SMUSTARD

Back to the index

Draw

Line (L)

  • L. Click each point; type a length and press Enter.
  • Esc ends the line.

Rectangle (R)

  • R. Click two opposite corners, on the ground or on a face.
  • Near a square or a golden section, the corner snaps and a dashed diagonal appears; with Shift the proportion is kept.
  • For a vertical one, go up the blue axis from the first corner; or lock the plane with the arrow keys: → facing the red axis, ← the green one, ↑ horizontal.
  • Type width;depth, for example 4;3, and press Enter.
  • With ⌥ on the first click, that point is the center of the rectangle.
  1. Press R.
  2. Click the first corner.
  3. Press → to lock the plane facing the red axis (or go up along the blue axis).
  4. Click the opposite corner, or type width;height and Enter.

A vertical rectangle; ↑ goes back to horizontal.

Push/Pull (P)

  • P. Click a face, move and click; or type the distance. With a face selected first, the click can go anywhere.
  • When it reaches the opposite face it stops there: pushing a rectangle drawn on a wall through to the other side cuts an opening.
  • Passing over a point (an endpoint, a midpoint…) leaves the face at its height. ⌥ keeps the starting face (new face); ⌘ stretches the neighboring faces instead of making new faces.
  • Double-click another face to repeat the last distance (from its back, reversed); ⌥ and double-click stack another equal one on top.

Move (M)

  • M. Click the origin and click the destination; or type the distance.
  • With nothing selected, it moves what is under the cursor, like a click with Select: a face (which stretches what touches it), an edge or an object. ⌥ copies; right after, 5x makes 5 copies at the same spacing and 5/ spreads 5 between the original and the copy.
  • ⌥ twice in a row: stamp mode, each click leaves another copy until Esc.
  • On a group or component, the corners, midpoints and centers of its box snap (“Handle”). Over a face of its box, four rotation handles appear: press one and rotate the object.
  • If moving a part would twist a face, it folds itself into flat pieces.
  • Arcs, with nothing selected: the midpoint changes the bulge; an endpoint, the length and radius at the same angle; on a pushed arc, the smooth middle edge (or, with an odd number of segments, the middle of the central face) changes both arcs at once; on a cylinder, an edge on the side changes the radius of both circles (or type it).

Rotate (Q)

  • Q. Click the center, the first arm and the angle; or type the degrees, or a slope such as 8:12.
  • The arrows lock the rotation plane: → red axis, ← green, ↑ blue. It snaps every 15°. ⌥ copies; afterwards, 6x or 6/ as in Move.
  • To rotate around any line (to fold), press at one end, drag to the other and release.

Scale (S)

  • S. Select what you want to scale (or click on it) and press a handle of the box.
  • A corner scales uniformly; the middle of an edge, along two axes; the center of a face, along one. With ⌥ it scales from the center; with ⇧, it switches between uniform and non-uniform.
  • Type the factor (1.5 is 150%) or the size with a unit (2m). A negative value mirrors it.

A group or component scales along its own axes; inside an open one, it changes its geometry (in a component, all its instances).

Offset (F)

  • F. Click a face and move inward or outward; click, or type the distance. It leaves a copy of its edge that splits it.
  • With two or more connected edges selected on a plane, click one and move to one side.
  • Anything that would cross itself is removed; with ⌥ it is kept. Double-click another face to repeat the last offset.

An offset circle or arc is still a circle or arc, concentric. Holes in the face aren't offset.

Extrude Edges

  • Select edges, click the start point and click where they go (or type the distance): you get a surface, like Push/Pull with a face.
  • The top edges stay selected, so you can keep extruding.

Extrude Along Path

  • Select the profile's edges and click an edge of the path: the profile, without rotating, is copied along it.
  • For the profile to rotate with the path, use Follow Me with a face.

Tapered Extrude

  • Tools › Tapered Extrude: click a face; type the distance, move the mouse and click, or click another face: up to its plane. Each vertex follows its edge outside the face (on a truncated pyramid, it keeps extending it), or the normal if it has none.
  • The starting face is removed if it belonged to a solid; if it was loose, it stays as the base. Sides lying in the plane of a neighboring face merge with it. If the top face would cross itself, it tells you: try closer.
  • Over another face whose plane cannot be reached, the mouse distance is used (the status bar says so). Double-click repeats the last distance.

Surface Between Curves

  • Select two or more chains of edges (all open or all closed) and Tools › Surface Between Curves: you get a surface through them, in a “Surface” group. With two, straight from one to the other; with more, curved.
  • Four curves that touch at their ends to form an outline: the surface fills it.

Thicken

  • Select a surface's faces (or click one: it comes with those joined to it by soft edges). Click a face, move and click, or type the distance: you get a copy at that distance and walls that close a volume.
  • ⌥ switches to Surface Offset: just the copy, no walls.

Edit Vertices

  • Click a vertex and click where it goes, or type the distance. Whatever gets twisted folds into flat pieces.
  • Type 0.5r so the ones around it move too, less the farther away they are (soft selection); 0r, only that one.

Subdivide

  • Select faces and Tools › Subdivide: each face splits into quads and the shape rounds off where edges are soft; hard edges stay as creases. The border of the selection does not move.

Faces From Points

  • Draw › Face on Plane: three clicks define the plane; each later click lands on it, perpendicularly; double-click or Enter makes the face. With edges selected beforehand, after the three clicks it places copies of them on the plane.
  • Draw › Fit Face: click points that are not quite on one plane, in order around; double-click or Enter: the face on the plane that fits them best, with the points moved onto it.

Extend, Chamfer, Tilt and Cut

  • Tools › Extend: click an edge near the end you want to lengthen, then click a face or another edge: the edge continues in line until it touches it.
  • Tools › Chamfer: type the distance, click an edge and then another that shares an endpoint with it: the corner is cut off (like the 2 Point Arc fillet, only if their edges do not belong to other faces).
  • Right-click connected edges › Slope Edges…: to a slope (in degrees, “1:12” or “8%”) from an elevation, starting at the end nearest the click; by moving them or with new edges.
  • Right-click faces › Cut at Elevation…: the selected faces, split by a horizontal plane.

Arrays and Tags

  • Right-click a group or component › Rectangular Array…: rows (along green) by columns (along red) of instances, at a spacing; by default, its width and depth. At most 1000.
  • With the group or component and a chain of edges selected › Path Array…: instances spread from end to end or at a spacing, with their reference point on the path, rotated with it or not.
  • Right-click a group or component › Use Its Tag: the active tag becomes its tag. › Apply Its Tag to Contents: the groups and components inside it get its tag.

Elevation Dimensions

  • Architecture › Elevation Dimension: click a point and click where the text goes: it shows the point’s height above the reference elevation, with its sign (“+3.00 m”, “±0.00 m”, “−0.45 m”). On a vertex, it follows it when it moves; in a closed group, it goes inside the group and moves with it.
  • It is a leader text: you edit it like the others, and `<>` is the height (“Level 1 Slab <>”). It updates when the point, its group or the reference moves.
  • Architecture › Reference Elevation…: the real height of the model’s z = 0 (0 by default; it can be negative). It is saved in the file.

Profile Sweep

Select one or more paths (connected edges) and Tools › Profile Sweep… (or Architecture › Profiles…): a rectangle, a circle, a molding, a rounded profile, a steel profile (I, U, C, L or T, with its thickness) or the selected face is swept along each one, in a “Sweep” group per path. The group remembers its profile and its sizes: Right-Click › Edit Sweep… changes them and rebuilds it in place.

Deform

Tools › Deform… changes the shape of the selected faces and edges along one axis (red, green or blue) of their bounding box: Taper (the end ends up at the typed percentage), Twist (rotates up to the typed degrees), Bend (bends them over an arc of those degrees) or Shear (the end shifts by that distance). What gets twisted folds into flat pieces; to bend well you need geometry with segments.

Round and Chamfer Edges

Inside a solid group or component, select edges and Right-Click › Round Edges… (the radius and segments) or Chamfer Edges… (the distance). Each edge is rounded or chamfered and the object stays a solid. Concave edges are skipped. Where several rounded edges meet, the corner comes from cutting them, not as a sphere.

Follow Me

  • Select the path (connected edges, or a face to follow its edge) and click the profile face: it is swept along the whole path.
  • With no path selected: click the profile, move along the path's edges from it and click at the end. With ⌥: click the profile and then a face, to follow its edge.
  • With a circle as the path and the profile next to its center, you get a lathed piece. Along a curve, the surface comes out smooth.

The profile doesn't have to touch the path. With an open path, the profile stays as a cap at the start and another one comes out at the end; with a closed one, the profile disappears.

Flip

  • Three planes appear through the center of the selection: click one to flip across it; the arrows work too (→ red, ← green, ↑ blue).
  • Drag a plane to flip somewhere else. Over a face outside the selection, the plane is that face's plane. ⌥ leaves a flipped copy.

Flipped faces keep facing outward. Undoing a flip leaves the selection ready to flip again.

Eraser (E)

  • E. Click or drag over the edges you want to erase. ⇧ hides them, ⌥ softens them, ⌘ (Ctrl) unsoftens them.
  • With something selected, E or Delete erases it.

Rotated Rectangle

  • Click the first corner and the end of the first side (in any direction).
  • Move the mouse away for the width; move it up to tilt it. Type width;angle, for example 2;90 for a vertical rectangle.

Circle (C)

  • C. Click the center and click for the radius, or type it. On a face, it lies on its plane; the arrow keys lock the plane.
  • It has 24 sides: type 32s before or right after to change them; right after, another number changes the radius.

Polygon

  • Click the center and click for the radius. It has 6 sides (type 8s for 8).
  • Holding ⌥ makes it circumscribed: the sides touch the radius instead of the corners.

Arc

  • Click the center, click the start (the radius) and click for the angle, or type the degrees.
  • It snaps to a quarter, half and three-quarter turn, and says so. 12 segments (type 24s for 24, or 20c for its share of a 20-sided circle).

2 Point Arc (A)

  • A. Click the start, click the end and click for the bulge (how far it bows out from the straight line), or type it.
  • At a height of half the chord it snaps to a semicircle. Type 2r for a radius of 2 instead of the bulge.
  • 12 segments: type 24s for 24, or 20c for its share of a 20-sided circle.
  • Starting on an edge, the bulge snaps to the tangent; with ⌥, the end click already makes the arc tangent.
  • Fillet: start on one edge and end on another at the same distance from the corner; double-click trims the corner. A double-click on a face, next to another corner, rounds it with the same radius: as you move over the face, you see the corners where it fits. A click on the outer (convex) side of a fillet undoes it and brings the corner back.

3 Point Arc

  • Click the start, a point the arc passes through, and the end.
  • 12 segments: type 24s for 24, or 20c for its share of a 20-sided circle.

Pie

  • Like the Arc, but it closes with the two radii and makes a face: a slice of pie.

Bézier Curve and B-spline

  • Click each control point, on the ground, on a face or in the air following the inference. Double-click or Enter finishes (three are needed). Esc cancels.
  • The Bézier starts at the first point and ends at the last; the B-spline hugs the ones in between. Type 12s to change the segments.
  • Right-click › Edit Control Points: click a point, click where it goes. Esc or Enter finish.

The curve remembers its control points even if you move, rotate or scale it. If you split or deform it, it becomes a regular curve. In .skp and DXF it comes out as a regular curve.

Freehand

  • Press and drag to draw a freehand curve. If you end at the start, it closes and makes a face.
  • Right after, ⌘ and − remove segments and ⌘ and + give them back, live; never more than the stroke had, nor so few that it crosses itself.

Solids

  • A closed group or component with no leaks (every edge with two faces) and its faces pointing outward is a solid: Entity Info says so, with its volume.
  • Outer Shell, Union, Subtract, Trim, Intersect Solids and Split (Tools or the toolbar): click one solid and then another. Subtract and Trim: the cutting one first; Trim keeps it. Unions keep adding until Esc.
  • With two or more solids selected, right-click › Solids does the same. Window › Solid Inspector says what a group is missing and fixes reversed faces.

The result is a new group in place (“Union”, “Difference”, “Intersection”, “Split”) that replaces the originals. Split gives three: each one minus the other, and the common part.

Clean Up and Repair

Tools › Clean Up Model… removes, in a single step, duplicate instances, edges between coplanar faces with the same material, stray edges, extra vertices along a straight line and anything unused; it tells you what it removed. Tools › Make Faces adds a face to each flat, closed outline in the selected edges (or in all of them), very handy after importing a drawing. Window › Selection Filter keeps only certain types, one tag or one material in the selection. Window › Solid Inspector tells you what a group or component is missing to be a solid: View takes you to each problem, Close Holes puts faces on flat holes, and Fix removes internal faces and stray edges and orients the faces.

Soft, Smooth and Hidden Edges

  • A soft edge is not shown and joins its two faces into a surface, which is selected whole; a smooth edge makes its faces look continuous; a hidden edge is not shown and joins nothing.
  • View › Hidden Geometry shows soft and hidden edges dashed, and lets you select them.
  • With the Eraser: ⇧ hides, ⌥ softens and smooths, ⌘ unsoftens. In Entity Info, the Soft, Smooth and Hidden checkboxes.
  • Right-click faces: Reverse Faces (front for back) and, with one selected, Orient Faces (the ones touching it face the same way).
  • Intersect With Model, With Selection or With Context (Edit or right-click) draws the lines where faces cut each other, in what you are editing; nothing changes inside groups.
  • Window › Soften Edges: the angle between normals softens the selection (the edges whose faces form that angle or less), with “Smooth Normals” and “Soften Coplanar”.

Tape Measure (T)

  • T. Click an edge and move the mouse away: a parallel guide; type the distance and press Enter. Click a point and click again (or type the distance): a guide point. Double-click: a guide point right there.
  • ⌥ switches the mode: Guides → Guide Line (from a point, a line through both points) → Measure (only measures). The Measurements box shows the distance; before you start, the length of the edge under the cursor.
  • In Measure mode, measure something and type the length it should have: it asks, then resizes the model (inside a group, only the group; inside a component, all its instances).
  • When you measure from one point to another, the status bar also shows the plan distance, the change in x, y and z, the plan bearing from model north and the slope.
  • Right-click an edge › Guide Points…: guide points along it, in equal parts, every set distance from one end (the one nearest the click) or from the center, or in parts no longer than a distance. The edge is not split.
  • Tools › Point on Face: click a face, the reference point; type “horizontal; vertical” (e.g. 0.6; 1.8) or move the mouse and click: a guide point there, measured on the face (horizontal, along it; vertical, up its slope).
  • Select a group or component and choose Tools › Align by Three Points: three clicks on points of it and three where they go. It moves without distorting: the first onto the first, the direction from the first to the second along the target’s, and the plane of the three onto the target’s.

Volumes

The volume of a group or component appears in Entity Info when you select it; with several selected, their total volume. If it's a solid (closed, with no holes), the volume is exact. If not, it's approximate (≈) and below it says why it isn't a solid: a box without a lid gives the volume of the closed box. What it contains is measured part by part and added up, as in a construction quantity takeoff: if two parts overlap, the overlap counts twice. A surface (a terrain, a stray face) encloses nothing and has no volume. Tools › Room Volume gives the volume of air in a space enclosed by faces (a room with its walls, floor and ceiling): click the floor or a wall from inside. It's approximate (≈), with its margin (±), the size of the air measured (width × depth × height: if it's two rooms joined by an open door, you'll notice) and the side of the cells it's measured with. Anything closed inside (a piece of furniture that's a solid) is subtracted; a gap narrower than the cells counts as closed. Hidden faces and objects don't count: hiding the ceiling to see inside opens the room. If the space isn't closed, it tells you where the air escapes. Volume units (m³, liters…) are chosen in Model Info › Units.

Window › Quantities opens a table with one row for each group or component instance that has faces (and another for the model's loose faces, “Ungrouped”): its name, tag, material, volume and area. Each row measures only its own geometry, not what it contains, which has its own rows: that way the sum never counts anything twice. An untagged part takes the tag of the group that contains it; the material is that of its faces (“Multiple” if they have more than one), and faces with Default take the object's. Below come the subtotals by tag and by material, and the total. Hidden objects count too, and an imported image is a face: its area counts. A face's material is the one on its front. “Export CSV” downloads mediciones.csv for a spreadsheet in Spanish format, with the figures in m³ and m² and a column that says whether each volume is approximate.

  • Click, from inside, the floor or a wall of a space enclosed by faces (walls, floor and ceiling): the volume of its air, approximate (≈), with its margin (±), its overall size and the size of the cells used to measure it. Anything closed inside it (a solid piece of furniture) is subtracted.
  • If the space is not closed, it tells you where the air leaks out and marks it. The volume of a solid (a closed group or component) is in Entity Info.

Protractor

  • Click the angle’s vertex, click the first arm and click at the angle (it snaps every 15°), or type the degrees or a slope such as 3:12: a guide line through the vertex.
  • It rests on the face under the cursor; the arrow keys lock its plane. ⌥ toggles between creating the guide and only measuring.

Drawing Axes

  • The drawing axes rule while you draw: “On Axis”, the arrow keys, the plane you draw on with nothing underneath, the origin and the [x;y;z] coordinates.
  • Axes tool: click the origin, click toward where red goes and click toward the green side. Double-click: only moves the origin.
  • Right-click a face › Align Axes: blue along its normal. View › Axes hides them; View › Reset Axes goes back to the world axes. Inside a group you draw with the group’s own.

The axes are saved with the project, and changing them can be undone with ⌘Z. A rectangle drawn in empty space follows the axes: with the red axis rotated 30°, it comes out rotated 30°.

Dimensions

  • Click two points (or an edge), move toward where the dimension goes and click; or type the distance. On an arc you get a radius dimension; on a circle, a diameter one: click where the text goes.
  • Dimensions follow the geometry: if it changes, their measurement changes. Orbit to place the dimension on another plane.
  • Double-click (or right-click › Edit Text) changes its text; leaving it empty goes back to the measurement. Window › Model Info › Dimensions and Text: text size and endpoints.
  • A selected dimension has its settings in Entity Info: text size, endpoints, font and color; “From Model” goes back to those in Model Info. There you find “Select All Dimensions” and “Update Selected” (which removes their own settings).

A dimension is selected, moved (which changes its offset) and erased like everything else, and it goes with whatever you group or copy. If a vertex it was attached to disappears, it stays where it was. On a linear dimension, the right-click menu has “Text Position ›” (Outside Start, Centered or Outside End) and “Align to Dimension”: the text runs along the line, above it and upright for reading; unchecked, it faces the screen.

Text

  • Click a vertex, an edge, a face or an object, and click where the text goes: a leader text. It suggests <>, which is replaced by what you pointed at: its coordinates, its length, its area or its name, and it updates by itself.
  • Click empty space: a screen text, fixed even when you turn the view. Double-click a face: its area, without asking.
  • Double-click (or right-click › Edit Text) changes it; leaving it empty goes back to <>.

Leader text is selected, moved (the text; its point stays where it points) and erased like a dimension. The font size is the one in Model Info › Dimensions and Text. With the right-click menu, “Arrow ›” chooses its arrow (as with dimensions: None, Dot, Closed or Open) and “Leader ›” its line: Pushpin (anchored, turns with the model), View Based (the text stays the same screen distance from its point as you orbit) or Hidden (text only).

3D Text

  • Tools › 3D Text: type the text (several lines), choose the font, style, alignment and height; Filled makes faces and Extruded gives them thickness. Place sticks it to the cursor and a click drops it.
  • You get a “3D Text” group lying on the red-green plane of the drawing axes, with real edges and faces: you can push, rotate or explode it like everything else.

The fonts are Droid Sans and Droid Serif, which come with Smustard (your computer's fonts can't be read as outlines). A character that isn't in the font shows as “?”. To stand it up, turn it with Rotate.

Guides

  • Guides (infinite dash-dot lines) are not geometry, but the cursor snaps to them (“On Guide”, “Guide Point”) and to where they cross (“Intersection”).
  • You select, move, rotate and copy them like everything else; Delete or the Eraser erases them. Edit › Delete Guides removes them all; View › Guides hides them.
  • Right-click an arc, a circle or a polygon › Find Center: a guide point at its center.

Guides are saved with the project and go with whatever you group or copy. Inside a group, they belong to the group.

Curves

  • An arc, circle, polygon or freehand curve is a curve: double-click to select it whole.
  • With a curve selected, Entity Info gives its radius (type another to change it), its segments and its length.
  • Edit › Weld Edges joins touching edges into a curve; Explode Curve separates them again. Convert to Polygon keeps its sides from coming out smooth when you push it.
  • Divide also rebuilds a selected arc or circle with the number of parts you give, on the same circle.
  • When you push a face with a curved edge, its sides come out smooth: a circle makes a cylinder.

When you pass over the edge of an arc or circle, its center becomes a snap point (“Center”).

Divide

  • Select a straight edge (or an arc or a circle) and Edit › Divide (or right-click).
  • Move the cursor toward the center for fewer parts or toward the ends for more; a click divides it, or type the parts and press Enter.

Terrain

  • Draw › Terrain From Scratch. Before you start, type the grid spacing (3 m otherwise).
  • Click a corner, click the end of the first side and click for the width, or type the length and width. Sides come in whole grid squares.
  • You get a flat “Terrain” group made of triangles, ready to Sculpt.
  • Place each contour line at its height, select them (or the groups that hold them, as they come from a DXF) and Draw › Terrain From Contour Lines.
  • You get a “Terrain” group with triangles that pass through the contour lines; the contour lines stay as they were.
  • If a flat triangle remains between points of the same contour line, Flip Edge fixes it.
  • Open the terrain with a double-click and Tools › Flip Edge.
  • Click the edge between two triangles (or on a triangle, near that edge): it switches to the quadrilateral’s other diagonal, shown dashed before you click.
  • Open the terrain with a double-click and choose Tools › Sculpt. Type the radius first (3 m by default; after that, the last one used), or “5r” whenever you like.
  • Click the terrain and move the mouse up or down: the area within the radius rises or sinks with a smooth falloff. Click again, or type the height (a negative one sinks it).
  • With faces selected, they rise whole and the falloff starts from them. Double-click repeats the last height.
  • Open the terrain and choose Tools › Add Detail. Click a triangle, an edge or a vertex: a new point appears (or the vertex is used).
  • Move the mouse up or down and click, or type the height.
  • With triangles selected before you pick the tool, each one is split into four to refine the terrain.
  • Place the object (a house, a box) above the closed terrain and choose Tools › Stamp.
  • Click the object; type the offset and the width of the transition (1 m by default; after that, the last one used); click the terrain.
  • Move the mouse up or down and click, or type the height above the object’s base: the terrain forms a flat platform with its footprint and a smooth transition around it.
  • Like Stamp, but with the slope at an angle: place the platform object above the closed terrain and choose Tools › Cut and Fill.
  • Click the object; type the slope angle (33.7° by default, 1 rise to 1.5 run; after that, the last one used); click the terrain.
  • Move the mouse up or down and click, or type the height above the object’s base: the platform stays flat and, around it, the terrain drops to the slope where it was higher (cut) and rises where it was lower (fill), until it meets it.
  • Draw the lines you want to bring onto the terrain above it (a path, a plot), select them and choose Tools › Drape.
  • Click the closed terrain: the lines drop onto it and split it; the ones above stay as they were. For selected faces, their edge is draped.
  • Architecture › Contour Lines…: the contours of everything being edited (including what is inside it), at the spacing you type from the start elevation, in a “Contour Lines” group.
  • To bring the edge of a face onto the terrain, use Tools › Drape.

Architecture

  • Architecture › Wall…: choose the type (solid, cavity wall, stud partition or custom profile), its dimensions and whether the path runs along the left face, along the centerline or along the right face, and press Draw.
  • Click the wall's points, as with Line; type the length of each segment. Double-click or Enter finishes it; clicking the first point closes it. ⌥ changes the alignment. Esc stops the wall where it is; press it again to leave the tool.
  • Walls stay vertical on a slope too. Each one is a “Wall” group: right-click › Edit Wall… changes its dimensions and rebuilds it in place.
  • Custom Profile: draw the cross-section lying flat on the ground, select it and press Draw; the first click, on it, is the point that follows the path.
  • Architecture › Wall Opening…: a rectangle with its width and height, or the outline of a selected face lying on the ground (Custom Profile), and press Open.
  • Click a reference point on the wall face; then, along the wall, click or type the distance to the opening; and up or down, click or type the height of its bottom edge. Double-click places it with its bottom corner at the cursor. Esc goes back a step.
  • It cuts through the whole wall. In a “Wall” it is stored: Edit Wall opens it again. In another solid group, it reaches the opposite face.
  • Architecture › Frame…: with a face selected (for example, an outline drawn over an opening), a window or door in its shape: the frame with its width and depth and, if you want, its glass. A door has no frame at the bottom.
  • Columns and Rows split the frame's opening into equal sashes, with mullions between them. Position: in front of the face, in the middle or behind. The selected face, if it was loose, is removed.
  • In Wall Opening…, “Frame” puts a window or door in the opening it cuts, in the middle of the wall's thickness, with the Frame dimensions.
  • Architecture › Stair…: straight, L-shaped, U-shaped or spiral; solid, on a slab or with open treads on stringers; with a railing if you want. The steps come from the height and the maximum riser; L, U and spiral turn left or right.
  • Architecture › Escalator…: at 30°, with its flat steps, balustrades, handrails and structure; its height can come from the second click.
  • Place: click where it starts (the middle of the first step, on the floor) and again toward where it goes up, or type the degrees. Esc leaves it unplaced. Right-click › Edit Stair… changes its dimensions in place.
  • Architecture › Column…: rectangular, round, elliptical, with capital, Tuscan or round Tuscan (the Tuscan order, in proportion to its side). Place: click the center of its base and again to rotate it, or type the degrees.
  • Architecture › Spread Footing…: the footing with its pedestal; it is placed by the top of the pedestal, where the column starts.
  • Architecture › Strip Footing…: drawn like a wall, by clicks; it hangs below the path, with the stem wall on top and the footing below. The stem wall can be 0.
  • Right-click › Edit Column… or Edit Footing… changes its dimensions in place.
  • Select one or more faces (of any shape, holes included) and open the dialog from the Architecture menu; Make puts each face's result in a new group, selected, in one step.
  • Architecture › Louvers…: parallel louvers at the spacing, horizontal or vertical, flat or rectangular, tilted by the degrees you type (90°, on edge); in front of the face, in the middle or behind. Where the face has a hole, the louver is split. If you want, remove the face.
  • Architecture › Lattice…: the face made into a plate of its thickness, with rectangular or round openings at a spacing in each direction and rotated by an angle; only those that fit whole, 1 cm from the edge and from holes.
  • With Openings set to “Custom Profile”, the opening is the smallest of the selected faces (draw it at the opening's size, on the plate or apart): it is read facing each plate, centered; the other faces are the plates.
  • Architecture › Grooves…: horizontal strips at a spacing from the start offset; raised, in a group, or recessed into the solid: to recess them, open the solid's group and select its faces.
  • Select one or more faces and open the dialog from the Architecture menu. They go on the side each face points to: to put them under a slab, its face must point down (Reverse Faces). One group per face, in one step.
  • Architecture › Joists…: rectangular or steel (I, U, C, L, T or tube), with their width, depth and thickness, at a spacing, along the face's red direction rotated by the degrees you type. Where the face has a hole, they are split.
  • Architecture › Profiled Metal Sheet…: the face made into trapezoidal sheet (pitch, height, and top and bottom widths) or corrugated sheet (pitch and height), with the ribs along red turned by Rotation; a surface with no thickness, with the valleys on the face.
  • Architecture › Profiles…: the Profile Sweep dialog, to make profiles along the selected edges, one chain or several.
  • Select the horizontal face of the plan (of any shape, courtyards included) and Architecture › Roof…: one roof plane per side, all with the same slope, in a “Roof” group. The plan face stays.
  • Height: that of the roof planes over the sides of the plan. Overhang: how far the eave sticks out on each side (outward, and inward over courtyards); the eave drops as the slope dictates. Fascia: a band under the eave, of the height you give (0, none).
  • Architecture › Rafters and Purlins…: open the roof's group, select its roof planes and press Make: under each one, the purlins (horizontal, if you want them), the rafters down the slope and the fascia at the eave, in a “Structure” group with its pieces in groups. Vertical faces are skipped; if the roof already has a fascia, set Fascia to “No”.

Undo and Redo

Undo (⌘Z) and Redo (⇧⌘Z) work for everything: drawing, moving, grouping, erasing.