Exterior walls are defined in the catalog (custom entry) as being brick veneer on 2x6 studs at a height of 10' (almost 3 meters, Allan! :D). Checking Properties after selecting a wall segment confirms that walls are drawn with height of 10'.
Roof (custom catalog entry) is defined as 10/12 pitch with Support and Details set to a wall height of 10'.
When I Insert/Roofs/Roof_by-Perimeter and choose the 10/12 Pitch roof custom catalog item, the roof is inserted at 8' height. This puzzles me; so I then select the roof and choose an eave segment to see Properties. Support and Details shows Wall Height at 8'. However, when I look in the Building tab at the Roofs catalog entry for the 10/12 custom definition, Support and Details shows wall height at 10', but the variables are greyed-out and cannot be changed. Screenshots of catalog entries included below.
I'm guessing that I did something incorrectly when I defined the custom catalog entry OR there is a program bug that allows one to change the setting (for wall height) but will somehow not apply it to the catalog entry or not use it correctly when inserting the roof.
Suggestions?
rh
I had noticed the same, and found that the support height seems to be controlled by the "Building Locations" wall height during insertion, and by the "Support Height" option after insertion.
Thanks for the info, Willie. Something else to be aware of.
But, when I checked my Settings/Building_Locations, I found the settings in the screenshot posted herewith.
rh
ps
DuHHHHHHHHHHHHHHHHHHHHHHH!
Pulled the trigger on this response too fast. I mistook Ceiling Height for Wall Height in my haste. Wall height was, indeed, set to 8' instead of the 10' I wanted.
pps
I deleted and reinstalled the roof after setting Wall Height in Building Locations and it worked like a charm! :D ;D
Getting used to Locations is one of the main things to creating the 3D model. While the plan controls the length and breadth of the building, it is the Locations that control the height - automatically! While you can change the wall height to whatever you want, it will default to the height on the Location as will everthing else. Before you start a new model you should check out the Locations first and set them according to what the new model will be.
Remember too that you can have several Locations with the same settings - in other words they occupy the same 3D space. This allows you to place things without them being affected by other things on the other Locations. Or you can change some of the settings, so you can, for example, build a roof at several levels, each on its own Location. In fact you can have a roof with no walls, at whatever height you want by setting wall height on the Location accordingly - although it will look better with walls, or posts at least, to hold it up!!!
I usually have a dozen or more Locations for a single story building, although I think this version of FP may not require as many as previous versions.
Allan
Using multiple locations for the same level such as a one floor bldg also helps if you want to easily separate many objects because the active location prevents you from selecting stuff on other locations accidentally....handy if you have a complex design and find selecting objects a problem.
And you can cause objects to overlap in 3D space or "collide" without having collision detection turned off. So for example, in a kitchen you can still snap cabinets together but place objects in the cabinets by having the objects on a different location than the cabinets even tho the two locations are defined exactly the same.
Or you can make different rooms or different parts of the bldg as separate locations to concentrate on that area and not accidentally change the other area.
Of course many locations can cause issues too if you want collision detection or snap to a wall or object or a door to poke an opening into a wall and it wont happen if items are in different locations.
The trick is to learn to know when and when not to use multiple locations. I use them only to solve problems not solved easily in another way.