How to Model Timber Stud Framing in Archicad

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hey guys john here from contrabam and the last video that i did i got a ton of different questions on how i was producing the rough carpentry or timber stud framing in this residential uh project that i was demonstrating the ghosting graphic overrides on so in this video what i want to do is go through and just kind of talk a lot about some of the philosophies and approaches that i put into place on this and then we'll do a real quick modeling exercise to kind of demonstrate how the stuff can be put into place but before we do that uh make sure to like this video and subscribe if you're not already subscribed up already it does help me out a lot and we're trying to build this channel to reach a larger audience so yeah go ahead and subscribe and uh it would mean a lot to me to have you part of the contraband team here so okay so let's go ahead and kind of talk big picture here with this framing now um when going to this level of detail with a wood stud framing i would consider this to be like a uh like a trade level or almost fabrication level of detail now certainly there's more uh details that we could add to this such as different you know connections and anchor bolts and we could continue to build on this but just adding the stud framing itself is what i would consider going to that trade level of detail now to show you how i break up my uh different view map drawings here let's just talk a little bit about where the design content goes so um design here within the contraband template this is the contraband residential template by the way design is typically going to be focused here one underneath this design architectural layout here we also have some views for structural electrical plumbing electric uh hvac and then we kind of start switching over to some different uh modes here we have a reference and review mode which is all about just linking drawings in either in dwg or pdf format we have a construction modeling mode which really starts shaping up the model for different systems whether it's substructure foundations superstructure in the shell interiors mep services lots of different drawings here set up for kind of preparing for construction and then we have this next mode which is really what i want to get to here which is talking about our trade drawings so within here we have these all broken up and you can see that we have a rough carpentry level of detail which then allows us to focus our model in and isolate just the framing members of our project so so with this particular view here this uh this rough carpentry so this is set up with essentially just the same layer combination that we're seeing here where we are essentially taking anything that's rough carpentry in this case the zero six ten by the way is a csi master format code um so all everything in our in this uh level detail here is going to be turned on onto a trade level of detail layer on rough carpentry and so that's where we are going to be filtering this through now what's important with this is that we have a layer priority that is going to be separated off from our other wall elements here so we still have our walls turned on in this case and so we can see that here our walls are going to be drawn on a exterior wall layer which is based off our b1011 that's our uniformat layer system which is what gets driven into both design as well as construction modeling and then we differentiate going from design into more of the trade coordination by switching over to a parallel layer layer system for our shop drawings or trade drawings so that's number one here and that's how we can get all of these model elements to really kind of act independently from the design layers and gives us the flexibility of having additional layers to be able to turn on in this case and um yeah you can still see all the design layers being kind of ghosted out in this uh this format um but you can see all of our uh stud framing uh just shining right through okay so that is kind of the first set up here for how we set up our our framing so we have our ground level you can see all of our different studs here you can see our headers are noted here we have our top plate which is going to have our framing on the roof or sorry on the the rafters and then we of course have our roof framing as well and so all of these different items are going to be assigned to our trade uh report or sorry the trade layer for rough carpentry and so that's how we isolate it okay so next up let's go in and let's just do kind of like a a little bit more of a focused view here of just one particular location so we'll just isolate here into one elevation and let's talk about some of the different framing members that we have here starting from the bottom so we have here a uh essentially what is a bottom plate or a sill plate is what it may often be called and so we actually one one other thing here is we have a rough carpentry override turned on so we can turn this off and you can actually see that these are just uh set up with our base surfaces for just you know a wood material um which is which is fine it's kind of nice to be able to switch back and forth here but one cool thing with our graphic overrides is we have this setup where we can go through and itemize things based off the different framing types so you'll see here with our different with our diagram that we have a bottom plate or a sill plate um actually sorry we have our bottom plate our sill plate is actually going to be right below the window here so it's a little bit tough to see in this case um but that's going to be our sill plate below the window we have our cripples which is going to be below our sill plate as well as above our headers we have our trimmer which is going to be this purple member which is going to come up and support our headers over either doors or windows and then we have our king studs as well and then of course we have just our highlight for our rough carpentry which is going to be going through and picking up any other framing member that is not in one of these overrides so that's how we're setting this up and then of course we're applying our ghost all and some of our other cut transparent fills or cut fills there so that's how we set this up and then all we need to do is when we are modeling we just kind of pick up our settings here and as long as we have our our ids turned on to the right format here then it makes it really easy to get these graphic overrides to work so okay um so that is how these are set up once again we have our bottom plate we have our cripples here in yellow we have our trimmer at our windows so that's what really is is setting our rough opening we have our sill plate here we have our headers of course in blue and so these are going to vary in size and depth um depending on how large of an open opening that we have to deal with and then of course we have our king stud and then over here we also have some blocking or fire stopping and our normal studs so that is the configuration for a stud wall here so let's do a little modeling exercise here and so what i think we'll do is let's just take our slab i'm going to just pick up our slab and we'll create just like a little um maybe we'll do it up over here let's just create like a quick little like adu unit so one thing i'll do is i'll just kind of set our same offsets here we'll make this the same width and let's just draw up a little adu um okay so there we go let's take our exterior walls and we'll just essentially just draw our walls out oh let's see do i have this i have this going in the wrong direction we can set this to the core outside okay um and actually in this case how do i have it over here i want to double check to see okay so my slab is going to the outside of our sheathing so we will just make a quick offset here um where we're going to offset this the width of our sheathing in this case so always good to get these set up before you go too far so we will offset all of these in just one half inch okay so now we have our slab and our sheathing right at those same points which is good um okay so next up let's get let me just drop in a door so i'm just going to pick up a door we can have this facing outside but swinging in we can pick up a few different windows here so let's just pick up this window and now maybe we'll squeeze uh let's squeeze it in over on the side here it's a little bit too large for right there so we'll center this up there we go we can add a window there um we can pick up some of these other little bits smaller windows and work with these so maybe we'll add one here maybe we'll add one over here we can pick up an interior wall so we'll pick this up and let's just create a small little segment here for like a restroom okay so building up a little adu here let's just see how this looks in 3d so of course we have this all ghosted and wire framed we can turn this off and we can see that it's still just turned on as wireframe but we can switch this all the way over to just like our exterior view and there we go so we have our little building going on you can actually see here if we turn off our finishes so we see it without finishes here you can actually see that we have a few different layers here and we actually already have some studs set up in here so that's that's kind of cool that's just the texture um that we have assigned to those so that's another way of representing this but again this is simply just a texture and there are no actual studs there just want to make that very very clear but okay let's go back and let's just start doing some modeling here on our rough carpentry so first thing that i want to do is let's go in and we can actually do it this way i'm going to just kind of marquee this area and let's just pick up our uh bottom plate to begin with and so now we can just go through and start modeling so we can do this here in 2d and oh you know what one other thing i want to point out so we can do that here in 3d is with all of these different studs that we have here i am using a complex profile for these so it's the same profile for both uh the the column elements as well as the beam elements and the reason for this um if we turn off this graphic override here might help with this is it's going to actually give us this little bit of definition that you see here and so that way when you see things in elevation um it will actually prevent these from merging together so you can actually see these different uh stud configurations here you can see the difference between our like our headers and our um our king studs and our trimmers here so it does make a big difference here if we just go to our elevation like our um in this case we can go to any of these elevations like south elevation should do it um you'll you'll see that we're actually seeing this additional definition coming through here because we're using that complex profile and so just by having that little bit of a notch on the corner there if i just pull up this uh this profile um no where is it usually you can just jump right in from that setting there but if we go to our two by profile here so you can actually see that that is not one of them so that was one of the others so this is the two by detailed um so right click on this edit composite profile you can see here that it's just a small little block with some notching here and then we have some ability to stretch these in either direction to get the sizing of the framing that we want so having this little bit of definition here it does increase our uh our polygon count a little bit but i think it's worth it on a project this size just because it gives us that ability to really uh see the definition between these different connections so just wanted to make that point because that is something that is definitely a bit important to this workflow um okay so with that let's go back and let's start modeling so we have our beam tool we already have our bottom plate set up and turned on so we can just go over here and we are looking for some points to snap to essentially um let's just check our settings here actually with this with these walls turned on as a wireframe it does tend i find well actually no we can we can get our snap points there so with our beam tool let's just start our modeling here it does create just a little bit of a challenge here sometimes when trying to find our working points so i like using guidelines just to create this little point that we can snap off of and then from here we can just take this and because these are sill plates we can actually just kind of go starting and stopping all the way through and we can quickly just get our sill plates working sorry not our still place i keep confusing the uh the naming here so these are bottom plates and so we can just carry this all the way through and then at this last one here we can actually find our little working point over on that side and if we were a little bit off on this one we can find it by snapping right over there so okay so we did our exterior um one thing here that i want to do is we need to add in a door so let's just pick up settings here let's add a door kind of swing in in that direction and okay so um let's finish this out oop that's not what we wanted let's pick up our bottom plate um we can just kind of restart this at the correct sizing again we're looking for that work point here to snap to and then we can always take these items and just kind of copy them around at the same time so lots of different ways of doing this but the main thing that we want to do is be sure that we are just keeping things inside of that stud cavity there so okay there we go we've now dropped all of these in we can see them coming through in 3d which is great and all right so next up here so we can um we can continue on with this uh let's go and we can actually just pick up some settings here so there's some different ways of doing this as well so we could go through and if we take a look here at our top plate uh typically our top plate is going to have a double stud condition and so what we could do is we could just kind of pick up our settings on that we can come over here we want to just make sure that we are set to that elevation um so we can adjust this after the fact we can actually even just take these beams here and we can draw this in in this case uh just using another method so we can draw them in like this and so those are going to essentially become our top elevation here and so we can just quickly draw these through it's okay to use these different geometry geometry methods but by doing that we should be able to quickly see those points although right now we have we're not seeing them so that's one of those cases where we undo undo redo redo and then um perhaps in this case we had our gravity turned on or just didn't recognize our our height here so let's set this to our current story and we want this to be probably like eight foot at least and so now let's just do another little check here and okay so there we are i'm going to do a marquee grab all of these beams here and we'll just kind of get these situated to the exact right elevation so i'm just going to take them snap them up there and then we're because all of these are kind of a double scenario we're just going to copy them down and there we go so now we have our top plates turned on there i don't think we actually had a top plate uh override here in our graphic override but that's okay so now we can just go through we know the height that we are working with and so we can really just start by going through and working through some of these examples so wherever we have a window or a door just on you know base rule you know none of these elements are too wide maybe we'll have you know a four by four header here uh maybe like a four by six or four by eight over that window but we can just start by kind of going through and i often like just kind of having these rigged up where we can grab our different our different elements here we can grab a header and we can just simply start going through and copying these items around so i'm going to start over on this side i'm going to snap it right here we're going to rotate this around i'm going to take this beam which is our header and we'll resize that in a moment but i like just doing a lot of mirroring when i'm doing this so i'm going to take that particular trimmer and the header there and what we're looking for here is just the center line on that door and we'll just want to double check to make sure that we are right on so that would be our center point and then we can just take this header and bring it back and snap it right there so if we wanted to reduce our size to like a 4x4 here we would just change our settings here so no problem and then from here we can just take this and make sure that we have it adjusted to the right elevation um so of course we want to do this for both our our trimmers as well as our our um our header so we can see here our rough opening there so we can just take this and shrink down our size snap to that point and so that's what we want our um sizing to be is to set to that rough opening size on our door so okay we can take this drop it down and so we are starting to uh kind of be in business here so so with all these windows it is nice if you have all of your tops set to the right to the same elevation so we can change some of these settings here um and of course this can all vary but um let's just go through we'll pick up our different window settings here and for the moment let's just uh kind of set these at a standard height so we can change our settings here so our header to wall base and then we can just set these all to six foot eight um should do it for us so let's see header six foot eight i think maybe one of these was a little bit higher yeah so that one was slightly higher so we can just make a quick adjustment maybe we already had it at the right elevation anyway so at this point just start going through seems like i got a little off on this one i think my mirrored representation was good to begin with so take these and just simply start copying them around so once you kind of get the hang of these then it starts going much quicker so like just to show for as an example if we start just taking these and snapping them in one direction over here then we can really speed this up so there we go we can mirror it across to the other side we can take these and bring them down i guess we didn't put a window in right there but we can snap it here rotate around push this in and quickly just kind of start mirroring these around so we can do the same thing here for our our door framing so it's just kind of a lot of just going through and making some copies so that point there just isn't the right point that i want so in this particular case you can see where our door frame is and then we have a little bit of a gap in there if we turn off our overrides um it's actually not too bad doing it in a view like this either um it's pretty pretty easy to to see it actually the visibility on this is a little bit easier at this rate but we don't have kind of that graphical feedback of knowing which item is which one we copy this around so when we when we turn this on like this then we get this additional feedback which is definitely kind of nice um so yeah with that let's just continue on we can uh i'm always looking for a snapping point here you can take this rotate it up offset it in mirrored around and okay so that would be essentially all of our different headers if that's the height that we are going with maybe we'll pick up one of these windows which are like one of the higher windows so we can also just take this entire assembly that would be a little bit easier method but let's place our window first and then we'll copy that over so looking to pick up this window there we go we can drop it in right here and then because we've already done that we can take this entire assembly which is nice and then we're essentially just looking for any point that we can copy from so this work point over here should do it just fine and we can snap it to that same exact point there and then we are done for that particular window so these other ones we need to go through and just get our headers set up so if we know it's the same size header then we can simply just uh stretch the length on these if we want to increase our size on these then we can just make that adjustment so for a window like this we probably want to be either a 4x6 or potentially even like a four by eight um set this to our height and we'll go in and adjust that one that one should already be set um something like this is an interior so you may not even need a header you can put a just a stud running across the top um this one over here will probably be the same size so snap that rotate around and so you can see that we can quickly just get these things rolling um next up here let's talk about some of our regular studs so we're going to turn off our true line weight and so with this here so with uh 16 inch spacing on center i typically would like taken our first one out and then from here you can just either copy from this point over so that actually puts us past the corner so in this case there's a lot of different ways to frame a corner stud but we can just kind of work with these um obviously we want a stud in the corner here and often what you'll do is you'll have like a half stud here and then you can rotate this around and kind of come up with a corner configuration so something like this is often done there's certainly other ways of doing this as well you could let's look at another condition perhaps so let's just take we'll just take all of these we can swing it around over here we can rotate it in um you could probably do this where you are rotating this one and having one go sideways um you could have one over here um there's just a lot of different ways of doing these corners corner condition conditions um but at the end of the day we want i mean it's it's definitely useful to have just for the purpose of you know having something to nail to i like doing the configuration like this where we kind of use this as a center line point and so that way you have you know full corner blocking for your your drywall there so and then from here we can just take this and we can simply just distribute uh we can increment or sorry we can spread 16 inches on center and we just take this and run with it so we can run with it up to this point once we get to here though we want to probably just take that and then we'll pull it out and we can do some reconfiguration right here so we'll just add in some additional studs we can take one of these rotate it around real quick do the same thing where we're just kind of setting up our corners and then we're good to just take it and run so run to this corner we can set this up as our as our corner rotate one around so it's kind of fun once you kind of get in the rhythm of this so i definitely this is one of those things that is fun to do and just you kind of go through and see how fast you can actually get things going um so just kind of a combination of offsetting and copying and uh yeah getting it all set up so we can take this one from this direction so i just you know pull this through this last one here i'll take and i'll pull it back this one maybe we'll just kind of copy okay so you can see once we get flown it doesn't take too long to finish this out um definitely want to maintain our spacing there so we'll leave that one take this probably put at least an intermediate stud right here in some cases you may want to actually trim out on the outside here as well so you may want to do that so always good to consult your structural engineers details so how far is this so this is we go 14 inches here we can bring one of these to the corner we can copy one to the corner we can rotate it around and quickly just fill this out so often i'll just start here i'll copy it off so 16 inches and then continue on so very quick once you start getting this set up and what's great about this is all this content is easily quantified with there are some other ways of doing some of this with different uh there's the object tool part of the goodie package for doing wall framing but it tends to just be really kind of difficult to work with to be honest so okay so there we go we have our kind of base framing set up here uh it definitely didn't take too long you can see how quick it is once we get rolling we're missing a few elements in this case um so we would have our i don't know what happened to our sill plate there but let's go through and pick up just kind of a quick configuration here so we want to pick up our there's going to be one that's low and one that's high so selected i'm just kind of rotating through here i want to pick up our sill plate so let's just grab both of these going to copy them over we'll give it a little rotation we can actually just kind of set this up on the outside here so we can pull this in snap it there bring our sill or sorry our over we'll want to adjust our heights here but let's just take this and drop it in and then we can really move quickly with these so we'll just take this snap it up stretch our height so in a scenario like this uh depending on the spacing we have two foot 11 so in the case like this i might just um take this and do like a uh like a uh distribute two one thing that yeah we'll do another version on on the top here but let's just finish this one out so distribute one less and we'll just space two out in this location here and of course we don't need any sloping on that um we can take this simply just copy it up snap it here in 3d drop it down and then in this case we can just do distribute three of them and we'll take it from that point all the way over to that point so i need to turn off that elevate setting okay so from here we got lots of options for how we can continue with this we can just take it do this in 3d snapping to that point rotate just want to double check make sure that we have it on that looks good so pull this up extend copy distribute or we can just spread and okay so copy so it's kind of fun to do these in 3d actually you just got to be careful that you're you know keeping things in line with your wall not getting outside of it there we go so this one was nice because it already had those picked up um and all right so we just have one more we could probably i think this whole configuration is the same i think we added the same size window over on that side so let's just pick up all of these and we'll just copy it over from that particular point and so i'm looking for snapping directly to here i realized that i copied double headers so in this case we'll want to just delete one of those delete and there we are so that is pretty much it here for our uh our framing um there's just a few other little loose ends that we can clean up but for the most part that's how you can approach a modeling stud framing so definitely takes a little bit more time than say using like a plug-in that's going to automatically generate for you but it also gives you the flexibility and control to just go through and do these and set these up exactly how you want which is nice so okay you can see that we got a little bit of a an issue here on this particular one six foot seven we can just take this window and stretch it that one looks okay that one looks good this one over here okay so that is uh it for stud framing here um if you have any questions on this then just let me know leave it in the comment section again if you like this type of content then make sure to subscribe i have considered uh doing some training courses on model stud framing uh like this so if you're interested in that then uh just leave me a comment in the uh in the comment section and uh yeah we'll we'll kind of see about maybe building up a whole curriculum on how to set up these little bits of rigging um how to set up the different overrides we already talked about that a bit already um but yeah it's something that i enjoy doing uh it's fun to model in the framing fun to get this level of detail and it's really quite beneficial i would say for when you want to actually start coordinating uh different penetrations or locations of um like electrical devices um like and what's cool about this is you know even though that we have this on a rough carpentry layer here that's you know totally isolated on its own we can start bringing some of this back into our design content and coordination views as well so for example here we can go to like an electrical plan for like lighting and switching and we can go to a view here that is going to include our studs you can see them overwritten in this case but then you can actually just start kind of really coordinating where you are going to be placing these devices so it does uh you know take a little bit of time to add this in but it's i think worth it in my opinion um after of course you've gone through and really coordinated your project and signed off the the design intent so you don't want to be adding all this detail until you really know that your drawing is finalized uh that way you don't spend a lot of rework going through making updates later on so um okay so that is it for now um hopefully you enjoyed this video and picked up a few tips and tricks on how to set this up on your own and uh yeah we'll definitely uh we can do some more videos here on different framing methods um and yeah if you're interested in a course then perhaps i'll put one together and uh have a little bit more structured learning and breaking this down so it's a little easier to understand so okay with that we'll wrap this one up here and uh we'll catch you on another contraband video coming out very soon
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Channel: CONTRABIM
Views: 29,409
Rating: undefined out of 5
Keywords: Archicad 24, CONTRABIM, Timber Stud Framing, GRAPHISOFT, Rough Carpentry BIM
Id: efPd2ZghCsU
Channel Id: undefined
Length: 39min 18sec (2358 seconds)
Published: Tue Aug 18 2020
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