Arch tutorial/fr

Introduction
Le but de ce tutoriel est de vous donner les bases pour travailler avec l'atelier Architecture. Je vais essayer d'être le plus simple possible ainsi vous n'avez pas besoin d'expérience précédente avec FreeCAD, mais un peu d'expérience avec la 3D ou des applications de modélisation de type BIM vous sera utile. Dans tous les cas vous devez vous préparez à faire des recherches plus approfondies sur le fonctionnement de FreeCAD dans la documentation de FreeCAD. La page Premiers pas est à lire absolument si vous n'avez jamais essayé FreeCAD. Parcourez aussi notre section tutoriels et sur youtube vous pouvez trouvez plein d'autres tutoriels vidéos.

Le but de l'atelier Architecture est d'offrir une solution de travail complète de type BIM à l'intérieur de FreeCAD. Comme il est toujours en développement ne vous attendez pas à retrouver les mêmes niveaux d'outils que des solutions commerciales comme Revit ou ArchiCAD mais d'un autre coté, FreeCAD étant employé dans une portée beaucoup plus grande que ces applications, l'atelier Architecture tire des bénéfices considérable des autres disciplines que FreeCAD possède, et offre quelques caractéristiques rarement vues dans des applications traditionnelles de BIM.

Voici, par exemple, quelques caractéristiques intéressantes de l'atelier Architecture de FreeCAD que vous trouverez difficilement dans d'autres application de type BIM :


 * Les objets architecturaux sont toujours des solides. Grâce au puissant passé mécanique de FreeCAD, nous avons appris l'importance de toujours travailler avec les objets solides. Ceci assure un déroulement des opérations sans erreur, et des opérations booléennes très fiables. Comme la coupe des objets 3D avec un plan 2D, afin d'extraire des sections, est également une opération booléenne, vous pouvez immédiatement voir l'importance de ce point.


 * Les objets architecturaux peuvent avoir n'importe quelle forme. Il n'y a aucune restrictions. Les murs n'ont pas besoin d'être verticaux, les dalles n'ont pas besoin de ressembler à des dalles. N'importe quel objet solide peut toujours devenir n'importe quel objet architectural. Les choses très complexes, habituellement difficile à définir dans d'autres applications BIM, comme courber des dalles et devenir un mur (oui Zaha Hadid, c'est de vous que nous parlons), ne présentent aucun problème particulier du tout dans FreeCAD.

Toute la puissance de FreeCAD est à votre portée. Vous pouvez concevoir les objets architecturaux avec n'importe quel autre outil de FreeCAD, tel que l'atelier Part Design, et quand ils sont prêts, les convertissez en objets architecturaux. Ils conserveront toujours leur historique de modélisation, et reste totalement éditable. L'atelier Architecture hérite également d'une grande partie des fonctionnalités de l'atelier Dessin, comme l'accrochage et le plan de travail.

L'atelier Architecture est très compatible avec l'atelier Mesh. Vous pouvez facilement concevoir un modèle architectural dans une application basée sur des mailles comme Blender or SketchUp et l'importer dans FreeCAD. Si vous faites attention à la qualité de votre modèle et que ses objets soient bien des solides non-manifold alors les transformer en objets architectural requiert simplement l’appui sur un bouton.

A l'heure où j'écris ceci l'atelier Architecture comme le reste de FreeCAD, souffre de quelques limitations. La plupart sont déjà en train d'être étudié et tendent à disparaître dans un futur proche.


 * FreeCAD n'est pas une application 2D. il est fait pour la 3D. Il y a suffisamment d'outils pour dessiner et éditer des objets 2D avec les ateliers Planche à Dessin et Esquisse, mais ce n'est pas fait pour traiter de très gros (et parfois très mal dessiné) fichiers 2D. Vous pouvez importer des fichiers 2D mais ne vous attendez pas à de grande performances si vous souhaitez continuer à travailler dessus en 2D. Vous voilà prévenu.


 * Pas de support des matériaux. FreeCAD aura un système Material complet, capable définir les matériaux très complexes, avec toutes les fonctionnalité que vous pouvez prévoir (les propriétés faites sur mesure, les familles de matériaux, les propriétés de rendu et d'aspect visuel, etc.), et l'atelier Architecture l'emploiera naturellement quand il sera prêt.


 * Support préliminaire de IFC. Vous pouvez dès à présent importer des fichiers IFC, tout à fait sûrement, si IfcOpenShell est installé sur votre système, mais l'exportation n'est toujours pas officiellement supporté. Ceci est en cours de développement des deux côtés des promoteurs de FreeCAD et d'IfcOpenShell, et à l'avenir nous pouvons nous attendre à un support complet d'IFC.


 * La plupart des outils Arch sont encore en développement. Cela signifie que les outils "magique" qui créent des géométries complexe automatiquement, comme Toiture ou Escaliers ne peuvent créer qu'un certain type d'objets, et que les outils qui ont des pré-réglages, comme Arch_Structure ou Arch_Window, n'ont que quelques pré-réglages. Ceux ci devraient s’agrandir au fil du temps bien sur.


 * La relation entre les objets dans FreeCAD n'est toujours pas officiellement disponible. De ce fait, la relation entre une fenêtre et son mur hôte est implémenter dans l'atelier Architecture de manière temporaire (et parfois limitée). Beaucoup d'autres possibilités devraient arriver quand la fonctionnalité sera pleinement disponible.


 * Les unités sont en cours d’implémentation dans FreeCAD, ce qui vous permettra de travailler avec n'importe quelles unités que vous souhaitez (même les unités impériales, à ce sujet vous pouvez être éternellement reconnaissant envers Jürgen, le père et dictateur de FreeCAD). Mais pour le moment l'atelier Architecture ne les supportent toujours pas. Vous devez le considérer « sans unités ».

Déroulement type des opérations
L'atelier Architecture est principalement fait pour deux sortes d’opération


 * Construire son modèle avec une application rapide, basée sur les maillages comme Blender ou SketchUp, et l'importer dans FreeCAD pour en extraire des plans et des coupes. FreeCAD est fait pour de la modélisation de précision et même plus précis que ce qui est attendu dans la modélisation architecturale, construire son modèle directement dans FreeCAD peut devenir lourd et lent. C'est pour cette raison qu'un tel déroulement d'opération prend un réel avantage. Il est décrit dans cet article sur le blog de RockN. Si vous prenez soin de modéliser correctement et précisément le projet (propre, solide, maillage non-manifold), ce déroulement d'opération vous donnera les mêmes performances et précisions que d'autre.


 * Construire son modèle directement dans FreeCAD. C'est ce que je souhaite vous présenter dans ce tutoriel. Nous allons utiliser essentiellement trois ateliers : Architecture, bien sur, mais aussi, l'atelier Dessin, dont les outils sont directement intégré à l'atelier Architecture donc il n'y a pas besoin de basculer d'un atelier à l'autre, et enfin l'atelier Esquisse. En pratique, vous pouvez faire ce que je fais habituellement, c'est créer une barre d'outils personnalisé dans l'atelier Arch avec l’outil -> Customize, et ajouter les outils de l'atelier Esquisse que vous vous servez le plus souvent. Voici mon atelier Architecture personnalisé.



Dans ce tutoriel, nous allons modéliser le bâtiment en 3D à partir de plans 2D que nous avons téléchargé sur le net dont nous allons extraire des éléments 2D comme des vue en plans, des coupes ou des élévations.

Préparation
Au lieu de créer un projet à partir de zéro, prenons un exemple de projet à modéliser, cela nous économiseras du temps. J'ai choisi ce magnifique bâtiment d'un architecte réputé,Vilanova Artigas (voir une série de photos par Pedro Kok), parcequ'il est pre de là où j'habite, c'est un magnifique exemple d'architecture moderne et orignial de Sao Paulo (c'est même à vendre si vous avez  "quelques" Reals à dépenser), et les fichiers DWG sont facilement disponible.

Nous allons donc utilisé les DWG 2D obtenu à partir du lien ci dessus (vous devez être inscrit pour le télécharger mais c'est gratuit) comme base pour construire notre modèle. Donc la première chose que vous avez à faire c'est de télécharger le fichier, le dé-zipper et d'ouvrir le DWG avec une application compatible comme DraftSight. Autrement vous pouvez aussi le convertir en DXF avec une application gratuite comme Teigha File Converter. Si vous avez Teigha File Converter d'installer (et que son chemin d'installation est renseigné dans les préférences de l'atelier Architecture), FreeCAD peut aussi ouvrir les fichier DWG. Mais comme ces fichiers peuvent être de mauvaise qualité et très lourd, il est préférable de les ouvrir d'abord dans une application 2D spécifique afin d'y faire le ménage.

Ici, j'ai, enlevé tous les dessins de détails, les blocs texte et les calques, fait un "nettoyage" ("purge" dans AutoCAD) pour enlever toutes les entités inutilisées, réorganiser les sections dans une position logique dans la vue en plan, et déplacé le tout au point (0,0). Après ça, notre fichier peut être ouvert proprement avec FreeCAD. Regardez les différentes options disponible dans Edition->Préférences->Draft->Import/Export, elles peuvent affecter comment (et à quelle vitesse) les DXF/DWG sont importés.

Voici comment le fichiers s'affiche lorsqu’il est ouvert dans FreeCAD. J'ai aussi changé l'épaisseur des murs (le contenu du groupe "muros") et j'ai inversé quelque portes qui ont été importé avec une mauvaise échelle selon X, avec l'outil Draft Scale :



The DXF importer (which also takes care of DWG files, since when importing DWG files, they are simpl converted to DXF first), groups the imported objects by layer. There is no layer in FreeCAD, but there are groups. Groups offer a similar way to organize the objects of your files, but don't have specific properties, like AutoCAD layers, that apply to their contents. But they can be placed inside other groups, which is very handy. The first thing we might want to do here, is to create a new group in the tree view, right-click on the document icon, add a group, right click on it to rename it as "base 2D plans", and drag and drop all the other objects into it.

Construire les murs
Comme la plupart des objets architecturale, les murs peuvent être fabriqué à partir d'une grande variété d'autres objets : lignes, fils (ploylignes), esquisses, faces ou solides (et même à partir de rien, dans ce cas ils sont définis par leur hauteur, largeur et longueur). La géométrie résultante du mur dépend de la géométrie de l'objet de base, et des propriétés que vous complétez comme l'épaisseur ou la hauteur. Comme vous pouviez le deviner, un mur basé sur une ligne emploiera cette ligne en tant que sa ligne d'alignement, alors qu'un mur basé sur une face emploiera cette face en tant que son empreinte de base, et un mur basé sur un solide adoptera simplement la forme de ce solide. Ceci permet à n'importe quelle forme imaginable de devenir un mur.

Il y a plusieurs stratégie possible pour créer les murs dans FreeCAD. Une possibilité est de créer une esquisse avec tous les chemins du mur d'un même étage, et d'en faire un seul et énorme mur. Cette technique fonctionne mais n'autorise qu'une seule épaisseur de mur pour tout l'étage. Vous pouvez aussi fabriqué une ligne pour chaque pan de mur. Enfin on peut aussi, et c'est ce que nous allons utilisé ici, faire un mix des deux : Nous allons créer quelques polyligne par dessus les plans importé, une polyligne pour chaque type de murs.



Comme vous pouvez le voir, j'ai dessiné en rouge les lignes qui vont devenir les murs en béton (une recherche d'images de la maison peut vous aider à cerner ses différent type de murs), ceux en vert correspondent aux murs extérieurs en brique et ceux en bleu sont les parois intérieur. Les lignes passent à traves les portes elles seront insérées par la suite et l'ouverture se fera automatiquement. Les murs peuvent aussi être alignés à gauche, à droite ou au centre de la ligne de base, donc il n'y a pas d'importance à dessiner la ligne de base d'un coté ou de l'autre. J'ai aussi pris soin d'éviter les croisements autant que possible, car notre modèle sera plus précis comme ça. Mais on pourra ceux ci par la suite.

Quand c'est fait, placer toutes ces lignes dans un nouveau groupe si vous voulez, sélectionner chacune de ces lignes une par une, et presser le Arch Wall/fr pour construire un mur pour chaque ligne. Vous pouvez aussi sélectionner toutes les lignes à la fois. Après avoir fait ça et corriger l'épaisseur (les murs extérieurs mesurent 25 cm d'épaisseur et les murs intérieurs 15 cm) et quelques alignements, nos murs sont prêts :



We could also have built our walls from scratch. If you press the Arch Wall button with no object selected, you will be able to click two points on the screen to draw a wall. But under the hood, the wall tool will actually draw a line and build a wall on it. In this case, I found it more didactic to show you how things work.

Did you notice that I took great care not to cross the walls? this will save us some headache later, for example if we export our work to other applications, that might not like it. I have only one intersection, where I was too lazy to draw two small line segments, and drew one big wire crossing another. This must be fixed. Fortunately, all Arch objects have a great feature: you can add one to another. Doing that will unite their geometries, but they are still editable independently after. To add one of our crossing walls to the other, just select one, CTRL + select the other, and press the Arch Add tool:



On the left is are the two intersecting walls, on the right the result after adding one to the other.

For example, I could have drawn all my baselines above without caring about what crosses what, and fix things with the Arch Add tool later. But I would have raised much the complexity of my model, for no gain at all. Better make them correct right from the start, and keeping them as very simple pieces of geometry.

Now that our walls are okay, we need to raise their height, until they intersect the roof. Then, since the wall object still cannot be cut automatically by roofs (this will happen some day, though), we will build a "dummy" object, that follows the shape of the roof, to be subtracted from our walls.

First, by looking at our 2D drawings, we can see that the highest point of the roof is 5.6m above the ground. So let's give all our walls a height of 6m, so we make sure they will be cut by our dummy roof volume. Why 6m and not 5.6m? You may ask. Well, if you already worked with boolean operations (additions, subtractions, intersections), you must already know that these operations usually don't like much "face-on-face" situations. They prefer clearly, frankly intersecting objects. So by doing this, we keep on the safe side.

To raise the height of our walls, simply select all of them (don't forget the one we added to the other) in the tree view, and change the value of their "height" property.

Before making our roof and cutting the walls, let's make the remaining objects that will need to be cut: The walls of the above studio, and the columns. The walls of the studio are made the same way as we did, on the superior floor plan, but they will be raised up to level 2.6m. So we will give them the needed height so their top is at 6m too, that is, 3.4m. Once this is done, let's move our walls up by 2.6m: Select them both, put yourself in frontal view (View -> Standard Views -> Front), press the Draft Move button, select a first point, then enter 0, 2.6, 0 as coordinates, and press enter. Your objects now have jumped 2.6m high:



Now let's move our walls horizontally, to their correct location. Since we have points to snap to, this is easier: Select both walls, press the Draft Move tool, and move them from one point to the other:



Finally, I changed the color of some walls to a brick-like color (so it's easier to differentiate), and made a small correction: Some walls don't go up to the roof, but stop at a height of 2.60m. I corrected the height of those walls.

Raising the structure
Now, since we'll have to cut our walls with a subtraction volume, we might as well see if there aren't other objects that will need to be cut that way. There are, some of the columns. This is a good opportunity to introduce a second arch object: the Arch Structure. Structure objects behave more or less like walls, but they aren't made to follow a baseline. Rather, their prefer to work from a profile, that gets extruded (along a profile line or not). Any flat object can be a profile for a structure, with only one requirement: they must form a closed shape.

For our columns, we will use another strategy than with the walls. Instead of "drawing" on top of the 2D plans, we will directly use objects from it: the circles that represent the columns in the plan view. In theory, we could just select one of them, and press the Arch Structure button. However, if we do that, we produce an "empty" structural object. This is because you can never be too sure at how well objects were drawn in the DWG file, and often they are not closed shapes. So, before turning them into actual columns, let's turn them into faces, by using the Draft Upgrade tool twice on them. The first time to convert them into closed wires (polylines), the second time to convert those wires into faces. That second step is not mandatory, but, if you have a face, you are 100% sure that it is closed (otherwise a face cannot be made).

After we have converted all our columns to faces, we can use the Arch Structure tool on them, and adjust the height (some have 6m, other only 2.25m height):



On the image above, you can see two columns that are still as they were in the DWG file, two that were upgraded to faces, and two that were turned into structural objects, and their height set to 6m and 2.25m.

Note that those different Arch objects (walls, structures, and all the others we'll discover) all share a lot of things between them (for example all can be added one to another, like we already saw with walls, and any of them can be converted to another). So it's more a matter of taste, we could have made our columns with the wall tool too, and converted them if needed. In fact, some of our walls are concrete walls, we might want to convert them to structures later.

Subtractions
Now it is time to build our subtraction volume. The easiest way will be to draw its profile on top of the section view. Then, we will rotate it and place it at its correct position. See why I placed the sections and elevations like that before beginning? It will be very handy for drawing stuff there, then moving it to its correct position on the model.

Let's draw a volume, bigger than the roof, that will be subtracted from our walls. To do that, I drew two lines on top of the base of the roof, then extended them a bit further with the Draft Trimex tool. Then, I drew a wire, snapping on these lines, and going well above our 6 meters. I also drew a blue line on the ground level (0.00), that will be or rotation axis.



Now is the tricky part: We will use the Draft Rotate tool to rotate our profile 90 degrees up, in the right position to be extruded. To do that, we must first change the working plane to the YZ plane. Once this is done, the rotation will happen in that plane. But if we do like we did a bit earlier, and set our view to side view, it will be hard to see and select our profile, and to know where is the basepoint around which it must rotate, right? Then we must set the working plane manually: Press the Draft SelectPlane button (it is in the "tasks" tab of the tree view), and set it to YZ (which is the "side" plane). Once you set the working plane manually, like that, it won't change depending on your view. You can now rotate your view until you have a good view of all the things you must select. To switch the working plane back to "automatic" mode later, press the Draft SelectPlane button again and set it to "None".

Now the rotation will be easy to do: Select the profile, press the Draft Rotate button, click on a point of the blue line, enter 0 as start angle, and 90 as rotation:



Now all we need to do it to move the profile a bit closer to the model (set the working plane to XY if needed), and extrude it. This can be done either with the Part Extrude tool, or Draft Trimex, which also has the special hidden power to extrude faces. Make sure your extrusion is larger than all the walls it will be subtracted from, to avoid face-on-face situations:



Now, here comes into action the contrary of the Arch Add tool: Arch Remove. As you might have guessed, it also makes an object a child of another, but its shape is subtracted from the host object, instead of being united. So now things are simple: Select the volume to subtract (I renamed it as "Roof volume to subtract" in the tree view so it is easy to spot), CTRL + select a wall, and press the Arch Remove button. You'll see that, after the subtraction happened, the volume to subtract disappeared from both the 3D view and the tree view. That is because it has been marked as child of the wall, and "swallowed" by that wall. Select the wall, expand it in the tree view, there is our volume.

Now, select the volume in the tree vieew, CTRL + select the next wall, press Arch Remove. Repeat for the next walls until you have everything properly cut:



Remember that for both Arch Add and Arch Remove, the order you select the objects is important. The host is always the last one, like in "Remove X from Y" or "Add X to Y"

Making the roofs
Now, all we have to do to complete the structure, is to make the roof and the smaller inner slabs. Again, the easiest way is to draw their profiles on top of the section, with the Draft Wire tool. Here I drew 3 profiles on top of each other (I moved them apart in the image below so you see better). The green one will be used for the lateral borders of the roof slab, then the blue one for the side parts, and the red ones for the central part, that sits above the bathroom block:



Then, we must repeat the rotation operation above, to rotate the objects in a vertical position, then move them at their correct places, and copy some of them that will need to be extruded twice, with the Draft Move tool, with the ALT key pressed, which creates copies instead of moving the actual object. I also added two more profiles for the side walls of the bathroom opening.



When everything is in place, it's just a matter of using the Draft Trimex tool to extrude, then convert them to Arch Structure objects.



After that, we can see some problems arising: two of the columns on the right are too short (they should go up to the roof), and there is a gap between the slab and the walls of the studio on the far right (the 2.60 level symbol on the section view was obviously wrong). Thanks to the parametric objects, all this is very easy to solve: For the columns, just change their height to 6m, fish your roof subtraction volume from the tree view, and subtract it to the columns. For the walls, it's even easier: move them a bit down. Since the subtraction volume continues at the same place, the wall geometry will adapt automatically.

Now one last thing must be fixed, there is a small slab in the bathroom, that intersects some walls. Let's fix that by creating a new subtraction volume, and subtract it from those walls. Another feature of the Draft Trimex tool, that we use to extrude stuff, is that it can also extrude one single face of an existing object. This creates a new, separate object, so there is no risk to "harm" the other object. So we can select the base face of the small slab (look at it from beneath the model, you'll see it), then press the Draft Trimex button, and extrude it up to well above the roofs. Then, subtract it from the two inner bathroom walls with the Arch Remove tool:



Floors, stairs and chimney
Now, our structure is complete, we just have a couple of smaller objects to do.

The chimney
Let's start with the chimney. Now you already know how it works, right? Draw a couple of closed wires, move them up at their correct height with the Draft Move tool, extrude them with the Draft Trimex tool, turn the bigger one into a structure, and subtract the smaller ones. Notice how the chimney tube wasn't drawn on the plan view, but I found its position by dragging blue lines from the section views.



The floors
The floors are not well represented in the base drawings. When looking at the sections, you cannot know where and how thick the floor slabs are. So I will suppose that the walls are sitting on top of foundation blocks, at level 0.00, and that there are floor slabs, also sitting on those blocks, 15cm thick. So the floor slabs don't run under the walls, but around them. We could do that by creating a big rectangular slab then subtracting the walls, but remember, subtraction operations cost us. Better do it in smaller pieces, it will be "cheaper" in terms of calculation, and also if we do it intelligently, room by room, these will also be useful to calculate floor areas later:



Once the wires are drawn, just turn them into structures, and give them a height of 0.15:



The stairs
Now the stairs. Met the next of the Arch tools, the Arch Stairs. This tool is still in a very early stage of development, at the time I'm writing, so don't expect too much of it. But it is already pretty useful to make simple, straight stairs. One concept is important to know, the stairs tool is thought to build stairs from a flat floor up to a wall. In other words, when viewed from the top, the stairs object occupies exactly the space that it occupies on the plan view, so the last riser is not drawn (but it is of course taken into account when calculating heights).

In this case, I preferred to build the stairs on the section view, because we'll need many measurements that are easier to get from that view. Here, I drew a couple of red guidelines, then two blue lines that will be the base of our two pieces of stairs, and two green closed wires, that will form the missing parts. Now select the first blue line, press the Arch Stairs tool, set the number of steps to 5, the height to 0.875,the width to 1.30, the structure type to "massive" and the structure thickness to 0.12. Repeat for the other piece.

Then, extrude both green wires by 1.30, and rotate and move them to the right position:



On the elevation view, draw (then rotate) the border:



Then move everything into place:



Don't forget also to cut the column that crosses the stairs, because in BIM it's always bad to have intersecting objects. We are building like in the real world, remember, where solid objects cannot intersect. Here, I didn't want to subtract the column directly from the stairs (otherwise the column object would be swallowed by the stairs object in the tree view, and I didn't like that), so I took the face on which the column was built, and extruded it again. This new extrusion was then subtracted from the stairs.

Right! All the hard work is now done, let's go on with the very hard work!

Doors and windows
Arch Windows are pretty complex objects. They are used to make all kinds of "inserted" objects, such as windows or doors. Yes, in FreeCAD, doors are just a special kind of window. In real life too, if you think of it, no? The Arch Window tool can still be a bit hard to use today, but consider this as a tradeoff, as it was built for maximum power. Almost any kind of window your imagination can produce can be done with it. But as the tool will gain more presets, this situation will certainly become better in the future.

The Arch Window object works like this: It is based on a 2D layout, any 2D object, but preferably a sketch, that contains closed wires (polylines). These wires define the different parts of the window: outer frames, inner frames, glass panels, solid panels, etc. The window objects then has a property that stores what to do with each of these wires: extrude it, place it at a certain offset, etc. Finally, a window can be inserted into a host object such as a wall or structure, and it will automatically create a hole in it. That hole will be calculated by extruding the biggest wire found in the 2D layout.

There are two ways to create such objects in FreeCAD: By using a preset, or drawing the window layout from scratch. We'll look at both methods here. But remember that the preset method does nothing else than creating the layout object and defining the necessary extrusions for you.

Using presets
When pressing the Arch Window tool with no object selected, you are invited either to pick a 2D layout, or to use one of the presets. Let's use the "Simple Door" preset to place the main entrance door of our model. Give it a width of 1m, a height of 2.45m, a W1 size of 0.15m, and leave the other parameters to 0.05m. Then click the lower left corner of the wall, and your new door is created:



You will notice that your new door won't appear in the tree view. That is because, by snapping to a wall, we indicated that wall as its host object. Consequently, it has been "swallowed" by the wall. But a right click on it -> Go to selection will find it in the tree.

In this case, as our window is not inserted in any wall (the opening was there already), we might as well detach our window from its host wall. This is done by double-clicking the host wall in the tree view to enter its edit mode. There, you will see the window in its "Subtractions" group. Simply select the window there, press the "remove element" button, then "OK". Our window has now been removed from its host wall, and lies at the bottom of the tree view.

We have a second door, exactly the same as this one, a bit on the left. Instead of creating a new door from scratch, we have two ways to make a copy of the previous one: By using the Draft Move tool, with the ALT key pressed, which, as you already know, copies an object instead of moving it. Or, even better, we can use the Draft Clone tool. The clone tool produces a "clone" of a selected object, that you can move around, but that retains the shape of the original object. If the original object changes, the clone changes too.

So all we need to do now is select the door, press the Draft Clone tool, then move the clone to its correct position with the Draft Move tool.

Organizing your model


Now would be a good time to do a bit of housecleaning. Since we already have two windows, it is a good moment to do some cleaning in the tree view: Create a new group, rename it to "windows", and drop the 2 windows in it. I also recommend you to separate other elements that way, such as the walls and structures. Since you can also create groups inside groups, you can organize further, for example by placing all elements that form the roof into a separate group, so it is easy to turn on and off (turning a group visible or invisible does the same with all objects inside).

The Arch Workbench has some additional tools to organize your model: the Arch Site, Arch Building and Arch Floor. Those 3 objects are based on the standard FreeCAD group, so they behave exactly like groups, but they have a couple of additional properties. For example, floors have the ability to set and manage the height of the contained walls and structure, and when they are moved, all their contents are moved too.

But here, since we have only one building with only one (and a half) floor, there is no real need to use such objects, so let's stick with simple groups.

Now, let's get back to work. Turn off the roof group, so we can see better inside, and switch the Display Mode of the floor objects to Wireframe (or use the Draft ToggleDisplayMode tool) so we can still snap to them, but we can see the plan view underneath. But you can also turn off the floors completely, then place your doors at level 0, then raise them of 15cm with the Draft Move tool.

Let's place the interior doors. Use the "Simple Door" preset again, make doors of 1.00m and 0.70m wide x 2.10m high, with W1 size of 0.1m. Make sure you snap to the correct wall when you place them, so they automatically create a hole in that wall. If it is hard to place them correctly, you can place them at an easier location, at the corner of the wall, for example, then move them. The "hole" will move together.

If by mistake you hosted a window in the wrong wall, it is easy to fix: Remove the window from the "Subtraction" group of the host wall in edit mode, as we saw above, then add it to the "Subtraction" group of the correct wall, by the same method, or, simply, using the Arch Remove tool.

A little work later, all our doors are there:



After a closer look at the elevation view, I now detected another error: The top of the brick walls is not as 2.60m, but 17.5cm lower, that is, 2.425m. Fortunately, windows based on presets have a facility: You can alter their general dimensions (width and height) from their properties. So let's change their height to 2.425 - 0.15, that is, 2.275. The second window, as it is a clone of the first one, will adapt too. This is basically where the true magic of parametric design appears.

Now we can look at the really interesting stuff: How to design your own custom windows.

Creating custom windows
As I explained above, Arch Window objects are created from 2D layouts, made of closed elements (wires (polylines), circles, rectangles, anything). Since Draft objects cannot hold more than one of these elements, the preferred tool to draw window layouts is the Sketcher. Unfortunately, with the sketcher, it is not possible to snap to external objects like with the Draft workbench, which would be useful here, since our elevations are drawn already. Fortunately, a tool exists to convert Draft objects to a sketch: The Draft To Sketch tool.

So, let's start by building our first window layout. I drew it on the elevation, using several rectangles: One for the outer line, and 4 for the inner lines. I stopped before the door, because, remember, our door already has a frame there:



Then, select all the rectangles, and press the Draft To Sketch button (and delete the rectangles, because this tool doesn't delete the original objects, in case something goes wrong). Then, with the new sketch selected, press the Arch Window tool:



The tool will detect that the layout has one outer wire and several inner wires, and automatically proposes you a default configuration: One frame, made by subtracting the inner wires from the outer one, extruded by 1m. Let's change that, by entering the window's edit mode, by double-clicking on it in the tree view:

You will see a "Default" component, that has been created automatically by the Window tool, that uses the 5 wires (always subtracting the other ones from the biggest one), and has an extrusion value of 1. Let's change its extrusion value to 0.1, to match what we used in the doors.

Then, let's add 4 new glass panels, each using a single wire, and give them an extrusion of 0.01, and an offset of 0.05, so they are placed at the middle of the frame. This will be how your window looks like when you are finished:



I suppose now you must have understood the power of this system: Any combination of frames and panels of any shape is possible. If you can draw it in 2D, it can exist as a full valid 3D object.

Now, let's draw the other pieces, then we'll move everything into place together. But first. we'll need to do some corrections to the base 2D drawing, because some lines are clearly missing, where the windows meet the stairs. We can fix that by offsetting the stairs line by 2.5cm with the Draft Offset tool (with ALT pressed of course, to copy our lines instead of moving them). Now we can draw our layout, with wires, then convert them to a sketch, then making a window of it.

After doing that a couple of times (I made it in 4 separate pieces, but it's up to you to decide), we have our facade complete:



Now, as before, it's just a matter of rotating the pieces, and moving them to their correct position:



Last missing piece, there is a segment of wall that didn't appear on the plan view, that we need to add. We have several options for that, I chose to draw a line on the ground plane, then move it up to the correct height, then create a wall from it. Then, we also need to fish up our roof subtraction volume (it must have stayed in the last column), then subtract it. Now this side of the building is ready:



Ready? Not quite. Look at the image above, we did our doors with a 5cm frame, remember (it was the default from the preset). But the other windows have 2.5cm frames. This needs to be fixed.

Editing windows
We already saw how to build and update window components, via the window's edit mode, but we can also edit the underlying sketch. Preset windows are not different than custom windows, the Arch Window tool only created the underlying sketch fo you. Select our door object (the original, not the copy, remember, we made a clone), and expand it in the tree view. There is our sketch. Double-click it to enter edit mode.

the Sketcher Workbench is an extremely powerful tool. It doesn't have some of the Draft conveniences, such as snapping or working planes, but it has many other advantages. In FreeCAD you will frequently use one or another depending on the need. The most important feature of the sketcher is constraints. Constraints allow you to automatically fix the position of some elements relative to others. For example, you can force a segment to always be vertical, or to always be at a certain distance to another.

When we edit our door sketch, we can see that it is made on a fully constrained sketch:



Now all we need to do is edit the 5cm distances between the outer line and the inner line, by double-clicking them, and changing their value to 2.5cm (Remember, the units are still not fully functional at the time I'm writing this). After clicking the "OK" button, our door (and its clone) have been updated.

Working without 2D support
Until now our work has been relatively easy, because we had the underlying 2D drawings to base our work upon. But now, we must do the opposite facade and the glass atrium, and things are getting more complicated: The opposite facade drawing has a lot of wrong things, doesn't represent the atrium at all, and we have simply no drawing for the inner walls of the atrium. So we will need to invent a couple of things ourselves. Be sure to have a look at reference pictures to figure out how things are made. Or do it as you wish!

One thing we can already do: duplicate the complicated stairs window with the Draft Move tool, because it is equal on both sides:



Note that here, I preferred to duplicate with the Draft Move tool instead of using a clone, because the clone currently doesn't support different colors inside objects. The difference is that the clone is a copy of the final shape of the original object, while if you copy an object, you create a new object and give it all the same properties as the original one (therefore, also its base sketch and its window components definition, which are both stored as properties).

Now we must attack the parts that are not drawn anywhere. Let's start with the glass wall between the sitting room and the atrium. It'll be easier to draw it on the elevation view, because we'll get the correct height of the roof. Once you are in plan view, you can rotate the view from the menu View -> Standard Views -> Rotate left or right, until you get a comfortable view to work, like this:



Note how on the image above, I made a line from the model to the left section, to get the exact width of the window. Then, I reproduced that width on the elevation view and divided it into 4 pieces. Then I built one main window piece, plus 4 additional windows for the sliding doors. The sketcher sometimes has difficulties with overlapping wires, that's why I preferred to keep them separated like this:



After the necessary rotations, everything clicks perfectly into place:



We still need some corner piece there. A little useful trick with the Draft SelectPlane tool, if you have a face selected when you press the button, the working plane matches this face (at least its position, and if the face is rectangular, it also tries to match its axes). This is useful to draw 2D objects directly on the model, such as here, we can draw a rectangle to be extruded directly at its correct position:



Then let's do the two remaining pieces. One is easy, it is a copy of what's on the other side, so we can simply use the 2D drawing:



The other one is a bit tricky, by looking at the pictures, we see that it has many vertical divisions, like the stairs windows. By chance (or very good design from Vilanova Artigas), the width of our window, of 4.50m, is exactly the same as the stairs window, so we can use the exact same division: 15 pieces of 30cm. Here I used the Draft Array tool to copy over the two lines 15 times,and drew rectangles on top of them:



Once this is done, we can create our window with the same method we already know. Another small useful trick, in case you haven't found it yourself already: When editing a window, if you change the name of a component, it actually creates a duplicate of it. So to create the 15 inner glass panels, instead of clicking 15 times the "add" button and fill 15 times the data, you can just keep editing one, and change its name and wire, it will create a copy each time.

After the window is rotated and moved into place, the atrium is complete:



Edits and fixes
Now when we look at our back elevation, and compare it with the plan, we see that there are some differences that need to be fixed. Namely, the bedroom windows are smaller than I first thought, and we'll need to add some more walls. In order to do that properly, some floors need to be cut:



We have of course several ways to do that, making a subtraction volume would be an easy way, but it would add unnecessary complexity to the model. Better to edit the base wire of each floors. This is where the Draft Edit mode comes into action. By expanding these floors in the tree view, then making their base wire visible, we can then double-click them to enter edit mode. There, we can move their points, or add or remove points. With this,editing our floor plates becomes easy.



After some more sweat (the person who made those drawings obviously became pretty lazy when did this last elevation, much is drawn wrong), we finally have our complete house:



Note the chimney tube, which is made from a circle I used to make a hole in the chimney block, that I extruded, then converted into a tube with the Part Offset tool.

Output
Now, after all the hard work we passed through to build this model, comes the reward: What can we do with it? Basically, this is the big advantage of working with BIM, all our traditional architectural needs, such as 2d drawings (plans, sections, etc), renderings, and calculations (bills of quantities, etc) can all be extracted from the model. And, even better, regenerated every time the model changes. I'll show you here how to obtain these different documents.

Preparations
Before starting to export stuff, one consideration is interesting to do: As you saw, our model is becoming increasingly complex, with a lot of relationships between objects. This can make subsequent calculation operations, such as cutting through the model, heavy. One quick way to magically "simplify" drastically your model, is to remove all of this complexity, by exporting it to the STEP format. That format will preserve all your geometry, but will discard all the relationships and parametric constructions, keeping only the final shape. When reimporting that STEP file into FreeCAD, you will get a model that has no relationship, and a much smaller file size. Think of it as an "output" file, that you can regenerate anytime from your "master" file:



Exporting to IFC and other applications


One of the very fundamental things you need when working with BIM is to be able to import and export IFC files. This is still a work in progress in FreeCAD. IFC format is already supported, and importing IFC files into FreeCAD is already pretty reliable. Exporting is still experimental, though, and has currently many limitations. However, things are bettering and we should get proper IFC export very soon.

IFC export requires very little setup, once the necessary software libraries are installed. You only need to recreate the building structure, which is needed in all IFC files, by adding an Arch Building to your file, then an Arch Floor, then moving all the groups of objects that compose your model in it. Make sure you leave your construction geometry (all the 2D stuff we've been drawing) out of it to avoid making your IFC file unnecessarily heavy.

Another thing to set, is to check the "Role" property of structural elements. Since IFC has no "generic" structural element, like FreeCAD, we need to assign them roles (column, beam, etc...) so the exporter knows what element to create in the IFC file.

In this case, we need our whole architectural system, so the IFC exporter can know if an object must be exported as a wall or a column, so we are using our "master" model, not our "output" model.

Once this is done, simply select your building object, and choose the "Industry Foundation Classes" format. Exporting to non-BIM applications, such as Sketchup is also easy, you have several export formats at your disposal, such as Collada, STEP, IGES ou OBJ.

Rendering
FreeCAD also features a rendering module, the Raytracing Workbench. That workbench currently supports two render engines, PovRay and LuxRender. Since FreeCAD is not designed for image rendering, the features that the Raytracing workbench offer to you are somewhat limited. The best course of action when you want to do proper rendering, is to export your model to a mesh-based format such as OBJ or STL, and open it in an application more suited to rendering, such as blender. The image below has been rendered with blender's cycles engine:



But, for a quick rendering, the Raytracing workbench can already do a good job, with the advantage of being very easy to setup, thanks to its templates system. This is a rendering of our model fully made within FreeCAD, with the Luxrender engine, using the "indoor" template.



The Raytracing workbench still offers you very limited control over materials, but lighting and environments are defined in templates, so they can be fully customized.

2D drawings
Certainly the most important use of BIM is to produce 2D drawings automatically. This is done in FreeCAD with the Arch SectionPlane tool. This tool allows you to place a section plane object in the 3D view, that you can orient to produce plans, sections and elevations. Section planes must know what objects they must consider, so once you have created one, you must add objects to it with the Arch Add tool. You can add individual objects, or, more conveniently, a group, a floor or a whole building. This allows you to easily change the scope of a certain section plane later, by adding or removing objects to/from that group. Any change to these objects gets reflected in the views produced by the section plane.

The section plane automatically produces cut views of the objects it intersects. In other words, to produce views instead of sections, you just need to place the section plane outside of your objects.



The section planes can produce two different outputs: shape objects, that live in the same document as your 3D model, or drawing views, that are made to use on a drawing sheet produced by the Drawing workbench. Each of these behave differently, and has its own advantages.

Shape views

This output is produced by using the Draft Shape2DView tool with a section plane selected. You produce a 2D view of the model directly in the 3D space, like on the image above. The main advantage here is that you can work on them using the Draft tools (or any other standard tool of FreeCAD), so you can add texts, dimensions, symbols, etc:



On the image above, two Shape2D views have been produced for each section, one showing everything, the other showing only the cut lines. This allows us to give it a different line weight, and turn hatching on. Then, dimensions, texts and symbols have been added, and a couple of DXF blocks have been imported to represent the furniture. These views are then easy to export to DXF or DWG, and open in your favorite 2D CAD application, such as LibreCAD or DraftSight, where you can work further on them:



Note that some features are still not supported by the DXF/DWG exporter so the result in your 2D application might differ a bit. For example, in the image above, I had to redo the hatching, and correct the position of some dimension texts. If you place your objects in different groups in FreeCAD, these become layers in your 2D CAD application.

Drawing views

The other kind of output that can be produced from section planes is a Drawing view. These are produced by using the Draft Drawing tool with a section plane selected. This method has one big limitation compared to the previous one: you have limited possibilities to edit the results, and at the moment, things like dimensioning or hatching are still not natively supported.

On the other hand, the final output being easier to manipulate, and the graphical possibilities of the SVG format being huge, in the future, undoubtedly this will be the preferred method. At the moment, though, you'll get better results using the previous one.



On the image above, the geometry is the direct output of the section plane, but some other Draft objects have been added, such as dimensions and hatched polygons, and another view object with same scale and offset values has been produced from them with the Draft Drawing tool. In the future, such operations will be done directly on the Drawing page, leaving your model totally clean.

Extraction du métré
C'est une autre tâche très importante qui doit être réalisé dans un modèle BIM. Dans FreeCAD, les choses se présentent bien car son moteur OpenCasCade prend déjà en compte le calcul de longueur, surfaces et volumes pour tout les objets créés. tant que tout les objets Architectural sont des solides, vous pourrez en obtenir le volume.

Utilisé les tableurs

Il y a un tout nouvel atelier dans FreeCAD, Spreadsheet Workbench, qui est l'outil parfait pour collecter de telles informations au sujet de notre modèle. Il peut compter des objets d'un certain nom ou d'un certain type, ou montrez les propriétés spécifiques de ces objets. L'atelier des feuille de calculs comporte deux objets : l'objet de feuille de calcul est un récipient simple de feuille de calculs, que vous pouvez éditer, et placer des valeurs à l'intérieur des cellules, mais n'a aucun automatisme. le contrôleur de cellules, d'autre part, est un objet que vous devez insérer dans une feuille de calculs, il commande une série de cellules de sa feuille de calculs hôte, les remplissant selon ce que vous spécifiez. Ceci, à condition que vous ayez bien organisé votre modèle, vous permet de rechercher facilement différentes valeurs :



Notez que l'atelier de feuille de calculs est toujours très nouveau, et comme tout ce qui est nouveau, cela contient toujours beaucoup de bugs et des limitations. Mais pour résumer simplement, il fonctionne déjà bien. La feuille de calculs en résultant peut alors être exportée vers un fichier CSV, qui peut être importé dans n'importe quelle application de feuille de calculs.

Le mode relevé

Une autre manière d'examiner votre modèle et d'extraire des valeurs, est d'utiliser le mode Arch_Survey/fr. Dans ce mode, vous pouvez cliquer sur des points, des bords, des faces ou le double-clic pour choisir les objets entiers, et vous obtenez respectivement l'affichage dans le modèle de l'altitude, la longueur, l'aire ou le volume. De plus la valeur est copiée au presse-papiers, ainsi vous pouvez facilement sélectionner et coller des valeurs dans une autre application ouverte.



Conclusion
J'espère que ce tutoriel vous aura donné un bon aperçu des outils disponibles. Pensez à consulter la documentation des ateliers Architecture and Dessin 2D pour plus de détails (il y a plus d'outils que décris dans ce tutoriel), et plus généralement le reste de la FreeCAD documentation. Passez voir le forum aussi, la plupart des problèmes peuvent être résolu en un rien de temps (pensez à lire les règles du forum et postez bien vos informations FreeCAD). Enfin suivez le blog de Yorik (en) ou celui de celui de RockN (fr).

Le fichier créé durant ce tutoriel peut être téléchargé ici.