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TM

STUDENT HANDBOOK

STUDENT HANDBOOK

STUDENT HANDBOOK

STUDENT HANDBOOK

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Students are requested to go through the Software Manual while working on the Future Cities India 2020TM Competition. This handbook is a guide to

Future City Project and gives an overview of the Softwares provided to the Schools. It introduces Students/ Participants of the detailed working procedure with the Bentley Software for accomplishing the Project.

The 2006 Best Software Model was a tie with a Winner from Apeejay School, Saket, New Delhi

The Future Cities India 2020TM Competition organizers hope you find this

Manual useful and welcome your suggestions about methods that contribute to a happy and educational team experience.

Bentley, the "B" Bentley logo, Future Cities India 2020 and logo are either registered or unregistered trademarks of Bentley Systems, Incorporated or one of its direct or indirect wholly-owned subsidiaries. All other brands and product names are trademarks of their respective owners. ©2007 Bentley Systems, Incorporated

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Table of Contents

Student Handbook – Software Manual

2007-08

Particulars Page No.

 Preface ………..……… B-4

 Starting the Software ……… B-5

 Methodology ………..………. B-7

 Software Toolbar Detail ……… B-8

 Quick Horizontal Alignment ……….. B-9

 Quick Vertical Alignment ………. B-20

 Carriage Way Design ……….. B-31

 Road Junction Design ………. B-36

 Traffic Island Design ……… B-41

 Tidy Junctions ……… B-43

 Kerb/ Footway Design ……… B-44

 Earthwork Design ……… B-48

 Bringing Objects in the Software ……….. B-59

 Introducing to Rendering ………. B-61

 Animation ………. B-69

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Preface

The objective of this training manual is to make students familiar with the Bentley Software and its working. As part of the exercise different teams need to derive alternative concepts and taking care of different constraints encountered. It’s purely Student’s innovativeness/ideas to develop alternatives for the same purpose.

Student’s/teams are encouraged to try different alternatives and use their imagination to develop new approaches towards the Site Designing. After putting their design concepts, they can bring liveliness to the plan by putting cells/objects like trees, buildings, men, cars , vehicles, buildings, etc. Movable objects can be moved on road like cars, vehicles etc. Men can be shown moving on the footpaths. The whole purpose is to expose students to latest software technologies.

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Starting the Software

The Software can be started by clicking on the icon on desktop as shown below.

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After double clicking you will get following startup panel

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Methodology

Base map that is given to you is a contour map of an area where Residential Accommodation is planned during Commonwealth Games in Delhi in 2010. This base map is the starting point of the exercise. It is a 3 Dimensional Topographical map showing locations of existing features like buildings, existing roads etc.

Steps to be done to carry out project are  Put first road/route

1. Put centerline, horizontally and vertically 2. Put road edges

3. Put shoulders 4. Put toe lines

 Put second road (can intersect first road , or can start/end at first road) 1. Repeat above steps

2. Be careful while doing vertical design, that levels at intersection are important

 Put more road/route alternatives(depends on Student’s conceptual plan)  Put roundabout/junctions along the intersection of the roads

 As per your desired concept bring Buildings (Activities proposed by Students) from the given Microstation Cell library and place them in the proposed site as required.

 Place other objects like Vehicles, men, trees and other required cells from the Microstation Cell Library to bring reality to routes.

 Render them

 Do animation/ visualization on the above.

The above are general steps to be followed for completing the project

Details of all the above options are written in the subsequent pages. Follow the steps mentioned and it will be quite interesting to do the innovative things.

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Software Toolbar Details

1

MXROAD...

…toolbar

Dynamic reports Dynamic reports Surface analysis Surface analysis

Delete string groups

Delete string groups

HA and VA alignment

HA and VA alignment

Alignment reports

Alignment reports Road design moduleRoad design module

Junction module

Junction module

Earthwork

Earthwork

Cross section editor

Cross section editor

Pavement and subgrade design

Pavement and subgrade design

Visualise

Visualise

toolbar buttons activate “fly-outs” for individual functions

toolbar buttons activate “fly-outs” for individual functions

Sections

Sections

MX explorer

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2

MXROAD... ...quick alignment

MXROAD... ...quick alignment

Intersection Point method - horizontal and vertical…

“drag and drop” Intersection Points…

move/slide IP…

edit curve…

“construct” tools…

easy to learn, easy to use

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3 • from an Application toolbar...

• from an Application toolbar...

• from main menu...

• from main menu...

MX

MX

...quick horizontal alignment

...quick horizontal alignment

1. Quick Horizontal Alignment design can be accessed from either the main menu:- Design>Quick Alignment>Horizontal Design… or if you are using one of the MX Applications then Quick Horizontal Design can be accessed from the toolbar.

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4

• define the design model • and master string… • ...begin MC

• 3rd character is road identity if using MXROAD

•define the design model •and master string… •...begin MC

•3rd character is road identity if using MXROAD

Options - retrieve data from another method of Horizontal design

Options - retrieve data from another method of Horizontal design

MX... ...quick horizontal alignment

MX... ...quick horizontal alignment

1. The Quick Alignment dialog box will require the model name for which the alignment is going to stored in and the name of the alignment string. 2. If you are using MXROAD the string name must follow the String Naming Convention. If you are not using MXROAD then the string name must begin with M.

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5

A - parameters - default radius, transition values…

B - add IP’s - snap-to-point on or off…

C - move IP - unconstrained or slide…

D - insert or delete IP

E - edit current curve details…

F - reverse alignment direction..

G - undo - multiple actions...

H - “construction tool”

OK creates master string - specify chainage interval

OK creates master string - specify chainage interval

A F B B H D C C E D G OK

Toolbar...

Toolbar...

B

MX... ...quick horizontal alignment

MX... ...quick horizontal alignment

1. Parameters - Here you set the default radius and transition parameters. Use a standard value for the scheme and change individual curves as necessary.

2. Add an IP - This allows you to add intersection points by clicking on the drawing. Subsequent intersection points will be connected with a straight. Adjacent straights will be connected by a curve and a transition. Don’t worry if two curves overlap - you can correct this afterwards.

3. Move/ an IP - You do this by dragging and dropping an intersection point. The moved IP will stay where it was “dropped” unless the “snap to point” icon is live and the IP was dropped onto a string. In this case it will snap to the nearest string point. Another option is to “” the IP along a tangent. The IP will along the tangent opposite which the cursor is depressed, leaving the bearing of that tangent unchanged.

4. Insert IP - An IP will be inserted between existing IPs.

5. Clearances - Check distances between your design and other known points. You can do this by using a line or a circle. Depending on the nature of the design it may be better to define any specified clearances and then design around them.

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6

Parameters...

Parameters...

Transitions can be defined by Length, A Value or RL Value

Transitions can be defined by Length, A Value or RL Value

Enter default radius for all curves

Enter default radius for all curves

From the toolbar select parameters

From the toolbar select parameters

MX... ...quick horizontal alignment

MX... ...quick horizontal alignment

Transitions lengths = VxVxV 46.7xQxR V= design speed, Q= 0.3, R= radius

Transitions lengths = VxVxV 46.7xQxR V= design speed, Q= 0.3, R= radius

1. In the parameters the User can specify the default parameters he wishes to use on this alignment. The parameters will stay current for any alignment in this project until amended.

2. Transitions can be defined by length, A Value or RL Value. Most commonly they are defined by length and derived from the formulae :-

Transition Length = V x V x V

46.7 x 0.3 x radius of curve where V = Design Speed.

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7

Adding IP’s...

Adding IP’s...

Add IP click on the screen

Add IP click on the screen

Add IP -snap to a point - click on the screen with snap selector chosen

Add IP -snap to a point - click on the screen with snap selector chosen

Snap selector

Snap selector

IP’s must be added in chainage order

IP’s must be added in chainage order

MX... ...quick horizontal alignment

MX... ...quick horizontal alignment

1. Adding IP’s - select the IP position with the cursor. With snap off the selection is anywhere in the picture; turn snap on and the selection will be the nearest string point when the cursor is covering a string.

2. As you add IP’s the default curve radius and transition will be added between the IP locations.

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8

Adding IP’s...

Adding IP’s...

Keyboard entry

Keyboard entry

Type in X,Y values for IP location

Type in X,Y values for IP location OK

MX... ...quick horizontal alignment

MX... ...quick horizontal alignment

1. IP’s can also be added by typing in the Easting (X) and Northing (Y) location. This can be done by selecting the keyboard icon from the toolbar.

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9

Select curve to amend by clicking on the curve

Select curve to amend by clicking on the curve

Edit Curve Details...

Edit Curve Details...

Change values in panel

Change values in panel

MX... ...quick horizontal alignment

MX... ...quick horizontal alignment

1. To amend a curves values, select the Curve details icon and select the curve you wish to amend by clicking on it on the display.

2. The current values will appear in the dialog box, just amend the values and select OK.

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10

IP locations can be amended by… free drag or moving on bearing

IP locations can be amended by… free drag or moving on bearing

Edit IP locations...

Edit IP locations...

Click on this side of the IP and it will move on the slide relative to the bearing before the IP

Click on this side of the IP and it will move on the slide relative to the bearing before the IP

IP locations can be inserted by clicking on the screen

IP locations can be inserted by clicking on the screen

MX... ...quick horizontal alignment

MX... ...quick horizontal alignment

1. To amend an IP location by free drag, select it from the screen and with the left hand mouse button depressed move the IP to the location of your choice. Note any curves or transitions associated to that IP will move along with it.

2. An IP location can be moved relative to a bearing of a straight you have already positioned. Click before or after the IP you wish to move and keep the left hand mouse button selected, the IP will move relative to the bearing depending on which side of the IP you have chosen.

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11

“construct” tools - select near required IP - set angle/distance - amend angle as required (for 90° - use button) , and “Apply”

“construct” tools - select near required IP - set angle/distance - amend angle as required (for 90° - use button) , and “Apply”

“outgoing” details

“outgoing” details

IP moved to “squared” position

IP moved to “squared” position

Construction Tools...

Construction Tools...

“incoming” details “incoming” details Rotate bearing Rotate bearing

MX... ...quick horizontal alignment

MX... ...quick horizontal alignment

1. Any IP can be moved relative to a bearing, which is specified in decimal degrees. Click on the construction tools icon on the toolbar, select from the screen the IP to be moved and it’s current details will appear in the dialog box. By default the box will always show details of IP 1.

2. To alter the bearing click in the bearing box and type a new bearing, if you wish the bearing to relative to a point on a string then click on that point and MX will move the IP relative to that bearing.

3. If your road is to form a ‘Tee junction’ with another road then the bearing can be ‘spun’ through 360 degrees by selecting the rotate bearing icon.

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12 

set chainage interval...

set chainage interval...

...master string is drawn using predefined instructions - re-display using style set

...master string is drawn using predefined instructions - re-display using style set

Creating the master string...

Creating the master string...

MX... ...quick horizontal alignment

MX... ...quick horizontal alignment

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13 • from an Application toolbar...

• from an Application toolbar...

MX... ...quick vertical alignment

MX... ...quick vertical alignment

• from main menu...

• from main menu...

1. Quick Vertical Alignment design can be accessed from either the main menu:- Design>Quick Alignment>Vertical Profile… or if you are using one of the MX Applications then Quick Vertical Profile can be accessed from the toolbar.

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14

select the master string (from screen)...

select the master string (from screen)...

select terrain model to be sectioned..

( use trianglulation model whenever possible - it’s the best surface you’ve got )

select terrain model to be sectioned..

( use trianglulation model whenever possible - it’s the best surface you’ve got )

Add additional models to the profile

Add additional models to the profile

MX... ...quick vertical alignment

MX... ...quick vertical alignment

1. You may section more than one surface if required - check the “collinear profile” box. Additional dialogues will appear, one per additional profile.

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15

Alignment design... …quick

vertical design

snap selection

snap selection add, move, delete IPadd, move, delete IP delete profile delete profile adjust VC adjust VC undo undo set VC parameters set VC parameters

running chainage and level

running chainage and level current “snap” profilecurrent “snap” profile

dynamic vertical scale adjustment

dynamic vertical scale adjustment

table view

table view

Toolbar...

Toolbar...

profile surface details

profile surface details

1. The vertical alignment toolbar is similar to the horizontal, but has additional functions relating to IP movement and surface snapping. In addition, you may adjust the horizontal-vertical scale relationship to suit the need of the site.

2. As the cursor is moved over the drawing its chainage and level shown, and the running cut-fill balance is displayed dynamically on the toolbar. If the gradient exceeds the defaults set by you the value is displayed on a red background, immediately drawing attention to the infringement.

3. You can snap to a surface - the current “snap” surface is indicated by the coloured square on the toolbar. Change to the required surface as necessary.

4. The vertical profile will be built using the default K-values or radii for both summit and valley curves. You may amend any individual curve, either to a new K-value or radius or by supplying the new length of the curve.

5. You will be advised of any curves that overlap, or extend beyond the limits of the ground profile when he attempts to finish the profile design phase. These conflicts must be resolved before the vertical design can be completed.

6. Curve data can be supplied through the tabular input button (“Table View”) if required. This data may be for a new curve or for modifying an existing one. As you supply the data the graphical display is automatically updated. Also you can leave the “Table View” panel active while you make changes to the positions of existing IP’s graphically.

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16

Parameters...

Parameters...

Set up default curve values K values or radius

Set up default curve values K values or radius

Use curve length or radius when default values set to radius

Use curve length or radius when default values set to radius

Alignment - quick vertical design

1. Default Values

Define K Values or Radii to indicate which method you will use when creating curves.

Hog Curve K Value Sag Curve K Value

Maximum Grade % - all gradients will be checked to ensure that they are no greater than this value.

Minimum Grade % - all gradients will be checked to ensure that they are no less than this value.

2. To create a non-tangential alignment, ie, an alignment with no curves inserted at the intersection points, set the hog and sag radius values (or K values) to zero.

3. Vertical Curve Locking

Vertical curve locking is used when you move an IP to indicate whether the radius of the curve should remain constant and the length of the curve change, or whether the length of the curve should remain constant and the radius of the curve change. Select Lock VC Length or Lock VC Radius as required.

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17

Additional profiles...

Additional profiles...

Alignment quick vertical design

1. Additional profiles can be added to the drawing by selecting the Profile Surface Details icon. From the dialog box select from the pull down area the surface you wish to add to the display.

2. If you tick the Show Details area the colour of the profile line to be displayed can be chosen.

3. Also surfaces that you currently have displayed can be removed.

4. Selecting the Advanced button will allow the User to place offset profiles and/or associated strings on the display.

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18

Surface snap selector...

Surface snap selector...

Current snap profile is selected by radio button

Current snap profile is selected by radio button

Shows the number of profiles in the display

Shows the number of profiles in the display

Alignment quick vertical design

1. Snap surface selector lists all the surfaces to which IPs may be snapped. By default, the existing ground surface is selected. Select the surface you require.

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19

Adding IP’s...

Adding IP’s...

Snap selector to point or surface Snap selector to point or surface

Add IP click on the screen

Add IP click on the screen

Add IP - snap to a point - click on the screen with snap selector chosen

Add IP - snap to a point - click on the screen with snap selector chosen

IP’s must be added in chainage order

IP’s must be added in chainage order

Alignment quick vertical design

1. Adding IP’s - select the IP position with the cursor. With snap off the selection is anywhere in the picture; turn snap on and the selection will be the nearest string point when the cursor is covering a string.

2. As you add IP’s the default curve radius or K Values will be added between the IP locations.

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20

Locking IP’s...

Locking IP’s...

Lock IP several methods

• On first/last chainage and derived grade • On first/last chainage and level

• On first/last chainage

Lock IP several methods

• On first/last chainage and derived grade • On first/last chainage and level

• On first/last chainage

First X-Z moves the IP to here

First X-Z moves the IP to here

Undo always available

Undo always available

Alignment quick vertical design

1. It is not always easy to snap to the first or last point of any profile so MX makes it easy for you. When creating a designed profile to start with just select two IP locations on the screen, choose your surface to snap to, it may be different surfaces for each IP. Then select the Lock IP icon and choose the method from the dialog box.

2. IP’s can be locked to chainage and gradient (the gradient is the derived gradient between the IP you are moving and the next or previous one).

3. IP’s can be locked to chainage and level (X-Z). 4. IP’s can be locked to chainage (X).

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21

Table View...

Table View...

IP1 IP2

IP3

Table view can be used to create or amend a profile

Table view can be used to create or amend a profile

Alignment quick vertical design

1. This option is used to create and manipulate IPs using a numerical table, rather than the dynamic IP placement carried out by the other toolbar icons.

2. For each IP, there is a row of data containing cells which you can edit to manipulate the profile at that point. To edit a value, double-click a cell, type the new value and press Return. Alternatively, just select the cell and type to overwrite the contents of the cell.

3. A red coloured cell indicates that there is an error in the value; for example, an overlap has been detected between adjacent curves.

4. If you click Show Details, the text editor expands to reveal Number Format, Tracking Options, Design Speed, Columns, Parameters and Reset.

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22

Moving IP’s...

Moving IP’s...

Click on IP drag with cursor

Click on IP drag with cursor

Four options to move IP... • Free drag

• Slide on grade • Move on bounce • Move on skid

Four options to move IP... • Free drag

• Slide on grade • Move on bounce • Move on skid

Alignment quick vertical design

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23

Moving IP’s and editing curve details...

Moving IP’s and editing curve details...

Set gradients

Set gradients Edit IP valuesEdit IP values

Alignment quick vertical design

1. Setting gradients for any IP’s except the first and last on the alignment. If you select an IP with gradients on either side, you can re-specify the in-gradient, the out-gradient.

2. If you select the last IP the option works as a construction tool. You can re-specify the in-gradient, specify the out-gradient and the distance to which the gradient will extend. By default the value in the Distance field is that to the end of the alignment. This applies to all IP’s with only and in-gradient except the IP at the end of the alignment.

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24

template-based design using…

–library of road categories…

–template adjustment…

–template change along route…

MXROAD

MXROAD

...carriageway design

...carriageway design

string naming is automatic - derived from featureset MXROAD.FNS

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25

MXROAD carriageway design

• select road centre line...

• leads onto the template library...

enforced association with MXROAD.FNS if not already related...

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26

Edit

MXROAD carriageway design

library of standard road templates...

library of standard road templates...

select graphically or from descriptions...

select graphically or from descriptions...

Edit becomes active when template

selected...

Edit becomes active when template selected...

new library...

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27

MXROAD changing the template

add or delete “elements”, or...

amend “element” width and level data…

- by crossfall (units m/m)

- or vertical offset

amend display scales to help interpretation

amend display scales to help interpretation

note: amend each plane individually

note: amend each plane individually

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28

MXROAD changing the template

caution: always check “reference offset” for dual-carriageway templates

caution: always check “reference offset” for dual-carriageway templates

road level - LC**

road level - LC**

master string - MC**

master string - MC**

The “Reference Offset...

The “Reference Offset...

carriageway levels are based on the LC** string

carriageway levels are based on the LC** string

“save” - overwrite current template.. “save as..” - store new template.. ..central or project library

“save” - overwrite current template.. “save as..” - store new template.. ..central or project library

1. The LC** string is used by MXROAD as the basis for all levels across the template. The superelevation functions will update the levels on the LC** string if necessary, therefore maintaining the MC** string levels intact as the original vertical profile design. This is done to ensure that you can go back to the vertical profile design phase if necessary.

2. Reference offsets are normally only used on dual-carriageways. If this offset is set to the level difference between the inner channel levels and the median level these channels will be coincident with the vertical design profile. Generally, the reference offset will be the same value as the kerb face.

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29

MXROAD junction design

• Junction design options are...

– create fillet - simple arc or 3-centred curve...

– regrade fillet (optional) - adjust levels to improve

drainage...

– create traffic island (optional)...

– tidy the junction strings

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30

MXROAD create fillet

two strings required - through road and side road channels...

two strings required - through road and side road channels...

prompting by graphics...

prompting by graphics...

simple arc or 3-centred curve

simple arc or 3-centred curve

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31

MXROAD create fillet

• 3-centred curve defined…

- by ratio of radii (2:1:3 default) - by individual radius

• 3-centred curve defined… -by ratio of radii (2:1:3 default) -by individual radius parameters - radius - arc length - subtended angle parameters -radius -arc length -subtended angle

lock one value with dot -other two synchronised..

lock one value with dot -other two synchronised..

always check the 3 radii - result depends on which end of side road!

always check the 3 radii - result depends on which end of side road!

1. The default arc ratios are 2:1:3, flowing in the direction of the junction “fillet”. The ratios may be amended, using the panel above, to suit local requirements.

2. Be careful when using this function with unequal ratios: the junction fillet string follows the direction of the side road strings and you must be aware that this may reverse the arrangement of arcs from that which is expected. Always check, using point status, and redefine if necessary.

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32

MXROAD regrade junction

• junction fillet may be regraded to… – improve drainage..

– match thresholds..

• connecting strings are profiled

– user defines extent • ground profile optional... • IP design on junction fillet

• junction fillet may be regraded to… – improve drainage..

– match thresholds..

• connecting strings are profiled

– user defines extent • ground profile optional... • IP design on junction fillet

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33

MXROAD regrade junction

regraded profile original fillet profile

lead-in lead-out

accept profile

reject profile

1. The only design method available is the IP method.

2. The regrading of the junction need not be constrained merely to the fillet string. The adjacent channels may also be adjusted also over the lead-in and lead-out lengths. This gives greater flexibility in you design.

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34

MXROAD traffic island

quick and easy design of junction filter lanes…

•graphics-driven wizard for data entry...

• select the junction fillet • then the island template… • “Edit Style”as necessary • select the junction fillet

• then the island template…

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35

MXROAD island template

set values and “save as…” ...in project library or centrally as required

set values and “save as…” ...in project library or centrally as required

1. Amend any or all of the above parameters and save the island template with a fully-descriptive name. Storing the revised templates in the central library makes them directly accessible to all projects.

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36

MXROAD tidy junction

• removes “untidy” strings in junction…

•simple, efficient…

•has “undo” function...

•no need to understand MX tools

1. Please note that if you intend to place traffic islands into the junction fillets it is essential that the junction is not “tidied” first.

2. The junction should be “tidied” before adding shoulders, footways and verges.

3. The “untidy” junction is stored in a separate model. This allows you to undo the tidying function at a later date; this is particularly valuable when a junction needs regrading at a later stage of the design.

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37

• similar to carriageway design…

- uses templates from library…

- no superelevation…

- may be used in addition to or instead of

shoulders

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38

MXROAD kerbs/footways design

template-based design using…

-library of different styles…

-template adjustment…

-template change along route…

• Reference string usually shoulder or channel

•Reference string usually shoulder or channel

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39

MXROAD kerbs/footways design

• library of standard templates...

•library of standard templates...

select graphically or from descriptions... select graphically or from descriptions... select library... select library...

edit to change style

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40

MXROAD kerbs/footways design

• changing the style...

• changing the style...

select element and change dimension

select element and change dimension

Next to save style

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41

Earthworks...

• create strings representing cut and fill slopes...

Reference string

Interface string Ground section

Level datum string

Defined profile

New points

Intermediate strings

1. The following steps are used when creating the new strings :-

- take a section through the ground model ( or datum level ) at the given start point on the reference string

- take a section through the design model level datum string at the start point on the reference string

- ‘hang’ the defined profile from the level datum string coordinates and level

- store the intersection point of the ground section and defined profile on the interface string

- store any intermediate profile points on to their respective strings - move to the next point and repeat the procedure …

2. The defined profiles consist of a series of elements. In the diagram above, the profile is made up of three elements.

3. The reference string and the level datum string will generally be the same string. This will overcome problems due to sharp divergence at areas such as bell-mouth junctions.

4. The ground model sections used may be temporary sections (automatically generated by the earthworks option) or stored sections previously created within MX.

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42

Earthworks - string generation

Fill slope Cut slope Fill slope

Exact points Interpolated points

Reference string

Level datum string

toe-lines and intermediate strings...

gaps in intermediate strings

1. Separate strings may be created for the cut and fill interfaces or one string can be used for both. If separate strings are used, the interface strings will have gaps inserted when the slope stops and then restarts. The default is to build single strings for both cut and fill toe points.

Warning - Interface strings are not amended when rerunning data - duplicate strings are generated. Therefore, before re-running the data, you should delete the old strings.

2. The intermediate strings must have different names for cut and fill features. Gaps are inserted when the slope stops and then restarts.

3. The changeover point between cut and fill is interpolated on the level datum string and is added to the interface string(s). The intersection point of any intermediate strings with the interface string is added to both strings. 4. The interface strings are 5-D strings while the intermediate strings can be either 3-D or 5-D. The five dimensions stored for each point on a string are :-

X, Y, Z, Offset, Bearing

5. When the strings are drawn with the “MX standard style”, the offset and bearing values are used to draw the ‘tadpoles’ to the correct size and in the correct direction.

6. If no toeline is found at a particular section, a warning is given. The interface strings will span the gap.

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43

Earthworks-profile construction

• profiles...

– consist of transverse elements..

– from1 to 199 elements per profile..

– most profiles may be used in both cut and fill..

• elements defined by...

– slope (will stretch as required) or..

– fully-defined by slope and width or..

– slope and height..

1. The profiles used for cut and fill analysis are independent of each other, so that different profiles may be defined for each. The order in which they are to be tested is also user-definable. This gives you the ability to define cut before fill or vice versa.

In the diagram below, the cut profile is defined by a single element while the fill profile has three elements.

2. It is important to remember that the strings being created are running into the page, not down along the slope.

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44

Earthworks-styles of interface

• Three types of analysis available...

– forward - fixed elements attached to level

datum string

– reverse - fixed elements “attached” to toe-line

– multi-strata - complex slopes through strata

‘Stretchable’ element

Forward style Widths measured from level datum string

Reverse style Widths measured from interface string

‘Stretchable’ element

1. The forward style is the usual and most straightforward style. As all the elements are defined by slope and width, except the last, all the intermediate strings will be parallel to the original level datum string.

2. In the reverse style, the intermediate strings are parallel to the interface string as the widths are measured from the toeline string.

3. Both forward and reverse styles are available through the earthworks slope library.

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45

Earthworks-style of interface

• Multi-strata...

– uses stored cross sections to represent the strata

– different profiles through each stratum - changes

automatically

typical multi-strata analysis

stored cross sections

stored cross sections

top of peat - 1:3 top of clay - 1:1.5 top of rock - 4:1

level datum string

level datum string

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46

Earthworks...

• MX 'wizard' - makes complex slope problems easier...

– wide choice of slope styles - selected from library ...

– simple graphical slope editor…

– “custom slope” facility - define your own special

slopes...

– 'drag and drop' from cut to fill and left to right side…

– and much more...

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47

Earthworks...

Reference String defines...

– direction of slope analysis – frequency of analysis

Reference String defines... –direction of slope analysis –frequency of analysis

Ground model may be...

– triangulation (recommended) – string model

– cross section model+section set

Ground model may be...

–triangulation (recommended) –string model

–cross section model+section set

Level Datum String - start of all profiles

– left and/or right sides

– defines the “side” of the analysis

Level Datum String - start of all profiles –left and/or right sides

defines the “side” of the analysis

hint - use same string as both reference and level datum for best results

hint - use same string as both reference and level datum for best results

1. The reference string is used to define the direction of the slopes, the start and end positions and the frequency of the sections.

2. It is not necessary to nominate both level datum strings - if one is not given, the slope is not calculated on that side.

3. For MX to generate the best sections, the model to be sectioned should be a triangulation model. If you have already taken a set of sections using the reference string, these could be used here.

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48

Earthworks-defining the style

select to access slope library

select to access slope library

right mouse button - “edit” to amend..

right mouse button - “edit” to amend..

drag left-right, top-bottom

drag left-right, top-bottom

1. Selecting the ‘…’ (browse) button will display a panel from which you can choose a different earthworks library and style. This panel is shown on the next page.

2. If the slope-berm combination being used in the cut situation above is also required in the fill situation, the slope definition can be ‘dragged - and - dropped’ from the cut panel to the fill panel. The slope will be automatically inverted.

3. It the slope definition needs to be amended, highlight the slope and then select the ‘Edit…’ button. Alternately, double-click in the style image - MX is Windows compliant.

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49

Earthworks...

• Select the style...

select library...

select library...

...and earthworks style

...and earthworks style

“Custom Earthworks” - to build non-standard styles...

“Custom Earthworks” - to build non-standard styles...

1. To select a different earthwork slope, use the r to move through the stored styles to find the one required, or select the file name from the list on the right of the panel. You can select or save styles in any of the three libraries, subject to having “write” permission.

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50

Earthworks-changing a style

select Next to save with new (descriptive) name - public or project library

select Next to save with new (descriptive) name - public or project library

select element... select element... adjust slopes, widths etc... adjust slopes, widths etc...

set ground intersect “yes/no”...

set ground intersect “yes/no”...

hint - when amending slope style, set height as required - then lock to allow width to vary (or vice versa) when slope is adjusted

hint - when amending slope style, set height as required - then lock to allow width to vary (or vice versa) when slope is adjusted

1. Note that in the above example, the height has been fixed at 5.000m and the width and slope are being amended.

2. The element to be amended (shown in blue) can be selected from the diagram or from the ‘Element’ dropdown.

3. An element may be instructed to “pass through” a ground intersection by turning off the “Intersect with Ground” function. This is obviously not desirable in the example shown above, and is usually switched on only when defining a “cut with ditch” or “fill with bench” profile in which case it would be used on the first (and probably second) element in the profile.

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51

Earthworks - the analysis

select strategy - cut before fill… fill before cut… or shortest offset

select strategy - cut before fill… fill before cut… or shortest offset

“add gaps” - default ‘yes’ “add gaps” - default ‘yes’

single toe-lines default (recommended)

single toe-lines default (recommended)

“tadpoles” or slope signature

“tadpoles” or slope signature

1. Point selection method depends on the reference string type. In the example above, the reference string would have to be a master string for “chainage” to be used.

2. For markets outside the UK, you will probably need to replace the “tadpole” annotation with a more internationally-acceptable slope notation. The “Slope Signature” tab gives you access to this, but you will need to use a suitable styleset to get the best graphical results.

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Bringing objects in the Software

Objects like cars, other vehicles, trees etc can be brought into software after design is complete.

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Go to Element, Cells and select it. You will get the list of cells like below

The cells like these can be pasted anywhere in dgn and further rendered and animated.

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Introduction to Rendering

Rendering is the process of depicting a 3D model through the display of shaded surfaces. MicroStation V8 provides a comprehensive range of rendering choices from the simple modes, which include Hidden Line Display, Smooth, and Phong shading, through to the sophisticated photo-realistic rendering modes such as Ray Tracing, Radiosity solving, and Particle Tracing.  Setting Up the Camera

 Setting Up Lighting

 Applying Materials to Elements  Generating Rendered Images

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The Rendering toolbars includes the following tools in the default order:  Define Light  Global Lighting  Define Camera  Apply Material  Define Materials

 Dynamically Adjust Map  Render  Query Illumination  Facet Smoothing  Photomatch  View Size

Setting Up the Camera using Define Camera Tool

Before rendering any view scene in Microstation, one has to set up a view for better detailing. Microstation features advanced view control tools that enables to create orthogonal, isometric and perspective views.

The Define Camera Tool is used set up a view for rendering graphically by manipulating the dynamically displayed view cone via “handles” at strategic points. Alternatively, you can use Define Camera for specific manipulations, and its settings window for precision inputs. To assist you visualize the design as you manipulate the camera, the viewing cone can be displayed in all other views.

With Continuous View Updates turned on, the camera view updates dynamically as you manipulate the view cone in the other views. When used in conjunction with QuickVision, you can have your camera view displayed as a smooth rendered view as you position the camera.

The Define Camera settings window lets you display only those settings that you require. With the More/Hide button you can quickly display or dismiss the more settings group box. Within this group box, Show/Hide buttons let you expand only those settings that you wish to examine or modify.

Procedure to Define a Camera View 1. Select the Define Camera tool.

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3. Enter a data point in the view to be the camera view. The camera view updates to display with the current Projection setting, and view cones appear in other views, showing the viewing parameters of the camera view.

Global Lighting

View name displayed Dynamically Editable

View cone / “handles”

Two point perspective projection in active view 8

Used to define camera action like move, pan, dolly, roll

Select the view to apply camera settings

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to simulate lighting from the sky and reflected light from the ground, respectively.

To open the Global Lighting dialog box

1. Select the Global Lighting tool in the Rendering Tools tool box. or

From the Settings menu's Rendering submenu, choose Global Lighting. or

In the Define Light tool's dialog box, click the Global button.

Turn on Solar light with given intensity

Select the location of the project and the time to indicate position of the sun

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Apply Material

The Apply Material tool is used to:

 Load, create, and save material tables.

 Add, remove, or modify material definitions that have been assigned by color/level.

 Add or remove material definitions that have been attached to elements in a model.

 Query elements for material assignments.

 Preview the display of materials on elements in the model.  Set or clear environment maps.

Icons along the top of the tool settings window let you select the required task. A preview window displays the currently selected material. Other icons let you open and save material tables, load/unload palette files, view and edit material assignments.

Material definitions are stored in palette files. With this tool you can load material palettes and apply materials from them to elements in the DGN file. Material tables apply to all models in the DGN file. When more than one palette file is loaded, the Palette setting becomes an option menu, from which you select the required material palette. Finally, you can save the assignments in a material assignment table file.

When a material palette file has been loaded, you can apply materials from it to elements in your models. There are two methods by which material assignments can be applied to design elements. You can assign materials by level and color, or attach materials to elements as attributes. The latter method is particularly useful for attaching different materials to various faces of a SmartSolid. When a material is attached as an attribute, this setting overrides the assignments by level and color. When using Bentley Building products, you can attach, or remove, materials from the faces of forms. You can assign materials by level and color, either by identifying the required element, or by selecting the level and color manually. Before actually applying a material to an element, you can preview the result.

By default, when the Apply Material tool is first selected for a DGN, a search is made to find a material table having the same name as the DGN file, but with a “.mat” extension. If this file is not found in MicroStation's default directory, or the directory pointed to by the MS_MTBL configuration variable, then the DGN file's name appears on the Table button, ready for a new table to be created.

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To apply a material to elements (automatically) by color and level 1. Select the Apply Material tool.

2. In the tool settings window, click the Assign by Level/Color icon.

3. If necessary, from the Palette option menu, choose the material palette file.

4. From the Material option menu, choose the material.

5. Identify the element.

The element highlights.

6. Accept the element.

The material definition is applied to all elements having the same color and on the same level as the identified element. The material is displayed in Bold Type to show that it is currently applied to an element(s) in the DGN file.

7. (Optional) To apply the same material to additional elements, repeat

steps 5 and 6.

or

(Optional) To apply a different material from the same material palette, return to step 4.

To attach a material as an attribute to an element in the design 1. Select the Apply Material tool.

2. In the tool settings window, click the Attach icon.

3. If necessary, from the Palette option menu, choose the material palette file.

4. From the Material option menu, choose the material.

5. Identify the element.

The element highlights.

6. Accept the element.

The material definition is attached to the element as an attribute.

Assign the material to all objects in same level / color Remove the assigned material

Attach material to a selected element Remove the material attached to an element

Select / Save Material table Select / Remove Palette Files in which materials are stored Select Material to be applied to an element

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7. (Optional) To attach the same material to additional elements, repeat steps 5 and 6.

or

(Optional) To attach a different material from the same material palette, return to step 4.

Rendered Images

Render

After setting up lights, defining and applying material characteristics, and setting up the virtual view camera, the next step is to put it all together and create a rendered image.

Used to request on screen rendering. The Render dialog box contains controls that determine what is to be rendered, the rendering mode, and shading type.

For ray tracing, radiosity solving, and particle tracing, the dialog box expands to display further options relative to the selected render mode. These include buttons to perform commonly used tasks, such as clearing existing solutions, creating new solutions, displaying the current solution in other views, and continuing after a Reset. As well, Brightness and Contrast slider lets you interactively adjust the most recently rendered Ray Traced (with Real World

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To render a view

1. Select the Render tool.

2. From the Target option menu in the Render settings window, select View.

3. From the Render Mode option menu, choose the desired rendering mode — Wiremesh, Hidden Line, Filled Hidden Line, Constant, Smooth , Phong, Ray Trace, Radiosity, or Particle Trace.

4. From the Shading Type option menu, choose the desired shading type — Normal (default), Antialias, or Stereo.

5. Select the view.

Select target to be rendered - options include, view / fence / element. Select

-Antialias for smoother image -Stereo for creating a stereo effect

Create a new solution that can be used later to save time

Use the currently loaded solution to render Select advanced rendering mode – Ray Trace / Radiosity / Particle Trace

Brightness / Contrast adjustment slider for the rendered view

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Animation

Producing Flythrough Sequences

The Flythrough Producer utility provides a set of tools that let you create simple animations called flythrough sequences in which frames specified path.

Typically, a flythrough sequence is rehearsed, or previewed, in wireframe to validate the camera path and then is recorded as a series of reof stationary geometry are recorded by a virtual camera at specified intervals along a sundered images.

The Movies utility (Utilities menu > Image > Movies) is used to play back these sequences and also to perform some simple editing tasks.

General Procedure — to produce a flythrough sequence

1. From the Utilities menu's Render submenu, choose Flythrough. The Flythrough Producer dialog box opens.

` specify camera settings specify camera target if it is fixed at a point or move freely along with specify view to preview select rendering mode Specify movie size in pixels Specify no of frames required according to movie length

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2. From the View option menu, choose the source view for the animation. 3. From the Shading option menu, choose Wireframe for “rehearsal”

purposes or the desired rendering method for a finished or nearly finished sequence.

4. Define the path that the camera is to follow and the camera target. The path can be an existing open element, or you can place an element in the design file.

5. To define the path that the camera will travel during the sequence • Place a line, line string, arc, ellipse, curve, or B-spline curve to

define the path the camera is to travel. (If you do not want the path to be visible in the sequence, place the path as a construction element, or on a separate level that is not displayed in the source view for the sequence.)

• From the Flythrough Producer dialog box's Tools menu, choose Define Path.

• Identify the element that defines the camera path at the point at which the camera path is to begin.

• Accept the element at the point at which the camera path is to end.

Select define path to choose the path along which the camera moves

Speed specifies the rate at which the movie is played calculated as

60/no.of frames per second in a movie

For example, if the no.of frames per second is 30, then Speed=60/30 = 2. If number of frames is 180, Example,for a given speed of 2, the movie will be playing for 6 seconds.

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6. Preview the sequence.

Once you have adjusted the Flythrough Producer settings and defined the camera path, you can preview the sequence before taking the time to record all the frames.

To preview each frame in the output view

• To see each camera location and viewing volume for each frame along the camera path, choose Camera from the Tools menu's Preview submenu, in the Flythrough Producer dialog box.

• From the Tools menu's Preview submenu, choose View in the Flythrough Producer dialog box.

camera points created along the path according to number of frames specified

Arc path indicated in yellow colour along which the camera moves

Preview of the view 8 as seen from the camera

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6. Record the sequence.

From the Flythrough Producer dialog box's Tools menu, choose Record. The Record Sequence dialog box opens.

• From the Format option menu, choose the format in which to save the sequence.

Refer to note, below, for information on choosing a format.

• In the Files field, enter the name of the sequence file, or the first file in the series.

• Use the controls in the Directories and Drives sections specify the destination drive and directory.

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Introducing Bentley Navigator

Bentley Navigator is a real-time 3D visualization program that enables you to view and interact with design files, JSpace models and related data.

The Bentley Navigator enables you to open multiple, independent windows for viewing a design model. In a single session, you can display the model in separate windows and view it from different perspectives in solid, wireframe, or mixed mode. Using the full interaction with graphic and non-graphic objects, you can query the model to understand its relationships and properties. Based on these properties, you can color-code the objects in the model.

Starting and Closing the Bentley Navigator

Starting the Bentley Navigator is done in the same way that you start most Windows programs.

1. From the Windows Start menu, choose Programs > Bentley Navigator 2004 Edition.

2. Select the Bentley Navigator.

After the Bentley Navigator program is started, the File, Settings, and Help menus display across the menu bar in the Bentley Navigator window.

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Closing the Bentley Navigator is done in the same way that you close most Windows programs.

To quit the Bentley Navigator

1. From the Bentley Navigator menu bar, choose File > Exit.

If you created a new file or modified an existing file in this Bentley Navigator session, you are prompted to save your changes before exiting the program.

The Save Models dialog box opens.

2. Also, to close the Bentley Navigator, you can click the X button in the upper right-hand corner of the window.

3. If you are prompted to save the changes to the files, click Yes or Yes to All.

or

If you do not want to save your changes to the files, click No or No to All.

or

If you do not want to exit the Bentley Navigator at this time, click Cancel.

Using the Bentley Navigator Menus After you open a file in the Bentley Navigator, additional selections are enabled on the Bentley Navigator menu bar.

File Menu

The File menu enables you to perform file management tasks and to exit the Bentley Navigator. Using the File menu, you can open and save model files, unlock files, manage reference and auxiliary files, and print views of your model.

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Settings Menu

The Settings menu enables you to adjust the appearance of the Bentley Navigator workspace. Using the Settings menu, you can display or not display the toolbars and the status bar. By selecting Options, you can change the snap functionality, change the object selection functionality, adjust the mouse orientation and sensitivity, and modify the display of the model units of measure and the date. Also, you can enable hardware acceleration and specify the vertical axis.

View Menu

The View menu enables you to navigate through a model and to manage the views that you want to save. Using the View menu, you can save and recall named views of a model or follow a line in a model. Also, you can place constraints on the movement of the viewpoint, change between perspective and orthographic transformations of the model, and zoom about the model.

Navigating the Model

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In the Bentley Navigator, you can view a 3D model through a view that is similar to the lens or viewfinder of a video camera. Instead of moving the model, you seem to move yourself around and to view your model from different viewpoints.

The following diagram shows the parts of the view cone.

Near Clipping Plane is the plane parallel to the window that defines the nearest distance that you can see in the model. Objects closer to your viewpoint than the near clipping plane are not visible in the view.

Far Clipping Plane is the plane parallel to the window that defines the farthest distance that you can see in the model. Objects beyond the far clipping plane are not visible in the view.

Opening files

Each time that you open a file, you can access graphic objects, their related data, and the attached reference or auxiliary files. When you open a file, one or more windows are created. The title bar of each window displays the name of the file. If more than one window is open, the file name is followed by Window N, where N is a number between 1 and 16 or PLAN or ELEVATION. Because the Bentley Navigator has a multi-document interface, you can open several models simultaneously in a given session. Each model can have one or more windows open for it with the name of the file displayed in each

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To open file

1. From the Windows Start menu, choose Programs > Bentley Navigator 2004 Edition > Bentley Navigator.

2. From the Bentley Navigator menu bar, choose File > Open. The Open JSpace Object Model dialog box, which is a standard file selection dialog box, displays.

3. In the Files of Type drop-down list box, select JSM.

4. In the Look In field, select the directory of the desired JSM file.

5. In the File Name field, select the name of the JSM file identified by the JSM file extension, such as _MainModel.JSM.

6. Click Open.

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Now all Bentley Navigator menu options display on the menu bar providing you full access to all commands and to the Navigation toolbar.

Displaying the Navigation Toolbar.

The Navigation toolbar contains buttons for the more frequently used commands of the Bentley Navigator. You can display or not display the Navigation toolbar across the top of the Bentley Navigator window below the Bentley Navigator menu bar.

To display the Navigation toolbar

1. From the Bentley Navigator menu bar, choose Settings. 2. Select Navigation Toolbar.

The display of the Navigation toolbar is controlled by a toggle. If Navigation Toolbar is checked, the Navigation toolbar is displayed below the Bentley Navigator menu bar. If Navigator Toolbar is not checked, the Navigation toolbar is not displayed.

After opening the model all navigation tools are activated

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The Navigation toolbar contains tools to control and change the mouse modes, view selections, zoom and display options, view locks and view standards.

Navigating with the Mouse

Viewing the model through the window is similar to using a video camera. Instead of rotating your model to view the other side, you move yourself around to the other side of the model. When you turn your head to the left, the model seems to move to the right.

Using the mouse, you can change your viewpoint and navigate through the model to see different parts of the model. When you select a navigational command to place yourself in a particular mode of operation, the cursor shape changes to reflect your current mode.

Walking

The Walk mode enables you to move in, out, left, and right through the model in one continuous motion without changing controls.

While in Walk mode, you can also perform Change Orientation and Pan commands without selecting the commands from the Bentley Navigator menu bar or the Navigation toolbar.

1. Select a view to make it the active window.

2. From the Bentley Navigator menu bar, choose View > Lock > Viewpoint

walk pan

Move Far clip

Change orientation Move in / out

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3. From the Bentley Navigator menu bar, choose View > Mouse Mode > Walk.

4. When you position the cursor in a window, the cursor shape changes to the Walk cursor.

5. In the active window, press and hold down the left mouse button. 6. While maintaining a constant elevation, drag your mouse in one of the

following directions:

To rotate the view direction to the right move the cursor to the right

To rotate the view direction to the left move the cursor to

the left To move the viewpoint toward the viewcenter

move the cursor

toward the top of the screen

To move the viewpoint away from the viewcenter

move the cursor

toward the bottom of the screen

To perform a combination of the motions and to dynamically move in, out, left, and right through the view in one continuous motion without changing controls

drag the mouse in a diagonal direction

For example, if you move the cursor 45°, the forward movement through the view is equal to the rotation of the model. If you move the cursor 15°, more forward movement occurs than model rotation.

References

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