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Forums >> Revit Building >> Technical Support >> How to make inclined walls between an exo-skeleton?
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I'm using Revit 9.1, and I've inherited an architect's building model. Trouble is, I need to replace the skin, and I'm having difficulty doing so. The building is composed of a series of inclined walls, framed by a structural exoskeleton. I want to be able to create either a roof or a wall in Revit for each section of wall in the building, but I can't seem to make the elements join correctly. It's a hard problem to describe, but perhaps someone can understand where I'm going, and has a suggestion.
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Joined: Mon, Jan 12, 2004
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Pictures are good at explaining things :D
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If they are inclined walls, they very well may have been created using the mass tool. Turn on massing (the little ble cube in the toolbar) and see if there is a mass defining the shapes of the walls.
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Yeah, there is a mass that can define walls. When I attempt to apply walls to the mass, though, the created walls overlap with the solid structural frame, and since they are inclined or oblique walls, I can't figure out how to easily edit them to fit the frame. I'll try to get an image up (I'm just hesitant because this is semi-sensitive material).
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Alright, here's an image. I want to be able to infill each of the triangular sections with a curtain wall skin, and achieve an accurate boundary with the structural frame...
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You'll need to use the edit profile on the curtain wall to create triangular pieces as required.
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For some reason edit post isn't working properly... I've typed this 3 times now... "Alternatively you could use voids to breakup your mass around the structure so you can then place curtain walls by face to the individual faces as required." HTH.
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It all looks like alot of work. I hope that you can see the "exoskeleton" from outside, ie. the skin is glass. Otherwise it seems to be a very onerous way of modeling. I am not saying that this applies to you...but many people seem to forget that this is primarily a documentation/ concept architectural program and not a modeling program. Consequently I see alot of people wasting time on overly complex modelling that is not required to get the idea across to a client or builder. If this model was for a 3d render there are many much easier ways to get the affect you are after using texture and opacity maps, rather than physically modeling it.
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yeah, I'm just trying to get an accurate skin takeoff, but it doesn't seem like there's an easy way to do it. i appreciate the input.
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