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AutoCAD Secrets EXPOSED—3D!

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说明

We will fill this class with 3D tips and tricks that you can use to increase your productivity immediately! Let’s take the previous 2D-focused class and “push and pull” it into 3D with tips that use the latest versions of AutoCAD software. Come and discover how you can do everything in 3D more easily than in 2D! Leave this class with the knowledge to dazzle your co-workers back home—a great way to ensure yourself a ticket to attend next year. This session features AutoCAD. AIA Approved

主要学习内容

  • Learn 3D tips and tricks from other AutoCAD users
  • Learn how to use the newer 3D tools for greater productivity
  • Learn about hidden 3D tips that might take you years to discover
  • Get tips that apply to many versions of AutoCAD

讲师

  • Jeanne Aarhus 的头像
    Jeanne Aarhus
    Jeanne Aarhus is an internationally known speaker and expert in CAD, and she presents seminars and workshops on CAD productivity. She is an independent consultant offering training and implementation services using both Autodesk and Bentley products. She is known for keeping her training sessions real-world and fun. She has over 35+ years’ experience involving production drafting, user support, standards coordination, programming, and training in various CAD applications. She continues to be actively involved in international, national, and local CAD user groups and received the much coveted Top Ten Speaker award and Top Speaker award for her presentations at AU. Jeanne is now actively involved with providing online training sessions via LinkedIn Learning using both AutoCAD and MicroStation.
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Transcript

JEANNE AARHUS: Good morning. Welcome. For those who are repeating, this is my first time I've ever done a 3D class for the AutoCAD Secrets Exposed, so it should be fun.

The basic. My name is Jeanne Aarhus, and I live in Omaha, Nebraska. I basically work for myself, which has its good and bad sides. You can't blame anybody else, right?

I don't do much in PowerPoint. I basically am a consultant trainer. I make my living going around training people on how to be more productive with the software that you already have. so what I wanted to do with this class is just, as I started to get more involved in 3D, in teaching 3D, I started to realize there were some simple things that people just didn't know.

And so I'm going to start out a little simple, and then we're going to move into materials and lighting and all that stuff. So how many people here work in 3D every day? Good, quite a few of you. I like my class to be open. So if you have a question while we're going through, don't hesitate to ask. If it's going to be a long explanation, we'll just meet after.

And also, if you have a tip as we're going through, and you know a secret that I haven't exposed, let us know. Because that's what we're all here for. We're here to share. And there's no way that I could think of all the things that people don't know, right? So my goal is that you walk away with five things that you can use on a regular basis that you didn't know before you came in.

Also let me know if it's a good tip. I don't know which ones are good and which ones are bad. So I always kid around when I have rooms that are set up like this on both sides, that we have that oohs and we have the aahs. Right? Let me know if it's a good tip, because then I'll know to keep it in and not take it out for next year.

Well, there won't be a next year, so-- this is my AU. I may come back and visit, but I'm practicing retirement. And I'm finding that it's a good thing. Who knows what I'll get talked into by next year, but unofficially this is.

All right, so that's the extent of my PowerPoint. I just don't do PowerPoint. I believe in doing it in the software. So I hope that's a good thing and not a bad thing.

OK, we'll get out of here. Let's get out of this. All right, so in the handouts, for those of you who came in later, just so you know, I have embellished the handout a little bit more than I did with the original. As I started going through it and making sure that I had all my files ready and stuff like that, I started realizing that some people might not know how to do some of these things, so I added a bunch of step-by-steps into it. So just wait till you get home and download it. I don't have the newest one up there yet.

After I do the session, I have a tendency to tweak the handout based on what happened in the sessions anyway. So when you get home, the new ones will be up there. Just download them. I'll put them up there on Friday when I get home.

So in the beginning I put some definitions that you're going to need to know. One of the first things, I'm going to assume you all know AutoCAD fairly well. But the version of AutoCAD you're in does matter. Is there anybody here in 2015 or lower? How about 2016? 17? Good.

So most of everything I'm going to cover will work. There are going to be a few things in here that it's only going to work that way if it's in 2016 or 2017, so you guys will be good. All right. Nobody raised their hand for 2015 or lower, so you're either-- oh, one person. OK.

The reason I bring that up is because there was a huge change between '15 and '16. And between '15 and '16 they changed their rendering engine inside of AutoCAD, so it changed like almost everything about lighting. So it's just something that you want to be aware of. And the good news is it's way more simple now. Do you agree?

Those of you, who works with lighting at all? No? I do not claim to be an expert at lighting, because I'm not a cameraman, but if any of you guys are into photography, you'll be a really good lighting person because you get it. I always have to read about it and figure it out, and go, Yeah, I don't know what they're talking about. But I play with it till it works.

But yeah, lighting is definitely a skill that goes beyond our engineering training that we've had. They probably should give us some of that training to understand lighting, but those college days are way so far behind me, I can't even imagine. Some of you are young enough that you probably haven't been out of college for that long.

All right, so the first thing I look at is my workspace. I start off with the 3D modeling workspace. And I tweak it. Because there are definitely some things missing that you need on a regular basis. So I put the step-by-step as to how to do this. If you've never created a custom user interface ribbon or tool or however you're doing it, I did put some step-by-steps to kind of guide you through how to do it. I'm not going to walk through every step while we're doing that.

But basically I create a My Home ribbon. Because while the Home tab is nice, it's missing some obvious things. I found myself, in the newer releases, bouncing back and forth between Home and Solid way too often. And I also missed my old 3D tools, because some of these are just, I don't know, they're arranged in a more efficient panel than what I get on Solid.

So like look at how big those are? I mean, I'm sorry, but why didn't you just do it like this? Because they want to cram in as much stuff as you can. So, I just talked about a couple of things in the handout that I have to put on every single workspace that I'm working in 3D.

First of all, I'm going to go to My Home, and you'll notice that I added my properties panel. So you're just going to borrow this stuff from other ribbons, and you're just going to collect it and put it where you need it. So keep an eye open on that. There's probably going to be more stuff that you're going to miss, but the one I missed most was the Properties panel, and then on the Solids editing panel, if you look here on home, they don't give you-- there's nowhere on this one that I have to Fill It or Radius commands. They're just not there.

And I do a lot of the filleting of edges and things when I'm working in 3D, so on the My Home, what I did is I just borrowed those and stuck them on here. So that I would have them available. So just keep that in mind and watch for that. Watch for that flipping back and forth quite a bit. I just pointed out the ones that I always miss.

The other one I want to talk about, and like I said, there's no order to these. I try to keep them a little bit in order, but we're just going to bounce around between topics. So this whole section is kind of focusing on things on the interface that I want people to know about. How many of you guys are using your In Canvas view controls? Yes? The rest of you are not using these?

OK, this is like-- I can't even tell you how many times a day I use this. So let's talk about some of the things that are buried in there that you may not know. First of all, we probably all know that you've got your Visual Styles here that are delivered. We're all using those, I hope.

I'm a big fan of x-ray, because then I can see through it, but it still looks solid. So you'll find that a lot of my files, I work in x-ray quite a bit. Because then I can actually see the edges behind it that I want to get to. So when I start cycling through Faces and Edges, I want to be able to see the stuff in the background. And I just don't like the 2D wireframe. so I use x-ray quite a bit.

Now beyond that, if you look over here to this middle one, the view controls, this is where you can use these. I don't use this for the top front, right left, because I use the View Cube. But how many of you turn your View Cube off? Nobody-- a couple of you, OK?

Because some people just don't like it. It's like it bothers them being in a corner of the screen. That's fine. It took me awhile to get used to it being there. But you know you make it smaller, right? But if you don't like it, just use them over here. But if I'm using them over here, what you might want to do is make some custom views.

Have you use named views before? You'll find in a couple of my files, I'm going to use named views, just to get back to what I want really quickly. So when you're doing name views, just make sure that when you save your name views, I'll just save one. Call it demo. You can specify, I don't think I have any categories in this one, but you can tell what kind it is. It can be a recorded walk. Anything.

And I'll just define my window here, and I'll just make it, like there. All right. So now, once I have that saved, once I'm up here now, I have all my named or saved views quickly accessible from that point. Because who wants to open up a dialog if you don't want to, right? The goal is to never open a dialogue if you don't have to.

And I'm kind of a keyboard person, so if I do something by keying it in, and you don't know what I'm doing, holler at me. I can't help it. I'm a keyboard oriented. I always will be. I still use DOS commands. It is what it is, we can't change our personality types. They are-- I'm way too old to change those habits now.

So now, the other one that I want to talk about is this little dash here. A lot of people don't know that if you double click on that, it will switch to your last multiview window arrangement. And how do you get those window arrangements? You go to that view manager, right? And then it turns into a plus. And it does that on all of them. So when it's in the plus state, that means that it's a multiviewport arrangement. When you want to go back to a single viewport arrangement, you double click on it again.

And when you double click on that, it goes back to the last viewport arrangement that you used. so yeah, there's only one. You don't have ++. Then hopefully everybody knows now that you can modify these on the fly. Does everyone know that? So even though they deliver it, I like to have mine much narrower, because I typically work in this view. And then see, when I go back to my single, come back here, it's going to remember what I had.

Now I typically, honestly, would have three over here on the right. I work in isometric. I would assume most of us work in isometric 90% of the time. Because that's the easiest thing to do. So if you aren't using all of the things up here, investigate those. Yes?

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: Let me see if it did. Any of the ISOs, you said?

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: Hmmmm. I haven't run into that. I believe you, believe me I do. So I'm not sure-- OK, I'll have to watch for that. So did everybody hear that? OK. So I'll have to watch for that, thank you.

OK I have a little chip, come up later. I have a chip for you.

Well there's a couple of like, what did that just do things that even I can't explain. I could just tell you that's what it does. It's one of those AutoDesk things, you know. It's a special feature. That's what they'll tell you. That was a special feature.

OK, so the View Cube, I am of View Cube person. I make it smaller than this when I'm not presenting, and then I just use that. And a lot of people don't know that you can arrange this any way you want. So you can tip it in a non-isometric direction, and then up here, if you right click, you can save that current view as your home.

So depending on the model you're working on, you may not want it to look exactly a Southwest isometric. So now when I come up and I go to my southwest, if I pick home, it remembers what I want Home to be. I mean, Home can even be upside down if you want it to be. Hopefully not, but-- all right?

So just keep in mind that-- and I did real simple models here, because we're not going to be able to render anything too complex as we get going here because I don't want my computer to crash. So I'm a firm believer in the 3D, in the View Cube. I love the View Cube.

That's all right. Grips. Let me open up a different file here real quick. All right. Grips is something that you really have to be an expert at once you get into 3D. See, I don't like that angle because I can't see everything quite right. I prefer that. So you just have to save your own home views.

When it comes to Grips, hopefully everybody knows that when you select on this model, I've got a couple of things going on here. We'll talk about the interface. I've got this gizmo thing that shows up, right? Everybody know what a gizmo is? No is always a valid answer. I'm guessing there's someone in the room who doesn't know what a gizmo is. Everybody does?

OK, if you're not, not knowing it is why we're here. So don't ever hesitate to say, I did not know that. I will promise you that I will find out things at this conference that I did not know. And I've been doing this way too long. So I've been doing this longer than a couple of you have been alive.

So that's your gizmo. Now the gizmos may or may not show up, all right. But it has to do with Grips because you start working with your Grips. So I'm going to do gizmos in just a minute, but that's what this little thing is here. And it always shows up whenever you select a 3D solid. It'll show up on surfaces, meshes, solids, any of those.

Down here in the status bar, how many of you still miss your words? Don't you think they should just bring the text option back? I hate these icons. And I've tried to like them, but they suck. All right.

So down here you've got this little gizmo button. And when you-- it's weird because it's not blue. It's like multicolored when it's on and black when it's off. So if I have that turned off, and you select, you won't see your gizmo. So keep in mind, some of the stuff that I'm doing is very dependent on what I have turned on down here in my status bar.

I also pretty regularly use dynamic input, because it makes it easier when I'm using my gizmos to just key in the value that I want, and make sure that I'm getting just that value. So I'm a strong believer in dynamic input.

Now one of the things I'll tell you if you hate dynamic input, and I'll know you're in this room. Who hates it? Because you don't like all that crud following your cursor around, right? What you do is get in here and turn off all the stuff you don't like. So I don't need to know what my coordinate is unless I'm a surveyor, typically I don't care about that. So make sure that you come in and turn off all this stuff.

When you go under the settings, just say, show me just one thing instead of two. So trim down all the stuff that it gives you so that it's simpler. And then I think you'll actually like it. I usually do put that on one. But I'll do the defaults so that you'll see what it'll look like.

And then I made my tool tips bigger for you, and different colors and stuff. So that's one, and the other one is polar. I use polar a lot. I promised I was going to get to the 3D stuff. All right, when you're using Grips, when you first get this, you're only going to see the centroid grip at the base of the part. If you hold down your control key, and you select a face, then you will get just that face.

So one of the tricks that everybody needs to know is that control key. And if you're trying to get to the face behind it, you can do the space bar. I'll wait till I float on a different one. That'll get to the faces behind it. Whoops, got to hold the control key down.

And then once you've got that Grip, you'll notice when you hover that you get a couple of different options here. So when you're using these Grips, you need to hover to make sure what all your options are. Because they're going to give you different ways of moving that face, or different ways of manipulating that face.

A good way to show this one would be this face right here. If I select this face, and I hover, and I just move it, which is basically extended adjacent. See how it will move it, and it maintains that angled edge? And it becomes smaller.

If I say I want to move the face, it won't get-- it's kind of hard to grab it here. But now it's not getting smaller. It's not showing up very good. There, I'll bring it clear out here. So those are the options that you need to be aware of. And a lot of people pick their Grip so fast they don't even know there's options. So hover. Hover, hover, hover, hover.

And then triangulations, I'm going to be honest with you, I've never had a reason to do this. I don't know what it would be for. But it adds triangulation to the faces. Then I just have to hide those lines. So I'm not sure when I'd ever use that.

OK, edge grips. If you controlling and click an edge, then you get the edge only. And again, if you hover, you're going to get the same options basically. But you can go ahead and just move that edge. All right. And if I say, don't, just move that edge. It's kind of going to be the same in this example. It still moves that front edge because it has to. So control pick.

You can also control which faces that you're using based on filtering. If you look up here, you have in your selection, you have two buttons that we need to talk about. One of them is Culling, and the other one is the Filter. If you want to be able to control what you're selecting on really complex models, tell it that I only want to select edges. Don't even recognize faces.

And then as you come along, no matter where you click, it's only going to pick edges. All right, you won't have to worry about accidentally getting a face. But if you do get a face, how do you de-select? Shift, pick. So if you do accidentally pick something, it's just like in AutoCAD. Just shift, pick, and-- all right

The culling is what you do when you want to see through the part, and you want it to be able to get to the background stuff. So what they're talking about when they talk about culling is they're saying, I want to be able to get to the background stuff. So if I hover here, I'm going to put this back on. Let's go to face. And I pick here. If I-- of course, come on. It's not going to hover for me. I have to be in-- let me go pick extrude. And I'll pick extrude, control pick, and why is it not?

I got culling turned on, why is it not hovering? It should be going to the other panel. Why is it not? Let me think. I'm doing the space bar. OK, why is it not?

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: No, I think this one is user error. But I'm trying to figure out what I have turned on that's keeping it from-- because I should be able to hit the space bar, and it will automatically find the panel below it. The face below it. Let me go back to face. And I need to be in some kind of command.

I don't know why my space bar is not-- hitting the space bar should make it go to the back edge. So from where I'm floating in the middle of the part there, it should recognize that it's got the sloped face and the back face. And you use the space bar to toggle between the ones you want. I'm going to try it on a different model in a minute. And then, that's what culling does. It means I want to be able to toggle and get to the exact one I want.

Because sometimes the entire face, in fact, this back face is completely behind another front face. So I have to be able to toggle to actually get to it, if I don't want to spin my model. Right? That's all culling does, is allow you access to those back faces.

I'll try another model here in a minute. A couple of options in the Fill It command that I want to talk about, that people overlook. All right, so I've added my Fill It command here. And if you look down at the command line, if we would just read our command line, we would be so much better off. But we know we don't.

And I'm going to check my radius here. OK, .25 will work. You have the chain and the loop option. All right, are you guys using this to make it simple? Or are you selecting every edge that you want to fill it?

And I put a couple examples in there. If I go ahead and I pick this one right here, all right? I just pick that edge. It's just going to make me manually go pick everything. If, and I don't know why that stays highlighted, just ignore it. It won't go away until you stop the command. If I come in and I do my Fill It again, and this time I say I want to do a chain.

If I select this edge, it goes all the way till it hits a turning point. That can save you an awful lot of time. And then you just finish it however you want to finish that Fill It that you're putting on there. So it will trace the entire edge.

Now the difference between that and Loop is that what Loop will do is, we'll go ahead and do our Fill It again. And this time I'll do a Loop, and I'll go ahead and I'll select this edge right here. Now see, there it picked the wrong one. If it picks the wrong one, I can do a space bar. Come on, OK, this one's-- OK, I'm going to just-- I'll use the command line one instead of the space bar.

I'll just go next. And it switches to the next face. If I don't like that one, I say next. In this case, I only have two. So you use the next option to just toggle between the two. And when it does the loop, what it's going to do is go all the way around the closed face. All right?

That is a really strange Fill It on the bottom there, but you get the idea, right? So the loop basically allows you-- we'll just pick this bottom edge here. Finds the edge, and fillets that off.

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: So you want to pick a point. And now what it's going to, oh, I didn't-- sorry. Let me pick my loop. You want a chain or a loop? A loop. I picked the corner. It does. And then you're going to have to do next if it didn't get the one you wanted. OK? So, yes, you can pick the point.

So Loop is a fun thing. Don't overlook it. It can save you a lot of time. And when I'm watching, like I said, when I'm training people who've been playing in 3D for a little while, they're overlooking some of these buried options in some of the commands.

All right. I'm on tip number six. We're going to, I recommend that you use the sweep option rather than following the path command. Basically, if I want to sweep something, you're going to take an object, and you're going to sweep it around a path. The benefit of doing a sweep is that you can control it a little bit better because of the fact that you can define a base point, you can define the orientation.

All right, so rather than extruding along a path, sweep along a path. You'll get way more control. The command has more options. So for this one, just simply what we're going to do is, I highlighted my path there. If I just come in and I pick this--

Everybody's coughing because it's dry, right? Whose first AU is this? OK, Chapstick and water. Believe me, they'll be your two best friends. Because that's why your coughing. It's so dry here, you just can't even imagine. Drink three times the water you normally do.

OK, so if I want to sweep this, all right, I'm going to go over here. And I'm going to use this sweep command. I even like sweep better than loft, actually. But that again depends on what you're trying to accomplish. If you just select this, and then you say, that's the object I want to sweep. And now it wants to know the path.

If I just pick anything, I'll come over here because my path is missing on that one. Select my object. And then we're just going to go ahead and pick my path without doing any command. Why is it not picking-- I am definitely having trouble with picking problems. And I don't know if it's this or not.

This notification, just so you know, I can't fix it. In 2017, they had a service pack, an update that came out like two or three weeks ago. This error is coming from that service pack. I've seen it all over out on Google. Nobody seems to know why it's coming up now. It didn't come up before the patch.

So if you did update 1 on 2017, you're getting this thing too. You can't make it go away. You can't turn off the notifications. You can't-- it just is there, so I'm ignoring it. That may be what's causing some of my cycling not to work. I'm not sure.

But anyway, I want to get my path here. For some reason, it's definitely not-- I'm trying to figure out what-- do I have selection cycling here? That's fine. I'm going to turn that one off. It's not liking that path. We all see the path, right? I even made it pink so you could see it. There it is. Why it's not finding it? There we go, maybe I just had to wake it up.

All right, so we'll do sweep, this shape. And we'll go ahead and put it along this, whoops, don't typo. This path. See if I can get to it. Had to be a little weird about picking it there. Now when it did that, initially what it's doing is taking the centroid of the shape and sweeping that along the path, which that's almost never going to be what you want it to do.

So make sure that when you're doing this that you're using the base point option. And I just showed you that I'm going to use that midpoint of that edge as my base point, and you have a base point and you have an alignment option. And that's what you should be looking at doing. So there's my part, and then I want to define my base point. And I'm going to define this midpoint right here.

Then when I come over here, I'm going to have to pick it weird again. All right. Then it's going to align it, potentially the way I want it if it centers it. If you don't want it centered, then pick the corner. But that allows you to control how you're sweeping that without having to move everything later. The centroid is the default, and it's almost never what you want. Yes?

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: OK, let's try conceptual. Now I can't see it. I guess I could-- Oh, I deleted it. There, and we'll go to-- I hate wireframe though, but I'll try it. I'm just going to do the default. Nope. It found it, but it's not highlighting, so I'm not sure what's going on there. I think it has something to do with this performance, this visual--

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: OK. And I know that x-ray tends to leave those blue edges behind, for whatever reason. I just ignore them anymore when it leaves it there. But, OK. So you can walk through the steps and the handout on that.

Now my favorite command of all time in 3D is probably press and pull. And I hope everybody is using press and pull, yes? Of course. Because that's the best-- who does not know what press and pull is?

OK, press and pull let's you be solid or whole, depending on how you work with it. All right. Press and pull is your first command you should ever learn in 3D, because it saves you knowing all these other things that you don't need to know. Press and pull let's you take your flat 2D graphics that most of us have worked with for years, and it allows you to take those and make those into 3D pretty quickly.

So press and pull is right here. And basically, if you select a object and you pull it, it just makes a solid, whichever direction. So again, you don't have to worry about negatives and positives and all that other stuff, right?

If you want to get in a region, then you come in and do your press and pull. If you float in a region, then it's going to see that one and pull that one up. So it does, you don't even have to do your union and subtraction and region commands any more. In the past, you used to have to make that a region, and then extrude it. With press and pull, forget all that. Just float, hover. Hovering is your friend.

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: Say that louder.

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: I hardly ever use extrude, you're right. Who agrees with me that press and pull is better than extrude? OK, I agree. I think press and pull is easier. Now a couple of things to know about press and pull is, when you use it, how do I control whether it adds or subtracts?

So the first thing I'm going to do is take this rectangle, and I'm just going to bring it up. Let's see what diff-- is it one? Nope. Sorry, I forgot my number on this one. I'm just going to press and pull and not worry about what the size is.

OK, now what I did is I pre-drew those circles, but all I did was I turned on my dynamic UCS, right? If you come down here, I absolutely hate these icons because no matter what they never look right. There it is, dynamic UCS is turned on.

So this is another tip that you need to know about. When you're drawing anything 2D, if you hover, watch my UCS icon. Right now I'm on the floor. Right? My x and y is on the floor. So if I start drawing, I'm on the floor. I'll do a circle because it's easier. If I hover on the top, it stays the same. If I hover on the side, it changed. Right?

So that's what dynamic UCS will do. It will automatically align to the surface or face that you're aligned to, and let you draw the circle. So all I did ahead of time was draw a couple of circles.

Now if I use press and pull on this one, see I'm flipping back and forth again. And I select the circle, then what it's going to do is it's going to make it a solid. Because I select the edge of the object. All right.

If I do the press and pull, and I hover inside the circle, and I pull it through, it becomes a hole. All right. So it's whether you pick the edge or float in the middle. And that's how you'll get your hole, so if I hover in the middle and pull it through, then I get my holes.

All right. And everybody knows you can shift wheel and dynamically just rotate your view all the time, right? OK.

Another tip that I just recently learned is I was trying to put a series of holes in a disk. And no, unfortunately, you can't make it an associative array, and then use press and pull. You should be able to do that. Do you agree? Yes, so please help me complain. For the love of God. We've had the associative array for how many years now? And I still can't press and pull it? Seriously.

So what I did find out though, is that you can select the multiple holes, even though they're not associated. If I do press and pull, and it looks like you can't pick more than one. But if you do press and pull, and you shift-- OK, come on, I'm pretty sure it was shift. Let me double check.

Yeah, shift key. So I'm going to hold the shift key down. Oh, I was holding the control key down. Sorry. If I do this, I can pick multiple holes. And I can push them through. So you don't have to do them one at a time. All right. Is that a new one? I haven't gotten an ooh or aah yet. Has this been all old stuff? I'm trying to get to the more complex stuff.

And, of course, with press and pull, if you have a region like this, like walls or whatever, if you're doing architectural, you just hover in the middle, and it'll pull the whole thing up, right? So look how quick you can turn that 2D plan into 3D.

Now if you are really doing architecture, I'm going to pray that you're in Revit or AutoCAD Architecture, but if you're not, it's still possible. I'm going to skip that one. Keep track of my time here. Ignore the time there. That's Omaha time. I promise you it's not 10:30, it's only 8:30.

Selecting-- let's see if this model will work a little bit better. Selecting sub-objects. So I just made a little bit more complex part, and I want to hover, and I want to select things. So now if I go ahead and I select here. Let's do press and pull. All right. If I shift, I can't believe this is not working.

I have no idea why it's not. My culling is turned on, and I'm not using a filter. But I'm hovering, and it's not going to the other. I don't, let me see, press and hold. Yeah, control. It's just not-- you should be able to space bar. I promise you when you go home, it'll work. All right, if you use the space bar, it will let you go through the culling and find the other options.

The only thing I can think is I don't think this one has, yeah, I've got my history turned on on this one. So nope, I don't on this one. So that makes me think of another tip as far as your solid history. When you're creating a part, you want to have solid history turned on during the initial design of it. What solid history allows you to do is it allows you to come in and modify the original objects that created your part.

So if I open up the one that has history turned on. There, we'll do this one. Because I know this one has solid history. So when I select this, see over here under properties? My history is set to record. So when I was developing this part, I was recording all my steps.

What that gives you is that gives you the opportunity of coming in and selecting the inside part, and it'll give you grips. If you notice on this other one, I'm going to be in trouble here with all these parts being open. If I control pick this one, see I don't get those grips. Because when I did this one, my history was set to none. It wasn't recording my steps.

So I really can't edit this one as well as I should be able to by having the solid history. So I control pick, and now I can actually change this pretty easily. Oops, if I don't snap to something accidentally. Turn off my F3 here. And it's pretty easy to come in and modify after the fact.

So I can't imagine why you would turn your history off, except once you know your parts developed, maybe you don't care about the next thing that you want to record. And it is off by default. So turn your solid history on. Here you can see my original little circle is still sitting there too.

So solid history lets you come in and modify any of those with grips. I can modify the length, I can modify the radius.

This is an interesting-- if you take a part, and select several of those parts. When you have a really complex 3D model, is everybody aware that if you highlight just part of your model, and you work with the View Cube, that it will automatically zoom to-- what the heck? It should be.

See, that's not working either. You should be able to-- when you do your wheel, it isolates it, right? What is going on with my display? I've definitely got a video card problem going on here. But see, normally when I was doing this, it's a way to isolate that part of your model. And then when you shift rotate, the rest of the model goes away. And if you go up here and do top, it zooms to just that selected part.

Some of you know what it's supposed to be doing, and I apologize. I don't-- I'm about ready to exit AutoCAD and come back in. All right, so shift wheel, if you isolate, if you have just part of it selected is a way for you to just look at what you want while you're changing your view and spinning around.

We already talked about the selection filters. Point filters. Point filters is a super old concept that is still here. But point filters, does anybody here still use point filters? It's probably 20 years old, if not older. What point filter-- and I just did a simple little 2D example to show you what it's doing.

When I use point filters, it's on my shift right click menu. It's right here. It lets you define a value that you want to lock. So let's say I was doing something simple. And I just want to draw a circle. If I'm going to draw a circle, but I want this circle to be lined up with these z value of a specific-- like I'm going to pick the midpoint of this red box. All right.

So I'm going to do a shift right click, point filter. And I want to lock to the z value of the point that I'm about to snap to. So I'll say point z, and then, oop, let me turn on my snaps again. And I'll snap to the midpoint of that box. So what I've just done is I've locked my z value for my circle to that point. Doesn't matter where I come in and draw, it's going to be locked to that point.

Of course, it would be nice if I had it on my-- point filter z here. And I'll try to draw somewhere over in here, so maybe you can see it. Don't snap accidentally. OK, I did. Did you see me accidentally get that snap in there?

Point filter z. I'll go to here, turn off my O snap so I know I'm not snapping. And no matter where I'm at over here, I can be up here. See how it's locked in to that point? So it's lined up with that point.

What happened before when it didn't work and it put me back on the floor, was I accidentally hovered and caught the central, the center snap there, which then overrode my point z. So when you're doing this, you really want-- I turn my o snaps off, so that I don't accidentally snap to something else.

But this allows me to come in here now, and if I changed my-- let's get rid of this one so you can actually see it. If I came in, and I just drew a box over here. It should have been set. Box, box, box. There we go. Point z. And I just draw right in here. It's on the floor.

If I do, oops, recall my command here. Point z to the top here. Oop, might nee my o snap there. Turn off my o snap, come back over here. As long as I don't snap to anything, I'm lined up with the top.

So this allows you to say. I need to draw equal with that plane that's over there. All right?

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: You could set your elevation. You could also just use a UCS. Or a gizmo. But there's times when I need this rather than a gizmo to lock down. There's always more than one way to do this, but I think point filters is overlooked.

OK, invisible edges on a face. OK, when you're selecting this part, or these-- now this is not a solid. These are 3D faces. This is a command that only works on 3D faces. It will not work on a 3D solid, because a 3D solid, this whole thing would be one part. So there would be multiple faces that would have those lines.

But every once in awhile you run into a situation where you have a face, and did you know you could turn the lines off? All right, so what you can do here, is if you select this face. And you select-- over here, let me find the-- right here. All right.

Four edges. Here's my edges. They're all visible. If I come in here, and I turn one of these to be hidden, of course, it would be really nice if you knew which one it was, it would hide that edge. There is not any way that I'm aware of that you can select this and have it tell you which edge that is.

There's no highlight going on here. And, of course, that would vary depending on the direction that the face was actually created. So it's not something that's consistent. What they really need to do is when we select edge three, it needs to highlight. Right? Wish list 2018.

But you can come in when you have faces and just completely turn off the edges. You can see there that I turned off the edge on that one as well. All right.

I miss the automatic no for all option that we used to have. OK, generating 3D from 2D. OK, let's say that you've got your flat 2D drawings that you've been using. And you've got your part, and they'd all be laying flat. Well, the first thing I did if I have a rectangle here, is you use the 3D rotate command to rotate this here, so that it stands up in the right orientation.

So you take your 2D flat drawing, and you 3D rotate it up. So if I do 3D rotate, and I select that. There's my gizmo for rotate. I want to rotate it about that axis, because I want it to go from flat to standing up. So I'm going to use that axis. And then I just have to stand it up. Where's my polar?

There, so then I can get my polar tracking, and I know when it's perfectly standing up. All right. So that's all I did with my three parts that I had here. You can see my individual parts. They are poly lines, so they're closed shapes. And then what you want to do, after you've got them rotated into position, is you want to extrude these. Or you can press and pull. Either way.

If you select this, and you pull it over to here, and then you select this one. My shift is not working, so I'm going to have to-- there we go. I'll extrude this one out to here. Doesn't matter how far. And then I'm going to extrude this one down at the bottom. See, I should be able to shift space, and it should be finding it.

Where is my cycling? Let's try this, and see if that will help? See, even my cycling is not working. So I've got to be really careful how I pick this. There I got it. And I'll just bring this one up. Now once I've got all those extruded into themselves, then all I have to do is come up and do an intersect here. Select all three of them. And I have my 3D part.

Now it doesn't work on all-- sometimes you have to do just a couple, intersect them, and then do a third one and intersect it, but try it out. You'll be surprised how often this works. By just taking your 2D drawing, orienting it correctly, extruding it, and start doing unions, subtracts, or intersects. And it ends up giving you the 3D solid that you wanted from your 2D part. Right?

We already talked about solid history. Oh, I didn't talk about how to remove solid history. Let me open up that file again that we know has solid history in it. OK, when you select this. Now I've got my cycling turned on. Let's turn that off.

It tells you right here that it's set to record. Believe it or not, all you really have to do is change this to none, and you have removed all the solid history from that part. Then you can start over, and now see, I don't have grips. So when you get to the point in your design where you don't need your solid history anymore, just select the parts and remove it on the parts that you want, and it starts over. All right.

It's almost too simple. People call and ask, how do you remove solid history? You look for something more difficult, right?

OK, the UCS. Hopefully everybody knows you can move the UCS wherever you want, right? So I select on the origin, and you can come in here. I'm actually going to get one where I have a-- more planes here. I needed some curved edges. If you come in here and you hover. Of course, there it lines up, there it lines up, right? It's going to automatically line up wherever you want.

So you can grab this, and you can put it wherever. Now I have my UCS icon not following my cursor. If you want to define the origin, which I would probably, if I was working in mechanical, I would want the origin moved as well, when I move the UCS icon. I need to change the setting to let it go to the origin. I mean, it was rotating just fine, it just wasn't sticking at the origin that I wanted.

So now, when I come over here, if I want it to be in the centroid of that part. Don't you love geometric center now? Of course, mine's not working. OK, pretend it did work, right? OK, so just let the UCS icon go to the origin. It rotates without, but a lot of times you're going to want to see it sitting there.

Also, if you grab these little circles-- a lot of people don't know you can do this. If you grab these circles, you can actually change their orientation. So if I don't like the direction that x is going, I can switch this so that I really need x to go that direction. Because that's how my brain thinks.

So make sure you realize that you can turn these any way you want. Of course, you can even change that one. But then you're not sitting flat anymore, but hey, if that's what you want to do. But the x and y is the most important one because you can get your x going in the direction that you want, positive and negative.

And you select this, if you hover you can set it back to world just by picking it right on the icon itself. This is a hard one for me to stop because I have a tendency to go UCSW without thinking. Habit. But what would be so much simpler is if I would just hover. Don't pick that, pick the icon. Wouldn't it be so much simpler if I could just get my brain to do that? Right, I mean, I admit my own flaws. It's like, stop doing the UCSW.

Now the fact that my icon is switching is also no hidden here. I have my dynamic UCS turned on right there. OK, so if yours isn't working, just check that. It's just not turned on.

OK, when you're working with saved UCS planes, did I do it in here? Let me go up here to UCS. What is that? I'm trying to remember where that command is because I don't use it that often. Didn't save it there. Let me hover here. There it is.

I was trying to remember where it was, because it's kind of hidden. Named UCS's. If you have a specific UCS, let's say that I want to use this over and over and over. And I don't want to line it up the way I want every single time. If you come here, you can save a specific location of your UCS to recall it later. We'll just call this one slanted edge. And then if I take this, and I move it to the top, then I'll hover, right click, name, save, top, flat.

Now when I need to go back to a specific one that I spent time lining up, I just have this selected, right click, named. I can go back to slanted edge. A much quicker way of getting to that command than trying to find it in the ribbon. Just hover on the icon, and right click.

Gizmos. I don't remember what model I used. I try to come up with simple models that would be easier to see. OK, gizmos. Down here. Again, we already talked about the gizmos. I'm going to turn that back on. And I'm going to select this. Now by default, this gizmo is set to a move gizmo.

If I right click, I can have move rotator scale gizmos. You can also control it up here, as to what you want your default. So up here in the ribbon, you can change. And there is a setting. I put it in the handout, that you can control. Whenever there was a system variable that controlled how these things work, I tried to put them in the handouts.

Because there is a default gizmo system variable that lets you determine do you want move rotator scale to be your default gizmo? Move is the default by default. I find I actually prefer rotate as my default. All right, so if you just change that variable, then every time you select something, you'll get the rotate gizmo first.

All right, so put all those in the handout, so you can go through that when you get home. But if I pick on the move, don't pick this, right? Well, what you're doing, is you're picking on this arrow, or the x arrow or the y arrow here to control the orient of how you're moving it. And when you click on this, don't hold it down.

What I find is a lot of people are holding it down and trying to drag it. And that's not going to make it work. Because if you hold it down and try to move it, a lot of times what happens is you accidentally snap to something. And it's not doing what you think. So just pick it, and then move it.

You've also got these little planes here. Let's see, can you tell those are highlighting? If I pick this plane, it's going to move in both directions. I don't use that very often because I'm usually trying to control the access that it's moving along. But that's your move gizmo. And again, if you hover and you right click, you have some options here to constrain it in a specific direction.

You can align it. Although if you have your dynamic UCS turned on, it should kind of align automatically. And then the custom gizmo allows you to take one of these and just move it any way you want. So I clicked on one of the axis, and I just want to move it. So I'm right clicking. OK, hover, right click. That's custom gizmo.

What custom gizmo means is you want to change the orientation of the x.y, and z based on what you're looking at. Now, if I do rotate, let's do just a face here. So I did a control pick, and now I've got this face. So what I'm doing is I'm moving this face up, click this one. I can move this face this direction. right?

Now if I switch this to rotate, then I can come in and I can rotate this face. Let's just pick the one face. I want to rotate it around this axis. You see how I'm hovering on the little rings? So I want to spin it that direction. Oops, come on. And now I'm spinning.

That's not a very good one. Let's pick this one. And now I can spin this. Or you could just type in, let's do it 10 degrees. And I rotated that face 10 degrees, about the ring that I selected. So play with your gizmos. If you're an expert at using these gizmos, you're going to be an expert at 3D.

Because they really are kind of the magic secret. They're not a secret, but people are not-- how many of you are not using gizmos? A lot of people-- this is like, it's almost better than press and pull. Not quite. It's like number two. It's the best thing they ever did in AutoCAD.

And then I don't use the scale one very often, but scale lets you pick the scale direction, and you can scale it. I don't use it very often, I be honest. Move and rotate is common. Yes?

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: Yes, so if you say, I'm picking here. I was in rotate. If you select this-- where is it? You can, what am I-- OK, let me think. I don't know why it's not letting me pick, or am I thinking of materials? I may be thinking of the material gizmo.

So you want to move this to a specific location?

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: Yeah, it does. But I don't think I can graphically move it. I don't think I can just grab it and move it, because the GT location, the zero means it goes to the geometric center of the face. Whereas the one, it just goes, it goes to wherever the-- well, the UCS icon. So I could move my UCS icon. Do I not have it turned on? It is turned on. Where is it? There it is.

So let's say you put this here. And then you went to here. Oh, I'd have to change that. GT location, and make it number one. So it was set, so now if I click this, it's still not coming up over there though. GT. It's set to one, and one allows you to go to the location overlapping the UCS icon. Which we can see my UCS icon.

Now it might have trouble because it's not lined up. Let's do that. Let's put it up here in the corner. And then we'll do pick face. It's still coming up in the middle. I'm not sure why it's coming up in the middle still. Oh, no, because it's set in the registry. That variable is set in the registry.

Says you, you have to do it before you start a command. Which I did. I hit escape. Let's do like extrude. Now it's not giving me the gizmo. It's not working. My gizmo is not going to my UCS icon location. So let me look me look into that one. If you send me an email, I'll look into that and see if I can figure out why it's not following that.

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: You might want to control the point it's rotating about. Like what if you didn't want the middle to be where the rotation happens, you want the bottom edge to be where the rotation happens. So I can see why you'd want to control that, and I mean--

[SIDE CONVERSATION]

JEANNE AARHUS: And how in the world my foot get wrapped around that cable I'll never know. OK, I don't know why that didn't follow. It's supposed to, when you set GT location to the UCS icon mode, it's supposed to follow your UCS icon. But it's obviously not.

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: I'm on no filter.

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: Shouldn't matter, because the the origin of the gizmo is always in the same spot. I even tried picking a different command, because I know it can't-- let's do press and pull. No, it's not.

I don't know. I will look into that. Send me an email so I can follow up with you. And if I figure it out before I put the handout up on Monday or the Saturday, I'll put it in here.

OK, you can also use a shortcut key when you're in the middle of a command. If you use a shortcut key and you don't have your gizmo, you can do 3R. Come on. I don't know why it's not coming up. All right, and you can get that's 3R, 3M, and 3S is the shortcut keys to change the gizmo. So I'm in scale.

If I don't like to right click, I can go 3M. Come on 3M. Of course, it's not going to work. I never do this because I just right click. So I'm going to be honest, I never use that option.

OK, is everybody familiar with model documentation? Hopefully, you know about model documentation. You just may not know a couple of the little tweaky things about it. Come on. Oh, you never like it when you get the circle, do you?

JEANNE AARHUS: Ever since they put this little scrolly thing at the bottom, I swear it's slower. All right, this is the model documentation, right? Everyone's using this? I'm not going to cover model documentation because that would take the whole hour. I'm just going to cover a couple of little things about model documentation that people overlook.

So this is what it looks like when it's completed. All right, I have a real simple model. It's nothing big. All right. This is what it's going to look like when we're completed. When I go ahead and I do this, and I go up to my view, and I define my base. OK, that's fine. We'll do from the model space.

And there's my base. But that's not the orientation that I want. So if you would just right click, you can change the orientation of your first model. The first view. And you can change it to any one of these. So I'm going to say I want that to be the top view.

So now I have the top view here, and then I can go ahead and add the other remaining views. If you don't like the view that it's giving you, you can put it anywhere, and then move it later if you want. Or just stop and start your model documentation from another view.

Because it's kind of weird how it doesn't really give you the angle that you want based on the orientation. So I'm going to come down here. I can't remember which one it was I wanted. It's not that one. Which one was it that I wanted? that looks upside down.

I'm going to-- oops, I didn't mean to stop all the way. I'm sorry. Come on, from model. And we're going to go orientation, top, there. And we'll say enter. I'll just put that one there, and I'll stop. OK, so there's the first two.

Now once you've got the first two, you can select any one of these, and you can go ahead and project off of that, right? So right here, you'll see you can change the scale, and then if you go ahead from here, you if up here, you can actually do another projected view. Whenever you select this, go to projected, and select that view, and then you can go ahead, Oh, I keep hitting. I'm sorry. Projected, here, enter, keep forgetting to hit that enter.

And then I can grab another one, and probably this one will give me the one that I'm looking for. I'm going to come down. Never get-- there we go, that's the one I wanted. I'll hit enter, and then I just move it over to where I want. Because it doesn't necessarily give you the view you want in the exact drive location. All right?

Now is everybody aware of the parent-child relationships when you're doing this? All right? Remember this was my first one, so it's the parent. If I go in here, and I change this to be a different scale, one to one. They're all going to change because that was the first one I put on. That's the parent. The parent always controls the child. It's not real life. Right? It's CAD. We all know that's not real life, but we can pretend.

So if you change the parent, all the children follow. All right? They're so obedient. Fantasy world, is what it is. But if you change a child, you can change the child, and it won't change any of the others, right? So you can move that where you want, and what's nice is you can even come in here and you can change by edit view. You can change it's visibility so that it's filled, right?

So just remember when you select this, look at your ribbon. You've got an edit view. In edit view, you can do a lot. You can change the visibility. What edges do you want to see. If you're in a view that has edges, you can control what edges you want to see. All right. Or turn off edges that you don't.

So if I don't want those tangent edges, I just turn them off. I find people exploding these to get the look they want. Oh, please stop. Explode should be one of those things, that's one they should, are you sure you want to explode? Yes. Are you really sure you want to explode? Yes. And then come back and say, sorry, you can't. Right? That would be perfect.

But anyway, so do the edit view. All you do is you select the view, and go to edit view. And you can change quite a few things here. All right. Scale. You can right click as well. If you're a right clicker it will all come up. And then you just save your changes. All right.

Let's see, what else?

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: Yes, if I came in here and I-- oh, you mean, if I change the parent view? So like if I came in here and I change the scale. This one's been overridden, OK? So now the child's in control, right? Because you've tweaked it. OK.

And again, I was hoping everybody's using model documentation, just maybe you didn't know all these little tweaks. Orientation is a big one, because I can tell you, whenever I do my base view, up in the corner it's never the view I want it to be. It's always the wrong orientation. So just right click orientation, and pick the view that you want. You don't have to go with what they give you out of the box.

I always explain it by saying AutoDesk writes the software. They don't use the software. Right? So sometimes you just have to figure out how to override them.

In the view displays, as far as how some of your geometry is specified. If you come in here and-- where is that? I always have to look for this one because I don't change it very often. Oh, you know why? Because this one always hides because I have too many tabs.

Once you have selected one of these views, you will have a layout tab that doesn't automatically pick itself. On the layout tab, you can come in here and do some other commands as far as defining the base, projected. There's always a-- once you've started your model documentation, you get this layout view.

Now what happens to me, though, is if I'm on the Home tab, well, this one is not long enough. Do I have one that is long enough? No. When it goes off the edge, and you don't see the tab. It's always the last tab. So what happens a lot of times is I lose that. And I forget to even think about going and looking for it.

What I wanted to bring up is the fact that you can come in here and you can change the styles that it's using for your standard. So I'm going to look for the shaded view. Let's see, it's under Styles and Standards. Right here. Drafting Standard.

You can key it in too. The command is View Standard View STD. If you want to just key it in. This is where you can come in, and you can change this based on how you want your views. Do you want a higher resolution? All right. Do you want to change how it does the angles? All right. Do you want shaded? What do you want your default to be?

And you can tweak this a little bit. You can change your thread styles. Anybody here very mechanical? I'm not a mechanical engineer, so when I look at this, I'm like whatever. I'm more the civil architecture type. But don't forget that this is out here where you can actually tweak it. OK? 100 DPI is your default.

Now that doesn't apply back to the ones you've already created. So you have to set up your view standards before you generate your model documentation views. Because I can't reapply those back to this. So you would set that first, and then you would come in and generate your views. OK?

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: Yes. I need a mechanical person to explain that. I don't-- it's how it does the angles. I don't even know if I have a model here that's going to show the difference.

AUDIENCE: The project of the object. [INAUDIBLE]

JEANNE AARHUS: OK, what's your most common one? Third angle is the most common? OK, so that's where you're-- I'm not, that's not my-- I don't see anything that's different. other than it's shaded now, but--

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: OK.

AUDIENCE: If you change the first angle--

JEANNE AARHUS: Oh, it's changing how these work?

AUDIENCE: No, it will change the front view and the top view.

JEANNE AARHUS: OK.

AUDIENCE: It changes how one view is projected off the next. So [INAUDIBLE] going to take that top [INAUDIBLE] flip it up so that you're looking at the front of the [INAUDIBLE]. If it was first angle, it would flop the part over on its side so it's [INAUDIBLE]

JEANNE AARHUS: I think I'm-- I think I have too symmetrical of a part for it to show.

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: Isn't that what I had before? Maybe not, I could be wrong.

AUDIENCE: [INAUDIBLE] top view in there. That's [INAUDIBLE] view. [INAUDIBLE]

JEANNE AARHUS: OK, there's the difference.

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: See, there's always something new to learn I'm not a mechanical person, so I honestly didn't know the answer to that. I needed a mechanical engineer to tell me that one. Does that answer your question? Whatever? OK, how am I doing on time?

OK, let's look at materials next. OK, I'm going to assume-- who's never used materials at all? Where am I at in our learning curve? Who's new to materials? OK, about half of you. All right. Materials are not that difficult if you play with them, but you're going to have to play with them so that you get used to using the gizmos.

First of all, here on your-- go to the visualize tab, and go to your materials browser. And the delivered materials that come with AutoCAD are OK. They're not perfect. You can create your own library. Of course, it looks like I lost my path again. But that's OK. We're going to create a new one anyway.

So you've got different ways that you can look at these materials. All right, here's my AutoDesk one. In the materials browser, you've got a list up here that's going to show you all the materials that basically you've used. When you're in a file, and this one, I have no materials.

If you look at this part right here, under material it's just by layer. So there's nothing applied to it at the moment. So up here, you have a list of what's used in your current file. Over here is where you can come in and show what's been used. Show what's selected or purge everything out of your file that's not used.

I'm a firm believer in keeping your files clean and small. So make sure that you purge all unused materials while you're playing with this, because that's just dead weight. All right? When

You go ahead and you select the AutoDesk. There's a lot of materials in here. What I recommend is if you're looking for something specific, like if I'm looking for brick. Type up her in the filter to let it search so that it minimizes what you're looking at.

Now there should be more brick in there than that. There are. I must not have had brick in the name. So I'd have to be careful what I searched for. It has to be in the name itself. All right. So you come in here. If you grab any one of these, and you drag it and drop it, it's going to apply it to the whole-- now, can you even see that up there? Yes? Is that better?

OK, so what you can see here is, it looks better on my screen than it does on a projector. You can see by dragging and dropping it, it applied it to all the surfaces. OK? And it's never going to line up perfect when you just drag and drop it. What you have to do is you have to map the material to the faces that you're working with.

That means you may just want to apply the material to just the face. All right? So if you come in here, like right here, if I spin this down. You can see, well, if that's my mason, my mason guy is going to get fired, right? Because it's all crooked.

Well, up here is your materials. Right here is your mapping options. So if I want to do a planar mapping, and I want to select just this face. I did a control pick. It gives me, I'm going to zoom out here. Try to show you the whole gizmo thingy.

There is the alignment of that face material. You have to come in here. And what I like to do is, I like to move this to that corner. And then now I want to switch to what? The rotate. And then I'm going to rotate it along this, until I can line up to that. And then I'm done. And now I have aligned the brick to that face. OK?

So let's find-- I'm sure there's another crooked one. They never come on straight. There's another one. So again, I'm going to map a planar surface. And I control pick. Enter. It gives you that angle. Why those come up crooked? It's like it lines up one face, and everything else is crooked.

But that's because I drag it and dropped it on the whole thing. You can just apply a material to just the face to begin with. So again, you have to do the same thing. You have to move it. I like to move it to a corner. Let' move it here if I can get it over there. It's not letting me. I'm having problems with my view here.

I'll just do the midpoint there. All right, and then I want to right click, and rotate it about here. And line up with that edge. So now that is now lined up. So that's how you can literally take your materials and line them up on each face, exactly the way you want. now if I make this a little smaller here. Come one. Not going to let me go any smaller.

Let's go ahead and remove this material. So I selected it, and I came up here and I picked remove. All right, let's attach a material just by face. So if I drag and drop it's going to apply it to the whole solid. But if you control pick, just the face, you can come over here and find the brick, and assign it to the selection.

So now I've got it just on that one face. And you'll see that when you assign it that, well, nope it's still crooked. I'm still going to have to do the rotate. OK, it's a little straighter, but it's still crooked. You almost always have to map the plane. And I'm not going to show you. It's the same thing as what I just did.

All right. Now, and when I did this dragging and dropping, you'll see that it started adding it up here. So right now, these are all the materials that are in my current drawing. All right. If I'm not using them, I can come over here, and I can say, purge all unused. And now I know what I'm actually-- global is always there, because that just has to have something there.

But now you'll see that it got rid of the ones I'm not using after I'm finished playing. Be sure you do that. Keep it clean. Because you'll be surprised how many materials you can get in your file.

OK, so those are all your delivered ones. I'll let you play through that. You've got all kinds of stuff in there. You also have categories. You can narrow it down that way. And you can make your own library. So if I want to come in here, and I want to make my own library, or make my own material, it's pretty easy to do that.

If you come in down here, is where you can come in and you can create a new library. I'm just going to call it AU 2016. All right. And then what's going to happen is I'm going to create a material. You can start from a delivered material, or you can make one from scratch.

Down here is where you create a material, and you tell it what type of material do you want to create. And this depends on, I mean, stick with it. Because when you create a masonry material, or you create a stone, not stone but maybe a mirror material, inside the materials properties there's different settings. So, try to pick one that's close to what you're really making. If you don't have one, I'm going to make a tree here in a minute. That's not really, there's no category that fits that, so you would just go with a generic material.

Also, I didn't point this out, but if I've got paint, and I select one of these. You've got two icons right here that are pretty easily overlooked. This one adds a material to the current drawing but doesn't let you edit it. It just adds it in there. So if I click on that, you'll see it's now up here.

If you do this one, it adds it and puts you in the editing materials dialog. So it adds it, and lets you edit it right at the time you're putting it in. That's the only difference. But these two buttons, people don't even notice them.

So let's make our own material. The one I had made, I don't know why it's not in there. OK. If I come over here, I'm going to make a generic material. And I'm just going to call this. let's see, what have I got out there? I'll do a stone gray. All right.

Down in here is where you start defining what your material is going to look like. Now I'll be honest with you, you can just snag images off the website. You can go to a brick manufacturer or a stone maker. Or anybody and just grab a picture.

Right here, I have no image selected at the moment. If I click on this, I can come out here, and I can pick whatever image I want. So here's like a ledger stone. So I just, I literally just captured it off of a website. All right, I didn't do anything special there.

Open, and you'll see the preview. Now a cylinder doesn't look too good for my-- so I'm going to change this to a cube. And I get a better idea of what it's going to look like. Now here, now that I see my picture here, if I double click on this, I can get into actually editing what the image looks like. So when I capture that image, that image has a size to it, right?

So what you need to do is play with this. And this one actually looks-- there's a little bit of a repeat here that's going weird. So I'm going to come down here, I'm going to say turn off the repeat. So that it just stretches the image to fit. OK?

And if you scale your image so that when you're looking at it, your stone is a realistic size, you save yourself a lot of work ahead of time from having to manipulate it here. Because let's face it, brick is a set size. So scale your image so that your image is pretty to scale before you bring it in as a material, OK? Everyone know how to just use anything to, any image editor. All right?

Obviously this would be bigger than one foot by one foot. OK, so if I take this, and say, let's say the sample size, I'm just going to guess that it's 24 x 24. You can lock or not.

And then I'll close that. So all I did here was say it's not tiled. Is that the one hour? Yes, good. I was going to say, I hope that's not 90 minutes. OK, so I've got this, and you can see what it looks like. It looks just fine. All right. I'll come back to some of this stuff down here. So that is made. So now if I come in here, and I select this, and I right click and assign to selection, you may have to spin this.

OK, so what it's doing, is it's not mapped correctly. There it is. Now you can see it. So it came up as just a gray. And you're like, well, where in the heck is my stone? Come in here and pick it, and you'll actually see your image. So what I really need to do is I need to scale this, or tile it, right?

So to scale it, you can use these grips right here. That's why if I had scaled this to a more realistic size, I'm just going to fake this. If you scale your image ahead of time, you wouldn't have to deal with this, because it would be a true size. And you would have a true size wall that you're putting it on. And it would look realistic. So scale the image to real-world coordinates, and then make your material out of it.

Now, the trick is when you apply that. I'm going to spin this around. This is what happens every time, and people think it's not working. If you right click and assign, you don't see it. You don't see it until you come up here and you map the material to that face. Then you're going to see it, and you can see obviously I've got a rotation and a scale problem. And sometimes, warning, warning, warning.

Sometimes the image is completely off the edge, and you still don't see it. All you see is this cock-eyed square, but I still don't see my image. Well, just move this to someplace. Let's move it down this way. And you will start seeing your image come in like this. But it could be completely off the face. Don't panic, it's there. You just have to move it and align it. All right? And scale it, in my case, because I didn't pre-scale it. So that's how you can make your own material just that quick.

If you want to know what stone, I won't do that again because I already did that once. Again, over here, show which ones are applied. Here is a list of everything I'm currently using in my current drawing. So you can see exactly what materials you're actually using.

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: Yes, you have to purge them. You know, I don't think-- we can test that real quick. I don't think the regular purge-- OK, black flaking is now in there. We're going to say, show all. And if I just run the regular purge, there is a materials in here. It did. OK?

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: It was? I only have five minutes left? I should have talked way more fast. OK? So we get the applying materials. Let me come through here. OK, opacity maps. Let me just show you what I did to make that material. If I create, because it's kind of a weird one, but you'll see when you see my image, it's not hard once you know how to do it.

It's one of those things that, ah, if somebody would have just told me. OK, in the generic material, let's say I want to make it a tree. When you come in here to make the tree, for the image-- you have to have two images.

And what this is is I've got a-- let's do this one right here. OK, can you kind of see the tree? I just got a picture of a tree, and then I made a copy of it, and I did a monochrome, so that the black part is going to be see through, and the white part is going to be opaque.

And so when you [INAUDIBLE] those two, and you apply them, I'll open up a file where I've got it used already. You come in here, and you assign this tree right here as your material. All right, and then down here, you do cutouts. This is where you do your opposite image.

So this is your-- and, of course, you do not want these to tile. So you do the none thing for both of those. And then that opaque, or opacity image is what they call it, controls the see through and the opaque part of the image.

And to show you what it looks like when you're finished. So you can do anything with that, as well. They're not perfect, but it gets you started. Let's see, where is it? Can you tell I was crashing last night? OK, I just have a face here that you're going to apply it to. Let's go to visualize, materials. Is my tree still in here? There it is.

And there's my tree. Now it's not big enough because I didn't control the size. But you look, see how you can see through it? I mean, if you could clean that gray stuff up, but from far away, it's really not that bad. You could take this and material map this plane. We're just going to make it a lot bigger.

And then what's kind of cool about it, is when you render this through the window, you can really see through it. That will take a minute to render, so did everybody learn? I mean, you've got 20 more pages in the handout that I've elaborated on for more stuff, with lighting.

OK, one of the other things in 2016, you have illuminating lights now. And I did the step-by-steps on the opacity map, and I've added the-- I will come back and add the step-by-steps on the web lights that we didn't get to, so that you know how to do it.

But basically what an opacity map does is it allows you to set up a lamp that you can see through. It's self illuminating. There's now a setting in your properties, free materials that makes itself illuminating. So think of a lamp. In the old days, if you had a point light inside of a lamp shade, all you could do is make the lamp shade somewhat translucent.

But now if you put a light inside of a lamp shade, and you make it self illuminating, it looks more real because you actually see the light coming through the material better. So it's all based on the materials. OK? And since I didn't get to that, I will put a lot, I will put step-by-steps in here for you.

OK, I can't believe that's 90 minutes already.

So those are the big changes that they made in 2016 and 2017. Completely revamped all the lighting. So if you've done lighting prior to that. Remember when you used to do the distant lights. You don't use those anymore. OK? They're completely-- you shouldn't use them. They're actually going to interfere with the new lighting mechanisms that they have built into the software, the photometric stuff.

So they tell you, they warn you. If you try to do a distant light, they come up and warn you that you shouldn't. Because it's going to contradict the new photometric stuff. They also have something called a web light. If you downloaded the handout, I downloaded one manufacturer's web lights, and if you can't find them, I'll put the name in there, somewhere in here. Because I can show you a picture.

OK, I know it's hard for you to see this, but I put the image in there of what their web lights look like. These are, you put a web light in, it's a new light type. And then you take these IES files from a manufacturer, and you have the light in your file, and then over in your properties, you can click and browse to one of these light styles and apply it right to your point light. Or right to your web light.

And what it does is it controls how the light-- you know, does it to go up and down? Does it go all the way out? And these are all, it's all done for you. The cool thing about it is, if you can find a manufacturer of the light that you want to use, and you can get an IES file, or even someone else's that's close, and use it, the lights already set.

It's so much easier than it used to be. Because I'm not a lighting expert, by any stretch. But even I can almost do this. My render didn't turn out very good. So I hope everybody learned something.

Where is my-- I was looking for my last-- I don't see it here. Here's my one. Just because I'll render this so you can see illuminating on a lamp. There we go. See that lamp is self illuminating. And I'm just doing a low-end rendering right now. OK?

I really started getting into this as I was, I'm designing a media wall for my great room. And so I was like, hmmm. How do I want to do this? I mean I've completely changed it like five times. But we'll get there.

And if I did a face map to my TV, you know, I mean I've got to design a media wall where I can-- I'm thinking like future, 90-inch TV, right? You've got to be ready for the future. You could just take a picture of a television, and put it right on there. All right.

So I didn't want anything encompassing it, because you know TVs are just getting bigger. I'm tired of buying new cabinets to hold bigger TVs.

AUDIENCE: [INAUDIBLE]

JEANNE AARHUS: Right, so cabinets are gone. I'm not doing that anymore. OK, my house is exactly the opposite. I'm the one wanting the 90-inch TV. And my husband is like, do we really need a TV that big? What's wrong with you?

OK, did everybody learn five things? OK, if you have any questions, please, I'm semi-retired. I have lots of time to answer questions. So if you have any questions, send me an email. All right? My email is on the handouts. I'd be happy to look into anything.

If you have any secrets that I didn't talk about, that you would like to share, let me know. That's what we're here for. So I thank you for taking my class as your first class. Enjoy AU.

______
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我们通过 Commission Factory 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Commission Factory 隐私政策
Google Analytics (Strictly Necessary)
我们通过 Google Analytics (Strictly Necessary) 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Google Analytics (Strictly Necessary) 隐私政策
Typepad Stats
我们通过 Typepad Stats 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Typepad Stats 隐私政策
Geo Targetly
我们使用 Geo Targetly 将网站访问者引导至最合适的网页并/或根据他们的位置提供量身定制的内容。 Geo Targetly 使用网站访问者的 IP 地址确定访问者设备的大致位置。 这有助于确保访问者以其(最有可能的)本地语言浏览内容。Geo Targetly 隐私政策
SpeedCurve
我们使用 SpeedCurve 来监控和衡量您的网站体验的性能,具体因素为网页加载时间以及后续元素(如图像、脚本和文本)的响应能力。SpeedCurve 隐私政策
Qualified
Qualified is the Autodesk Live Chat agent platform. This platform provides services to allow our customers to communicate in real-time with Autodesk support. We may collect unique ID for specific browser sessions during a chat. Qualified Privacy Policy

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改善您的体验 – 使我们能够为您展示与您相关的内容

Google Optimize
我们通过 Google Optimize 测试站点上的新功能并自定义您对这些功能的体验。为此,我们将收集与您在站点中的活动相关的数据。此数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID 等。根据功能测试,您可能会体验不同版本的站点;或者,根据访问者属性,您可能会查看个性化内容。. Google Optimize 隐私政策
ClickTale
我们通过 ClickTale 更好地了解您可能会在站点的哪些方面遇到困难。我们通过会话记录来帮助了解您与站点的交互方式,包括页面上的各种元素。将隐藏可能会识别个人身份的信息,而不会收集此信息。. ClickTale 隐私政策
OneSignal
我们通过 OneSignal 在 OneSignal 提供支持的站点上投放数字广告。根据 OneSignal 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 OneSignal 收集的与您相关的数据相整合。我们利用发送给 OneSignal 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. OneSignal 隐私政策
Optimizely
我们通过 Optimizely 测试站点上的新功能并自定义您对这些功能的体验。为此,我们将收集与您在站点中的活动相关的数据。此数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID 等。根据功能测试,您可能会体验不同版本的站点;或者,根据访问者属性,您可能会查看个性化内容。. Optimizely 隐私政策
Amplitude
我们通过 Amplitude 测试站点上的新功能并自定义您对这些功能的体验。为此,我们将收集与您在站点中的活动相关的数据。此数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID 等。根据功能测试,您可能会体验不同版本的站点;或者,根据访问者属性,您可能会查看个性化内容。. Amplitude 隐私政策
Snowplow
我们通过 Snowplow 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Snowplow 隐私政策
UserVoice
我们通过 UserVoice 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. UserVoice 隐私政策
Clearbit
Clearbit 允许实时数据扩充,为客户提供个性化且相关的体验。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。Clearbit 隐私政策
YouTube
YouTube 是一个视频共享平台,允许用户在我们的网站上查看和共享嵌入视频。YouTube 提供关于视频性能的观看指标。 YouTube 隐私政策

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定制您的广告 – 允许我们为您提供针对性的广告

Adobe Analytics
我们通过 Adobe Analytics 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Adobe Analytics 隐私政策
Google Analytics (Web Analytics)
我们通过 Google Analytics (Web Analytics) 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Google Analytics (Web Analytics) 隐私政策
AdWords
我们通过 AdWords 在 AdWords 提供支持的站点上投放数字广告。根据 AdWords 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 AdWords 收集的与您相关的数据相整合。我们利用发送给 AdWords 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. AdWords 隐私政策
Marketo
我们通过 Marketo 更及时地向您发送相关电子邮件内容。为此,我们收集与以下各项相关的数据:您的网络活动,您对我们所发送电子邮件的响应。收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、电子邮件打开率、单击的链接等。我们可能会将此数据与从其他信息源收集的数据相整合,以根据高级分析处理方法向您提供改进的销售体验或客户服务体验以及更相关的内容。. Marketo 隐私政策
Doubleclick
我们通过 Doubleclick 在 Doubleclick 提供支持的站点上投放数字广告。根据 Doubleclick 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Doubleclick 收集的与您相关的数据相整合。我们利用发送给 Doubleclick 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Doubleclick 隐私政策
HubSpot
我们通过 HubSpot 更及时地向您发送相关电子邮件内容。为此,我们收集与以下各项相关的数据:您的网络活动,您对我们所发送电子邮件的响应。收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、电子邮件打开率、单击的链接等。. HubSpot 隐私政策
Twitter
我们通过 Twitter 在 Twitter 提供支持的站点上投放数字广告。根据 Twitter 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Twitter 收集的与您相关的数据相整合。我们利用发送给 Twitter 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Twitter 隐私政策
Facebook
我们通过 Facebook 在 Facebook 提供支持的站点上投放数字广告。根据 Facebook 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Facebook 收集的与您相关的数据相整合。我们利用发送给 Facebook 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Facebook 隐私政策
LinkedIn
我们通过 LinkedIn 在 LinkedIn 提供支持的站点上投放数字广告。根据 LinkedIn 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 LinkedIn 收集的与您相关的数据相整合。我们利用发送给 LinkedIn 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. LinkedIn 隐私政策
Yahoo! Japan
我们通过 Yahoo! Japan 在 Yahoo! Japan 提供支持的站点上投放数字广告。根据 Yahoo! Japan 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Yahoo! Japan 收集的与您相关的数据相整合。我们利用发送给 Yahoo! Japan 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Yahoo! Japan 隐私政策
Naver
我们通过 Naver 在 Naver 提供支持的站点上投放数字广告。根据 Naver 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Naver 收集的与您相关的数据相整合。我们利用发送给 Naver 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Naver 隐私政策
Quantcast
我们通过 Quantcast 在 Quantcast 提供支持的站点上投放数字广告。根据 Quantcast 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Quantcast 收集的与您相关的数据相整合。我们利用发送给 Quantcast 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Quantcast 隐私政策
Call Tracking
我们通过 Call Tracking 为推广活动提供专属的电话号码。从而,使您可以更快地联系我们的支持人员并帮助我们更精确地评估我们的表现。我们可能会通过提供的电话号码收集与您在站点中的活动相关的数据。. Call Tracking 隐私政策
Wunderkind
我们通过 Wunderkind 在 Wunderkind 提供支持的站点上投放数字广告。根据 Wunderkind 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Wunderkind 收集的与您相关的数据相整合。我们利用发送给 Wunderkind 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Wunderkind 隐私政策
ADC Media
我们通过 ADC Media 在 ADC Media 提供支持的站点上投放数字广告。根据 ADC Media 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 ADC Media 收集的与您相关的数据相整合。我们利用发送给 ADC Media 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. ADC Media 隐私政策
AgrantSEM
我们通过 AgrantSEM 在 AgrantSEM 提供支持的站点上投放数字广告。根据 AgrantSEM 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 AgrantSEM 收集的与您相关的数据相整合。我们利用发送给 AgrantSEM 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. AgrantSEM 隐私政策
Bidtellect
我们通过 Bidtellect 在 Bidtellect 提供支持的站点上投放数字广告。根据 Bidtellect 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Bidtellect 收集的与您相关的数据相整合。我们利用发送给 Bidtellect 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Bidtellect 隐私政策
Bing
我们通过 Bing 在 Bing 提供支持的站点上投放数字广告。根据 Bing 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Bing 收集的与您相关的数据相整合。我们利用发送给 Bing 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Bing 隐私政策
G2Crowd
我们通过 G2Crowd 在 G2Crowd 提供支持的站点上投放数字广告。根据 G2Crowd 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 G2Crowd 收集的与您相关的数据相整合。我们利用发送给 G2Crowd 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. G2Crowd 隐私政策
NMPI Display
我们通过 NMPI Display 在 NMPI Display 提供支持的站点上投放数字广告。根据 NMPI Display 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 NMPI Display 收集的与您相关的数据相整合。我们利用发送给 NMPI Display 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. NMPI Display 隐私政策
VK
我们通过 VK 在 VK 提供支持的站点上投放数字广告。根据 VK 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 VK 收集的与您相关的数据相整合。我们利用发送给 VK 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. VK 隐私政策
Adobe Target
我们通过 Adobe Target 测试站点上的新功能并自定义您对这些功能的体验。为此,我们将收集与您在站点中的活动相关的数据。此数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID 等。根据功能测试,您可能会体验不同版本的站点;或者,根据访问者属性,您可能会查看个性化内容。. Adobe Target 隐私政策
Google Analytics (Advertising)
我们通过 Google Analytics (Advertising) 在 Google Analytics (Advertising) 提供支持的站点上投放数字广告。根据 Google Analytics (Advertising) 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Google Analytics (Advertising) 收集的与您相关的数据相整合。我们利用发送给 Google Analytics (Advertising) 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Google Analytics (Advertising) 隐私政策
Trendkite
我们通过 Trendkite 在 Trendkite 提供支持的站点上投放数字广告。根据 Trendkite 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Trendkite 收集的与您相关的数据相整合。我们利用发送给 Trendkite 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Trendkite 隐私政策
Hotjar
我们通过 Hotjar 在 Hotjar 提供支持的站点上投放数字广告。根据 Hotjar 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Hotjar 收集的与您相关的数据相整合。我们利用发送给 Hotjar 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Hotjar 隐私政策
6 Sense
我们通过 6 Sense 在 6 Sense 提供支持的站点上投放数字广告。根据 6 Sense 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 6 Sense 收集的与您相关的数据相整合。我们利用发送给 6 Sense 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. 6 Sense 隐私政策
Terminus
我们通过 Terminus 在 Terminus 提供支持的站点上投放数字广告。根据 Terminus 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Terminus 收集的与您相关的数据相整合。我们利用发送给 Terminus 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Terminus 隐私政策
StackAdapt
我们通过 StackAdapt 在 StackAdapt 提供支持的站点上投放数字广告。根据 StackAdapt 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 StackAdapt 收集的与您相关的数据相整合。我们利用发送给 StackAdapt 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. StackAdapt 隐私政策
The Trade Desk
我们通过 The Trade Desk 在 The Trade Desk 提供支持的站点上投放数字广告。根据 The Trade Desk 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 The Trade Desk 收集的与您相关的数据相整合。我们利用发送给 The Trade Desk 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. The Trade Desk 隐私政策
RollWorks
We use RollWorks to deploy digital advertising on sites supported by RollWorks. Ads are based on both RollWorks data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that RollWorks has collected from you. We use the data that we provide to RollWorks to better customize your digital advertising experience and present you with more relevant ads. RollWorks Privacy Policy

是否确定要简化联机体验?

我们希望您能够从我们这里获得良好体验。对于上一屏幕中的类别,如果选择“是”,我们将收集并使用您的数据以自定义您的体验并为您构建更好的应用程序。您可以访问我们的“隐私声明”,根据需要更改您的设置。

个性化您的体验,选择由您来做。

我们重视隐私权。我们收集的数据可以帮助我们了解您对我们产品的使用情况、您可能感兴趣的信息以及我们可以在哪些方面做出改善以使您与 Autodesk 的沟通更为顺畅。

我们是否可以收集并使用您的数据,从而为您打造个性化的体验?

通过管理您在此站点的隐私设置来了解个性化体验的好处,或访问我们的隐私声明详细了解您的可用选项。