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Customers can quickly draw drawings making use of the obtainable tools, paint and imagine their designs, representing and processing the installations in a three-dimensional view. You can rebuild the inside of the developing eg, kitchen or bathing room , create areas and elevations, the sizes and flooring of the space and develop professional paperwork with programs of building plans created. Main features:. New components with high-heeIed textures and regular maps.

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Click OK to proceed to the next window. You can use this window to specify what features you wish to install. Click on a line item to select it. Information about its contents and hard drive space requirements displays beneath the list of features. Click the drop-down arrow beside a line item to specify how it is installed. By default, Entire feature will be installed is selected for all line items. Choose Entire feature will be unavailable to prevent a selected subfeature from being installed.

When this option is selected, a red X will display beside the line items drop-down arrow. The top level feature cannot be excluded from installing. If you decide to not proceed with the program installation, click the Cancel button.

Click Install to install the program and supplemental content as specified. The Setup Wizard will begin copying files to your hard disk after a few moments and a green progress bar in this window will show the status of this process.

When all files have been copied, this dialog will display. Click Finish to launch Chief Architect. Installing Your Optional Hardware Lock If you do not have hardware lock security for your Chief Architect license, skip this section and proceed to the Starting Chief Architect section of the instructions.

USB Hardware Locks. Your Hardware Lock If you have hardware lock security, the hardware lock is your key for operating Chief Architect. You will not be able to operate Chief Architect unless this lock is attached to the computer you wish to launch the program on, so please take care of it.

Before Installing Your Lock Do not plug the hardware lock into your computer until you have completed the preceding Chief Architect installation instructions. Installing Your Lock 1. Attach your lock to any available USB port. Your computer should detect the lock and install it automatically.

Launch Chief Architect. Starting Chief Architect If you have plan and layout files created in previous versions of Chief Architect, be sure to read Before You Begin on page of the Reference Manual before you open any of these files in Chief Architect X5. You can use the Start menu or the shortcut on your desktop to start Chief Architect. When you launch the program for the first time, the Registration Wizard will open. Take a moment to complete the Registration Wizard, which authenticates your right to use this product and gathers information which may be used to notify you of free updates and other important information.

Please be assured that Chief Architect Inc never sells or shares this information with other parties. Enter your Product Key, which is located in the account information from your download or on a sticker inside your DVD case. If your program license uses hardware lock security, and either your hardware lock is not plugged in or a driver for the lock is not detected, this window will appear.

Make sure that your hardware lock is plugged into the computer and is lit up and click Next. If this window remains open, click the Install Hardware Lock Drivers button to install the most current driver for your lock. Then click Next. If, with the new driver installed, this window is still present, click the Run Hardware Lock Troubleshooter for more information.

Enter your contact information. When you click Next, you will be asked to confirm your e-mail address. This information does not display if you have hardware lock security. Click Print Registration Information to print a copy of the registration for your own records. See Library Content on page of the Reference Manual. Uncheck the box beside a library catalogs name to prevent it from migrating into the version X5 Library Browser. Click the Clear All button below a list to migrate none of the catalogs in that list into the version X5 library.

When this is checked, your version X4 custom library content will be migrated and placed in your User Catalog. If you upgraded to Version X5 directly from Chief Architect X3, X2 or X1 and have custom library content from that version on your computer, the Legacy Libray Conversion dialog will display. To convert this custom content for use in Version X5, click Yes. Library content from Chief Architect 10 or prior cannot be converted for use in Version X5 automatically; however, you can convert this content yourself.

Program Updates From time to time, Chief Architect releases Chief Architect program updates that are available for download free of charge from the Chief Architect Web site, www. Click No to launch Chief Architect.

Program updates are not patches: when an update is installed, the previous version is uninstalled and then the new version is installed. Library content, Preference settings, and custom, user-specific data like toolbar configurations and template files, are not affected by program updates.

If you prefer that the program not check for program updates every time it launches, you can disable this feature in the Preferences dialog. See General Panel on page 86 of the Reference Manual. Deactivating Chief Architect Licenses A license of Chief Architect can only be active on one computer at any given time.

If you have been running the software on one computer and wish to run it on a different computer, or if you wish to rename your computer, you must deactivate your license first. An active Internet connection is required to deactivate a Chief Architect license.

To deactivate a Chief Architect license 1. Launch Chief Architect on the computer where the license is active. A message will confirm that you wish to deactivate the license. Click Yes. After a pause, a second message will inform you that the license has been deactivated. If you have installed both the bit and the bit version of Chief Architect X5 Premier and deactivate one of these, both will automatically become deactivated.

If you are using hardware lock security, you do not need to deactivate your license. Instead, attach the lock to the computer you wish to use before launching Chief Architect. See Your Hardware Lock on page Uninstalling Chief Architect There are two ways that Chief Architect can be removed from your computer: from the Control Panel and using the Setup Wizard on the program disk.

Please note that if you do not have an active Internet connection, your license will not become deactivated. To remove the program using the Control Panel 1. Double-click the Computer icon on your desktop. Open the Control Panel. Find Chief Architect and click Remove.

To remove the program using the Setup Wizard 1. On the Setup Maintenance page, select Uninstall and click Next. A message will display, asking if you would like to remove the selected application and its components.

Click Yes to remove Chief Architect. See Chief Architect Data on page If an emergency forces you to reformat your hard drive, reinstall Windows, or resort to a system restore point, be aware that none of these actions result in a normal program uninstallation or license deactivation. This House Design Tutorial shows you how to get started on a design project. The tutorials that follow continue with the same plan.

When we are finished, we will have created a sample plan named Stucco Beach House. You can then apply the tools and techniques learned to your own plans. Before You Begin Chief Architect may look differently on your screen than it does in the following tutorials.

Screen captures are taken from a smaller window to optimize image quality, so the size and proportion of your interface may be different. Some features, such as the Reference Grid, have been turned off to optimize image quality. Since toolbars can be customized, their default layout and location may differ.

As the program is updated, features may be added or removed. For more information, see Program Updates on page Depending on your operating system and Windows system settings, dialogs and toolbars may appear differently than they do in the tutorials. Getting Started Well start with a new, blank plan. To start Chief Architect 1.

Click the Windows Start button and select All Programs. When Chief Architect launches, the Getting Started window displays. For more information, see Startup Options on page 28 of the Reference Manual. Click New Plan to open a new, blank plan. If you have disabled the Startup Options at startup or already have the program open, 4. You should begin work on any new file by saving it. Specify the location on your computer where you would like to save the plan.

Type a name for your plan. Click Save. It is wise to save your work, and save it often, as you proceed. Setting Defaults Default settings determine the initial characteristics of objects when they are first drawn. Before we draw walls and create rooms, we should always make sure the defaults will meet our needs for the current project.

To set the Framing Defaults 1. Click on “Framing” to highlight it, then click on the Edit button to display the Framing Defaults dialog. Review each of the tabs and settings available for setting up your Framing Defaults. For more information, see Framing Defaults on page of the Reference Manual. Once you have set up your Framing Defaults to suite your needs, click OK to apply the changes. To set the Dimension Defaults 1. Click on the plus sign next to “Dimension” to expand out this category, then select the type of dimension you want to modify.

For the purposes of this tutorial, we will select Auto Exterior Dimensions, and click the Edit button. Review each of the tabs and settings available for setting up your Dimension Defaults. To set the Floor Defaults 1. Select “Floor” from the list and click the Edit button to open the Floor Defaults dialog. On the Structure tab, note the Ceiling Height. We will leave this value unchanged for this tutorial. Click OK to close the Floor Defaults dialog. To set the Wall Defaults 1.

You may want to review some of the other available defaults when setting up your template. For example, you can modify your Cabinet defaults, where you can set up your materials for Base, Wall and Full Height Cabinets so that any future cabinets placed in the plan will initially use these default settings. You can save this plan as a Template for use when creating new plans. See Creating Templates on page 75 of the Reference Manual. Drawing Walls Well start by drawing some exterior walls.

When drawing walls, do not try to size or position them precisely – they can be more easily positioned after they are created. To draw exterior walls 1. Click and drag from left to right to draw a wall. Walls can be drawn in two ways:. If you first click using the left mouse button, each wall section will end when the mouse button is released. Place the pointer over an existing wall end and click and drag to create a new connected wall section. If you initially click using the right mouse button, you will draw continuously connected walls until you click both mouse buttons simultaneously or press the Esc key.

Wall length is indicated in the Status Bar as the wall is drawn There are a few things to make note of as you draw a wall. The walls length displays in two places: above the wall and in the Status Bar at the bottom of the screen. Wall angles are restricted to increments of 15 when Angle Snaps are on. See Snap Behaviors on page of the Reference Manual for more information. Continue drawing walls, creating a rough outline of the buildings exterior, as shown in the following image.

Exact dimensions are not important yet, but it is helpful to keep the final size of the structure in mind as you draw. The overall length of this buildings sides will be 41 x “. It is important that exterior walls and any other wall types with an interior side and an exterior side are drawn clockwise to ensure the proper orientation of wall surfaces. When the walls enclose an area completely, a Living Area label is created. See Living Area on page of the Reference Manual.

Interior walls are drawn the same way that exterior walls are. To draw interior walls 1. To delete a wall 1. While the Select Objects tool is active, click on a wall with the pointer to select it. Creating Dimension Lines Dimension lines locate walls, openings in walls, and other objects.

In Chief Architect, you can generate several types of automatic dimension lines and draw a variety of manual dimensions such as Interior Dimensions, Point to Point dimensions, Baseline dimensions, and angular dimensions. For more information, see Dimensions on page of the Reference Manual. To create automatic exterior dimension lines 1. For a closer view of a certain area, click the Zoom tool, click and drag a box around the area you want to see in detail, and release the mouse button.

That area fills the screen. To draw an interior dimension line 1. Note: Interior Dimensions locate the Main Layer of walls by default rather than wall surfaces. This and other options can be changed in the Dimension Defaults dialog. Adjusting Wall Positions Now well adjust the spacing of walls with more precision. There are a couple of ways to move walls into position, but the fastest and most accurate uses dimension lines. For more information about using dimensions to relocate objects with accuracy, see Moving Objects Using Dimensions on page of the Reference Manual.

To move walls using dimensions 1. Click the Select Objects so we can see the. Click on a dimension line that indicates how far the selected wall is from another wall.

There are a couple ways to determine which dimensions can be used for this purpose: Move the selected wall and see which dimensions update. Move your pointer over a dimension. If it is an associated dimension, the icon will change to a pointing hand Selected Wall. Click on the associated dimension and enter a new value.

Remember, numbers entered with an apostrophe denote feet and numbers entered with quotes denote inches. If neither apostrophes or quotes are included, the entered value defaults to inches. Use the Enter key on your keyboard to close the dialog and apply the change so that the wall will move the specified distance. Repeat this process for the adjacent exterior wall, continuing in a clockwise direction.

If you use dimensions to reposition walls, you should always work in the same direction, adjusting one wall section after another. Dimensions can also be used to change the length of a selected wall. Bear in mind, though, that the when a wall is resized in this manner its Start point will always be locked and its End point will always be moved.

When, adjusting all the walls in a floor plan, it is often easier to move them than to resize them. See Editing Walls on page of the Reference Manual. When your exterior walls are positioned properly, you may find it helpful to delete the dimensions. To delete all dimensions at once 1. Check Manual Dimensions to delete manually-drawn dimension lines such as those drawn by the Interior Dimension tool; Check Automatic Dimensions to delete automatically generated dimension lines such as those created by the Auto Exterior Dimensions Click OK.

Although using dimensions is generally the fastest and most accurate way to move walls, you can also move them using their edit handles and edit tools. To move walls using their edit handle 1. Click the Select Objects tool then click on an exterior wall to select it.

Click and drag the Move edit handle that displays at the position along the wall where you clicked. Walls can be moved perpendicular to the direction that they are drawn. As you move the wall, the dimension lines that indicate how far it is from other walls will update.

If you have difficulty positioning a wall at the desired location because it jumps over that location as you move it, try zooming in on it by scrolling with your mouse wheel or by using either the Zoom or Zoom In slow your mouse movement. You can also use the Accurate Move edit tool to. To use the Accurate Move edit tool 1. Click on the wall that you wish to move more slowly and with greater accuracy.

Click the Accurate Move edit button. Click and drag the Move edit handle to the desired position. Your mouse will move more slowly for this edit only. The next time you want to move or resize the wall slowly, you will need to click the Accurate Move.

Creating Rooms Now that the exterior of the house has been finalized we can begin laying out rooms on the interior. Rooms are defined by the walls that enclose them.

They are then assigned a Room Type that assigns common room attributes. For more information about rooms, see Room Types on page of the Reference Manual. To define rooms using interior walls 1. As with exterior walls, you dont need to worry about exact placement as you draw. Click the Select Objects button, then select the top wall section created by the breaks and delete it. Repeat this process for the bottom wall section, so that only the middle section remains, which is hatched in the image below for illustrative purposes.

To change a walls type 1. Select a wall with the incorrect wall type and click the Open Object edit button to open the Wall Specification dialog. On the Wall Types tab, click the Wall Type drop-down list and select the desired wall type. Click OK to close the dialog and change the selected wall to the chosen wall type. Repeat this process for each of the walls that you want to change, as in the image below.

Using Invisible Walls In reality, rooms are not always divided by a physical wall. The separation of two rooms may be marked by a change in the flooring carpet to tile, for example , or by a change in the interior wall covering. In Chief Architect, an invisible wall can be used to define rooms without creating an actual wall. Well use invisible walls to define more of the first floor layout. As with changing a walls type, we can also place a break and mark walls as Invisible, or draw walls using the tool.

For more information, see Invisible Walls on page of the Reference Manual. To create an invisible wall 1. Object edit tool to display the Wall Specification dialog. On the General tab, note that Invisible and No Locate are checked. Uncheck No Locate, as while this option is selected, it will prevent dimensions from locating the wall, and click OK.

Repeat this process for any of the remaining invisible walls in the plan that you want to be able to dimension to. Adjust the wall spacing of the interior, exterior and invisible walls to match the following image using Interior Dimensions , just as you did with exterior walls. For example, porches use a concrete floor material and have a ceiling and roof, while decks use floor planking and have no ceiling or roof. For more information, see Rooms on page of the Reference Manual.

To designate a Room Type for a room 1. Click the Select Objects button, then click in the small room at the bottom of the plan. On the General tab, click the Room Type drop-down list and select Entry. Click OK close the dialog and apply your change. Double-clicking a room when the Select Objects tool is active will also open the Room Specification dialog. Creating a 3D View Lets take a look at our plan in 3D and see how it looks so far. For more information, see 3D Views on page of the Reference Manual.

To create a camera view 1. In floor plan view, click the Fill Window window with the entire drawing. Click at the bottom of the floor plan view window and drag a line that stops at the Entry. The point where you click A defines the point of perspective and the line B defines the direction of perspective.

Release the mouse button to create the 3D camera view. Where the mouse is released C is the cameras focal point. If necessary, you can use the Mouse-Orbit Camera tool to change the cameras perspective. The camera will revolve around its focal point C. See Repositioning Cameras on page of the Reference Manual for more information.

Final Views often take significantly longer to generate than Previews, so the 3D view reverts back to the Preview Settings as soon as anything is changed within the view. To create a floor overview 1. A floor. You can press the I in and the O out keys on the keyboard to zoom in and. For more information on modifying camera views, see Editing 3D Views on page of the Reference Manual. Adding Floors Creating new floors in a plan is easy, but it is best to do so only after the first floor plan has been finalized.

Now that we have done so in our plan, well add a second story and basement. For more information about working with multiple floors, see Multiple Floors on page of the Reference Manual. To add a second floor 1. The New Floor dialog displays. Click OK and a floor plan for the second floor is created based on the exterior walls of the first floor plan. We will need to edit the walls of our second floor manually.

It will be difficult to know where the second story walls should be without knowing where the first floor walls are located. We will now edit the second story walls. To merge two parallel walls into one 1. Select the upper wall of the house, then click and drag its center edit handle to move it. When the wall becomes aligned with another wall and can merge with it, it will stop at a “sticky point. If you keep dragging the mouse, the wall will break free of the sticky point and you can continue moving it.

In this case, we will release the mouse button. Note: Before merging walls, make sure Object Snaps are turned on. For more information, see Object Snaps on page of the Reference Manual. Repeat these steps until we have exterior walls that are aligned as shown in the following image.

To achieve this, we could also have created a blank second floor plan and then drawn our second story walls manually. To create a foundation or basement 1. Click OK to close the dialog and create a foundation level for your plan. For more information, see Foundation Defaults on page of the Reference Manual. For more information, see Adding Floors on page of the Reference Manual.

Notice that the “S” Markers indicate a Step Foundation. To add a second story balcony Now that we have a second floor, well use the tools and techniques we learned earlier to add a second story balcony that is aligned with the floor below. If they are not already displayed, click Reference Display walls. Select the Straight Railing tool.

Draw a balcony as shown in the following image. If you have Object Snaps on, the second story balcony railing will likely be drawn in alignment with the first floor on your first attempt.

If not, you can manually align the wall with the first floor deck below in the following steps. Repeat this process for the remaining railings in the plan. Select a section of railing that has a wall below it on the first floor and click the Align with Wall Below edit button.

Note: If Align with Wall Below is not available, the selected railing either needs to be moved closer to the wall below, or the railing is already aligned with the one below. See Aligning Walls on page of the Reference Manual. Repeat this step for each section of railing that has a railing directly below it on the first floor.

Finally, you can customize the interior of your second floor with interior walls. When you are finished, your second floor should look similar to this:. Adding Stairs Now that weve got three floors well need to get from one floor to another. To draw stairs with a landing 1. Click Down One Floor to go to the first floor. Click and drag to draw a short stair section as shown in the following image. Click on the landing with either the Straight Stairs or Select Objects and if needed, resize it using its edit handles to fit against the wall.

To create a stairwell 1. Select either of the two stair sections. Click the Auto Stairwell edit button to create a stairwell. Click the Up One Floor button to go to the second floor. Notice that the second floor now displays a stairwell defined by railings. A stairwell is an interior room that is automatically assigned the Room Type Open Below in the Room Specification dialog.

It makes sense to draw the basement stairs directly below the stairs to Floor 1. We could use the Auto Stairwell edit tool to create another stairwell; however, in this situation, it will be better to use our existing interior walls to define the stairwell, rather than by the railings that the Auto Stairwell tool generates. To manually create a stairwell 1.

Click the Down One Floor button to go down to Floor 1. Next, click on a stair section inside of the stairwell room and click the Select Next Object stair. Do not draw the landing just yet, though. Select each stair section and adjust its width and position using its edit handles so that it fits within the walls forming the stairwell drawn on Floor 1. When the stair sections are positioned properly, click with the Straight Stairs create a landing as you did on Floor 1.

Next, use the Select Objects tool to select the landing, click on the Break Line edit tool, and click along the landings edge to place a break, which allows you to reshape it so that it fits against the foundation walls. You can press the I in and the O out keys on the keyboard to zoom in and out of the plan. Placing Doors and Windows Were making progress on our house, but we cant get into it, and neither can light.

Now is a good time to add some doors and windows. For more information about doors and windows, see Doors on page of the Reference Manual and Windows on page of the Reference Manual. To add a door 1. If your views are still tiled, close the 3D view and maximize the floor plan view.

Move the pointer to the entry and click on the front wall, left of its center, to place a door. To add a window 1. Move the pointer to the entry and click on the wall, right of center, to place a window.

To edit a door 1. Click and drag a camera arrow inside the structure, pointed at the entry. Click the Open Object edit button to open the Door Specification dialog. Press the Tab key to update the preview image on the right side of the dialog so that it reflects your change. On the Lites tab, set the Lites across to 3 and Lites vertical to 5.

Click the Open Object edit button to open the Window Specification dialog. On the Lites tab, change the Lites across to 4 and Lites vertical to 4. Click OK to close the Window Specification dialog. To change the door swing 1. Return to floor plan view and select the door. To copy a window or door 1. Return to the 3D view and select the window, or door, you wish to copy. For more information about copying objects, see Copying and Pasting Objects on page of the Reference Manual.

Doors and windows can be placed, selected, deleted, copied, pasted, and edited in either 2D or 3D views. If there is a window design that you will be using throughout a plan, you can create it once, then just copy and paste it. An even better approach is to set your door and window defaults to the desired settings before placing these objects. To create a doorway 1. To customize the doorway 1. Select the doorway by clicking on its frame and click the Open Object edit button to open the Door Specification dialog.

On the General tab, change the Width to 54″ and the Height to 96″. On the Casing tab, change the Casing Width to 10″. Be sure to delete the D from the text field as it stands for “default” and will continue to apply the default casing width if it is not removed, regardless of the value you specify.

On the Arch tab, click the Type drop-down and specify a broken arch from the list. Set the Height of the broken arch to 12″. Click OK to close the Door Specification dialog. Click the Center Object edit button, then click inside the entry room, near the interior wall containing the doorway. Return to the camera view to see the results. Use the tools and techniques youve learned to add window and doors to the rest of the plan, as shown in the following images.

Doors placed in interior walls become interior doors and have different specifications than exterior doors. If you feel inspired, customize the doors and windows as you see fit. For example, increase a doors width to 48″ or greater and the program will automatically create a double door. Weve added quite a lot to our model. Lets see how it all looks. To take a final look 1. Using the Full Camera tool, create an interior camera view on Floor 1. Remember that where you click determines the cameras perspective and where you release determines the point about which the camera will rotate.

A short drag distance is ideal, however, the distance must be greater than one foot. Release the mouse button to create the 3D camera view then use the Mouse-Orbit Camera tool to take a look around and see our progress so far. You can also learn about materials in the Materials Tutorial or find out more about roofs in the Roof Tutorial.

To learn how to arrange views of your model on a page for printing, see the Layout Tutorial. The first portion of this tutorial can be completed independent of the previous tutorials. Well go over some common roof styles that can be created using settings in the Wall Specification dialog. Well also learn how to add gables over doors and windows, how to create dormers automatically and manually, and how to create skylights.

For additional information about using the Roof Tools, see Roofs on page of the Reference Manual. Getting Started with Roofs To gain a basic understanding of roofs and how they function with Chief Architect, well begin this section of the tutorial with a new plan.

To begin a new plan 1. Well use this outline to build a number of different roof styles. See Drawing Walls on page Auto Rebuild Roofs is turned off by default, and this tutorial is presented with this feature disabled; however the information presented here also applies when it is enabled. Deleting Roofs Whether a roof was drawn manually or automatically generated, deleting roof planes is easy.

To delete a roof 1. If a warning message states that roofs cannot be deleted while Auto Rebuild Roof is on, click the Yes button to turn off Auto Rebuild Roof and delete the roof. Hip Roofs When roofs are automatically generated, the default roof type is a hip roof, which means that a roof plane is built over every exterior wall in the plan that does not have another wall drawn above it. To create a hip roof 1. Gable Roofs If you would like a gable over a particular wall rather than a roof plane bearing on it, you can specify it as a Full Gable Wall in the Wall Specification dialog.

To create a gable over a wall, specify it as a Full Gable Wall. To create basic gable roof, two walls must be specified as such. To create a gable roof 1. Click on the floor plan view window to make it the active view. Click the Select Objects tool, select the vertical wall on the left, hold down the Shift key, and select the vertical wall on the right.

The two walls should be group-selected. Alternatively, you can click the Change to Gable Wall s edit button.

Attic Walls When a roof is generated, attic walls are also generated. An attic wall fills the space between the first floor walls and angled roof planes above. To see this in floor plan view, take a look at the second floor. If you do not want to see attic walls in floor plan view, you turn off their display.

To turn off the display of attic walls 1. To create a shed roof 1. Saltbox Roofs A saltbox is a type of gable roof with different pitches on each of the two roof planes and an offset ridge.

Assign a different pitch to the two roof planes in the Wall Specification dialog for the wall supporting each one. To create a saltbox roof 1. With the Select Objects tool, double-click the lower horizontal wall. Click OK to close the Wall Specification dialog. Leave the Full Gable Wall box checked for the two vertical walls. Gambrel Roofs A gambrel or barn style roof has two pitches on each side of the ridge. The first lower pitch on either side is steeper than the pitch near the ridge. To create a gambrel roof 1.

Group select the horizontal walls and open them for specification. On the Roof tab:. Specify the lower Pitch as 12 in Place a check in the box beside Upper Pitch. Keep the Upper Pitch as 6 in 12 and change the Start Height to To learn more, see Finding the Start of an Upper Pitch on page The two vertical walls should remain Full Gable Walls.

Experiment with alternate pitches and overhangs. Also, try varying the height at which the second pitch begins so that you can see the effect it has on your gambrel roof design. Gull Wing Roofs A gull wing roof has two pitches on either side of the ridge, as a gambrel does; but the first pitch of a gull wing is shallower than the second.

To create a gull wing roof 1. Change the following settings for each of the horizontal walls on the Roof tab of the Wall Specification dialog:. Specify the lower Pitch as 3 in Keep the Upper Pitch as 12 in 12 and change the Start Height to “. The two vertical walls remain Full Gable Walls.

Click the Build Roof dialog. Experiment with the height at which the second pitch begins so that you can see the effect it has on your gull wing roof design. Half Hip Roofs A half hip roof has two gable ends.

At the top of each gable is a small hip that extends to the ridge. To create a half hip roof 1. With the Select Objects tool, double-click each wall and make these changes on the Roof tab of the Wall Specification dialog: For the two Horizontal walls:.

Leave the Full Gable Wall box checked. Check the box beside Upper Pitch. Specify the Upper Pitch as 3 in 12 and set the Start Height at “. Mansard Roofs A mansard roof is a hip roof with two slopes on the roof sections above each of the four walls. The second slope begins at the same height above each wall. The upper slope is usually quite gentle and the lower slope, much steeper.

To create a mansard roof 1. Group select all four walls, open them for specification, and on the Roof tab of the Wall Specification dialog specify the following settings:. Clear the Full Gable Wall checkbox. Specify the lower Pitch as 24 in Keep the Upper Pitch as 1. Finding the Start of an Upper Pitch When creating a roof style with lower and upper pitches, you can determine the exact Starts at or In From Baseline values that you need in an elevation view.

To find the start of an upper pitch 1. Generate the roof using only the first, lower pitch. Be sure to define all the roof information for each wall gable, hip, first pitch, etc.

Create a cross section view that includes the roof plane that will have the second pitch. Using the Point-to-Point Dimension tool, drag a dimension line from the baseline to the vertical plane of the temporary point.

Enter either of these values in the Wall Specification dialog. You can press the Tab key to update the other value. Click OK to close the dialog. Roof Type Quick Reference The following chart provides a quick reference for building the roof styles described in this tutorial.

The chart shows which walls to change and what to change on the Roof tab of the Wall Specification dialog for each wall. These parameters are based on a 34xfoot model. For different size plans, adjust these numbers. Set as High Shed Gable. Roof Returns A roof return is a small decorative roof plane that connects to the low side of a gable roof overhang and extends below the upper triangular portion of the gable wall.

While you can build these manually, the following pictures illustrate the three styles of roof returns that can be produced automatically in Chief Architect. The first two are called Gable and Hip returns, since the returns themselves end in either a gable or a hip.

The third is called a Full return because it extends under the entire gable, connecting both sides. Full roof returns are sometimes referred to as water tables.

The Roof tab of the Wall Specification dialog contains the settings that generate roof returns. Roof returns can be specified for any wall, but only exterior Full Gable Walls can display them. Specify the horizontal Length of the returns in inches; the distance to Extend the returns past the main roof overhang; the style of roof return; and whether the returns are sloping or flat. As long as your model has a roof, the specified roof returns will be generated when you click OK.

For more information, see Roof Returns on page of the Reference Manual. Adding Gables over Doors and Windows You can add a gable roof over a door or window.

To create a gable roof over a door or window 1. A gable is created with an overhang of one foot on each side of the door or window. To remove a gable roof over a door or window 1. Select the door or window and click the Delete Gable Over Opening edit button.

When you rebuild the roof, the gable will be removed. Select a door, window, or mulled unit. Automatic Dormers The Auto Dormer and the Auto Floating Dormer tools offer a quick and convenient alternative to drawing dormers manually. With just a few clicks an entire dormer is placed, complete with roof, roof hole, walls, and window.

There is a limit to how low the roof pitch can be set when creating dormers. Generally, 9 in 12 is the lowest pitch that will provide enough elevation to contain a dormer. Auto Floating Dormer An Auto Floating Dormer can be placed anywhere within a roof plane, as long as there is enough space to contain it. A floating dormer is what some people refer to as a decorative dormer.

It does not require support walls and does not tie in with the structure of the building. Once a dormer is created, it can be moved, resized and opened for specification.

An Auto Floating Dormer cannot initially be placed so that its walls align with an exterior wall. Once it is created, its front wall can often be aligned with an exterior wall below; however, its side walls must remain inside the exterior walls.

Auto Dormer The Auto Dormer tool places a standard dormer, which has the same space and structural requirements as a manually drawn dormer. If you have not drawn dormers manually, you may benefit from learning how. For information, see Manually Drawn Dormers on page Dormers can only be placed in roofs that are large and steep enough to contain them. If a warning message stating that some walls are outside the roof plane appears when you try to place an automatic dormer, try decreasing the Height value in the Dormer Defaults dialog.

A knee wall must be present for the dormer to connect to. A knee wall will create attic space and offer structural support. A wall must be present, but it does not necessarily have to be designated as a Knee Wall in the Wall Specification dialog.

Dormers cannot be in conflict with the ceiling on the same floor. If you need to create an open, attic condition, check Ignore Top Floor in the Build Roof dialog and generate roof planes based on the floor below the dormer. Once placed in your model, an automatic dormer can be repositioned and its width adjusted using its edit handles. Double-click on an automatic dormer to open the Dormer Specification dialog, which looks just like the Dormer Defaults dialog but only affects the selected dormer.

You can also select the dormer window separately; resize it with its edit handles; and open it for specification. For more information about dormers, see Dormers and Crickets on page of the Reference Manual.

Manually Drawn Dormers To create dormers in an upper floor, create a new floor for your plan and modify this floor with knee walls and windows to form gables. Well start with a new 40 x 30 foot plan to learn this technique.

As with automatic dormers, roof pitches of 9 in 12 or greater generally work better than shallow pitches when creating dormers because they provide enough vertical space to build the dormer within.

To create a new plan 1. In the Create New Plan dialog, select the. Click the Fill Window Building Only. Group select the right and left vertical walls, open them for specification, and on the Roof tab of the Wall Specification dialog, click the Full Gable Wall check box and click OK.

Check the Derive new 2nd floor plan from 1st floor plan option in the New Floor dialog and click OK to display the Floor 2 Defaults dialog. Leave these settings at their default for now and click OK.

To create two knee walls A knee wall is a short wall on an upper floor that is cut off by a roof plane. Position this knee wall so that it is 5 feet from the top exterior wall. You can also create a custom wall type for the knee walls, such as a wall with only a framing layer and one sheetrock layer. Draw another interior wall from right to left and position it 5 feet from the bottom exterior wall.

You can reposition the knee walls using dimensions. Group select both interior walls and open them for specification. To build the dormer walls 1. Position the lower walls of each dormer box 2 feet from the bottom wall. The lower dormer walls are those parallel to the bottom wall. Edit each dormer box so that it is 6 feet from each vertical side wall and 8 feet wide.

To add a window to each dormer 1. The program may warn you that you are adding windows to an interior wall; click OK to continue. Select the window; click the Center Object edit button; and click near the wall containing the window to center it on the wall. Do the same for the other window.

To build the roof 1. Group select the two dormer front walls that contain a window, open them for specification, and on the Roof tab of the Wall Specification dialog, check Full Gable Wall and click OK.

Group select the dormer side walls, open them for specification, and on the Roof tab of the Wall Specification dialog, specify the Pitch for the dormer roof plane above the wall, and click OK. Earlier we specified a pitch of 12 in 12 in the Build Roof dialog, that pitch should have prefilled here. A steep pitch of 12 in 12 will work well for these dormers. Double-click the narrow room above the top knee wall to open the Room Specification dialog, designate its Room Type as Attic and click OK.

Do the same for the lower attic room. Create a 3D view to see the results. Notice there are small gaps in the dormer side walls. This gap is caused by the difference between the position of the knee walls and the point at which the ceiling intersects the roof plane. This location is marked by the black dotted line in floor plan view.

Select each of the knee walls and move them back so that they are in alignment with the ceiling plane. When Object Snaps they are close to the ceiling lines.

You can move the interior walls closer to or further from the outside walls to change the dormers elevation, or change the pitch for the roof to make the dormers longer.



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