Plant 3D - P&ID Customization Basics - Webinar - 2020-08-07

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okay so one thing that people then get mixed up with over here is when they're doing this where should they start how should they actually create this um system well it's pretty simple i normally myself i start with a block because then i can i kind of understand what it's working with but you can also start with the backend section so firstly what block am i going to do now to understand these blocks it can get a bit confusing because when you're drawing them you'll notice that your block may come out as a nice big item such as this special type of check valve which i'll show you in a little bit but when you're actually working with it if you actually measure a valve normally you'll normally see valves i've got a very specific measurements and you'll see normally like a valve if you're looking at it it you can see it's pretty small it's normally 0.5 high and then it's normally one across which is very small because one thing you have to know is the way the plot works in the back end is it's it uses the size to scale it nicely now the smaller you draw the smoother things are going to scale in general so everything revolves around the scanning it actually also then jumps into my next point that i've got in my slides here which if you take a look is our symbols blocks and scaling now this so this section in the prior section that i was just talking to work hand in hand and if you take a look at this block that i've got here which i'll show you in a bit as to how this works um you'll notice there's a few interesting things firstly if you notice the gray background you may if you use autocad a lot to be aware that this is inside the block editor so firstly i'm going to have to make this thing into a block and then you'll notice that i've got these two sections on the sides which is attachment point end code zero zero zero attachment point to encode 180 so what this means then is that oops excuse me is that i have to then put this information onto this block so i've now got this at my right scale i know hand that for instance this is one and that is 0.5 so now i need to make this into a block so i'm going to go block create and i'm going to call this whatever the name of this block is so this is pro specifically for a valve but it can be done almost any section of equipment and you just have to see as to how it's going to work with that piece of equipment which i'll go a little bit about in a second so firstly with a block definition block definition so this would be maybe a super check um firstly okay so this is just a random name i came up with but now at the in the section of here you notice i don't have a space i use an underscore plant if you want to save yourself a lot of gray hairs plants doesn't really like spaces so try and use things like underscores or then contract your words together and you'll save yourself a lot of problems um some of the things implant do allow it some of the things don't allow it so it's just safer to be safe than sorry and i'll show you a little trick here with naming things in a second so first base point i'm going to specify my geometric center over there select my objects cool now that that is done i can then quickly do something here which i'm going to go open and block editor i'm kind of happy with the rest of it and go okay ready redefined fine because i was busy experimenting quickly always have to make sure things are working first before i make a fool of myself okay so i'm going to quickly bring up my pad oh the reason why i've got this pad by the way is because so one second i just need to jump to the correct page because i do a lot of python programming and i've got so many pages open yeah i get a little bit lost ah there's the correct one okay so on my screen over here this is actually the way that i normally keep uh notes of stuff so i've got my notepad plus plus open and then i've got the specific piece of information now these two these two sections are kind of very important because this attachment point is how you're telling the line how it's grabbing onto that component where it's allowed to grab on don't get me wrong you can if you want to just create some an object with no attachment points on and what it will do is it allow any item to then grab directly onto this but the problem is it's not controlled in any manner now if you're taking a look at these attachment points you can see you can actually firstly in a lot of places you can just put attachment point one on or attachment point two on if there's two all three or four how many of your ones this next section over here basically restricts it so encode zero is zero degrees so let me just quickly put this on and i'll show you i like copy pasting because this kind of helps reduce error what i do is i use the point over here and i'll put a point on one of the ends number of groups leave it as one enter and it just says position one i'm going to do the same thing with the opposite side enter so now i've got two point parameters that's as simple as you need to do don't worry about like that i'm going to show you now how we actually modify these to work with us i'm going to select the position one right click and go into its properties now you'll notice in the position name it says position one this is where we will put our n code now if you left it as just attachment point one it will create a slight issue which may be an issue may not be an issue it's to do with the joints and how it actually attaches which i'll show you a little bit later on talking about that that would happen if you didn't put the encode on with this end code we're forcing it that this is the zero degrees so when it joins onto something it knows this is where it's coming in from cool and when i click off it i hit escape you notice the text is over there i'm going to go to number two and do the same thing but of course i can't use attachment point two sorry attachment point one i have to say it's two and this is at 180 degrees oops 180 degrees so one thing you just want to be aware of is that autocad remember rotates counterclockwise so in other words we start at 0 90 180 270. so if we wanted to i could put another one over here number groups one and then change this to good to say this one was actually two and that would be 90 degrees and then i'd have to change this to three but i'm not interested in doing this because this is just a check valve type system so what this is now done is because remember this is going to be a check valve it's got a flow orientation so it can only flow in one direction here and this is part of the reason why it's critical that we make sure that we've got these encodes because encode this is our inlet 0 flowing to 0.2 180 simple so far i'm going to go close and save the super check valve now if i click on it you can see it's in a block but you can't actually see those little attachment ones now for those of you familiar with this you may have realized that that is very similar and in fact it's using the same tools how we create a dynamic block unfortunately dynamic blocks do not work in plant pnrd yet hopefully it will be included in future the one slightest exception is with off page connectors which um i'll mention a little bit later that is probably one of the things we're going to go to they can be a bit tricky to get right but they can work for you once you know what you're doing okay that being said so now that we've got our uh check valve this is the block section done so this is what we're going to see in the front end but now the thing is how do you get this into the back end how do we actually make this work with our project it's actually quite simple because what you need to do here is go into our our project setup itself which you can either do from getting using the drop down or the project manager go to project setup or my normal way of doing it i'll right click on the project and go project center cool now we just wait one eternity okay i've got an nvme ssd drive meaning it's really fast if you've still got a hard drive this thing can take forever to open up just be patient don't start randomly clicking around because you can start making it confused and cause unreliable issues that may pop up so once this is done now what you'd want to do is navigate to the correct area so as you can see my nodes already were expanded there if it's not um you just have to find the piece of equipment this is going into i know for instance this is going to my hand valves but if it was another piece of equipment i'd have to go okay p90 settings what does it fall under in connection line setting what i want not interested ah p90 class definitions now i just know this because i do it quite often but you may need a bit of digging to find your way around but just try and be logical about it and you should be able to find what you're looking for engineering items equipment inline assets cool has to be an inline asset and then in hand pro information for you by the way you people get confused between piping fittings and popping speciality items um think of it like this way popping fittings would be all your basic fittings like elbows tees yeah like stuff that will be in any specific plant no matter what i mean it's your basic building blocks piping speciality items would be more like a specialty thing that goes in there think about like filters um blinds anything like that that go into in fact if you open it you can actually see give a bit of an idea as to what is inside here and what you can use it just gives you an idea what to put away whereas if you open up the path fittings it's your more like i said stock standard item that you would have in almost any plant there are also differences and people don't like popping speciality items because at the box they don't sometimes have the tag but they did add that in the 2020 release i think it was if you don't know what i'm talking about don't worry because that means it probably hasn't affected you in the hand wells we're going to add our new vulvinia so if i expand my hand valve i've got all these valves but what i'm going to do here to add in my new valve i'm going to right click on the handles and go new now it's going to ask me for the class name and the display name of the class now as i'm typing in this one so i'm going to say super underscore check if i left that as a blank space it would kick up an error watch so if i let that actually as a blank space and i go okay ain't gonna need latest numbers and underscores okay cool so underscore that's preventing us or trying to stop us from making a mistake but there's a little trick here what you can do is once you fill in the class name you notice it automatically fills in the display name what you can do is come down here to the bottom one and you can actually put a space in the display name because it's not intelligent it's just pulling the information it's just showing you what it is it is a descriptor we can't have that space there and when you click ok cool that's done now we've got the beginnings of our back end in so what we've done is we've gone into the hand valves and then placed our new hand valve in but this is only part of the thing we need to do we now have to tell it okay i need to then use somehow put this block in here and then i'd go add symbols and then i'd browse to this current drawing sheet but there's one important mistake that i've made here because now if you're aware i'm just going to click ok for now if you're aware how blocks work once i've created the block i did some i didn't do something here which is critical as i didn't save because you need to save to write this layer this block into the backend now i've seen this numerous times that people don't do this ah why is this thing not working so you haven't saved because you've been so focused on working on this you didn't save and this creates issues so it hasn't written the block into the backend so before i do that i'm just going to hit save now that my drawing is saved i'm going to go back into my project setup and you notice my super check is still there if it's not on or if you clicked on something else no issues just fine just browse back to where you put the information in or if you unlike what i've just done you've done straight off the bat correctly cool 100 i'm going to click on my super check and now i'm going to add in the symbol so here i'm going to click add symbols i'm going to use the browse button and i'm going to browse to where my drawing is you notice even gives me a little view as to where i currently was when i save the drawing on my thumbnail i'm going to click open and as you can see yes i've got so many other things in here but i know what its name is supercheck and click add nice little preview and next the next bit of information is basically some simple details insiders so what we'd be seeing in any system in this case um i think it's okay let me start at the top i'm just going to copy my name from the top super check current layer um i think this one is mechanical if i'm not mistaken uh mechanical so this is its default information how it's going to be put in you can always override this later on if you want but it's generally better to use its default info as to whatever else is in the class if you do get lost as to what needs to go in here what you need to do is come to one of these other valves or other pieces of equipment and see what information it has in here you can also always change this a little bit later on and i'll show you that in a second so color i'm just going to set it to bar layer and bar block i know what these are because i do this quite often so symbol scale watch this i'm going to leave this as one and i'll show you that in a second what uh what i mean by we can then use the others to check it's scale on insert no um so basically if this was a tank or something you could say that to yes and then you could define how it's going to insert because the tank then you could elongate you can make it thin thin and tall shorten that or however you want especially if you change the scaling mode tagging prompt yes we want to automatically assign a tag so what this is going to do is as soon as we pop it in it's going to automatically generate a tag and we don't have to tag it ourselves or you can set prompt for tag during component correction so this is going to ask you hey i don't know what needs to go in here but you need to put something in here or otherwise not a tag component so by the way if you are running into a problem where the component should be tagged it's not showing any tag when you right click on it that's probably because it hasn't been set as a world has been saturated should i say as a not tagged component all you need to do is come in here and then modify that join type inline yes auto nozzle no okay don't worry about that enough i'm going to click finish so now once you've done that it then populates all this information in here now what i meant about checking the information that if i click on one of these others i'm just going to find one that's ah there we go so plug evolve and if i go edit symbol on the plug valve i can then see what information is in here and you can see oh look the symbol scale is actually 10. i'm just going to copy that edit symbol scale and then paste it in there so now i know that my symbol scale is going to be the same so why is this important is that because we want to try and make our symbols all the same size or else it's going to look a bit strange if you've got one symbol massive one symbol small et cetera it's going to be a bit problematic and also where this also becomes problematic and this is to do with the symbol scaling which uh which is a bit important is because if you get the symbol scale wrong on one of these or anywhere else it may impact further down the line for instance if you get the symbol scale incorrect on one of your valves it could be that when you're putting your end connections on so let's say your flanges sockets etc etc these don't scale properly and you'll end up with your end connection looking really small or really big depending on how you've messed around with this so that's why one of the temptations with a lot of people when they start implementing this is they'll try and change everything to a scale one is to one which if you're willing to go through the entire system and then change it to work like that then cool but you're going to be doing a lot of rework um it's just a little bit easier to do it this way around plus also like i said for certain things it helps with that smoothness or that scaling because if something is smaller and as you're stepping up to the scaling it doesn't want to go up there there we go yeah you can lift up like that if you want cool so like i said if you do want to change anything in these symbols you can click edit symbol and this is the information not to be confused with the edit block edit block will then jump back into the block create settings panel and edit it there's one thing i'm going to show you um when we get to the end connections but you notice this little guy over here the assign formats that we'll get to in a sec just wanted you to be aware of little guy floatier don't try and dismiss him or get rid of him now he's actually pretty important you can get them back if you do so don't worry if you don't but most importantly notice my attachment point one encode zero and my attachment point end code 180. don't worry too much about the little exclamation marks they are not going to be bothering us at the moment i'm going to click close block editor cool now now we've got our basics down where we can now actually work with this piece of information but one little thing i want to do here scroll all the way down to the bottom so this as you can see is a symbol information itself if you've got multiple symbols by the way you can add multiple symbols any and then use the drop down to select what is its active symbol for now though i'm going to click add to tool palette and it's going to say edit it to tool palette now my tool palette is currently actually minimized to the side of here because it's in hard mode but it has populated there and i'll show you that when we get there but beforehand let's look at this properties now these properties over here is literally the back end information this is the important part as to what is actually going to look in and what the information is going to pull out when you're using our manager so this is also why i keep telling people think of plant 3d as more of a database system and this these are our fields how it's pulling the information what information is pulling through um pro tip if you want the information to actually be visible in your data manager that is what you can use this visibility in your fields of effort what is actually being shown or not i'll come back to this in a sec but firstly what we want to do is scroll all the way down and we are looking for has flow direction you can also resize the columns if you want as flow direction false nope we want this to be true because remember we set it to automatically now have our flow direction set you can also change your bulb tag if you want you can add that in a little bit more about that later okay now that i've got everything done i have made my symbol sort of my block that i made with all the tagging all the information inside it i've done the back end now and then i've added the all the symbol information in cool now what i can do is hit ok and if i come to one of my little lines if i expand my tool palette you can actually see it's been oops it's been added to my tool palette if you've done like what i've done is oh no i've put this thing in the wrong place there's no need to worry you can always move it around by right clicking on it you can cut it off and then you can actually jump to another piece of your palette and then paste it in if you wanted to i'm going to cut that off and then put it into back to where it was because it technically has evolved so i was lucky i did have it in the right place in this case now when i click on it i can then place it into my drawing now watch this as soon as i drop it in as you can see it is already numbered it correctly it's chopped the line it's done everything like it would and what do you know can you see the sizing is even correct now remember the sizing i took it from that small size over there so this is showing you as to how the scales are starting to play together but now wait there's more because remember this thing had a flow direction notice the flow error if i were to select it right click and say wait a second let us reverse the flow notice the little arrow reverses because we've told it that you have a flow direction so this is how you can actually use it to control your system and how it works by the way if you're doing reduces it works exactly the same way so pro tip and reduces if you do have a reducer and you're drawing one make sure i know this is something wrote strength but make sure that the large slide is when you're actually creating a block is on the left hand side the small side is on the right hand side when you're first creating the block for some reason i've noticed this does create issues in the back end and it's going to make your life a bit of a difficulty if you don't do that cool that being said that is kind of like the basics of what we're looking for or how we would create one of these blocks and make it stable and work in a predictable fashion so with that being said now how can we take this a bit further is if we look at something like um our connectors so if i jump back to here now so if we're taking a look at something like a connectors now um and you look take a look at the bottom i've on purposely done this with whoops excuse me let me go back one i've been purposely showing you guys the default connector because it can show you as to how complex these things can begin and this is kind of like i said the bit of an exception the rule about dynamic blocks but i honestly wouldn't suggest going into this level of detail because it confuses me sometimes actually so not such a great thing um you can have a lot of information in things like your connectors etc you'll also notice that it's got the attachment point one and attachment point two but it doesn't have the end codes on it um because of the way that they work don't worry about that more than in sick so with this with our connectors we can then also pull information across sheets from our project lines wherever we want actually in the project as long as it's been listed we can actually do um we can make these things quite complex and also if you wanted to but generally i prefer to go the kiss method keep it simple stupid because the more information you're putting into this the more difficult it can be to try and get them to work correctly you can get them to work correctly don't get me wrong but it's just your amount of effort that is going to go in to try and get these things correct um or working in a predictable fashion can be quite considerable unless you know exactly what you're doing um this is a cool little trick is about this equal symbol now i'll show you guys this in a bit but now when you're when we're working with these um it doesn't want to populate this equals some more what that equals symbol actually means is it refers to not your current drawing or not your current what you're looking at but whatever it's referencing to or from so this is what this little equal guy is about and i'll show you about that when i'm actually when i quickly show you as to how these things come about also if we are using custom properties and i know i've said this multiple times but don't put spaces in this will give you an absolute nightmare of trying to get things correct is if you're putting a space now you'll actually see this one over here this one i created was just a test and i had this drawing id field that i actually created in the back end of actually working with our when i was referring back into the project setup i'll show you that in a sec and what this drawing id did is it was just an id for the specific drawing sheet wherever in the project now the problem is is that if you leave these blank over here it gives you an error when you're trying to populate these or when you're trying to put this equal sign in so if you're trying to re-edit it it gives major issues but without further ado like i said i don't want to give you a decimal powerpoint let us jump back into the actual drawing itself now i've already got this setup up here it's my little dummy i've created so i've drawn this thing one is to one because that's basically what the information i want now when we are wanting to convert now a um off-page connector now into a block or working with this it works a little bit differently because of the text but these text items are actually attributes so if you look at the tributes before 100 percent you while on your way what a lot of people also do and this is the the original page connect at the top here as they will take this and then they will just read they will reuse this information which there's nothing wrong with it but i prefer to start clean and refresh but that's just my own way of working if the way working for you works 100 and that's good for you in this case i've got two lines of text i've created dummy text one and the dummy text two inside my nice geometry now firstly okay i i know what the scale needs to be i know what the sizing is but i'm going to have to i've drawn this i've created my attributes and now i have to get this thing to scale because remember it's going to scale down here but then it's going to really rescale back up inside the symbols so what i'm going to do is use my scale command i'm going to scale this down and i know there's a 1 is to 25 scale that is going to scale up by just because i know what the scale is but in this case i know it's going to be to a scale of 0.04 which makes it tiny but now what we do is we need to block this i'm going to go to create block i'm going to say opc 001 specify base points [Music] as a base point let's take the objects select all my objects cool now i can choose to open this my block edits here but i'm not actually going to i'm going to show you that you can actually do these edits inside the project setup as well i'm going to go okay it's going to ask me the normal um attributes information cool but that's what i'm going to do here apart from hitting save don't forget to hit save once creating a block right click on my project again and go project zero now we wait one eternity aha there we go we're back in here notice it jumps me back to my where i was previously in my vols now for those of you that were wondering those drawing properties that i was talking about and if you look underneath general and you look at drawing properties you can see i've got a revision that i've added and also this drawing id so this is actually where you were to add it in if you were trying to add in extra information etc per drawing sheet and it's pretty easy to actually pull this information out once you're trying to get that information okay that being said under the drawing properties also by the way if you have project wide properties you can also just click the project properties and then add it inside here so either custom category and then the subcategory of rows inside it but that would be up to you jumping back to our connector though people do get sometimes a little bit confused with this it's actually pretty easy to find once you know so firstly pnrd because you're in the pnrd we're not in a 3d asymmetrical also you're going to get id classes and this is a non-engineering class so it's just it's like annotation text information that we are trying to give over to somebody else inside there we've got our connectors and then inside the connector you've got off page connectors and now this is the default page connector so if i use my drop down you can see actually my prior one that i made which we're going to be remaking and in my off-page connector i'm going to go add symbol and same type of thing i'm going to go browse for after my drawing you'll notice it's there where i've saved it you can see the thumbnail okay and i can see my opc01 add my selected block next pops up all my information cool it's going to give it a symbol name by the way the symbol name if you don't put it in and you're trying to hit finish it's going to complain bitterly at you and this one because it's just the name that you can visibly see it's usual for your information you can have spaces in that way to mention that one first of it should be pretty much if you are using if you're not creating a new class so you're just adding a symbol in the interesting thing about that is it will already inherit the general style details from the other connect well the other symbols that you already pre-made or was already there so sometimes if you are going to be customizing or changing things instead of going into the symbol or creating a new one try find something similar to it and edit it from there and you're not going to have to fill in all this information manually again you notice even my symbol scale was filled in for me so from here okay cool i'm happy off page connector it's on the correct layer annotation layers by layer by block is the line type and it's scale factor of 25. well this case those are the important bits of information and i'm gonna go finish now okay okay cool we've got now our uh connected in but as you can see it says dummy one and dummy 2 which is not very useful for a off-page connector we want to actually put some information in there cool so i'm going to go now edit block and i can see my lovely dummy one dummy too but now let's put in some information so i'm going to say assign format and as soon as i click it it's going to ask me select contribute definition i'm going to select my first one and it's like okay cool well number of subparts one we're going to keep it like that if you've done now information on the lines this would also look familiar just quickly rushing this on now i'm going to click the page setup i'm going to click the drawing id sorry not drawing id it's going to be general and drawing number so what this is going to do is this top line is going to look at by the sheet and pull that information across so the general the number and then pull it across okay i'm going to click ok now if you take a look at this hash open parentheses or open the bracket drawing general dummy p id w1 because if you go back into it you'll notice the eliminator for some reason is whatever the attributes name is so don't forget to take that off and go okay okay another little thing that you may have noticed is i don't know if you remember the little equal symbol let's jump back to this one over here you notice the little equal symbol is not there because by default it's referring you back to wherever your um whatever you're currently on so what we need to do is just double click onto the attributes you notice that it attribute definition pops up just after the parentheses oops not a plus an equal symbol and click ok so now to telling it is that not to look at the current drawing where the connect is but it's um wherever it's coming from okay this bottom one i'm just going to do something simple and i'm just going to click on it and i'm going to say okay whatever you're currently on um the current connector off page connector i'm going to say okay i want you to just fill in the description so this could be a manual field that you could type out with information if you wanted i'm going to click ok and click ok this gives us all that information oops we're going to take the denim metal so this is giving us now our target information so what we've given it is where the drawing is coming from and also the information inside it accept and close there's one important thing i was going to put on there which was the end connections all right jump back to this one attachment one and attachment point two this is just so that it knows which way around it's attaching to okay once we've now done this you can then save and that basically is what we need to do to get this all page connector working correctly now oh don't forget to add it to your tool palette or else you're not going to be able to use it and click ok now when i go back to our tool palette you can see it's sitting there in my off page connector you know just the name of page connector that was that name in the symbol that we defined prior that i said you don't have to worry about spaces in this one i click on it i can then add it to an object oh that's the reason why i put my it's because i put my section right there oh of course now it's not wanting to work nicely for me give me one second later or page connector there we go that one's working no one's not going to work so when you do get things like this it's always a good idea to just pause the drawing and it's re-launch it quickly what it does then is it checks the back end and see if there's any areas that's occurred then in the database it's still not wanting to work for me for some reason so what this is basically doing now is it will look that when we're trying to connect to another off-page connector as you can see i've got an off-page connector there i'm going to connect to that off-page connector and you can see that the little um the no information there is now connected to zero one remember we're on sheet 2 at the moment and 0 1 over here for some of the reason it's not going to display our information this would be having to go back in and cs2 why this thing is not wanting to pull information across correctly let's delete it and maybe put it back it might work it could be because i've also been poking the database quite a bit normally you wouldn't be doing what i'm doing to a normal database you wouldn't be having this information issue but yes by the way the off page connector at the bottom here if we went into the properties and you go to the off page connector which is there in the description you can say hello then this all um but then the reason why it broke is because i replaced that with page connector i'm just going to quickly reconnect it the dummy and you see it connects this one is a bit of a strange one and i had like i said i have to go back because it's connecting but not putting the information through to this one which is a bit unusual but generally this will work straight off the bat okay so that would be like how you could then put in new items and as i said off the bat these off-page connectors can be a bit troublesome and i do take a bit of playing around with it probably part of the reason why it's doing that is because i chose the sensor as my face if we go on to the next part of here which is our tagline information so these taglines and stuff they're basically information that will then be pulled from the line so you can use it to suit your own company style and each tag though needs to be unique and the main thing that needs to be unique here is this back end number which is this 5110 over there as you can see and in this case it's going by size spec um the service and the actual line number on the end you can also by the way add acquisition rules to grab the line number per component and what do i mean by that is that if we were good to go into our back to our first drawing i'm going to take a look this is the line nub over there to edit this i can go back into my project setup go to my engineering items lines pipeline segments and then in the pipeline segments this is the section that actually drives it if i go modify you can actually see then it's looking at the target object size target object spec line group service and the mind group number if you wanted to add more lace you could but generally i'd say don't modify the original one add a new one into modify i'm going to click new here and you'll notice that because i had that one selected it's going to be copy of so i'm just going to say this is mgfx pipeline tag and all i'm going to do over here this is just text by the way it's good to kind of give a name over there because then people can understand what's going on here so in here i'm just going to say okay i'm just going to say it's the size and line number i'm going to want to show just for simplicity sake but because we're only filling in two fields here we only need to give two sub parts so over here as you can see that one's already target object size the way you get that by the way is you click this little icon so what these little icons are this is the object icon the thing that you're currently clicking on the page icon or the sheet icon the sheet that you're currently working on or otherwise like i use the equal sign you could reference to something that's referencing it you could also do your complete project um throughout anything that throughout the project remember in the project settings that i showed you you could add something there and this over here basically defines the information so if i were to click on that it tells you how this information is going to be represented is it only going to be text is it only going to be forced to numbers freestyle means you can also basically you can put anything in there but normally we use it for information that is automatically pulling through you'll notice it'll put information on the back so for target object size firstly this is a little check box you want to make sure that detect and that will look exactly at that object and at the moment it set it's um pipeline segments and set to size because that is exactly what we're looking at we're only interested in that line at the moment there and click ok we're not interested in the speaker here we're actually interested in the line number so what i'm going to do is i'm going to click the click again but now it's not actually the pipeline segment i'm interested in i'm going to take that off we'll just wait a second and take a little while for this to take through the database we are actually interested in the pipelining group and line number and click ok so it's pipeline group line number and click ok now that i've got an information in people will stop here and think that oh this is all i need to do there's one more important thing because we've created a new line number we have to go all the way down here to the bottom of the properties and then say hey wait a second don't use a tag format use the mgfx um pop-out formats over there and go okay now what happens is that it won't update the ones already in but if i were to re-tag assign tag as i re-tag you'll notice now i've got size 80 python group number 512. i could then change that to whatever i want place the annotation afterwards and then that would place it on so this would be a basic way as to how you can go and then customize your tags to suit as you can see under the very simple one there you i just literally added in a size and then the number but the original one you could see was a far more complicated and it had the line number the actual spec the service and also the rest of the number as well with it okay that being said though is that something that was asked prior which is actually quite interesting is okay it's cool but now you've given us all this information but like let's say i've got a valve for instance and how can i tell what valve is sitting where because sometimes it's useful information so what we can do here as well is we can use these line numbers to advantage in our project setup just wait for one alternative to launch there we go in our inline assets let's say in our vaults we can add in something that can help us determine as to where something is or show people where certain valves are on certain lines or at least show what line is on what sorry what valve is on what line and what i'm going to show you here is a pretty cool little feature called the acquisition rule so what it's going to do is it's going to look at it's going to say this line let's say um valve 100. well that one i'm just going to look at whatever line it's sitting on and then report that back inside the data manager so what i'm going to do is i'm going to go add over my properties and i'm going to say okay cool so what are we doing so i'm going to say on line online number or description whatever you want you can also like set up spaces and display name but the golden rule here is make sure acquisition is ticked and go okay listening brings up the data sources so we can say okay what is it going to use to grab the information if you click pipeline segments and then tag it will then look at the pipeline segment tag and then pull that information through i'm going to click ok and if you look over here you can see our new one was created there's the name of it it's done via acquisition rule use the drop down you can change on to certain things but i'm not going to get into that now but the main important one over here is you want to also then make sure it's visible because now when we click ok just waiting for it to finish loading and if we come back over here now if i were to drop a new valve in now sadly this only works for new valves that when i drop it in save and then go back and if i open up my data manager and it's my hand valves i'm going to go all the way to the right because the new one will always be on the right if i've got a put in a new valve it will then automatically show me what actual line number it is currently sitting on so online number one one one thousand i would put on one of the other ones it could then report as to where it is so in other words if i were to track a one in the other lines we'll report that it's there all right hopefully it reports properly there because it's not on a monitoring information there we go it's reporting that line number information there that was a lot that was the valve that i just put on so this becomes very handy because now we've assigned the line number we've assigned the information there and then also having our valves showing us what line is actually currently sitting on populated which can be very useful without double checking and populating information okay guys so now i'm starting to wrap things up some tips and tricks and stuff i've gone through a lot of them already and some information but seriously try keep things standard it's going to solve a lot of your issues down the line it's going to make your lives a lot easier try and convince people to try and keep things standard or else you're going to be drastically increasing your implementation time okay make sure to get as many people involved with your setup right in the beginning or else you're going to be starting to make something and then you're going to kind of have one person saying oh no it needs to be done this way another another person going no no no we need to do it this way and it's just going to be a backwards and forwards like a tennis match make sure um what i do generally the start of a project and stuff i try and get as many people involved right in the beginning and say okay what do we need to do what do we have to have implemented et cetera et cetera this is the information cool once everybody's done signed off take it from there because it's going to save you a lot so yeah as you can see a lot of this is to try and make your lives a bit easier and faster okay use attachment points and end codes these can affect things like your end connections what i meant by that is that if i select on something like evolve right and i right click i can say set in connection socketed etc uh i think i picked the wrong one there because the socket would won't really show anything well it's not showing until the specific one let's try this one in connection socketed there we go that one showing so those are your n connections however if you did not have that specified so i'm going to see if i can cheat in this one and i'm just going to delete the end codes off may not work it may not work i'm just doing it the quick way i'm going to save united block by the way uh interesting thing to note about plots is that every one of these blocks is an instance it's one of the reasons why um unfortunately dynamic blocks don't work because i know blocks use similar systems so yeah unfortunately you you can't have your key you need to in this case you notice because i edited this one's block none of the other blocks were edited with it or this one specifically now though if i try and right click on this it doesn't give me the option like this one to set the end connection so those little end connections the end codes on the back end are very important because that allows you to do things certain things like setting in connections so be aware when possible try and use attachment points and the encodes with things like tanks in that it's not as important you can even get away with not using attachment points at all but when possible try and use both okay be aware of your annotation and block scales as you saw um i was very specific in saying as to what my sizes and my schedules were if you get it wrong firsthand no worries just go back rescale it and then work with it from there it's just these can be the bane of your existence in trying to get things scaled correctly and this actually ties back to trying to keep things as standard as possible because when you're trying to start adding custom information in you're going to start really running into walls there it's just going to increase your time drastically okay guys so some of our observations um p id is an amazing program it can really increase your speed of making p ids anybody who's used base autocad for p90s will that touch blind pid that's correctly set up i'll never go back to doing them in normal autocad because just by the very fact of being able to click on a just like grabbing on a valve being able to drag it from one line like maybe a horizontal line or a vertical line to another horizontal vertical line and having it flip feel the line break the other line and put it in itself itself and correctly all by its own without us having to interfere is an amazing thing and that's just like per one item that really saves us in the long run and then when you start adding in things like what you can do and what you can add into the back end for information um all the information you can put in and then draw out to the database is phenomenal um and then couple the the next sections i'm going to go on to and one of my others is going to be in the 3d and how we can even deliver that further because once you do the 3d you can then also automatically drop a few iso files etc there is a lot more that goes into it but yeah that's basically it from my side thank you very much ladies and gentlemen do i have any questions anything that i've gone on with um please there is a chat feature on the right hand side and that little fly out looking at the bottom there should be something called chat otherwise there is it looks like two little speech bubbles um on the top right if you click that if you can put anything in chat um i'll get a few minutes to go so please feel free to ask any questions was it a case of oh my goodness he's been going on for so long now and he hasn't stopped okay guys just to let you know this is micrographics of course i'm actually from the durban branch um so one danny at the bottom um and yeah if you're wanting to get hold of us please drop us an email etc and what i'm going to do is i'm going to quickly jump all the way quickly at the back jump back there so this is my information coin kennedy coin at mgfx let's see application engineer what i'm trying to take over the world if you've got any in any queries anything you want to know please feel free drop me an email always around to answer something i don't get back to you straight away i do apologize i do do a lot of running around and a lot of implementations for people but i will try and get back to you as soon as possible otherwise i don't see any queries coming across yes nobody want to ask anything cool thank you brian much appreciated okay like i said if you guys have any queries please feel free to give me a shout have a wonderful rest of the day thank you very much for joining me have an epic day cheerio bye
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Channel: Micrographics
Views: 5,757
Rating: undefined out of 5
Keywords: Micrographics, MGFX, Plant 3D P&ID, P&ID Customise, P&ID Customize
Id: GbhwTrIasik
Channel Id: undefined
Length: 53min 40sec (3220 seconds)
Published: Thu Aug 06 2020
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