Discover how to manage architectural plans with a focus on creating clear visual references for door placements and stair plans. This article provides a step-by-step guide on the use of reference planes and mullions in architecture, ensuring that every detail is accounted for during the design process.
Key Insights
- The article demonstrates the importance of clear visual references in architecture, particularly when dealing with complex elements such as doors and stairs. Reference planes and mullions are used to ensure accuracy in design and construction.
- The use of reference planes can become complex and confusing if not managed properly. It is advisable to delete unused reference planes to avoid confusion and maintain clarity in the design process.
- After performing various operations, it's crucial to perform a 3D sweep to ensure everything is in the right place. This includes checking the correct height for door placements and validating the placement of stair plans.
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Let's go ahead and jump over to our level one plan again, and then we'll take a look at our east stair. And this one's a little different because it's one continuous wall that goes across, but it also is going to be simpler to work with because we don't have as much that we're going to be finagling around. And so we do have a point here that we want to try and maintain.
So just like before, I'm going to go in here and I'm going to unpin this guy, and then I'll align those two together. And this dimension, you can see how it's in the middle. I'm actually going to want to move that down so that my mullion has this relationship here because we want to make sure we have the full door.
And so we could have it like I have here, or we could have it with this relationship, but we can't have it necessarily in the middle because then the door would get blocked by the wall. And so let's take a look at our east elevation. So I'll just go ahead, and I can either double click on it, or I could right click and go to view here.
And then now we're taking a look at where our, our door is going to go. And I'm going to jump back in. And I'm going to draw a couple of reference planes just to help me out because you could tell when we went back to that, that view there, it was pretty hard to see exactly where our door was going to go.
And so now that I'm back in here, I can see that I need this one here and this one here. And that'll tell me exactly where the door needs to go. And you'll see the difference when we jump into our plan.
You can kind of see I've got those, those reference planes. Like these are the ones for our, our columns here. And these are the other ones.
And so it's one of those things where if you're starting to find yourself in a situation where you just can't tell where anything is because you've got too many reference planes, then you can just go in like I'm doing here and delete all the ones that you're no longer using, which is really not a bad thing to do because it can get out of hand really, really quickly as you just witnessed there. And so this is where we want that, that new one. And when I look here by adding a mullion at this point, it's really not going to interrupt or disrupt my, my curtain wall at this point, because, well, it seems like it'll work out pretty well.
So I'm going to go in, go to architecture, curtain grid, and then I'll add the one here. Notice it automatically pops in a mullion. And then I'll do the same thing with the one segment.
And then we can set that dimension to be the one, one and a quarter. This is something that you'll run into every now and then. And I'm just going to say, delete elements.
And what's important is after it does something like that, you need to just go and double check to make sure, because even though we're not drawing the grid all the way across at that point, it still draws it in as like a placeholder. And so we want to make sure that it doesn't mess up anything else. And we'll always go back through and do a 3D sweep after we do a lot of different operations, just to make sure everything is still in the right spot.
So I'm just making sure that I have the right height for where my door is going to go. And then I'm going to take a look at both of these in 3D. And so this one you can see here, that's the West stair that we created.
And then if I jump across back to the other side, you can see this is the door into my East stair. And so now we just need to bring in the door type we want, add the doors for our stairs that actually go into our stairs. And then we're going to take a look at level two and see what we need to do to make that work out for us.