.3. EDITING APPEARANCE OF OTHER ELEMENTS.......................................................................44 13.8. CLASH DISTRIBUTION AND FILTRATION..................................................................................45 13.9. THE CLASH ANALYSIS REPORT.................................................................................................45 13.10. BCF MANAGER REVIEW...........................................................................................................46 14. QUANTITY TAKEOFF PALETTE.........................................................................................................46 14.1. CREATING A NEW QUANTITY TAKEOFF...................................................................................46 14.2. DELETING AND EDITING THE QUANTITY TAKEOFF..................................................................47 14.3. QUANTITY TAKEOFF TEMPLATES............................................................................................47 14.3.1. SAVE THE QUANTITY TAKEOFF TEMPLATE............................................................................47 14.3.2. IMPORT THE QUANTITY TAKEOFF TEMPLATE.......................................................................48 14.4. QUANTITY TAKEOFF COLOR CODED RULE...............................................................................48 14.4.1. COLOR CODED RULE............................................................................................................48 14.4.2. COLOR CHANGE AND TURNING OFF THE COLOR CODED RULE COMMAND..........................48 14.5. QUANTITY TAKEOFF EXPORT..................................................................................................48 15. SCHEDULE EDITOR PALETTE............................................................................................................49 15.1. DISPLAY TYPE LOGIC......................................................................................................................49 15.2. DISPLAY TYPE GANTT.....................................................................................................................50 15.3. DISPLAY TYPE LINE OF BALANCE (LOB)..........................................................................................51 15.4. BASIC OPERATIONS OF A SCHEDULE..............................................................................................51 4 15.4.1. CREATING A NEW SCHEDULE...................................................................................................52 15.4.2. RENAMING THE SCHEDULE......................................................................................................52 15.4.3. DELETING THE SCHEDULE........................................................................................................52 15.4.4. COPYING THE SCHEDULE.........................................................................................................52 15.5. SCHEDULE SETTINGS...............................................................................................................52 15.6. SCHEDULE CALENDARS...........................................................................................................53 15.6.1. CREATING THE CALENDAR...................................................................................................53 15.6.2. SETTING THE WORKBOOK....................................................................................................53 15.6.3. RENAMING THE CALENDAR..................................................................................................53 15.6.4. DELETING THE CALENDAR....................................................................................................53 15.6.5. COPYING THE CALENDAR.....................................................................................................54 15.6.6. DEFAULT CALENDAR............................................................................................................54 15.6.7. IMPORITNG THE CALENDAR.................................................................................................54 15.6.8. DETERMING THE CALENDAR EXCEPTIONS............................................................................54 15.7. CREATING A NEW SCHEDULE ACTIVITY...................................................................................54 15.7.1. CREATING THE BLANK ACTIVITY...........................................................................................54 15.7.2. CREATING THE MILESTONE ACTIVITY...................................................................................54 15.7.3. CREATING THE LINKED ACTIVITY..........................................................................................55 15.8. CREATING LINKS BETWEEN SCHEDULE ACTIVITIES..................................................................55 15.8.1. CREATING LINKS IN LOGIC DISPLAY TYPE..............................................................................55 15.8.2. CREATING LINKS IN GANTT DISPLAY TYPE............................................................................56 15.8.3. DELETING LINK.....................................................................................................................56 15.8.4. COPYING LINK......................................................................................................................57 15.9. TASK EDITOR...........................................................................................................................57 15.9.1. TIME TAB.............................................................................................................................57 15.9.2. RELATIONS TAB....................................................................................................................57 15.9.3. RULES TAB...........................................................................................................................57 15.9.4. PROPERTIES TAB..................................................................................................................57 15.9.5. DOCUMENTS TAB................................................................................................................57 15.9.6. SETTINGS TAB......................................................................................................................57 15.10. SCHEDULE IMPORT AND EXPORT............................................................................................57 15.10.1. SCHEDULE IMPORT..........................................................................................................58 15.10.2. SCHEDULE EXPORT...........................................................................................................58 15.11. LINKING THE MODEL TO THE SCHEDULE.................................................................................58 15.11.1. LINKING THE INDIVIDUAL SCHEDULE ACTIVITIES WITH THE MODEL.................................59 15.11.2. LINKING MORE ACTIVITIES WITH MODEL ELEMENTES......................................................59 15.12. LINK CONTROL BETWEEN SCHEDULE AND BUILDING BLOCKS OF THE MODEL........................60 5 15.12.1. DISPLAY OF BUILDING BLOCKS LINKED WITH ACTIVITIES IN VIEWPORT............................60 15.12.2. DISPLAY ACTIVITIES LINKED WITH SELECTED ELEMENTS...................................................60 15.13. UPDATING THE SCHEDULE......................................................................................................61 16. SCHEDULE ANIMATION...................................................................................................................61 16.1. SCHEDULE ANIMATION PALETTE...................................................................................................61 16.2. SETTING UP THE SCHEDULE ANIMATION.......................................................................................62 16.2.1 USE STANDARD ANIMATION IN SCHEDULE ANIMATION...........................................................62 17. AUTOMATIC CREATION OF SCHEDULE BY ZONES AND METHODOLOGIES......................................63 17.1. ZONE AND ZONE ELEMENTS..........................................................................................................63 17.1.1. ZONE EDITOR...........................................................................................................................63 17.1.2. CREATING A NEW ZONE BY EMPTY ZONE ELEMENTS...............................................................63 17.1.3. CREATING A NEW ZONE BY LINKED ZONE ELEMENTS...............................................................64 17.1.4. LINKING ZONE ELEMENTS........................................................................................................64 17.2. METHODOLOGY.............................................................................................................................65 17.2.1. CREATING THE NEW METHODOLOGY......................................................................................65 17.2.2. ADDING ELEMENTS TO METHODOLOGY..................................................................................65 17.2.3. EDITING THE METHODOLOTY ELEMENTS.................................................................................65 17.3. CREATION TEMPLATE...................................................................................................................65 17.3.1. CREATING THE TEMPLATE.......................................................................................................65 17.3.2. CREATING THE SCHEDULE BASED ON TEMPLATE.....................................................................66 18. COST EDITOR..................................................................................................................................67 18.1. CLASSIFICATION.............................................................................................................................67 18.1.1. CREATING THE CLASSIFICATION SYSTEM..................................................................................67 18.1.2. RENAMING THE CLASSIFICATION SYSTEM................................................................................67 18.1.3. DELETING THE CLASSIFICATION SYSTEM..................................................................................67 18.1.4. EXPORTING THE CLASSIFICATION SYSTEM...............................................................................68 18.1.5. IMPORTING THE CLASSIFICATION SYSTEM...............................................................................68 18.2. CLASSIFICATION ITEM....................................................................................................................68 18.2.1. CREATING THE CLASSIFICATION ITEM......................................................................................68 18.2.2. EDITING THE CLASSIFICATION ITEM.........................................................................................69 18.2.3. COPYING THE CLASSIFICATION ITEM........................................................................................69 18.2.4 CUTTING THE CLASSIFICATION ITEM.........................................................................................69 18.2.5. DELETING THE CLASSIFICATION ITEM.......................................................................................69 18.3. COST ITEM.....................................................................................................................................69 18.3.1. CREATING THE COST ITEM.......................................................................................................69 18.3.2. EDITING THE COST ITEM..........................................................................................................70 18.3.3. COPYING THE COST ITEM.........................................................................................................70 6 18.3.4. CUTTING THE COST ITEM.........................................................................................................70 18.3.5. DELETING THE COST ITEM........................................................................................................70 18.3.6. QUERY.....................................................................................................................................70 18.4. LINKING COST ITEM WITH BIM MODEL ELEMENT.........................................................................71 18.4.1. CONNECTING INDIVIDUAL COST ITEM WITH DEFINED ELEMENT..............................................71 18.4.2. REMOVING COST ITEM FROM DEFINED ELEMENT...................................................................72 18.4.3. AUTOMATIC CONNECTION OF COST ITEM AND BIM MODEL ELEMENT....................................72 18.4.4. REMOVING ALL COST ITEMS FROM BIM MODEL ELEMENTS.....................................................73 19. CONSTRUCTION PROGRESS IN THE BEXEL MANAGER PLATFORM..................................................73 19.1. CONSTRUCTION PROGRESS........................................................................................................73 19.2. ADDING NEW CONSTRUCTION PROGRESS ENTRY.......................................................................74 20. FACILITY MAINTENANCE.................................................................................................................75 20.1. FACILITY MAINTENANCE TOOLSET.................................................................................................75 20.2. CONTRACT.....................................................................................................................................75 20.2.1. ADDING THE CONTRACT.........................................................................................................75 20.3. PLAN..............................................................................................................................................76 20.3.1. ADDING THE MAINTENANCE PLAN..........................................................................................76 20.3.2. EDITING THE MAINTENANCE PLAN..........................................................................................77 20.3.3. DELETING THE MAINTENANCE PLAN........................................................................................77 20.4. LINKING THE PLANS TO THE ELEMENTS OF BIM-MODEL...............................................................77 20.4.1. LINKING THE PLANS TO THE ELEMENTS...................................................................................77 20.4.2. UNLINKING THE PLANS FROM THE ELEMENTS OF BIM MODEL................................................77 7 1. INTRODUCTION BEXEL Manager is BIM management software solution which, by its capabilities, is the main support for traditional workflow during all phases of the project. Bexel Manager allows better understanding and improvement of 3D BIM model as well as optimization of costs and workflows. In addition to geometric data 3D BIM model in BEXEL environment also contains non-geometric elements data such as properties, parameters and other important project related data. BEXEL Manager supports open BIM access with ability to exchange files created in different BIM authoring tools. To import the project into BEXEL Manager, BX3 file format from Autodesk Revit or IFC file format from other authoring tools are used. The Project generated in BEXEL Manager has BESLN file format. Exporting and exchanging data between users of BEXEL Manager is possible through BXF file format. Such data includes selection sets, quantity takeoff, cost and schedule data, clashes and many more. The main features of BEXEL Manager software solution are: 3D model view in intuitive and user-friendly interface with advanced visualization of 3D model (real time model navigation, walk-mode, enhanced visualization using scenes, views and animations); 3D Model review with ability to filter and group model elements by various criteria, advanced element search and filtering, color coded element breakdowns; Easier coordination of the project using 3D BIM Features such as Quantity takeoff (QTO), Clash detection, Custom Breakdowns, Custom Quantity takeoff and Clash detection reports; Collaborate all stakeholders to achieve intelligent information sharing. Interoperability with other BIM software solutions through IFC and BCF file formats (IFC import/export, BIM Collab); Create and manage Schedule and Schedule Animation (4D BIM Model), import/export multiple schedules from various sources, manage schedule tasks, manage construction methodologies and schedules, smart mapping model objects with schedule tasks, filter and sort schedules by any model property, schedule comparisons, update schedule progress, visualize 4D sequence using custom color schemes; Create Schedule Animation with Costs (5D BIM Model), assign labor, equipment, material resources and their costs to tasks, tracking planned and actual cost, view and export cost reports such as other 5D BIM Features; Centralized, model-based 6D facility maintenance planning and tracking, containing equipment data, documents, specifications and materials (6D BIM Model). Maintenance up-to-date facility and equipment data including user manuals, equipment specifications, maintenance schedules, warranties, cost data, upgrades, replacements, damages and deterioration, maintenance records, manufacturer’s data, and equipment functionality. The following chapters, complemented with video materials, will explain BEXEL Manager’s features and workflows. All Procedures are explained briefly and unambiguously and they are divided into steps (marked with arrows). Pay attention to Notes and Warnings that are clearly highlighted in the text. Shortcut for the right click is RC. 1.1. INSTALLING BEXEL MANAGER BEXEL Manager installation starts by double click on BEXEL Manager Setup application *exe. The system will ask for permission to install new application, therefore you need to respond on the system question (Do you allow this app to make change to your device?) by selecting option YES. Afterwise just follow the typical installation process. 8 → Wait for setup preparation → Select option Next on setup welcome screen→ After read License agreement and acceptance of EULA ( I accept )→ Click on button Next → In newly opened dialog window select type of the installation Complete ( or Custom ) and select Next → For starting selected setup - choose Install → After completion of the process, select Finish. This process completes the installation of BEXEL Manager on your computer and you'll notice the BEXEL Manager shortcut icon which you can use for starting the software. 9 The Semple project comes with software installation and it contains examples of basic program features. The Semple project contains examples of scenes and animations, smart selection sets, quantity takeoff, Custom Breakdown, Uniformat and Masterformat cost databases, Cost, Clash detection, methodology and zones for schedule crating, as well as 4D Simulation. How to use Semple project will be describe below. The Semple project is located at C:\Program Files\BEXEL\Bexel Manager 10\Samples\Bexel Sample Project. 2. BEXEL MANAGER ENVIRONMENT 2.1. START-UP AND PROJECTS 2.1.1. APPLICATION START-UP Open the application by double-click on the BEXEL Manager shortcut icon. As we don't have an active project, interface is presented with empty viewport. If we want to open a new project just click the X button located in the upper left corner. Drop-down window opens with commands such as New, Projects and Versions, Open, Close Project, Save, Save As, Exchange and Quit. 10 2.1.2. CREATING NEW PROJECT → Select the button New. → The Add New Project opens, where we define the project name and version. → Click the Choose button and select the BX3, BESLN or IFC file format. → Finish the procedure by clicking the OK button. 2.1.3. OPPENING SAMPLE PROJECT → Select the button New. → The Add New Project window opens where we define the project name and version. → Click the Choose from Samples button and select the Sample Project file which comes with the software. → Finish the procedure by clicking the OK button. Note: If we want to open two projects at the same time, we have to run two instances of BEXEL Manager. 2.2. PROJECTS AND VERSIONS The Manage Projects and Versions window gives us review of all projects we have created. As we create a New project, we create a project Folder for the first time. All other versions of the same project are saved in that Folder. The Manage Projects and Versions window activates when we click the X button in the upper left corner of the screen, then selecting the Projects and Versions. The existing project folders and versions could be deleted, copied, updated or transferred. 11 2.2.1. COPY PROJECT VERSION → Command Projects and Versions → The Manage Projects and Versions window opens. → Select the project version you want to copy. → Click the Copy button. → The Create a Copy window opens. → Name the new copy. → Finish the procedure by clicking the OK button. 2.2.2. DELETE PROJECT VERSION → Command Projects and Versions → The Manage Projects and Versions window opens. → Select the project version you want to delete. → Click the Delete button. → Finish the procedure by clicking OK. 2.2.3. SAVE PROJECT VERSION → Select the Save command. 2.2.4. SAVE AS PROJECT VERSION → Select the Save As command. → A new project version will be saved in the original project folder. Note: The latest created project version opens automatically. If we want to open the previous project version, click on the application button in the upper left corner and choose Project and Versions. In the Manage Projects and Versions window, the project folder contains all created versions of the project. Note: If the project contains only one version, we have to be careful not to delete it. If we delete the only existing version of the project, we delete the whole entire project. There is application warning about this action as well. 2.2.5. PROJECT VERSION RENAMING → Software interface → Select the Manage tab, → Select the Rename Project command. We successfully renamed the active version. Note: We can check which version of project is actually renamed, just go to the Manage Projects and Versions window where we have list of all existing projects and versions, sorted in appropriate folders. 2.3. PROJECT TRANSFER AND PROJECT IMPORT 2.3.1. PROJECT TRANSFER → Select the Projects and Versions command. → The Manage Projects and Versions window opens. → Select the version you want to forward. → Select the Open Containing Folder button. → Send the selected version. Note: Project folders are stored at C:\Users\Documents\Building Explorer X Projects where X presents the current software version. 2.3.2. PROJECT IMPORT → Select the Projects and Versions command. → The Manage Projects and Versions window opens. → Click the Import button. You can select the BESLN file format. 12 2.4. PROJECT DATA EXCHANGE BEXEL Manager allows multiple users to work on the same project at the same time. If we want to transfer project data between two or more users, such as selection set, animation or cost data, we can use the Exchange module. This process won't create new project version, it just updates the current version. → Select the Exchange command. → Export or Import → The Exchange Wizard window will open. → Select what you want to import or export.→ Finish the procedure by clicking the OK button. 2.5. PROJECT UPDATE During its life time, the project is constantly changing, complementing and upgrading. In order to develop project and create different analysis, BEXEL Manager offers the option of easy and flexible project update. If we want to update our project, all active projects should be closed before we start update. Activate the Projects and Versions window and select the project version we want to update. BX3 or IFC file format is used for updating model. → Select the Project and Versions command. → The Manage Projects and Versions window opens. → Select any project version that you want to update and rename it, that’s the name of the new project version.→ Click the Update button. → Choose the file we are going to use for updating selected version of existing project.→ The Match Sources window opens. → In the Match to Source column select the New. → The New Source Name window opens where we define the name of the new source. → Finish the procedure by clicking the OK button. If we want to update one of existing source files in the project, instead of choosing new source, we should match new source file with one of the existing. 13 Note: Open the project version you’ve just created. We can check how many imported models our project version contains, go to the Manage tab, click the Sources command. 3. TOOLBAR VIEW 3.1. RIBBON VIEW After project startup, 3D view of the model is shown in the center of the screen by default. The upper part of the application interface has ribbon with various tabs such as Manage, Selection, Clash Detection, Schedule, View, Cost, Reports and Settings. When we activate any of the tabs, the ribbon is displayed that contains tools within the selected tab. The user interface contains several palettes on the right, left and the bottom part of the screen. Each of these palettes contains large number of sub-forms with different tools. Visibility of individual palettes, menus and tools can be adjusted using the View tab, which will be explained below. 14 3.1.1. ACTIVATION OF SPECIFIC VIEWS Command View → Select one of the view types, such as 3D Perspective View, 3D Color Coded View, Schedule View or Level Map. → By clicking the icon, each view type is activated or deactivated. Active view types are displayed on the toolbar above the main 3D viewport and on the Other Views button, which is also included in the View tab. 3.1.2. SETTING THE PALETTE VISIBILITY Command View → Select the Windows button. → A list of four palette groups opens. → Toggle their visibility by checking/unchecking them. The first group of palettes presents different view types of the project, such as 3D Perspective View, 2D/3D Orthographic View, Schedule View, 3D Color Coded View, etc. The following group is in the left part of the screen. We use it to view, organize or create different breakdowns of elements which is very useful for further analysis and desired visualization. These are Building Explorer, Selection Sets and Custom Breakdowns. The third palettes group contains Quantity Takeoff, Schedule Editor, Schedule Animation, Clash Detection and Animations Form and it is located at the bottom of the screen. The last palettes group contains tools which show us all information about selected 3D BIM model elements. It is located in the right part of the screen. These are the Properties, Selection Info, Level Map, Documents and Materials. Above is where the pallets are located by default. We can move each of the palette group and place it somewhere else within the software interface. 3.1.3. SETTING UP DEFAULT SOFTWARE INTERFACE When we want to restore the original appearance of the software interface, select the Reset Layout command in the View tab. If we are satisfied with the appearance of the program interface and the layout of individual tools, Layout can be saved and exported, and then used in another project. 15 3.2. THE MAIN 3D VIEWPORT The main 3D model viewport is located in the middle of the screen by default. The toolbar above the main display window shows various types of views, such as 3D view (perspective), 2D/3D Orthographic view, Schedule Viewer, 3D Color Coded View, Orthographic Color Coded View and Assigned/Unassigned. These tools allow different model representations, which will be explained later. When we start a new project, 3D Perspective View is activated by default. When we open the model that we have already worked on, the last active view will be opened. 3.2.1. SIMULTANIOUS REPRESENTATION OF A MODEL IN TWO DIFFERENT WAYS 3D View → RC → Select the New Horizontal Tab Group command or New Vertical Tab Group command. To reset view to previous state, activate the menu by right-click on the selected view and select the Move to Previous Tab Group button. 16 3.3. 3D VIEW TOOLS The toolbar for the 3D view is located above the top edge of the 3D viewport. It contains various tools that we can easily activate by selecting them. Some tools appear in other palettes aswell, where we activate them in the same way. 3.3.1. ASPECT RATIO TOOL This is a tool for adjusting the aspect ratio of the presentation field. Aspect ratio is also used for taking screenshots. By default, this is set to free aspect, but there are also options for fixed aspect ratio like 16:9, 3:2, 4:3, 1:1 and custom. 3.3.2. NAVIGATION TOOL This is an individual selection that allows selecting the individual 3D BIM model elements. If we want to add elements to any selection, hold down the Ctrl key and click on elements. For excluding the elements from the selection, hold down the Alt key and select the elements we want to exclude. 3.3.3. SELECTION TOOL This is a rectangular selection tool. When we mark elements from left to right, we select only those elements that are completely in the rectangle of selection. When we mark elements from right to left, we select all elements, although they are only partially affected with selection rectangle. Commands such as New Selection, Add to Selection, Intersect from Selection or Subtract from Selection, allow us to make further choices of selection within the existing group of selected items. 3.3.4. RENDER MODE TOOL This is a tool that allows different scenes appearance, such as Wireframe render mode, Shaded render mode or Shaded & Edges render mode. Using the Render mode tool, we apply changes to the entire model. 3.3.5. OPACITY TOOL This is a tool that allows us to determine the transparency of the whole model. Opacity values are given from 10 to 100 percent. The Reset command allows us to reset the original value of the model opacity, while the Reset Full command sets the full visibility of the model regardless of the previous settings. 3.3.6. PREDEFINED VIEW TOOL We can review the project with predefined tools that can help us understand elements position in the project, quickly and accurately. Especially useful type of predefined view is Top 2D / 3D axonometric view. If we isolate a particular floor using this view, we can get a separate building floorplan. 3.3.7. VIEW CUBE TOOL The view cube is located in the right corner of the 3D viewport. The cube sides are named by standard view types such as Top, Back, Front etc. By selecting any cube side, the same side of the 3D BIM model is displayed. 3.3.8. FIELD OF VIEW (FOV) TOOL We can define the Field of View when 3D view is active, using the FOV tool. This is the field of observation, which is determined by the angle of view and the focal length in millimeters. These parameters are interdependent. The smaller focal length is, the more amplified perspective is. 17 3.3.9. CURRENT VIEW SCREENSHOT TOOL This tool allows us to create screenshot of the current view. The screenshot can be exported in BMP, JPG, PNG or GIF format. When we click on the screenshot icon, the Screenshot Configuration window opens and it contains tabs General, Level Map and Additional Information. GENERAL TAB Resolution → Dimensions of the image can be specified. Keep Selected Elements Highlighted → If checked, the selected highlighted elements remain colored as they are in viewport. Override Visual Settings, Override Background Color or Transparent → If checked, we can override background color or make it transparent. Draw Grid and Axes → If checked, grids and axes will be included in the screenshot. Preview screenshot → If checked, the screenshot preview will be automatically opened after saving the image in the desired location. LEVEL MAP TAB The Level Map tab gives us option to display level map in our screenshot. It contains options for position and size, background color, frame, font settings and display cursor. It will show level that is selected in Level Map palette which is in the right side of the user interface by default. ADDITIONAL INFORMATION TAB We can add additional information on our screenshot such as clash information or custom text. Position, background, frame and font settings for additional information are in this tab. 18 3.4. NAVIGATION IN THE 3D VIEWPORT Navigation in the 3D viewport allows us to preview 3D BIM model in different ways. 3.4.1. PAN MODE TOOL This is a tool that allows us to move the model in certain directions, such as left, right, up and down. We can activate it in few different ways: By pressing and holding the scroll button. Select the tool icon in the 3D View toolbar. → Pan Tool → Click and hold the left mouse button. This allows us to move the model in all directions. 3.4.2. ZOOM MODE TOOL To zoom in and out we can use the Zoom Tool. This tool can also be activated in different ways: By scrolling up (this way we zoom the model in) or down (this way we zoom the model out). Select the tool icon in the 3D View toolbar. → Use the keyboard, the up-arrow key (this way we zoom the model in) or down-arrow key (this way we zoom the model out). Select the tool icon in the 3D View toolbar. → Click the left mouse button and drag up (this way we zoom out the model) or drag down (this way we zoom in the model). 3.4.3. FIT TO BOUNDS TOOL This is a useful tool that enables optimal zoom of the project or selected elements. We can use it in several ways: Select the element → Select the tool icon in the 3D View toolbar. Select any element or project. → Double click the mouse wheel. 3.4.4. ROTATE MODE TOOL This tool allows the rotation of the 3D BIM model. It can be activated in two ways. Click on the tool icon in the 3D View toolbar. → Press the left mouse button and hold down. Activate the Navigation regime tool. → Hold down Ctrl and left mouse click at the same time. 3.4.5. SET ROTATE TYPE TOOL Set rotate type tool allows us to determine the type of rotation. In the drop down menu we can select the type of rotation. About Camera Eye → Camera rotates around the axis. About Camera Object → Camera rotates around the selected object. 19 3.5. CONTEXT MENU The context menu is activated by right clicking in the 3D viewport. The menu opens and it includes four groups of commands. The first group of commands allows selection of elements based on different parameters. The second group allows us to show/isolate specific elements. The third group allows us to change the elements appearance. The last group includes commands that can change the look of the background of the viewport. 3.5.1. SELECT COMMAND This option allows us to select elements in different ways and using some predefined criteria. For example: Select the element. → RC → Select → Entire Family, Category. This will select all the elements of the same family/category as previously selected element. Canceling the command → Esc key. Other options include selecting visible/invisible elements, selecting by color or selecting previous/next selection. 3.5.2. HIDE COMMAND We select this option when we want to hide elements, whole family or category of currently selected element. Select the element.→ RC → Hide → Selected element, Unselected elements, Entire Family etc. Canceling the command → Undo Visibility Change or Ctrl+Z 3.5.3. ISOLATE COMMAND This is a tool that allows us to isolate selected elements, or whole family or category of currently selected element. Select the element. → RC → Isolate → Selected Elements, Entire Family, Entire Category Canceling the command → Undo Visibility Change or Ctrl+Z 3.5.4. ISOLATE WITH DIM COMMAND This is the type of isolation of a particular element, where we can arbitrarily determine the visibility and transparency of other elements. Select the element. → RC → Isolate with Dim → Wireframe, Shaded, Shaded with Edges → We define the transparency of elements, which don’t need to be expressed, in percentages. → Selected elements Canceling the command → Undo Isolate with Dim or Ctrl +Z Warning: Isolate with Dim command can cause problems if you take a few extra steps after activating this command, because then you can not cancel it. It is recommended that you immediately cancel the command after use. 20 3.5.5. VIEWPORT CONFIGURATION Viewport options allow us to configure graphical settings for background, grid and the way objects and object selections are represented. We can also configure options for element tooltips. When we activate the Viewport options, it has two tabs: Background & Grid and Tooltip Options. Viewport options are activated in the following way: RC in the presentation field. → The context menu opens where you select the Viewport Options item. → The Configure Viewport window will open. BACKGROUND & GRID TAB This tab allows us to change the background colors or set the background image, change the visibility of the network, etc. GRID OPTIONS → RC → Viewport Options → The Configure Viewport window will open. → Select the Background & Grids tab. → Check the checkbox next to the option Grid. BACKGROUND COLOR CHANGE → RC → Viewport Options → The Configure Viewport window will open. → Select the Background & Grids tab. → In the Background section, choose whether the background will be monochromatic (Constant Color) or polychromatic (Gradient). → Choose the background color. IMPORTING JPG FILE AS BACKGROUND → RC → Viewport Options → The Configure Viewport window will open. → Background & Grids → Check the checkbox next to the option Sky Dome (The imported image must be in high resolution). CHANGE COLOR OF SELECTED ITEMS → RC → Viewport Options → The Configure Viewport window will open. → Select the Background & Grids tab. → Structure. CUBE AND COORDINATE AXES → Select the Background & Grids tab. → Gizmo → Choose whether you want cube and axis to be visible or not. 21 TOOLTIP OPTIONS TAB The Tooltip provides basic information that appears next to the cursor when we move it over the certain element. We can determine the content of this information or we can completely turn them off. TOOLTIP OPTIONS → RC → Viewport Options → The Configure window will open. → Select the Tooltip Options tab. → We define the visibility of the Tooltip by checking the Use Tooltip checkbox. In the Parameters window, we can define which element parameters will be displayed. We have the ability to specify the Tooltip location, which can be shown in the form of a fixed frame or floating window. If we choose to see the item information in a fixed frame, we can find additional options to set the location of tooltip window. By clicking the Reset button, we switch back to the default settings. 3.6. MODEL VISUALISATION In this chapter we will talk about changing the visual characteristic of the model, setting colors of individual elements, families and categories and the usage of the Render Type command. 3.6.1. COLOR EDITING APPLYING A NEW COLOR → Select the element. → RC → Change Color → Select the Selected elements command. We can specify color from the palette or set custom color. APPLYING THE EXISITING COLOR → Select the element. → RC → Change Color → Select the Pick Color command.→ Select the element we want to color. → RC → Change Color → Paste Color To cancel the command, use the Ctrl+Z keys or the Undo Color Change command. This way, it is possible to apply existing colors to entire families or categories of elements. APPLYING THE DEFAULT COLOR → Select the element. → RC → Change Color → Reset to Default → The element’s color changes back to the default color. 3.6.2. CHANGE OPACITY Select the element. → RC → Select the Change Opacity command.→ Choose the transparency level which is in percentage (10-100 %). To cancel the command, use the Ctrl+Z keys or the Undo Color Change command. 22 Warning: The difference between the Change Opacity command in the context menu and the Opacity command located in the 3D View toolbar is that the command in 3D View toolbar determines the transparency of the whole project. Change Opacity command from the context menu allows us to change the transparency of selected elements. 3.6.3. RENDER TYPE Select the element. → RC → Select the Render Type command. → Then specify the display type: Wireframe, Shaded or Shaded with Edges. → Choose between options such as Selected elements, Unselected elements etc. To cancel the command, use the Ctrl+Z keys or the Undo Color Change command. Warning: The Render Type command is located in the context menu and the Render mode command is located in the 3D View toolbar. The difference between these two commands is that the Render Type command applies changes on any selected elements while the Render mode tool allows us to apply changes on the entire project. 23 3.7. TEXTURE APPLICATION BEXEL Manager allows us to apply textures to model elements. It should be noted that the image we use as texture must be in the 1: 1 ratio and the optimal image size should be at least 1024 x 1024 pixels in JPG format. 3.7.1. ADDING TEXTURE Select the elements you want to apply the texture on. → Select the Manage tab. → Click the Texture Editor button. → Select the Project folder in the Textures and Mappings list → Click the Add Texture button. → Select the desired texture and in the Add Texture window, name the file. → Click the Add Mapping button. → Define the material name and confirm the selection. → Complete the procedure by clicking the OK button. 3.7.2. REMOVING TEXTURE Select the element. → RC → Click on the Texture Mapping command on the Manage tab. → Choose the Remove Texture option. 3.7.3. REMOVING TEXTURE FROM THE LIST Select the texture on the list. → RC → Select Delete or Delete Texture. The Global Textures Folder is where all the textures are stored by default. It is located on the following path: C:\Users\%UserName%\AppData\Roaming\BEXEL\Bexel Manager 10\Textures. Warning: The undo command (Ctrl+Z) does not work with this tool. If we want to remove texture from element just follow the next procedure. → RC → Texture Mapping → Remove Texture. This removes all textures from the element. 24 3.7.4. TEXTURE EDITING Select the element. → Choose the Manage tab. → Click on the Texture Editor icon. → Then activate the Edit Mapping button. → Finish the procedure by clicking the OK. Select the element. → RC→ Choose the Texture Mapping tab. → Go to Mapping → Click the Edit Texture icon. 3.7.5. TEXTURE APPLICATION UNDER PREDEFINED MATRIX Select the Manage tab. → RC on the Texture Editor button. → Choose the Predefined Texture Mapping command. → Import → Select the XLSX file format. → Open the Quick Texture Mapper window. → Click on the Apply All button. All files must be sorted in the Global Textures Folder beforehand. 3.8. WALK MODE TOOL Walk mode is a navigation tool. It allows us to observe the object from a human perspective. First, click on the walk mode tool icon located in the 3D View Toolbar. Then choose the plane of the movement. Only floors are recognized as movement planes. When navigating, you can use the level map tool for easier navigation through building level. Moving left, right, forward and backward. → Using the arrow keys on the keyboard. Looking up or down. → Using the mouse wheel. Looking around 360 degrees → Holding the left mouse button. Walk through the door or down the stairs. → Left mouse button + arrow keys on the keyboard. It is not possible to go through walls, expect when using a level map tool. 3.9. SHORTCUTS There are pre-defined shortcuts for each command in the program. The shortcut list is displayed by double-clicking the letter C. 3.10. DIMENSIONS AND ANNOTATION TOOLS 3.10.1. MEASURE DISTANCE TOOL This is a tool for measuring the dimensions of elements or distances between elements. Click on the measure distance tool icon in the 3D View toolbar. → Select the distance you want to measure. 25 3.10.2. SPOT ELEVATION TOOL This is a tool for measuring the height of the selected point relative to the 0.00 reference point in the model. It will also show Storey-Relative elevation based on the selected reference storey, as well as absolute elevation if such was defined in authoring software from which model originated. Click on the tool icon in the 3D View toolbar → Select the Spot elevation icon. → Choose the point to measure elevation. 3.11. SECTIONING TOOL The section plane tool is a very useful tool that allows us to create different cross-sections of the model. It is possible to set the plane of the cross-section in parallel with X, Y or Z-axis. We use this tool for a detailed overview of the quality of the model as well as the visual presentation of the project. 3.11.1. CREATING A SECTION PLANE Select the View tab. → Click on the Enable Sectioning icon. → The menu for editing the section plane level will open. → Click on the Active Planes button. → Choose the section plane named Plane 1. → Choose the position of section plane in the model. 3.11.2. EDITING A SECTION PLANE Click the arrow next to the Edit button and choose the cross-section you want to edit. The Tab key changes the orientation of the section plane. The Space key changes the orientation of the vector and thus the direction of the section plane itself. The Enter key enters the pre-set section plane. At the same time, we can store six horizontal section planes. Moving the section plane along the vector. → Select the vector and determine the position of the section plane in parallel to the direction of the vector. 26 4. BUILDING EXPLORER PALETTE Visibility of all palettes of user interface can be set by clicking Windows icon in View tab. We are going to explain the Building Explorer palette which is located on the left side of the screen by default. Building Explorer palette shows the breakdown of elements by their categories. It contains four main tabs: Elements, Spatial Structure, Systems and Workset Structure located in the upper part of the palette. If we select some elements in any tab, they will be highlighted in all type of viewports such as 3D display, 2D / 3D orthographic view or Schedule Viewer. Circles in front of the names of element categories indicate visibility of the elements in the viewport. The yellow circle indicates that all elements of category are displayed in the viewport, an orange circle indicates that only certain elements of the category are displayed while others are not displayed in the viewport. White circle indicates that all elements of category are hidden in the viewport. 4.1. ELEMENTS The Elements tab contains the list of all elements in the project. The elements are sorted in categories and each category contains certain families (families are subgroups of categories). Each element belongs to corresponding family according to common characteristics, such as dimensions, material, finishing, etc. Distribution of elements into families and categories is done in the authoring software in which the model was originally created. 4.2. SPATIAL STRUCTURE The Spatial structure tab represents element breakdown by buildings and building levels. Spatial structure is inherited from the authoring software where the model was originally created. BEXEL Manager has a tool for moving elements to different levels and buildings as well as option of spatial structure reorganization if it is necessary. 27 Warning: Editing individual elements by floors and objects. → Activate the Manage tab. → Select the Edit Spatial Structure tool. → Move to Building or Storey. 4.3. SYSTEMS The System tab represents the elements breakdown by MEP Systems that are also inherited from authoring software. In Bexel Manager we can move elements in or out of systems but we can not create new systems. To move elements in or out of systems click on the drop-down arrow next to the Systems button in the Manage tab. Two options will be displayed: Add Elements to the System and Remove Elements from System. 4.4. WORKSET STRUCTURE The Workset Structure tab allows the user to view the elements breakdown by worksets that are defined in authoring software such as Revit. We can organize project elements in worksets such as architecture, structure, site, sewage, water supply, etc. Workset structure is inherited from authoring tool and it is not editable in Bexel Manager. 5. PROPERTIES PALETTE In this chapter we will talk about group of palettes on the right side of the screen. These palettes are Properties, Selection information, Level map, Materials and Documents, located in the lower part of the palettes group. They are intended to provide information on selected elements at different levels. All properties of selected elements are displayed in Properties palette and they are grouped by their corresponding property sets. In the upper part of the properties palette we can see tabs: Properties, Favorite Properties, Relations and Sub-element Properties. We can add properties to favorites by right clicking on property and choosing option Add to Favorites. They will be displayed in the Favorite Properties tab. In Relations tab we can see with which elements the selected elements are in relation. For example, if we select windows this tab will show walls they are attached to. In Sub-element Properties tab, we can see sub-elements of composite elements and their characteristics. For example, Layers of multilayered floors or walls with their thicknesses and materials. 28 5.1. ADDING A NEW PROPERTIES In Bexel Manager we can easily add new properties and define new property sets. Select the element. → Select the Property palette. → Click on the Property drop down button in the top right corner. → Click on the New button and specify the name and property set in which the property will be placed. → Define property Type. → Define Unit. → Add constant value or expression (Fx button). → Finish the procedure by clicking the OK button. → A new attribute for selected element will appear in the group that we have previously defined. Note: By clicking on Fx button new form will open where we can define mathematical formula using basic mathematical operant. We can also refer to some other existing properties for selected element and use them in formula. Warning: Bexel Manger will not let us create two properties with the same name even if they are in different property sets. 5.2. EDITING A PROPERTIES Select the element. → Select the Property palette. → RC on the selected property. → Select the Edit command. Note: The BEXEL Manager allows us to add a new property to any element or to modify the existing property that element has from the authoring software in which the model was originally created. It is recommended that the editing properties as well as adding new properties should be done in software in which the 3D model was originally created. When properties are changed or added in BEXEL Manager, they remain unchanged in the original source file. When we update our model, we rewrite the element's properties from the original software again. 5.2.1. SELECT ELEMENTS BY VALUE COMMAND We can easily select elements that have same value of certain property. Select the element. → Select the Property palette. → RC on the selected property. → Select the Select Elements by Value command. → Choose All or Only Visible option. 5.2.2. COPY TO CLIPBOARD COMMAND This command allows us to copy the value of element’s property to clipboard. Select the element. → Select the Property palette. → RC on the selected property. → Select the Copy to Clipboard command. → Open the desired program. → On an empty sheet copy the values using the Ctrl+V keys. 29 5.2.3. VIEW VALUES OF THIS PROPERTY COMMAND Choose the desired property, select it and click on it with the right mouse button. → Select the View Values of Property command. → The Property Values window opens. → If we want to select all listed values, we use Ctrl+A. → Select the Copy to Clipboard command. → Open the desired program. → On an empty sheet copy the values using the Ctrl+V. The Property Values window has option to filter listed values by All Categories, This Category, Selected Elements. If we check Only visible command, visible elements in main viewport which have this property will be listed in Property Values window. 5.2.4 PROPERTY DISPLAY FILTER Select the element. → Select the Property palette. → Select the Options and Filters command where we define which property will be displayed. 6. SELECTION INFO PALETTE The Selection Info palette is part of the palette group which is also located in the right side of the screen. It contains options Select Elements, Select Structure and Structure. This tool allows us to further inspect our current selection and extract some elements from it that we need. Structure button has several options for selection classification: Spatial, Selection Sets, Systems, Worksets an Materials. The items will be arranged and displayed in the selection information window according to the selected classification. If there are not selected elements, the information window is empty. Activate the Selection Regime tool. → Select any part of the object. → the Selection Info window contains the information about selection. The Structure command has an option to classify the items by different types of structure. In the bottom of the Selection Info palette the number of selected elements is shown. We can select elements form the list and by clicking Select Elements button we will make new selection from previously selected elements. 7. LEVEL MAP PALETTE This tool can be used in a different situation. It displays the layout of the project at specific level along with the camera's position. The camera is displayed as yellow circle, which can be moved to change the viewing position in the main viewport. Using camera, we can inspect the whole project, place the camera inside the 30 building on a certain floor and go through the walls of the building. All changes in the Level Map palette are immediately projected in the viewport. We can choose the Building and the Level (Storey) which are going to be displayed in Level Map window. 7.1. LEVEL POSITIONING ON LEVEL MAP Choose the Level Map palette. → In the Storey command set the desired level. 7.2. LEVEL MAP DISPLAY OPTIONS The Level Map Options command is in the upper right corner of the Level Map palette. It contains commands the Level Map Options (change the background color, the render type level elements, which category of elements will be displayed in the Level Map), the Level Map Ruler options (the shape and the position of the ruler in the Level Map) and the Clash options (collision display in the Level Map). Choose the Level Map palette. → Activate the Level Map Options command. → Set the background color, render type of level elements, select the category of elements which are going to be displayed, etc. 31 8. MATERIALS AND DOCUMENTS PALETTE 8.1. MATERIALS AND DOCUMENTS PALETTE The Materials palette shows us the information about materials that are specified for certain selected element. When we click the Use current Selection button, the name of the selected families and its materials are shown in the palette window. You can add new items to a current selection using the Ctrl key. In this case, information about the added elements is displayed immediately. The Documents palette allows us to attach a file to a specific element or group of elements, such as display of detail, photos from a site, a link to a web page, etc. When we click on the Document Registry button, the register of all assigned documents opens. 8.2. ADDING A FILE Select the element you want to assign the document to. Click the New button. → Choose one of the listed file types: File Document or Web Document. → The Add Linked Documents window will open. → Click the Add button and select the desired file. → Finish the procedure by clicking the OK button. Note: Files can be attached to the elements as Embed files in project or Linked files to selected elements. The embedded files are integrated into the project. We can access them anytime, but the size of the whole project file is increasing. In the second case, we have a link to the documents that could be stored, for example, in the cloud. This does not affect the size of the entire project, but if we can not access the server where the linked documents are stored, the attached documents will not be available. 9. SCENES AND ANIMATIONS 9.1. CREATING VIEWPOINTS AND SCENES At the bottom of the screen there are palettes such as Quantity Takeoff, Assemblies, Assigned Items, Schedule Editor, Schedule Animation, Clash Detection and Scenes and Animations. First, we are going to explain the Scenes and Animations palette. This palette allows us to create the Views, Scenes and Animations. The View saves information only about current camera position (viewpoint), while the Scene saves additional information about the element’s visibility, transparency, color, render type and camera position. On the left side of the palette's window there is a list of all the created views, scenes and animations. When we select 32 any view, scene or animation from the list, we'll see a preview of 3D BIM model on the right side of the palette. We can organize list of views, scenes and animations in proper folders. The folder structure could be created as we want or could be imported from another version of certain Bexel Manager Project. 9.1.1. CREATING A VIEWPOINT Select the Scenes and Animations palette. → Click the New button and select the View command. → Define the View name in the Name section. → Finish the procedure by clicking the OK button. A list of existing views is shown on the left side of the palette. 3D Model appears on the right side of the palette. By double-clicking on desired View, the 3D model elements appear in the main 3D viewport with the same viewpoint which the selected View has. Before we create a Scenes, we can change the color of the roof and facade. This can be done using the context menu or the Change Color command. 9.1.2. CREATING A SCENE Select the Scenes and Animations tab.→ Click the arrow next to the New button and select the Scene command. → Define the name of scene in the Name section. → Finish the procedure by clicking the OK button. Note: We changed color of some elements after creation of the View and before creating the Scene. When we open the scene with double click on it, the 3D model in the main viewport and in the palette’s, window looks the same, with changed color of facade and roof. When we open the previous View again, the palette's window displays the original look of the facade and the roof, where the color changes are not saved. The main 3D viewport shows the model from the same angle as it is shown in the View, but the color of facade and roof stays changed because the View saves only the camera position. The scene saves all the changes and displays them in the main 3D viewport. Here we have presented the difference between the View and the Scene. 33 Warning: In the case where we make multiple scenes and where we change appearance of certain elements, such as the facade color, it is recommended to make the scene with the original colors first. After that we can create the scenes with individual changes. Otherwise, we can use the Reset to Default Color tool → Select the elements. → In the context menu, select the Change Color command. → Then select the Reset to Default Color option. 9.2. CREATING ANIMATIONS As we mentioned earlier, we use the Scene and Animations palette for animation creation. The left part of the palette contains a list of the views, scenes and animations. When we create new animation frames list will be displayed on the right side of the palette and initially it will be empty. A timeline with the standard Play command is on the bottom. In the process of creating the animation we orbit around 3D model or desired elements of the model, creating Key Frames. In order to create smoot animation, we should pay attention to orbit around desired elements gradually, corners between frames should not be too large because it changes the camera path drastically. The software automatically merges the created frames to animation. The Animation is attractive presentation of the project, but we can also use it for the SCHEDULE development later. 9.2.1. CREATING ANIMATION Select the Scenes and Animations tab. → Click the New button and select Animation. → The New Animation window opens. 9.2.2. NEW ANIMATION WINDOW We have to specify the Name of the animation. Animation description in the Description field is not necessary to specify. The Frame Rate shows how many images 1 second of animation has. Frame Rate is the ratio between the Frame Count and the Duration parameter. The Frame Count specifies the number of frames and the Duration parameter specifies the length of the animation. The Frame Count and The Duration parameters depend on each other. For example, an animation that lasts 60 seconds (the Duration parameter) has 1800 frames (Frame Count parameter) if frame rate is set to 30. Scale Frame Count option and Scale Duration parameters. → The Scale Frame Count is checked, when we change the value of the Frame Rate parameter, the Frame Count is adjusted. The value of the Duration parameter will not be changed. Also, if The Scale Duration is checked, the Duration parameter will be abused according to changes of the Frame Rate parameter. Scale Frame Rate → If this option is checked, when we change ether the Frame Count and Duration, the Frame Rate will also be adjusted. We check the Animation Render State option when we want to save changes of the Render State tool between individual frames. For example, in frame 1 the model elements are visible and in frame 2 we activate the Wireframe render state option. In frame 3, the elements are completely visible again. The animation with changing the model render type of frames and transition from frame to frame is smooth and nicely connected. Just created Animation 1 is now shown in the list. If we want to use it later, we have to select it first. 34 9.2.3. CREATE FRAME Click the Key Frame button. → Select the New Key Frame option. → Enter the desired name in the Name field. → In the Frame field, set the position of the frame in the animation timeline. 9.2.4. EDIT FRAME Select the frame. → RC → Select the Edit Key Frame option. 9.2.5. UPDATE FRAME Select the frame. → RC → Click the Update command. → Choose one of three options: Camera Position, Render State Only or Camera Position and Render State. 9.2.6. MOVE FRAME If we move the small squares on the timeline, which illustrate the frames, we change frame's position. If we want to change the animation speed, we change the distance between frames. The smaller the distance between two frames is, the faster the animation in this segment will be. 9.2.7. COPY FRAME Select the frame. → RC → In the menu choose the Duplicate Keyframe command. When we want to insert a new frame between e.g. Frames 1 and 2, mark the Frame 1 and select the Duplicate option. This way, we copied the Frame 1 and the new frame is inserted between the Frames 1 and 2. This new frame can be edited. Note: The Show Camera Path command shows the camera path in the animation with a red line. 9.2.8. EXPORT ANIMATION When we are satisfied with the animation, we can export it by using the Export command. We can export the entire animation or just a specific part where we can precisely set from which frame, we are going to export the animation. If we want to export certain part of created animation, we use the Export custom frames tool. We can export the animation in two ways: As an image - JPG, PNG, BMP, and GIF format files. You must pay attention to the fact that the number of exported images will be equal to the values of the Frame Count parameter. With a Frame Count 600, the export of animation will contain 600 images. It is recommended to use the JPG or PNG file format for this type of export. As a video – AVI file format. Also, here we have an option to export only a certain number of frames or entire animations. We can choose different codecs that can impact video quality and video file size. 35 10. FIND ELEMENTS TOOLSET Before we introduce the Selection Sets module, we are going to explain the Find Elements tool. We can activate this tool in two ways: Activate the Selection tab. → Select the Find Elements tool. Using the CTRL. A window opens where we can activate a completely new element's search - New Search or element's search within the results of previous searches - Search Within Result(s). Search can be done on several levels, within the entire project or within individual sub-modules. 10.1. SEARCH BY SPECIFIC PARAMETERS - EXAMPLE Search the Door with the property Width greater than 80 centimeters. → Select the New Search option. → In the Source field, we define Entire Project, which means that we will search elements within the entire project. → In the Category section, select the Door category. → In the Visibility section, select the All option. → Next, we activate the Advanced section, where we determine additional search conditions. → In the Properties section, select the desired parameter, e.g. Width. → Then, we determine the following conditions Condition: Greater. → Enter the following value: 80. → Then we determine the unit of measurement: centimeter. → We finish the procedure by clicking the Find button. → The Results window shows elements that contain certain search conditions. The displayed results are the total number of found elements. In the Selection section we set the conditions when we want to make selection of searched elements which are going to be highlighted in main 3D viewport. → Under the Operation section, select the New Selection option. → Click on the Select button. → The search results are highlighted in yellow. → Then choose the Isolate or Isolate with Dim command to show only search results in the main 3D viewport. 36 10.2. SEARCH MODEL ELEMENTS IN EXISITING RESULTS Ctrl+F → Select the Previous Search option. → In the Advanced section, select the Width property again. → Then determine the following conditions Condition: Grater. → Enter the following value: 120. → Then determine the unit of measurement: centimeter. → In the Operation section, select the Subtract from Selection option. → Click on the Select button. → Now, doors with the property the Width greater than 120cm are excluded from the previous selection. 11. SELECTION SETS PALETTE The Selection Set palette is located on the left side of the screen. Selection set is a group of elements which user defines by desired criteria. The user defines the Name of selection sets as well as their organization. There are two types of selection sets. Smart selection set is a group of elements that contains predefined rules. The advantage of Smart selection set is that it will be automatically updated after updating the 3D BIM model. This means that all new elements will be automatically sorted in the smart selection sets, by predefined rules. That is the main difference between the usual Selection sets, where the new elements won’t be automatically sorted after update. In that case we should manually sort added elements in Selection sets, every time the 3D BIM model is updated. Warning: Before we create a New Smart Selection set with defined rules, we have to make sure that there are no elements in current selection, otherwise selected elements will also be included in selection set. The software alerts us if there are some selected elements, in the Create New Selection Set window, Rules section, under Elements. → Include. 11.1. CREATE NEW SELECTION SET 11.1.1. SELECTION SET CREATION Create basic Selection set: Command Find Elements Ctrl+F → In opened window, select the Previous Search option. → When the search results appear, click the Create Selection Set button. New selection set will appear in the Selection Sets palette. Manually select elements directly in the 3D model viewport. →Click New Selection Set in the upper part of Selection Sets tab or click New Set button in Selection ribbon in the upper part of the interface. →Name selection set and set the destination folder. Create Smart Selection Set: Click New Selection Set in the upper part of Selection Sets tab or click New Set button in Selection ribbon in the upper part of the interface. → The Create New Selection Set window will open. → Define the folder in which the selection set will be created and name it. → Click on the New Rule button to define rules. → Finish the procedure by clicking the OK button. 11.1.2. CREATE SMART SELECTION SET - EXAMPLE As an example, we will create a selection set of walls that have the property Area less than or equal to eight square meters (8 m2). Select the Selection Sets palette. → Click on the New Selection Set icon. → The Create New Selection Set window opens. → Define the folder in which the selection will be saved and name it. → Click on the New Rule button and define the condition for including elements within this rule. → Inclusive → Select the criteria 37 of Buildings. → Click the New Rule button and define the Intersect state. → Select the following criteria, e.g. Category and then Walls. →Then a New Rule and we select the Intersect option. → Select the Element Query option. → Select Insert Query → Property Value →Select the Area parameter on the list. → Choose Property Type Numeric → Define the Less Equal condition. → In the field below, enter the number 8. → Finish the procedure by clicking the OK button. → Created Selection set will appear in the list of Selection set palette. If we want to show the elements which created selection set incudes, we have to select certain selection set in the Selection set palette list and selected elements will be highlighted. We can isolate selected elements with the Isolate command. With this procedure, we have created a Smart Selection set which includes elements that will fulfill defined rules even after updating the model. Smart selection set could be used for different analysis, quantity takeoffs and schedule animation. 11.2. EDITING SELESTION SETS 11.2.1. DISTRIBUTION OF SELECTION SETS IN FOLDERS Select the Selection Sets tab. → Click on the Manage Selection Sets button and select the desired selection set. → Mark the checkbox in front of the Allow Moving Selection Sets (through drag and drop) command and move the selection set to the desired folder. 11.2.2. RENAME SELECTION SETS Select the Selection Sets tab.→ Click on the Manage Selection Sets button. → Choose the selection set you want to rename. → Click on the Edit button and rename it. 11.2.3. COPY SELECTION SETS Select the Selection Sets tab. → Click on the Manage Selection Sets button. → Choose the selection set you want to copy. → RC → Click on the Copy command. 11.2.4. DELETE SELECTION SETS Select the Selection Sets tab. → Click on the Manage Selection Sets button. → Choose the selection set you want to delete. → Click on the command Delete command. On the list in the Selection Sets palette, choose the selection you want to delete. → RC → Delete 38 12. CUSTOM BREAKDOWN PALETTE The Custom Breakdown tool is used when we want to classify the elements in the model based on certain criteria. Usually these criteria refer to the specific property of the selected elements. We can use the Custom Breakdown tool, for example, for the 3D BIM model quality control. This tool allows us to check if some element's attribute is written incorrectly. With this option the software detects all differences in the entry of properties, such as spaces, uppercase and lowercase, numbers, etc. In this way, we can quickly detect different deviations in order to improve the quality of the 3D BIM model. 12.1. EXAMPLE OF CREATING A NEW CUSTOM BREAKDOWN Let's create a new Custom Breakdown structure. We will take category Spaces and we will break them down by floors and their names. Click on the arrow next to the New button. → Select the Blank Custom Breakdown option. → In the Name field, enter the name. → In the Type field, select Category option and then select Spaces category. → Click on the Use Selection button. → Click on the arrow next to the Add Breakdown Rule and choose the Group By Building Level rule. → Click again on this icon and select the Group By Discrete Property rule. This item represents non-numerical property. → The Select Discrete Property window opens, where you select property the Name. → Click OK. 12.2. 3D COLOR CODED VIEW The 3D Color Coded View is located on the View toolbar. We can activate it with click on tab above the main viewport. It shows the Custom Breakdown in different colors. When we activate the Color Coded View, the model is gray because the color codding hasn't been applied yet. This tool paints each custom breakdown group with different color and the elements in the main viewport have the same color as corresponding group in custom breakdown tree. 39 12.2.1. ADDING COLOR CODING TO CUSTOM BREAKDOWNS Open the Custom Breakdown palette and choose the Custom Breakdown list. → Click on the Edit button. → The Edit Custom Breakdown window opens. → Click on the Reset Tree button to see the basic rules. → Select the desired rule which will have colored subgroups. → Select the Set Color Coding Rule command. → A colored square appears next to the name. This means that the Color Coding Rule command is activated, which also reflects on elements in main viewport which are colored with corresponding colors. 12.2.2. SHOW ONLY COLORED ELEMENTS This is a tool that shows us only the colored elements in the 3D Color Coded View viewport. The command is located in the 3D Color Coded View toolbar. 12.2.3. CHANGE COLOR OF 3D COLOR CODED ELEMENTS Select the Custom Breakdown palette. → Click on the Edit Legend button. → The Edit Color Legend window will open. → Select the items from the list and click on the Change button. → The color palette will open, where we can define a new color for certain item.