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As the first book for intermediate and advanced users of Google SketchUp, this Cookbook goes beyond the basics to explore the complex features and tools that design professionals use. You'll get numerous step-by-step tutorials for solving common (and not so common) design problems, with detailed color graphics to guide your way, and discussions that explain additional ways to complete a task. Google SketchUp Cookbook will help you:Use SketchUp more efficiently by taking advantage of components and groupsLearn new techniques for using Follow Me, Intersect, and constraintsGo beyond simple…mehr
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- Größe: 58.46MB
Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.
- Produktdetails
- Verlag: O'Reilly Media
- Seitenzahl: 384
- Erscheinungstermin: 10. März 2009
- Englisch
- ISBN-13: 9780596550851
- Artikelnr.: 52973865
- Verlag: O'Reilly Media
- Seitenzahl: 384
- Erscheinungstermin: 10. März 2009
- Englisch
- ISBN-13: 9780596550851
- Artikelnr.: 52973865
Who This Book Is For
Who This Book Is Not For
How This Book Is Organized
How to Get the Models Used in This Book
Conventions Used in This Book
How to Use This Book
O'Reilly Cookbooks
How to Contact Us
Safari® Books Online
Acknowledgments
Chapter 1: Making Multiple Copies
1.1 Copying in Linear Arrays
1.2 Creating Linear Internal Arrays
1.3 Building a Nonorthogonal Linear Array
1.4 Copying in Circular Arrays
1.5 Creating Circular Internal Arrays
Chapter 2: Following Paths with Follow Me
2.1 Extruding a Follow Me Face to Cut Volume Along a Path
2.2 Using Follow Me to Add Volume Along a Path
2.3 Keeping Original Objects Intact During Follow Me
2.4 Using Follow Me When Faces and Paths Are Not Adjacent
2.5 Creating Objects in the Round
2.6 Creating Spheres
2.7 Using a Follow Me Path in 3D
Chapter 3: Intersection Edges: Cutting and Trimming
3.1 Trimming an Object
3.2 Cutting All Intersected Objects
3.3 Using Groups or Components to Create Cutting Objects
3.4 Intersecting with Groups and Components, Without Exploding
3.5 Intersecting with Both Intact and Exploded Components
3.6 Intersecting Only Selected Objects
3.7 Intersecting Within a Group or Component
3.8 Using Intersect to Trim Components with Themselves
Chapter 4: Advanced Intersect and Follow Me Techniques
4.1 Creating Temporary Faces for Follow Me
4.2 Rounding Corners
4.3 Creating Lathed Shapes
4.4 Roofing with a Uniform Slope
4.5 Creating "Dummy" Follow Me Paths
4.6 Extending Follow Me Paths
4.7 Using Intersect to Create a 3D Follow Me Path
Chapter 5: Roofs: Constraints and Inferences
5.1 Creating an Overhanging Roof
5.2 Creating Dormers
5.3 Working with Roof Intersections
5.4 Creating Overhangs with Autofold
Chapter 6: Groups: Protect and Defend
6.1
6.1 Ungluing Faces
6.2 Unsticking Edges
6.3 Protecting from Edits
6.4 Cutting and Slicing
6.5 Two-Sided Coloring
6.6 Locking a Group
Chapter 7: Components: Efficiency in Repetition
7.1 Creating a Component
7.2 Using the Components Window
7.3 Inserting a Component
7.4 Editing or Exploding a Component
7.5 Renaming a Component
7.6 Saving a Component in Its Own File
7.7 Accessing Local Components
7.8 Painting Components
7.9 Repeating Objects with Different Sizes
7.10 Aligning and Gluing
7.11 Using Components for Symmetric Models
7.12 Placing Windows in 3D Walls
7.13 Reloading Components
7.14 Replacing Components
7.15 Working with the Outliner
Chapter 8: Painting, Materials, and Textures
8.1 Finding Materials and Images
8.2 Getting Images into Your Model
8.3 Creating Material Collections
8.4 Painting Multiple Faces
8.5 Changing Material Size and Color
8.6 Copying a Material
8.7 Using Translucent Materials
8.8 Painting Edges by Material
8.9 Positioning Textures: Fixed Pins
8.10 Positioning Texture on Round Faces
8.11 Creating and Editing a Unique Texture
8.12 Using Alpha-Transparent Images
Chapter 9: Modeling with Digital Photos
9.1 Positioning Textures with Free Pins
9.2 Editing a Photo
9.3 Adding Faces to Patch an Image
9.4 Using Images to Make Face Camera Components
9.5 Using Free Pins and a Single Image to Paint a 3D Object
9.6 Using Photo Match to Model a 3D Object
9.7 Using Photo Match to Paint an Existing Model
Chapter 10: Modeling with Exact Dimensions
10.1 Working with Lines
10.2 Working with Rectangles
10.3 Working with Circles and Polygons
10.4 Working with Arcs
10.5 Importing Graphics
10.6 Using the Tape Measure for Construction Lines and Points
10.7 Measuring and Marking Angles
10.8 Finding the Area of Faces
10.9 Creating a Grid
10.10 Measuring Lengths and Resizing
10.11 Resizing Models with Groups and Components
10.12 Resizing Parts of Your Model
10.13 Resizing a Model in Multiple Directions
Chapter 11: Presentation: Showing off Your Model
11.1 Working with Layers
11.2 Working with Scenes
11.3 Working with Shadows
11.4 Sectioning Your Model
11.5 Using Layers and Scenes to Control Displayed Objects
11.6 Using Layers, Scenes, and Groups for Different Design Scenarios
11.7 Studying Shadow Movements
11.8 Walking Through Your Model
11.9 Creating Animated Sections
11.10 Creating Staged Sectioning Animation
Chapter 12: Displaying Your Model
12.1 Hiding and Softening Edges
12.2 Changing the Style
12.3 Creating a New Style
12.4 Saving Styles
12.5 Saving a Style As a Template
12.6 Mixing Styles
12.7 Adding a Watermark
12.8 Creating a Sketchy Edge Style
12.9 Using Styles in a Presentation
Chapter 13: 3D Warehouse and Google Earth
13.1 Finding Models in the 3D Warehouse
13.2 Refining Your 3D Warehouse Search
13.3 Uploading Models to the 3D Warehouse
13.4 Creating Collections in the 3D Warehouse
13.5 Controlling Model or Collection Privacy
13.6 Adding Models or Collections to Your Collections
13.7 Taking Credit for Your Model
13.8 Manually Georeferencing Your Model
13.9 Georeferencing Your Model by Using Google Earth
13.10 Getting Your Models into the 3D Buildings Layer
13.11 Creating a Placemark in Google Earth
13.12 Relocating a Georeferenced Model
13.13 Downloading Buildings That Appear in Google Earth
Chapter 14: Dynamic Components
14.1 Finding Dynamic Components
14.2 Interacting with Dynamic Components
14.3 Investigating Dynamic Component Options
14.4 Scaling Dynamic Components
14.5 Modifying and Replacing Dynamic Components
14.6 Sizing by the Reference Point
Colophon
Who This Book Is For
Who This Book Is Not For
How This Book Is Organized
How to Get the Models Used in This Book
Conventions Used in This Book
How to Use This Book
O'Reilly Cookbooks
How to Contact Us
Safari® Books Online
Acknowledgments
Chapter 1: Making Multiple Copies
1.1 Copying in Linear Arrays
1.2 Creating Linear Internal Arrays
1.3 Building a Nonorthogonal Linear Array
1.4 Copying in Circular Arrays
1.5 Creating Circular Internal Arrays
Chapter 2: Following Paths with Follow Me
2.1 Extruding a Follow Me Face to Cut Volume Along a Path
2.2 Using Follow Me to Add Volume Along a Path
2.3 Keeping Original Objects Intact During Follow Me
2.4 Using Follow Me When Faces and Paths Are Not Adjacent
2.5 Creating Objects in the Round
2.6 Creating Spheres
2.7 Using a Follow Me Path in 3D
Chapter 3: Intersection Edges: Cutting and Trimming
3.1 Trimming an Object
3.2 Cutting All Intersected Objects
3.3 Using Groups or Components to Create Cutting Objects
3.4 Intersecting with Groups and Components, Without Exploding
3.5 Intersecting with Both Intact and Exploded Components
3.6 Intersecting Only Selected Objects
3.7 Intersecting Within a Group or Component
3.8 Using Intersect to Trim Components with Themselves
Chapter 4: Advanced Intersect and Follow Me Techniques
4.1 Creating Temporary Faces for Follow Me
4.2 Rounding Corners
4.3 Creating Lathed Shapes
4.4 Roofing with a Uniform Slope
4.5 Creating "Dummy" Follow Me Paths
4.6 Extending Follow Me Paths
4.7 Using Intersect to Create a 3D Follow Me Path
Chapter 5: Roofs: Constraints and Inferences
5.1 Creating an Overhanging Roof
5.2 Creating Dormers
5.3 Working with Roof Intersections
5.4 Creating Overhangs with Autofold
Chapter 6: Groups: Protect and Defend
6.1
6.1 Ungluing Faces
6.2 Unsticking Edges
6.3 Protecting from Edits
6.4 Cutting and Slicing
6.5 Two-Sided Coloring
6.6 Locking a Group
Chapter 7: Components: Efficiency in Repetition
7.1 Creating a Component
7.2 Using the Components Window
7.3 Inserting a Component
7.4 Editing or Exploding a Component
7.5 Renaming a Component
7.6 Saving a Component in Its Own File
7.7 Accessing Local Components
7.8 Painting Components
7.9 Repeating Objects with Different Sizes
7.10 Aligning and Gluing
7.11 Using Components for Symmetric Models
7.12 Placing Windows in 3D Walls
7.13 Reloading Components
7.14 Replacing Components
7.15 Working with the Outliner
Chapter 8: Painting, Materials, and Textures
8.1 Finding Materials and Images
8.2 Getting Images into Your Model
8.3 Creating Material Collections
8.4 Painting Multiple Faces
8.5 Changing Material Size and Color
8.6 Copying a Material
8.7 Using Translucent Materials
8.8 Painting Edges by Material
8.9 Positioning Textures: Fixed Pins
8.10 Positioning Texture on Round Faces
8.11 Creating and Editing a Unique Texture
8.12 Using Alpha-Transparent Images
Chapter 9: Modeling with Digital Photos
9.1 Positioning Textures with Free Pins
9.2 Editing a Photo
9.3 Adding Faces to Patch an Image
9.4 Using Images to Make Face Camera Components
9.5 Using Free Pins and a Single Image to Paint a 3D Object
9.6 Using Photo Match to Model a 3D Object
9.7 Using Photo Match to Paint an Existing Model
Chapter 10: Modeling with Exact Dimensions
10.1 Working with Lines
10.2 Working with Rectangles
10.3 Working with Circles and Polygons
10.4 Working with Arcs
10.5 Importing Graphics
10.6 Using the Tape Measure for Construction Lines and Points
10.7 Measuring and Marking Angles
10.8 Finding the Area of Faces
10.9 Creating a Grid
10.10 Measuring Lengths and Resizing
10.11 Resizing Models with Groups and Components
10.12 Resizing Parts of Your Model
10.13 Resizing a Model in Multiple Directions
Chapter 11: Presentation: Showing off Your Model
11.1 Working with Layers
11.2 Working with Scenes
11.3 Working with Shadows
11.4 Sectioning Your Model
11.5 Using Layers and Scenes to Control Displayed Objects
11.6 Using Layers, Scenes, and Groups for Different Design Scenarios
11.7 Studying Shadow Movements
11.8 Walking Through Your Model
11.9 Creating Animated Sections
11.10 Creating Staged Sectioning Animation
Chapter 12: Displaying Your Model
12.1 Hiding and Softening Edges
12.2 Changing the Style
12.3 Creating a New Style
12.4 Saving Styles
12.5 Saving a Style As a Template
12.6 Mixing Styles
12.7 Adding a Watermark
12.8 Creating a Sketchy Edge Style
12.9 Using Styles in a Presentation
Chapter 13: 3D Warehouse and Google Earth
13.1 Finding Models in the 3D Warehouse
13.2 Refining Your 3D Warehouse Search
13.3 Uploading Models to the 3D Warehouse
13.4 Creating Collections in the 3D Warehouse
13.5 Controlling Model or Collection Privacy
13.6 Adding Models or Collections to Your Collections
13.7 Taking Credit for Your Model
13.8 Manually Georeferencing Your Model
13.9 Georeferencing Your Model by Using Google Earth
13.10 Getting Your Models into the 3D Buildings Layer
13.11 Creating a Placemark in Google Earth
13.12 Relocating a Georeferenced Model
13.13 Downloading Buildings That Appear in Google Earth
Chapter 14: Dynamic Components
14.1 Finding Dynamic Components
14.2 Interacting with Dynamic Components
14.3 Investigating Dynamic Component Options
14.4 Scaling Dynamic Components
14.5 Modifying and Replacing Dynamic Components
14.6 Sizing by the Reference Point
Colophon