Houseplan 1.0 Make stunning 3D scheme with speed and ease

Table of Contents
1 SOFTWARE INTRODUCTION ............................................................................................................................................ 1
1.1 Overview ..................................................................................................................................................................................... 1
1.2 System requirements ................................................................................................................................................................... 1
1.2.1 Hardware requirements ......................................................................................................................................................... 1
1.2.2 Software Configuration.......................................................................................................................................................... 1
1.3 Houseplan 1.0 Interface Overview ................................................................................................................................................. 1
2 HOME MENU ............................................................................................................................................................... 4
2.1 File Panel .................................................................................................................................................................................... 4
2.1.1 New ..................................................................................................................................................................................... 4
2.1.2 Open ................................................................................................................................................................................... 4
2.1.3 Save .................................................................................................................................................................................... 4
2.1.4 Save As ............................................................................................................................................................................... 4
2.1.5 Save Selected ...................................................................................................................................................................... 4
2.2 Manage Panel.............................................................................................................................................................................. 5
2.2.1 Properties ............................................................................................................................................................................ 5
2.2.2 Settings ............................................................................................................................................................................... 5
2.3 Draw Panel .................................................................................................................................................................................. 9
2.3.1 Line ..................................................................................................................................................................................... 9
2.3.2 Rectangle........................................................................................................................................................................... 122.3.3 Box.................................................................................................................................................................................... 12
2.4 Building Panel ........................................................................................................................................................................... 13
2.4.1 Building Extrusion .............................................................................................................................................................. 13
2.4.2 Cross-section Extrusion ...................................................................................................................................................... 21
2.4.3 Building Gallery.................................................................................................................................................................. 23
2.4.4 Balcony ............................................................................................................................................................................. 27
2.4.5 Window ............................................................................................................................................................................. 29
2.4.6 Door .................................................................................................................................................................................. 33
2.4.7 Rooftop .............................................................................................................................................................................. 35
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2.4.8 Awning .............................................................................................................................................................................. 42
2.4.9 Outdoor Stairs .................................................................................................................................................................... 44
2.4.10 Glass Curtain Wall ............................................................................................................................................................ 45
2.4.11 Building Attachments........................................................................................................................................................ 48
2.4.12 Move Components ........................................................................................................................................................... 50
2.4.13 Show Floors ..................................................................................................................................................................... 51
2.4.14 Draw Wall ........................................................................................................................................................................ 52
2.4.15 Floor Hole ........................................................................................................................................................................ 53
2.4.16 Draw Railings ................................................................................................................................................................... 54
2.4.17 Stairs ............................................................................................................................................................................... 56
2.4.18 Furniture Gallery............................................................................................................................................................... 61
2.5 3D Operations Panel .................................................................................................................................................................. 63
2.5.1 Move ................................................................................................................................................................................. 63
2.5.2 3D Rotate ........................................................................................................................................................................... 64
2.5.3 3D Scale ............................................................................................................................................................................ 65
3 INSERT MENU ............................................................................................................................................................ 66
3.1 Import Panel.............................................................................................................................................................................. 66
3.1.1 DWG Underlay.................................................................................................................................................................... 66
3.1.2 DWG Layer Management..................................................................................................................................................... 68
3.1.3 Merge Projects ................................................................................................................................................................... 70
3.1.4 Other Formats .................................................................................................................................................................... 71
3.2 Imagery Panel ........................................................................................................................................................................... 73
3.2.1 Oblique Photograph ............................................................................................................................................................ 73
3.2.2 Point Cloud Data................................................................................................................................................................. 74
3.2.3 Data Classification .............................................................................................................................................................. 75
3.2.4 Orthoimagery ..................................................................................................................................................................... 78
3.2.5 Flatten Oblique Image ......................................................................................................................................................... 80
3.2.6 Oblique Data Filter.............................................................................................................................................................. 81
3.3 Output Panel.............................................................................................................................................................................. 82
3.3.1 Publish .............................................................................................................................................................................. 82IIHouseplan 1.0 Make stunning 3D scheme with speed and ease

3.3.2 Export ................................................................................................................................................................................ 88
3.4 VR Panel ................................................................................................................................................................................... 90
3.4.1 VR ..................................................................................................................................................................................... 90
4 EDIT MENU ............................................................................................................................................................... 92
4.1 Modify Panel ............................................................................................................................................................................. 92
4.1.1 Copy.................................................................................................................................................................................. 92
4.1.2 Cut .................................................................................................................................................................................... 92
4.1.3 Paste ................................................................................................................................................................................. 92
4.1.4 Erase ................................................................................................................................................................................. 92
4.1.5 Move ................................................................................................................................................................................. 92
4.1.6 Rotate ................................................................................................................................................................................ 92
4.1.7 Scale ................................................................................................................................................................................. 93
4.1.8 Mirror ................................................................................................................................................................................ 94
4.1.9 Offset................................................................................................................................................................................. 94
4.1.10 Trim ................................................................................................................................................................................. 95
4.1.11 Extend ............................................................................................................................................................................. 96
4.1.12 Break ............................................................................................................................................................................... 97
4.1.13 Stretch ............................................................................................................................................................................. 97
4.1.14 Fillet ................................................................................................................................................................................ 97
4.1.15 Chamfer ........................................................................................................................................................................... 98
4.1.16 Smooth............................................................................................................................................................................ 98
4.1.17 Explode............................................................................................................................................................................ 98
4.1.18 Array................................................................................................................................................................................ 99
4.1.19 Group ............................................................................................................................................................................ 104
4.1.20 Text ................................................................................................................................................................................ 104
4.2 Measurement Panel ................................................................................................................................................................. 104
4.2.1 Distance .......................................................................................................................................................................... 105
4.2.2 Line Angle ....................................................................................................................................................................... 105
4.2.3 Plane Angle ..................................................................................................................................................................... 105
4.3 Positioning Panel ..................................................................................................................................................................... 105
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4.3.1 Normal Move ................................................................................................................................................................... 105
4.3.2 Bottom Leveling ............................................................................................................................................................... 106
4.3.3 Axis Rotation .................................................................................................................................................................... 107
4.3.4 Rotate to Horizontal .......................................................................................................................................................... 108
4.3.5 Rotate Vertical .................................................................................................................................................................. 109
4.3.6 Adjacent Entities .............................................................................................................................................................. 109
4.3.7 Align Entities .................................................................................................................................................................... 110
4.3.8 Arrange ............................................................................................................................................................................ 110
5 MODELING MENU ..................................................................................................................................................... 113
5.1 Advanced Modeling Panel ........................................................................................................................................................ 113
5.1.1 Advanced Modeling .......................................................................................................................................................... 113
5.1.2 Display Mode ................................................................................................................................................................... 114
5.1.3 Vertex, Edge, Polygon ....................................................................................................................................................... 114
5.1.4 Transform ......................................................................................................................................................................... 114
5.1.5 State ................................................................................................................................................................................ 120
5.1.6 Constraint ........................................................................................................................................................................ 122
5.2 Create Tab ............................................................................................................................................................................... 122
5.2.1 Polygon Tools................................................................................................................................................................... 122
5.2.2 Object Tools ..................................................................................................................................................................... 124
5.2.3 Convert Tools ................................................................................................................................................................... 125
5.3 Vertex Tab ............................................................................................................................................................................... 125
5.3.1 Delete .............................................................................................................................................................................. 125
5.3.2 Copy................................................................................................................................................................................ 126
5.3.3 Select Invert ..................................................................................................................................................................... 126
5.3.4 FFD ................................................................................................................................................................................. 126
5.3.5 Slice ................................................................................................................................................................................ 127
5.3.6 Cut .................................................................................................................................................................................. 128
5.3.7 Tessellate ......................................................................................................................................................................... 128
5.3.8 Drag ................................................................................................................................................................................ 128
5.3.9 Target Weld ...................................................................................................................................................................... 128
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5.3.10 Break ............................................................................................................................................................................. 128
5.3.11 Weld .............................................................................................................................................................................. 129
5.3.12 Exit ................................................................................................................................................................................ 129
5.3.13 Remove ......................................................................................................................................................................... 129
5.3.14 Connect ......................................................................................................................................................................... 129
5.3.15 To Edge.......................................................................................................................................................................... 129
5.3.16 Shrink ............................................................................................................................................................................ 129
5.3.17 Grow.............................................................................................................................................................................. 130
5.3.18 Chamfer ......................................................................................................................................................................... 130
5.4 Edge Tab ................................................................................................................................................................................. 130
5.4.1 Delete .............................................................................................................................................................................. 130
5.4.2 Copy................................................................................................................................................................................ 131
5.4.3 Select Invert ..................................................................................................................................................................... 131
5.4.4 FFD ................................................................................................................................................................................. 131
5.4.5 Slice ................................................................................................................................................................................ 132
5.4.6 Cut .................................................................................................................................................................................. 133
5.4.7 Tessellate ......................................................................................................................................................................... 133
5.4.8 Drag ................................................................................................................................................................................ 133
5.4.9 Fence .............................................................................................................................................................................. 133
5.4.10 Create Shape.................................................................................................................................................................. 133
5.4.11 Measure ......................................................................................................................................................................... 133
5.4.12 Exit ................................................................................................................................................................................ 134
5.4.13 Remove ......................................................................................................................................................................... 135
5.4.14 To Vertex ........................................................................................................................................................................ 135
5.4.15 To Polygon ..................................................................................................................................................................... 135
5.4.16 Shrink ............................................................................................................................................................................ 135
5.4.17 Grow.............................................................................................................................................................................. 135
5.4.18 Chamfer ......................................................................................................................................................................... 135
5.4.19 Bridge............................................................................................................................................................................ 136
5.4.20 Ring............................................................................................................................................................................... 137
5.4.21 Loop .............................................................................................................................................................................. 137
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5.4.22 Border............................................................................................................................................................................ 138
5.4.23 Cap ............................................................................................................................................................................... 138
5.4.24 Insert Vertex ................................................................................................................................................................... 138
5.5 Polygon Tab ............................................................................................................................................................................ 138
5.5.1 Delete .............................................................................................................................................................................. 138
5.5.2 Copy................................................................................................................................................................................ 139
5.5.3 Select Invert ..................................................................................................................................................................... 139
5.5.4 FFD ................................................................................................................................................................................. 139
5.5.5 Slice ................................................................................................................................................................................ 140
5.5.6 Cut .................................................................................................................................................................................. 141
5.5.7 Tessellate ......................................................................................................................................................................... 141
5.5.8 Drag ................................................................................................................................................................................ 141
5.5.9 Fence .............................................................................................................................................................................. 141
5.5.10 Smooth.......................................................................................................................................................................... 141
5.5.11 Measure ......................................................................................................................................................................... 142
5.5.12 Exit ................................................................................................................................................................................ 143
5.5.13 Detach ........................................................................................................................................................................... 143
5.5.14 To Edge.......................................................................................................................................................................... 143
5.5.15 To Element ..................................................................................................................................................................... 143
5.5.16 Shrink ............................................................................................................................................................................ 143
5.5.17 Grow.............................................................................................................................................................................. 144
5.5.18 Flip Normal .................................................................................................................................................................... 144
5.5.19 Bridge............................................................................................................................................................................ 144
5.5.20 Outline ........................................................................................................................................................................... 145
5.5.21 Extrude Polygon.............................................................................................................................................................. 145
5.5.22 Extrude .......................................................................................................................................................................... 145
5.6 Element Tab ............................................................................................................................................................................ 146
5.6.1 Delete .............................................................................................................................................................................. 146
5.6.2 Copy................................................................................................................................................................................ 146
5.6.3 Select Invert ..................................................................................................................................................................... 146
5.6.4 FFD ................................................................................................................................................................................. 146
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5.6.5 Slice ................................................................................................................................................................................ 148
5.6.6 Cut .................................................................................................................................................................................. 148
5.6.7 Tessellate ......................................................................................................................................................................... 148
5.6.8 Drag ................................................................................................................................................................................ 148
5.6.9 Fence .............................................................................................................................................................................. 149
5.6.10 Smooth.......................................................................................................................................................................... 149
5.6.11 Measure ......................................................................................................................................................................... 149
5.6.12 Exit ................................................................................................................................................................................ 151
5.6.13 Detach ........................................................................................................................................................................... 151
5.6.14 To Polygon ..................................................................................................................................................................... 151
5.7 Object Tab............................................................................................................................................................................... 151
5.7.1 Delete .............................................................................................................................................................................. 151
5.7.2 Copy................................................................................................................................................................................ 151
5.7.3 Select Invert ..................................................................................................................................................................... 151
5.7.4 FFD ................................................................................................................................................................................. 152
5.7.5 Slice ................................................................................................................................................................................ 153
5.7.6 Cut .................................................................................................................................................................................. 154
5.7.7 Tessellate ......................................................................................................................................................................... 154
5.7.8 Drag ................................................................................................................................................................................ 154
5.7.9 Fence .............................................................................................................................................................................. 154
5.7.10 Smooth.......................................................................................................................................................................... 155
5.7.11 Measure ......................................................................................................................................................................... 155
5.7.12 Select by Name .............................................................................................................................................................. 156
5.7.13 Attach ............................................................................................................................................................................ 157
5.7.14 Extrude Line ................................................................................................................................................................... 158
5.7.15 Lattice............................................................................................................................................................................ 159
5.7.16 Boolean ......................................................................................................................................................................... 160
5.7.17 Mirror ............................................................................................................................................................................ 160
5.7.18 Instance ......................................................................................................................................................................... 160
5.7.19 Loft ................................................................................................................................................................................ 161
5.7.20 Array.............................................................................................................................................................................. 162
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5.7.21 Adjust Pivot .................................................................................................................................................................... 162
5.7.22 Align.............................................................................................................................................................................. 163
5.7.23 ShapeMerge ................................................................................................................................................................... 163
5.7.24 Shell.............................................................................................................................................................................. 163
5.8 Solid Editing Panel .................................................................................................................................................................. 164
5.8.1 General Extrude ................................................................................................................................................................ 164
5.8.2 Extrude Cross-section ....................................................................................................................................................... 164
5.8.3 Make Arc ......................................................................................................................................................................... 164
5.8.4 Multi-plane Loft ................................................................................................................................................................ 166
5.8.5 Single-plane Loft .............................................................................................................................................................. 167
5.8.6 Lathe ............................................................................................................................................................................... 168
5.8.7 Split Entity ....................................................................................................................................................................... 169
5.8.8 Union............................................................................................................................................................................... 170
5.8.9 Subtract ........................................................................................................................................................................... 170
5.8.10 Intersect......................................................................................................................................................................... 171
5.9 Generate Panel ........................................................................................................................................................................ 172
5.9.1 Line/Plane Conversion ...................................................................................................................................................... 172
5.9.2 Polysolid .......................................................................................................................................................................... 172
5.9.3 Extract Single Plane .......................................................................................................................................................... 173
5.9.4 Plane Offset ..................................................................................................................................................................... 174
6 VIEW MENU............................................................................................................................................................. 175
6.1 Perspective Panel .................................................................................................................................................................... 175
6.1.1 Pan .................................................................................................................................................................................. 175
6.1.2 Orbit ................................................................................................................................................................................ 175
6.1.3 Centering ......................................................................................................................................................................... 175
6.1.4 Full View.......................................................................................................................................................................... 175
6.1.5 Frame Selection ............................................................................................................................................................... 176
6.2 3D Navigate Panel ................................................................................................................................................................... 176
6.2.1 View Control.................................................................................................................................................................... 176
6.3 View Tools Panel...................................................................................................................................................................... 176
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6.3.1 Eye View .......................................................................................................................................................................... 176
6.3.2 Front Face ........................................................................................................................................................................ 177
6.3.3 Window View ................................................................................................................................................................... 177
6.3.4 Previous View................................................................................................................................................................... 177
6.4 Hide Panel .............................................................................................................................................................................. 178
6.4.1 Hide Selected .................................................................................................................................................................. 178
6.4.2 Hide Unselected ............................................................................................................................................................... 178
6.4.3 Unhide ............................................................................................................................................................................. 178
7 MATERIAL MENU ...................................................................................................................................................... 179
7.1 Material Panel ......................................................................................................................................................................... 179
7.1.1 Image .............................................................................................................................................................................. 179
7.1.2 Material ........................................................................................................................................................................... 182
7.1.3 Coating ............................................................................................................................................................................ 183
7.2 Edit Panel................................................................................................................................................................................ 183
7.2.1 Adjust Texture ................................................................................................................................................................... 183
7.2.2 Replace Material.............................................................................................................................................................. 185
7.2.3 Free Adjustment ............................................................................................................................................................... 185
7.2.4 Match Material ................................................................................................................................................................. 187
7.2.5 Glass Effect ...................................................................................................................................................................... 188
7.2.6 Outside Wall Region ......................................................................................................................................................... 188
7.2.7 Material Optimization ........................................................................................................................................................ 189
7.2.8 UV Editor ......................................................................................................................................................................... 189
7.3 Display Panel .......................................................................................................................................................................... 206
7.3.1 Backface Cull ................................................................................................................................................................... 206
8 SCENE MENU .......................................................................................................................................................... 208
8.1 Road ....................................................................................................................................................................................... 208
8.1.1 Urban Road ...................................................................................................................................................................... 208
8.1.2 Residential Street ............................................................................................................................................................. 210
8.1.3 Edit Road ......................................................................................................................................................................... 210
8.2 Facilities Panel ........................................................................................................................................................................ 211
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8.2.1 Building Area ................................................................................................................................................................... 212
8.2.2 Greening .......................................................................................................................................................................... 212
8.2.3 Water ............................................................................................................................................................................... 212
8.2.4 Steps ............................................................................................................................................................................... 214
8.2.5 Fence .............................................................................................................................................................................. 215
8.3 Environment Panel ................................................................................................................................................................... 216
8.3.1 Label ............................................................................................................................................................................... 216
8.3.2 Particle Entity ................................................................................................................................................................... 216
8.3.3 Light Entity....................................................................................................................................................................... 218
8.3.4 Scene Entity ..................................................................................................................................................................... 219
8.3.5 Vegetation Entity............................................................................................................................................................... 221
8.3.6 Environment ..................................................................................................................................................................... 222
8.3.7 Optimization ..................................................................................................................................................................... 226
8.4 Animation Panel ...................................................................................................................................................................... 227
8.4.1 Skeletal Animation............................................................................................................................................................ 227
8.4.2 Play Animation ................................................................................................................................................................. 228
8.4.3 Wavy Path ........................................................................................................................................................................ 228
8.4.4 Edit Path .......................................................................................................................................................................... 229
8.4.5 Erase Path ........................................................................................................................................................................ 229
8.4.6 Show Path ........................................................................................................................................................................ 230
9 VIDEO MENU ........................................................................................................................................................... 231
9.1 Path Panel ............................................................................................................................................................................... 231
9.1.1 Draw Path......................................................................................................................................................................... 231
9.1.2 Grounded Path.................................................................................................................................................................. 231
9.1.3 Edit Path .......................................................................................................................................................................... 231
9.1.4 Delete Path....................................................................................................................................................................... 232
9.2 Video Panel ............................................................................................................................................................................. 233
9.2.1 Roaming Operation ........................................................................................................................................................... 233
9.2.2 Roam Path List ................................................................................................................................................................. 234
9.3 Camera View Panel .................................................................................................................................................................. 235
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9.3.1 Camera View List .............................................................................................................................................................. 235
10 OTHERS ................................................................................................................................................................ 237
10.1 Graphic Class Control ............................................................................................................................................................ 237
10.2 Right-Click Context Menu ...................................................................................................................................................... 238
10.3 Orthogonal ............................................................................................................................................................................ 238
10.4 Polar Axis .............................................................................................................................................................................. 238
10.5 Snap ..................................................................................................................................................................................... 238
10.6 Follow................................................................................................................................................................................... 239
10.7 Reference .............................................................................................................................................................................. 239
10.8 Isometric............................................................................................................................................................................... 240
10.9 Perspective ........................................................................................................................................................................... 240
10.10 Shadow ............................................................................................................................................................................... 240
10.11 Anti-Aliasing ....................................................................................................................................................................... 240
10.12 Light Projection ................................................................................................................................................................... 240

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1 Software Introduction
1.1 Overview
Houseplan 1.0 is a powerful, easy-to-learn, lightweight and compatible software that can create stunning 3D models andrenderings efficiently. It not only supports generating 3D architectural entities with one click, but also offers more advanced toolsthat help to customize and refine your designs, as well as produce high-quality images and animations without any hassle. In addition
to being of great help to architectural planning projects, it can also be used in various other industries that require 3D modelling andrendering. Its powerful modelling methods and real-time rendering engine, as well as the large amount of 3D model and texture
resources, allow you to obtain the best work experience and high-quality results with lowest budgets.

1.2 System requirements
1.2.1 Hardware requirements
Minimum

Recommended

CPUIntel I5-6 processor

Intel I5-9 and above

Monitors

1440 x 900 true color display

1920 x 1080 or higher configuration

Video Card

Nvidia GTX1050Ti

Nvidia GTX1660Ti or higher

RAM

16GB

16GB or higher

Hard Drive

4G

8G

Others

Mouse, trackball or another pointing
deviceMouse, trackball or another pointing device

1.2.2 Software Configuration
OS

Win 7 (64-bit) / Win10 (64-bit) / Win 11(64-bit)

1.3 Houseplan 1.0 Interface Overview
The user interface consists of a quick access toolbar, ribbon, property palette, status bar, file tab, command line and workspace.

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Quick Access Toolbar: Allows quick access to frequently used tools such as New, Open, Save, Save As, Undo, Redo, Layer
Control, Element on/off and Layers.

Ribbon: Displays task-based tools relevant to the current workspace that consists of nine tabs. Each tab consists of a series ofpanels of related functions.

Property Palette: Displays the properties of selected object and can be modified.

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Status Bar: It is composed by cursor coordinate position, tools that affect the drawing environment (Orthogonal, Polar Axis,
Snap, Follow, and Reference), The units used by the current drawing, slider to adjust camera speed, view mode buttons (Isometric,
Perspective), and effect switch buttons (Shadow, Anti-Aliasing, Light Projection).

File Tab: Located above the command line, displays one or more opened files.

Command Line: Shows the command prompt during the execution of a tool or command.

Workspace: Displays visible area of current opened file.

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2 Home Menu
This chapter introduces basic features of Houseplan 1.0, such as creating and saving projects, parameter settings, drawing
lines, planes, and volumes, designing building models, deconstructing interior structure, etc., allowing users to quickly cre ate new
projects and improve design efficiency.

2.1 File Panel
2.1.1 New
Select "Home Tab > File Panel >New" to create a new blank drawing.

2.1.2 Open
Select "Home Tab > File Panel >Open" to open a file in *.cpi format.

Note: Multiple documents can be opened at the same time, and you can switch between documents by Ctrl+ Tab, and copy
(Ctrl+ C) and paste (Ctrl+ V) data between documents.

2.1.3 Save
Select "Home Tab > File Panel >Save" to save the current file.

Note:① Saved file is in *.cpi format. When saving an existing file, the original file will be saved as *.cpi.bak. If the original
file is needed, remove the .bak suffix.
② The default auto save interval is 30 minutes. Set the save interval and location in "Home Tab > Manage Panel >Settings > Auto Save".

2.1.4 Save As
Select "Home Tab > File Panel >Save As" to save the current file as *.cpi format only.

2.1.5 Save Selected
Select "Home Tab > File Panel >Save Selected" to select and save existing objects or elements on workspace as *.cpi

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2.2 Manage Panel
2.2.1 Properties
Select "Home Tab > Manage Panel >Properties" to close/open the property palette.

2.2.2 Settings
Allows to manage Houseplan 1.0 parameters regarding to command shortcut customization, workspace background color,
auto save function, switch themes, Units Setup and reset to default option.
Select "Home Tab > Manage Panel >Settings" to open the following dialog box.

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2.2.2.1 Simplify Commands
Sets a key shortcut to quick access a command similar as command alias. Select "Home Tab > Manage Panel >Settings > Simplify Commands" to open the following dialog box.

1. Enter a custom shortcut command in the "Simplify Command" column, and enter it on the command line when it is used.
2. Click on the

button to save the simplified command.

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3. Click on the

button to open a list of defined "simplify command" for easy access and modification.

4. Update the simplified command list by clicking on the
5. Click the

button to import the simplified command list configuration file.

button to select a storage location to export the current list of simplified commands as a configuration file.

2.2.2.2 Set Background
Sets the background color of the workspace in axonometric mode. Select "Home Tab > Manage Panel >Settings >Set Background". Select the color, and click "OK" to apply the settings.

2.2.2.3 Auto Save
Sets the interval and save path for backup files to be saved automatically. Select "Home Tab > Manage Panel >Auto Save" to bring up the following dialog box.

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Enter or select the interval time and click the

button to set the save path; click the "Confirm" button to apply the settings.

Note: The backup file format is *.cpi.

2.2.2.4 Switch Theme
Toggles the available skin or themes provided by Houseplan 1.0. Select "Home Tab > Manage Panel >Settings >Switch Theme " to switch the theme.

2.2.2.5 Units Setup
Sets the drawing units for the current drawing. The common units in metric system are millimeters, centimeters, meters, andthe common units in imperial system are inches, feet.
Select " Home Tab > Manage Panel >Settings > Units Setup", the dialog box will pop up, select the required units inthe list and click "Confirm" button to activate the settings.

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Notes:① The unit of the drawing is determined by the mostrecent setting.
② The status bar will synchronously display thecurrently set unit.
③ If you switch to a different unit method, thedimensions will be automatically converted to thecurrent unit value. However, this does not apply to merged files or imported data such as tilt data, point cloud data,or manual data.
④ When copying a scene to another scene, the unit of the selected scene will match that of the target scene, and related
values will be automatically adjusted.

2.2.2.6 Reset
Select "Home Tab > Manage Panel >Settings > Reset", to restore all settings in the software to the state they were inwhen the software was installed.

2.3 Draw Panel
2.3.1 Line
2.3.1.1 Polyline
Creates a polyline. Select "Home Tab > Draw Panel >Line >

Polyline", there are two ways to draw.

1. Direct draw a polyline(1) Draw a straight-line segment: After specifying the starting point, specify the next point, or continue specifying morepoints until the target position, and press Enter.
(2) To draw a circular line segment: Type or input “A” and press Enter, specify the next point, or continue specifying
more points until the target position, and press Enter.
Note: The arc is tangent to the previous segment of the polyline.
During the process of drawing a single line segment, straight lines and arcs can be drawn at any time by switching
between the “L” and “A” keys. To close, enter “C” and press enter; to abandon the previous operation, enter “U” and press
enter.

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2. Drawing 3D polylines
Type or input “S” to enter and specify the next point, or you can continue specifying the second and third points until thetarget position and press Enter. To close, enter “C” and press Enter; to abort the previous operation, enter “U” and press enter.
Note: When drawing a three-dimensional polyline,
open the "polar axis", as shown in the figure, sothat you can snap to the auxiliary lines whendrawing.

2.3.1.2 Line Segment
Creates line segments. Select "Home Tab > Draw Panel >Line >

Line Segment", specify the start and end

points, and generate a line segment.

2.3.1.3 Arc
Creates an arc. Select "Home Tab > Draw Panel >Line >

Arc" and there are two ways to draw.

1. Draws an arc by directly specifying three points.
2. Enter or type “C” and press enter, draw the arc by the specified circle center. Specify the circle center, start point and end
point to generate.

2.3.1.4 Spline
Creates a spline. Select the item "Home Tab > Draw Panel >Line >

Spline" to draw a spline at the specified

point.
1. Draw an unclosed spline: Specify the starting point and endpoint tangents separately to generate the splines.
2. Draw a closed spline: Enter or type “C” and specify the tangent direction. To abort the previous operation, type “U” andpress enter.

2.3.1.5 Circle
Creates a circle. Select "Home Tab > Draw Panel >Line >

and radius.

2.3.1.6 Ellipse

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Circle" to create a circle with the specified centerHouseplan 1.0 Make stunning 3D scheme with speed and ease

Creates an ellipse. Select "Home Tab > Draw Panel >Line >

Ellipse" to create an ellipse with the specified

center and axis length.

2.3.1.7 Regular Polygon
Creates a regular polygon. Select "Home Tab > Draw Panel >Line >

Regular Polygon", enter a value todetermine the number of sides, and then start drawing. There are three ways to generate.
1. Draws a square polygon internal to a circle: Specifying the center point andentering the radius generates a square polygon with the following effect.

2. Draw a regular polygon based on the specified side lengths: Input or Enter “E”
and press Enter to specify two points as the lengths of the sides of the regularpolygon.

3. To draw a square polygon tangent to a circle: Input or Enter “C”, specify
the center point, enter the radius, and generate a square polygon with thefollowing effect.

2.3.1.8 Vertical LineCreates vertical lines. Select "Home Tab > Draw Panel >Line >

Vertical Line", specify the first point, and use the normal direction to the plane of the point as the direction of the vertical line,
and specify the second point or enter a value to determine the length of the vertical line.
Note: If the specified point does not snap to a plane, the generated plumb line is perpendicular to the XOY plane.

2.3.1.9 Spiral LineCreates spiral object. Select "Home Tab > Draw Panel >Line >

Spiral Line". First specify the center of thebottom circle, then directly specify or enter a value to determine the bottom radius and top radius, then enter a value to determine
the number of turns and equal degrees, and then directly specify or enter a value to determine the height to draw the spiral.
Note: You can modify alias, layer color, bottom radius, top radius, tilt angle, number of spiral turns, helix height, floor elevationand other parameters in property palette.

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2.3.1.10 Cloud LineCreates a cloud line. Select "Home Tab > Draw Panel >Line >

Cloud Line", specify the starting point, andmove the cursor to draw. There are three ways to draw.
1. Direct drawing forward cloud lines.
2. Enter or input “F” and press Enter to draw reverse cloud line.
3. Enter or input “A” and press Enter to set the arc length.
Note: You can modify alias, layer color, whether it is closed, and the floor elevation in property palette.

2.3.2 Rectangle
2.3.2.1 Rectangle
Creates a rectangular plane. Select "Home Tab > Draw Panel >Rectangle >Rectangle" and specify two corner

points to draw a rectangle.
Note: You can modify alias, layer color, length, width, number of building floors, floor elevation and other parameter informationin property palette.

2.3.2.2 Polygon
Creates a polygonal plane. Select "Home Tab > Draw Panel >Rectangle >Polygon", specify the starting point,and draw the polygon directly; or enter “S” to draw the polygon in 3D space. To abort the previous operation, type “U” and press
enter.

2.3.2.3 Spline Plane
Creates a spline plane. Select "Home Tab > Draw Panel >Rectangle >Spline Plane", enter the plane width, anddraw at the specified point.

2.3.3 Box
2.3.3.1 Box
Creates a box. Select "Home Tab > Draw Panel >Box >enter a value to determine the height.

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Box", specify two corner points, and then specify orHouseplan 1.0 Make stunning 3D scheme with speed and ease

2.3.3.2 Cylinder
Creates a cylinder. Select "Home Tab > Draw Panel >Box >Cylinder", specify the center of the circle first, thenspecify or enter values to determine the radius and height respectively.

2.3.3.3 Cone
Creates a cone. Select "Home Tab > Draw Panel >Box >Cone" to specify the center of the base, and thenspecify or enter values to determine the base radius, top radius and height.

2.3.3.4 Donut
Creates a ring volume. Select "Home Tab > Draw Panel >Box >Donut ", specify the center of the circle first,

Box >Pyramid", first specify the center point, then

then specify the radius and circle radius directly or enter a value.

2.3.3.5 Pyramid
Creates a prismatic cone. Select "Home Tab > Draw Panel >enter a value to determine the number of sides of the base polygon of the pyramid, then directly specify or enter a value to determine
the radius of the base external circle, the radius of the top external circle and the height.

2.3.3.6 Sphere
Creates a sphere. Select "Home Tab > Draw Panel >Box >Sphere" and specify the center of the sphere first,

then specify the radius directly or enter a value to determine the radius.

2.4 Building Panel
2.4.1 Building Extrusion
Extrudes planes, 3d solids, or surfaces of buildings to achieve building definitions or modifications of their shape. Select"Home Tab > Building Panel >Building Extrusion" to extrude the building in the following two ways.

1. Building Extrusion: Move the cursor to a plane to highlight it, then press and hold the left button to extrude or enter a value
to determine the extrude distance.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(1) Select a plane and extrude (Y) (all entities
move) or [click the entities on selected plane(stay) / extrude without entities move (N) / enter
distance value]:(2) Select a plane and extrude (N) (no entity move)or [click the entities on selected plane (move)/ extrude with all entities move (Y) / enter
distance value]:

2. Standard Floor Extrusion:
When the building is extruded upwards, if there is a plane object or 3D solid or volume that is less than 2 meters away fromthe building around the top floor of the building, then it will be copied out each floor as the building floor is extruded.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease

Note:
⑤ The building must have at least one floor to take effect.
⑥ Only supports the above-ground floors of the building.
Building Properties:(1) Building name: Allows input abuilding name.
(2) Building height: Automaticallycalculates the building heightand it cannot be modified.
Building height = difference
between interior and exteriorheight + (floor height * numberof floors) + height of roof
components. When there ismore than one roofing component, the higher one is counted in the building height.
(3) Floor Properties: To set the properties of the floor, double click on the property palette or click on
the dialog box shown below.

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button to open

Houseplan 1.0 Make stunning 3D scheme with speed and ease①

Define floor: Clickbutton and select a floor in the list to bind interior elements to selected floors(should use “Show Floor” tool to hide the selected floor roof). You can select many floors, modify interior
elements of one floor and others will change too.
Note:
① Hold down SHIFT or CTRL to select multiple floors.
② After binding, different colors represent different standard floors.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease②

Separate floor: Clickbutton and select one or more floors in the list. When same interior elements arebonded to other floors, this tool helps disconnect the selected floor to others, when you modify theseparated floor, others will be not changed.

Modify the interior elements like furniture or walls in the selected floor.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease

Double-click other bonded floors to see the interior elements in place (no changed).

③

Delete bonded Floor: Clickbutton and select a defined floor in the list to delete the specified floor in

multiple instanced standard floor.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease④

Floor Height: Displays the height of each floor, can be changed manually.

⑤

Area: Displays the geometric area of the current floor.

⑥

Factor: Affects the calculation of the area, converted according to the height of the floor.

⑦

Capacity Factor: Affects the capacity area, counted by the height of the floor.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(4) Number of floors: The number of floors
above and below ground can be modified
and the building dynamically changes
accordingly.
(5) Indoor and outdoor height difference: The
difference between the indoor and theoutdoor floor on the ground floor, which is
to shown when there is no above-groundfloor.
(6) Above-ground height of basement: The
height of the basement above the ground;
this item is not displayed when there is no basement.
(7) Base area: The software calculates the base area based on the building outline and cannot be modified.
(8) Apron: Floor lines can be turned on and off.
(9) Elevation: Reads the building's z coordinate in the scene; can be modified manually.
Note:① Extruding planes and volumes automatically generates buildings with the corresponding number of floors according
to the default floor height.
② The data in the property palette updates in real time during extrusion.

2.4.2 Cross-section Extrusion
Extrudes a plane into a volume or 3D solid. Select "Home Tab > Building Panel >Cross-section Extrusion", move thecursor to the plane, hold down the left button to extrude or enter a distance. There are two types of extrusion.
1. Extruding directly with any plane edges as boundary.
2. Type “S” and press Enter to extrude with the outermost edges of a plane as the boundary when lines or edges split the plane.
Note:① When no boundary is specified, the edges of a plane or volume, or other lines on the plane, "splits" a plane into
several areas, and the cursor will snap to one of the individual areas, extruding it into a volume; when the entity
boundary is specified, the edges outside the selected entity will no longer "split" the entity interval.

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② When cross-section extrusion is performed on a volume, the newly generated volume is integral to the original entity,
which is a local extrusion and transformation of the original entity. Whereas lines or planes on the volume are used
to divide a given plane into parts and act as auxiliary lines.

③ As shown below, it is convenient to extrude section planes on a building.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease

2.4.3 Building Gallery
Houseplan 1.0 provides a wide range of building base outlines and enables the organization of building assets by adding,deleting and modifying operations on the building gallery, providing easy access to design projects.
Select "Home Tab > Building Panel >Building Gallery" to open the following dialog box.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease

1. Applying the gallery: Drag the building outline directly into workspace.

2. New: Right-click on a blank space in the gallery list to create a new gallery.
3. Edit the gallery: Right-click on the gallery name to show the context menu, as shown above.
(1) Delete: Removes the selected gallery title from the list.
(2) Clear: Removes all building outlines in the selected gallery title.
(3) Rename: Changes the name of the selected gallery title.
(4) Import DWG: Building outlines can be imported into the gallery by selecting the "Import DWG" command, whichbrings up the dialog box shown below.
①

Enter directly or click on the
button to select the folder where thedrawings need to be imported.

②

Enter the balcony layer name atSpecify Balcony Layer Name, and theentities for the other layers default tothe building outline.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease

Note:
① The imported drawing must be
closed lines, and the layers need tobe regularized.
② The building outline imported by
the user should be a dwg format fileand the drawing units should be inmeters.

(5) Export Resource, Import Resource.
① Exports the building outline drawings under this category, as well as the *.bmp and *.ini files generated fromthe *.dwg drawings of the building outline, as compressed files in *.zip format.
② Imports the exported *.zip file into the gallery.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease

Note: When importing, the user will be prompted whether to import by appending, select "Yes" to keep the existing outline
drawings under the category, and import all the drawings in *.zip into the gallery, and replace the files with the same
name directly; select "No" to delete the existing outline drawings under the category, and import the building outline in*.zip.
4. Delete: Right-click on the building outline to delete.
5. Building planar attributes: Building outline dimensions and its single layer area, and household type, can facilitate statisticalanalysis.
(1) Area: the area of the building base.
(2) Outline: the length and width of thebuilding outline.
Note:① The area does not include the basearea of the balcony.
② After the building is extruded, thesoftware automatically calculates thenumber of households that come with the building as well as the household type information.

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2.4.4 Balcony
Inserts preset or custom balconies on buildings. Select "Home Tab > Building Panel >dialog box.

1. Types of balconies: Convex, concave and concave-convex.
2. There are two ways to define a convex balcony:(1) Mode: Inserts balconies according to theparameters set.
(2) Custom: Defines the balcony based on
the outline of an existing plane.
3. You can manually set width, deep, thickness andheight of selected balcony type.
4. Insertion method:(1) Single: Inserts one balcony at a time.

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Balcony" to open the followingHouseplan 1.0 Make stunning 3D scheme with speed and ease(2) Column: Generates a balcony on the selected floor, as well as on each floor above it.
(3) Middle: Automatically snaps the middle point of a building plane edge.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease

5. Direct insertion: Select the balcony type, set the size, select your insertion method, then click "Insert" button. After selecting
the above-ground floor of the building, specifying the edge and entering the distance, the balcony will be inserted
successfully.
6. Custom insertion: Select the convex balcony, switch to the "Custom" tab, set the size, select your insertion method, click"OK" button. After selecting a horizontal plane (planes that are not surfaces buildings) without holes, and selecting theabove-ground floor of the building, the balcony will be inserted.
Note:① When inserting a balcony, Houseplan 1.0 automatic generates water apron on first floor balconies.
② Inserting preset balconies will automatically corner when they encounter building angles.
③ When defining a convex balcony, if the original position insertion method is not checked, the edge closer to the point
where the cursor is clicked on the plane that you selected will be highlighted in red, and this edge will be specified
as the insertion edge.
④ After inserting a balcony its properties can be modified in the property palette.
⑤ Snapping building plane edge activates auxiliary lines when inserting balconies to facilitate precise insertion.

2.4.5 Window
Inserts preset or custom windows on buildings. Select "Home Tab > Building Panel >Page 29 of 241

Window" to open the dialog box

Houseplan 1.0 Make stunning 3D scheme with speed and easeshown below.

1. Types of window: Flat, bulge and bay window.
2. There are two ways to define a flat window:(1) Mode: Inserts windows according
to the parameters set.
(2) Custom: Defines the window
based on the outline of an existing
plane.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease

3. You can manually set width, deep, thickness and height of selected window type.
4. Insertion method:(1) Single: Inserts one window at a time.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(2) Column: Generates a window on the selected floor, as well as on each floor above it.
(3) Middle: Automatically snaps the middle point of a building plane edge.

5. Direct insertion: Select the window type, set the size, select your insertion method, then click "Insert" button. After selecting
the above-ground floor of the building, specifying the edge and entering the distance, the window will be inserted
successfully.
6. Custom insertion: Select the flat window, switch to the "Custom" tab, set the size, select your insertion method, click "OK"button. After selecting a horizontal plane, planes that are not surfaces of buildings without holes, and selecting the aboveground floor of the building, the window will be inserted.
Note:① When customizing a flat or convex window, the window directly generates at the location of the plane if the plane ison a building wall.
② Inserting preset windows will automatically corner when they encounter architectural angles.
③ When defining a bay window, if the original position insertion method is not checked, the edge closer to the point
where the cursor is clicked on the plane that you selected will be highlighted in red, and this edge will be specified
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Houseplan 1.0 Make stunning 3D scheme with speed and easeas the insertion edge.

2.4.6 Door
Inserts preset or custom doors on the building. Select "Home Tab > Building Panel >shown below.

1. There are two ways to define a door:(1) Mode: Inserts doors according to the parameters set.
(2) Custom: Defines the door based on the outline of an existing plane.
2. You can manually set width, deep, thickness and height of selected door type.
3. Insertion method:(1) Single: Inserts one door at a time.

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Door" to open the dialog box

Houseplan 1.0 Make stunning 3D scheme with speed and ease(2) Column: Generates a door on the selected floor, as well as on each floor above it.
(3) Middle: Automatically snaps the middle point of a building plane edge.

4. Direct insertion: Select the door type, set the size, select your insertion method, then click "Insert" button. After selecting
the above-ground floor of the building, specifying the edge and entering the distance, the door will be inserted successfully.
5. Custom insertion: Select the door, switch to the "Custom" tab, set the size, select your insertion method, click "OK" button.
After selecting a horizontal plane (planes that are not surfaces buildings) without holes, and selecting the above-groundfloor of the building, the door will be inserted.
Note:
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Houseplan 1.0 Make stunning 3D scheme with speed and ease

① Inserting or drawing preset doors will automatically corner when they encounter architectural angles.
② When a building has a basement level, the insertion of doors is done separately above and below ground.
③ When insert a door, the edge closer to the cursor click point, when the plane is selected are highlighted in red, andthis edge is used as the insertion edge.

2.4.7 Rooftop
2.4.7.1 Crenelated Parapet WallA crenelated parapet wall is a low wall around the roof of a building that serves as a protection. Select "Home Tab > Building
Panel >

Rooftop >Crenelated Parapet Wall" and enter a value to determine the height of the crenelated parapet wall.

Note:① Crenelated parapet wall is counted towards building height, building height = indoor and outdoor height difference+ (floor height * number of floors) + height of crenelated parapet walls.
② When painting the material, the crenelated parapet wall and the main volume of the building are painted separately,
and when painting the crenelated parapet wall, a single-sided painting method is available.

2.4.7.2 Flat Rooftop
A flat roof is a type of exterior roof form with a gentle roof that can be made into a terrace, roof garden, etc.
This feature is used to add a flat roof to a building. Select "Home Tab > Building Panel >and select the top plane of the building to create.

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Rooftop >Flat Rooftop"Houseplan 1.0 Make stunning 3D scheme with speed and easeNote:
① Flat roofs do not count towards building height.
② The property palette allows you to modify the flood height, elevation angle, thickness, eave length and extension type.

2.4.7.3 Sloped Rooftop
The sloped roof is automatically generated based on the outline of the building roof and the parameters set. Select "HomeTab > Building Panel >Rooftop >Sloped Rooftop" to open the dialog box.

1. Full slope: Automatically generates a full slope roof based on the outline of the roof. After setting the slope and eaves, clickon the "Confirm" button and select the top plane of the building to generate it.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease

2. Double slope: Generate a sloped roof with two slopes. After setting the slope and eaves, click on the "Confirm" button andthere are two ways of generating them.
(1) Generate gable: Select a single vertical plane of a building to generate a gable.
(2) Generate multiple gables: Enter “D” and press enter, select a building vertical plane, and all vertical planes in thesame direction as that plane will generate a gable.

3. Four slope: Generate a four-slope roof. After setting the slope and eaves, click on the "Confirm" button.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease

4. Arc top: Creates a curved roof. After setting the slope and eaves, click on the "Confirm" button.

5. Description of full sloped roof parameters: Once a sloped roof is selected, its properties can be viewed in the property
palette as shown below.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(1) Hanging board height: Sets the heightof the hanging board.
(2) Extension panel type: Switch between
flat wall and adjoining balcony.
(3) Flat top height: Enter a value to makethe roof flatten from the top.
(4) Detailed parameter: To modify theslope and eaves of a sloped roof,
double-click directly on the roof or
click on the

button of detailed parameter to open the dialog box shown below.

Click the "Slope" or "Eave" to change its value. Click "Confirm" button to regenerate the roof according to the newparameters.
(5) Hanging board enclosure: Set whether the hanging board is closed or not.
Note:
① Created full-slope roofs cannot switch styles on property palette.
② After changing the flat roof height, roof cannot be arched.
③ Arch roof does not support closed hanging board.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease

④ When modifying the detailed parameters, a gable may be generated if the slope is changed to 90 degrees.
⑤ Sloped roofs count towards building height. Building height = difference between interior and exterior heights +(floor height * number of floors) + half of the roof height of the sloped roof.
6. Description of Arc roof parameters: Once an arc roof is selected, its properties can be viewed in the property palette as
shown below.
(1) Hanging board height: Set the height of
the hanging board.
(2) Style: Switch between double slope, fourslope and arc top.
(3) Slope gradient: Enter a value to make thearc of the roof increase or decrease its
radius.
(4) Eaves length: Enter a value to increase
eaves length of arc roof.
(5) Hanging board enclosure: Set whether the hanging board is closed or not.
7. Description of Double slope roof parameters: Once a double slope roof is selected, its properties can be viewed in theproperty palette as shown below.
(1) Hanging board height: Set the height of
the hanging board.
(2) Style: Switch between double slope,
four slope and arc top.
(3) Flat top height: Enter a value to make theroof flatten from the top.
(4) Turn rooftop into arc: Click the
button on the property palette to open
the dialog box shown below, set thearcing parameters and then click the "Confirm" button to arc the roof.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(5) Detailed parameter: Modify the slope and eaves of a sloped roof.
(6) Hanging board enclosure: Set whether the hanging board is closed or not.

2.4.7.4 Dormer Window
Inserts a dormer window on the sloped roof. Select "Home Tab > Building Panel > Rooftop >Dormer Window" toopen the dialog box shown below. Select the dormer window and specify the location on the sloped roof to insert it.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease

Note:
① Curved roofs and sloped roofs that are arched do not support the insertion of dormer windows.
② You can modify dormer window properties directly on the property palette.

2.4.8 Awning
Inserts an awning on the building according to the set parameters. Select "Home Tab > Building Panel >open the following dialog box.
1. There are two ways to define anawning:(1) Mode: Inserts awnings
according to the parameters
set.
(2) Custom: Defines the awning
based on the outline of an
existing plane.
2. You can manually set width, deep, thickness and height of selected awning type.
3. Insertion method:(1) Single: Inserts one awning at a time.

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Awning" toHouseplan 1.0 Make stunning 3D scheme with speed and ease(2) Column: Generates an awning on the selected floor, as well as on each floor above it.
(3) Middle: Automatically snaps the middle point of a building plane edge.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease

4. Direct insertion: Select the awning type, set the size, select your insertion method, then click "Insert" button. After selecting
the above-ground floor of the building, specifying the edge and entering the distance, the awning will be inserted
successfully.
5. Custom insertion: Select the awning, switch to the "Custom" tab, set the size, select your insertion method, click "OK" button.
After selecting a horizontal plane (planes that are not surfaces buildings) without holes, and selecting the above -groundfloor of the building, the awning will be inserted.
Note:① Automatic cornering of inserted awnings when they encounter building angles.
② You can modify an awning’s properties directly on the property palette.

2.4.9 Outdoor Stairs
Inserts outdoor stairs on the building according to the set parameters. Select "Home Tab > Building Panel >OutdoorStairs" to open the following dialog box.

1. There are two ways to generate it:(1) Insert: Insert the stairs directly according to the set parameters. Click on the "Insert" button, select the upper floor of
the building and insert it by specifying the location directly or by obtaining a positioning edge and entering the
distance.
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Houseplan 1.0 Make stunning 3D scheme with speed and ease(2) Custom: Define the stairs based on existing planes. By clicking on the "Custom" button, two types of insertion are
possible.
①

Insert with the wall: Select a rectangular plane, then select the upper floor of the building, and directly
specify or obtain the positioning edge line and enter the distance to insert.

②

Insert in original position: Enter “Y” and press Enter, then select a rectangular plane, click a surface of theabove-ground floor of the building, then you can insert the outdoor stairs by using the position of therectangular plane as a reference.
2. Parameter Note:(1) Direction: Setting the running direction of the stairs: clockwise and counterclockwise.
(2) Top cover: Setting stairs with or without topping.
(3) Top rooftop: Whether the stairs reach the roof.
(4) Run to the accompanying wall: Whether the handrail on one side of the stairs is against the wall.
(5) Middle: Automatically snaps the middle point of a building plane edge.
(6) Railings: Sets the height of the railings.
Note:① Automatic generation of aprons for outdoor stairs.
② You can modify stair properties directly on the property palette.

2.4.10 Glass Curtain Wall
Defines or draw a glass curtain wall on a building wall. Select "Home Tab > Building Panel >open the following dialog box.

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Glass Curtain Wall" toHouseplan 1.0 Make stunning 3D scheme with speed and ease

After selecting a curtain wall type and set its parameters. There are four ways to generate a glass curtain wall.

1. Define the glass curtain wall according to the wall or plane of the building. Click on thewall to generate glass curtain wall.

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button, the select a buildingHouseplan 1.0 Make stunning 3D scheme with speed and ease

2. Generate a glass curtain wall on all walls of the building. Generate by clicking on the

button and selecting the building

with above-ground floors.

3. Draw the glass curtain wall on the building wall according to the width. Click on the

button, place the cursor over abuilding wall and specify three points to finish the operation. To draw through other building walls, enter “C” and press
ENTER.

4. Draw polygonal glass curtain wall on the building wall. Click on the

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button to draw the glass curtain wall as a polygon.

Houseplan 1.0 Make stunning 3D scheme with speed and ease

Note: The property palette can adjust the border width, border depth, unit width and unit height.

2.4.11 Building Attachments
Attachments are decorations that are placed outside of buildings walls. Select "Home Tab > Building Panel >Attachments" to open the dialog box shown below.

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DrawHouseplan 1.0 Make stunning 3D scheme with speed and ease

1. Insertion method:(1) Single: Drawing one attachment at a time.
(2) Column: Generates one attachment for each floor in the selected floor and above.
2. There are two ways to generate it.
(1) Generate attachments based on existing cross-sections:① Click "Stratum" button, select the upper floor of the building, snap and get the positioning edge line, input
distance and specify orientation to generate the attachment.

② Click "Along edge" button, select the edge of thebuilding or building wall, left-click to end thedrawing and specify the orientation.
③ Click the "Draw" button, select the edge of thebuilding or building wall, left-click to end thedrawing and specify the orientation.
(2) Generate attachment according to custom cross-section:
Take "stratum" as an example, click the "stratum" button,
select a plane or line, select one side of the plane or line
as baseline and specify insertion base point. You need to
select the above-ground floors of the building to determine where to add the attachment, then select the red path or
input distance to specify a path, and finally specify the orientation of the section to generate it.

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3. Interrupt: Click "Interrupt" button and specify two points on the attachment to break.

Note:① You can change attachment object on the properties palette.
② Only the parameters of "W”, “H" can be modified in the cross-section style.
③ When customizing the section, the attachment is drawn as solid if a plane is selected, or hollow if a closed line isselected.

2.4.12 Move Components
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Changes the position of components like windows, doors, awnings and stairs on the building. Select "Home Tab > Building
Panel >

Move Components", select the component and press Enter, then drag the mouse or enter the distance from thespecified base point to move them.

Note:① Moving elements supports the selection of balconies, windows, doors, awnings, outdoor stairs, steps along the line
and area layering.
② When specifying the base point, the component shall be specified on the building's vertical plane.
③ When moving a component, the component moves along the side vertical plane of the building.

2.4.13 Show Floors
Hides or unhides a selected building floor. Select "Home Tab > Building Panel >Show Floors" to select a floor, andthe floors above that selected floor will be hidden, showing the interior structure and making it easy to see the building's interiorlayout. Click on the building again to restore the building to its original state.

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2.4.14 Draw Wall
Draws interior walls inside a building. Select "Home Tab > Building Panel >box.

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Draw Wall" to open the following dialog

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1. Draw Walls: After setting the parameters in the dialog box, select Straight Wall, Curved Wall or Rectangular Wall, and specify
start and end points. You can switch the wall type in the command line prompt. You can draw continuously, enter “U” to go
back to the previous step, and right-click to end the drawing.
2. Parameter description: The wall has three directions: left, middle and right. Wall thickness, wall height and elevation can be
set.
Note:
① Check the "Elevation" box to specified height as wall elevation, otherwise use the default height as the wall elevation.
② You can modify wall properties on the property palette.
③ Drawn walls have pinch points that can be dragged directly and merge intersection points.
④ Command line allows drawing wall continuously, right-click to end to continue drawing, right-click again to end
drawing, press Escape keyboard to exit drawing.
⑤ Changing parameters while drawing can be continue the drawing with the new parameters.
⑥ The next time you open the dialog box the last set wall direction and parameters are remembered.

2.4.15 Floor HoleDraws hollow areas on selected building floor. Select "Home Tab > Building Panel >box.

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Floor Hole" to open the followingHouseplan 1.0 Make stunning 3D scheme with speed and ease

1. Draw: After setting the parameters, click the "Draw" button, and draw directly at the specified point on the floor. You candraw continuously, enter U to go back to the previous step, and right-click to end drawing.
2. Definition: Select objects such as planes, closed lines, and spline planes to generate.
Note:① Holes are sub-entities of buildings and railings are sub-entities of holes; railings change as the shape of the holechanges.
② The instances between each layer of railings are changed together: editing one floor changes all other floors; however,
one floor can be deleted individually without affecting the other floors.

2.4.16 Draw Railings
Draws railings on specific entity. Select "Home Tab > Building Panel >below.

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Draw Railings" to open the dialog box shownHouseplan 1.0 Make stunning 3D scheme with speed and ease

1. Draw along edge: Specify start and end points on the edge of an existing floor hole or the edge of staircase.

2. Free drawing: Specify any point inside the building to draw. Continuous drawing: enter U to go back to the previous step

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Houseplan 1.0 Make stunning 3D scheme with speed and easeand right click to end the drawing.

3. Define rail: Select a line or plane and right click to convert the selected line entity or plane to a railing.

Note:① Starting and ending floors are invalid for railings drawn on the exterior of a building.
② The direction of the railing distance from the edge: can automatically determine the boundary of the staircase or hole
to offset the railing inwards; cannot determine the boundary of the original position drawn without offsetting.
③ You can modify railing properties on property palette.

2.4.17 Stairs
2.4.17.1 Stairs
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Select "Home Tab > Building Panel >Stairs >Stairs " to open the dialog box shown below.

1. Draw to match: Adapts the length and width of existing stair openings by drawing a rectangle.

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2. Select to match: The length and width of the stairway opening can be adapted by selecting a rectangular plane.

3. Insert staircase: Specifies an insertion point to insert the staircase into workspace.

4. Rotate 90 degrees clockwise, 90 degrees counterclockwise, 180 degrees: Rotates the stairs on workspace and adapt thebounding box length and width.
5. Flip left/right, flip front/back: Mirrors the stairs and adapts the bounding box length and width.
6. Stair queues: Replicates the array of stairs, starting from the selected stair location level going upward.

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7. Parameter Note:(1) Height: Automatically match the floor height when placed, or floor height can be entered manually.
(2) Length: Specify two points as the total length of the stairs.
(3) Width: Specify two points as the total width of the stairs.
Note:① If stair is placed inside the building, the stair height automatically matches the floor height; if it is placed outside thebuilding, the height is the original dimension.
② Double-click on the stair pattern or drag the stair into workspace to insert it.
③ The leather band also attaches to walls (interior and exterior) when moving, copying and scaling stairs.
④ You can modify stairs properties on the property palette.

2.4.17.2 Draw Stairs
Draws a single staircase. Select "Home Tab > Building Panel >Page 59 of 241

Stairs >Draw Stairs" to open the dialog box.

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1. Draw: Draws the stairs according to the set parameters. Click on the "Draw" button and there are two ways to generate it.

(1) First specify the starting point to determine the location of the stair segment, followed by specifying length anddirection of the stair.
(2) Select the stair width line, enter “S” and press Enter, select the line or the edge of the plane, and specify length anddirection of the stairs.
2. Define: Selects two lines to define the stairs. Click the "Define" button and select one of the lines as start of the staircase,then select the other side line to create stairs.

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3. Parameter Note:(1) Click on the word "Height of flight" in blue to specify two points as stair heights.
(2) Click on "Starting height" in blue to designate a point as the floor elevation of the staircase.
(3) Click on "Step width" in blue to specify two points as the width of the step.
(4) Stair railings are generated in four ways: on both sides, on the left, on the right and none.
(5) Trend: Stairs can be going either up or down.
Note:① Check the checkbox before "Starting height" to use the entered or specified height as the floor elevation of the stair,otherwise use the captured height as the floor elevation of the section.
② Step width and step height are preceded by radio boxes. If one is checked, the other parameter will be greyed out.
③ You can modify stairs properties on property palette.

2.4.18 Furniture Gallery
Adds furniture entities such as sofas, beds, and tables into buildings. Select "Home Tab > Building Panel >Gallery", and the following dialogue will pop up.

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1. Apply: Double-click or directly drag the furniture preview in the gallery to place at specified position.

Note: Previews that appear in grey in the gallery will automatically download if clicked. They can be placed on building

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Houseplan 1.0 Make stunning 3D scheme with speed and easefloors only after the download is complete.
2. Edit the entity library list: right-click the furniture gallery list.
(1) New: Creates a new furniture gallery.
(2) Delete: Deletes the newly created furniture gallery.
(3) Clear: Clears all newly added furniture entities in the selected gallery.
(4) Edit: Renames the newly created furniture gallery.
(5) Import: Selects a folder and import the model files within.
3. Edit furniture gallery:(1) Add Object: Right-click on a blank space in the furniture gallery, click "Add Object", and select an entity in the scene
to add.
(2) Add File: Right-click on a blank space in the furniture gallery, click "Add File", and select any *.cpi, *.fbx, *.skp,*.osgb, *.osg, *.obj, *.rvt, *.3ds format file in the pop-up dialog box to add the model files.
(3) Delete model: Right-click on a preview image, click "Delete" to delete the newly added model.

2.5 3D Operations Panel
2.5.1 Move
Moves selected entity according to X, Y, Z axes. Select "Home Tab > 3D Operations Panel >Move", select entities

other than roads, right-click to end the selection. Place the cursor on the axis, select axial direction, axial plane or axis center, dragor enter a value to determine the displacement distance.

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Houseplan 1.0 Make stunning 3D scheme with speed and easeNote:
① Roads cannot be displaced using spatial displacement, which is achieved by using the “M” move command.
② Default to local axes, which can be switched to global axes by entering “S” and press Enter on the command line.
③ When the axis is selected, the entity can be moved in any direction.
④ The default axis is at the center of the selected entity, and the axis position can be reassigned.

2.5.2 3D Rotate
Rotates selected entity according to X, Y, Z axes. Select "Home Tab > 3D Operations Panel >Note:Page 64 of 241

3D Rotate".

Houseplan 1.0 Make stunning 3D scheme with speed and ease

① The default axes can be switched to
global axes by entering “S” andpress Enter on the command line.
② 3D rotation supports the selection ofentities other than single-sided
planes, building components, andanimation paths.
③ Some entities support Z-axis rotation
only, except for lines, planes andvolumes.
④ Can be rotated at any angle when cursor is placed on the inner circle of the axis; when placed on the outer circle of
the axis, it is rotated according to the screen plane.
⑤ The default axis is at the center of the selected entity, and the axis position can be reassigned.

2.5.3 3D Scale
Scales selected entity in space according to axes. Select "Home Tab > 3D Operations panel >3D Scale".

Note:① Default to local axes, which can be switched to global axes by entering S and press Enter on the command line.
② 3D scaling supports the selection ofplanes, bodies, background entities,
vegetation

entities,

skeletal

animations and free-form modeled
entities.
③ If the cursor is placed at the center ofthe XYZ axis, all objects can bescaled as whole.
④ The default axis is at the center of theselected entity, and the axis position
can be reassigned.

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3 Insert Menu
This chapter introduces the import and management of project underlay and data, as well as the project publishing andexporting functions, which assist in creating a detailed and realistic rendering effect.

3.1 Import Panel
3.1.1 DWG Underlay
Imports DWG or DXF files to be used as
drawing underlay for project design. Select "Insert
Tab > Import Panel >DWG Underlay" toopen its dialog box.
1. Select: Click on the

button andselect a DWG or DXF file to be imported.
2. Result validity range: Automaticallycalculates and displays the size range of
all objects in the inserted drawing as awhole image.

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3. Units used on original drawing: Automatically
identify the unit of the imported drawing, whichcannot be directly modified. If you want to modify,
you need to click the “Rescale” button to activate theunit drop-down list, and then you can adjust the unit.
4. Content within view only: When checking this option,
only the objects that are visible in the workspacewhen you save the DWG drawing will be imported,
otherwise, every object in the drawing will be
imported.
5. Original height: Check this option to importaccording to the original height of objects drawn in
the CAD drawing.
6. Do not import blocks: Block entities in CAD drawings will not be imported.
7. Do not import invisible entities: Entities that are frozen, closed, or on locked layers will not be imported.
8. After setting the parameters, click the "Next" button and the following dialog box will pop up.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(1) Checkbox: You can check the drawing layers to be imported into workspace. Objects belonging to imported layers
are visible and ready to be edited. If you uncheck drawing layers, objects are visible and dimmed in the workspace,those objects cannot be modified because they are locked.

(2) Import type:

imports objects that belong to a layer as polylines,

imports objects as planes or 2D surfaces.

Click the icon to switch between them, double click the icon to select all layers at once. Click the "Next" button tostart importing.

Note: DWG supports versions 2002-2021.

3.1.2 DWG Layer Management
Manages imported DWG/DXF drawing layers. You can set storage, snap and hidden states of drawing layers that are currently
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Houseplan 1.0 Make stunning 3D scheme with speed and easeturned off (not editable) and convert them into editable ones in workspace.
Select "Insert Tab > Import Panel >DWG Layer Management"

1. Underlay layers: Displays the name, storage, snap and hidden status of imported DWG file.
(1) Storage: Sets whether the underlay layers can be saved.
(2) Snap: Sets whether the underlay layers can be snap.
(3) Hide: Sets whether the underlay layers can be displayed.
Note: Double click any checkbox to select the corresponding column at once.
2. Underlay layer check box: Check a layer name to make it visible in workspace but not editable.

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3. Convert to editable layer: Check a layer name in the list to later convert into not editable.
4. Clickbutton to start layer conversion. Check the layer name whether is located (Underlay layer or Convert toeditable layer list), in the conversion process, click the button again to abort.

5. Clickbutton to move objects belonging to a selected layer to specific position in workspace.

6. Clickbutton to delete all DWG layers keeping the editable layers visible in workspace.

7. Clickbutton (it is recommended to uncheck all underlay layers to see the selection effect), select any object inthe workspace, the corresponding layer will be located and selected in the dialog box.

3.1.3 Merge Projects
Merges other *.cpi files into current project. Select the "Insert Tab > Import Panel >following dialog box.

Click thebutton and select the CPI file to be merged.

Original coordinate: Inserts the file according to original coordinates stored.
Specify coordinate: Inserts the file according to the specified coordinates.

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3.1.4 Other Formats
Inserts files in different formats into Houseplan 1.0 to be used as design references.
Select "Insert Tab > Import Panel >Other Formats" to open the dialog box shown below.

1. Select *.jpg, *.bmp, *.png type files, and specify the insertion location.
2. Select *.fbx file, there are two ways to insert them; Insert at specified position or Type Y to insert by original coordinates.
3. Select *.osgb, *.osg, *.obj, *.3ds type files, , click the "Open" button to open the dialog box shown below.

(1) Scene Units: Display the current drawing units.
(2) File Units: Set the units of the drawing to be imported.
4. Select *.skp file, click the "Open" button to open the dialog box shown below.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(1) Import hidden objects: The option ischecked by default, hidden components willbe created and imported; if unchecked,
hidden components will not be imported.
(2) Import the two-sided model: If checked, thefront and back sides of the skp model will becreated and imported; if unchecked, only one
side of the skp model will be analyzed,
created and imported.
(3) Import Edges/Profiles: If checked, the edges and profiles of the skp model will be created and imported; if unchecked,
the edges and profiles will not be imported.
5. Select *.rvt file, and click "Open" button to import it.

6. Select *.tif file, click "Open" button, and follow the command line prompts to enter a value to determine the rendering levelto complete the TIF import.

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7. Select *.dem file and click "Open" button to import it.
Note:① The imported osgb data is model data. To import oblique photography data, please use the "Oblique Photography"function.
② Import version description: SketchUp supports up to version 2022; fbx format supports up to version 2020.
③ For the first import of the rvt format model, you need to be in a networked state and apply for permission from theserver.
④ The tif file is imported with the mapping render level, the smaller the value, the clearer the mapping; the larger thevalue, the blurrier the mapping.
⑤ DEM is digital elevation model, which enable the digital simulation of ground terrain from limited terrain elevationdata.

3.2 Imagery Panel
3.2.1 Oblique Photograph
Imports oblique photography data or merge it into the current project. Select "Insert Tab > Imagery Panel >Photograph" to open the dialog box shown below.
1. Import: Right-click on the blank space toopen the context menu, click "Import" toopen the dialog box shown below. Clickthebutton to select the obliquephotography file, click the "Original
coordinate" button to import the scene
according to the in-situ coordinates; clickthe "Specify Coordinate" button to import
the scene according to the specified
coordinates.
2. Right-click on the layer node name to open the context menu, as shown above.
(1) Rename: Change the name of the project.

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Note: Naming rules: after
importing, all data are added
the

"skew

data"

prefix,followed by sorting numbers,from 1, 2, ... The name inbrackets reads the name oftheoblique

photographyfolder, and the name cannot
be changed.
(2) Delete: Delete the imported
oblique data and retain the source files.
(3) Positioning: Click "Positioning" to locate this oblique data in the scene.
Note:① Only oblique photography project data of osgb files with the same name as the sub files under the path is
supported (eg:Tile_1 /Tile_1.osgb).
② After importing a project, you need to specify a new path when the path is invalid. When it is invalid, the pathlocation is displayed in blue.

3.2.2 Point Cloud Data
This function imports point cloud data (collection of vectors in a 3D coordinate system) into Houseplan 1.0.
Select "Insert Tab > Imagery Panel >1. Point cloud data: Click on the

Point Cloud Data" to open the following dialog box.

button to select a file in *.las format.

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2. Dilute ratio: The ratio of the number of data points to be reduced during the point cloud data processing. The larger thevalue, the greater the number of data points and the slower the transformation process; the smaller the value, the smaller
the number of data points and the faster the transformation process.
3. Original coordinate: Click on the "Original coordinate" button to import the scene according to the original coordinates.
4. Specify coordinate: Click the "Specify Coordinate" button to import the scene according to the specified coordinates.
Note:① After inserting the point cloud data, when using this function again, if the dilution value is the same as the last value,
it can be directly inserted into the scene in in-situ coordinates or the specified coordinates; if the dilution value ischanged, the data needs to be converted again.
② Dilution ratio range:1-100.

3.2.3 Data Classification
A large amount of model data is automatically classified, and the number of data files after classification is significantly reduced
and more organized. This function can solve the problems of low loading efficiency and high consumption of scene rendering wh en
users process large batches of data.
Select "Insert Tab > Imagery Panel >Data Classification" to open the dialog box shown below.

Right-click in the margin to open the right-click menu, as shown below.

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1. New Project: Click on "Create new projects" and the following dialog box will pop up.

Enter the project name, select the save path, click the "Confirm" button, and five layers will be automatically created,
as shown in the figure.

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The checkbox controls the display and hiding of that layer.
2. To open the compiled data, select "Import Project", which brings up the following dialog box.

After selecting the compiled project.zml file, click the "Original Coordinate" button to insert the scene according to
its original coordinates; click the "Specify Coordinate" button to insert the scene according to the specified coordinates.
3. Right-click on the layer node name to open the context menu, as shown in the following image.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(1) Rename: Changes the name ofthe project.
(2) Delete: Deletes layers, retain
local source files and data canbe restored after deletion.
(3) Positioning: Locates the item
location in the scene.
4. Compilation process.
(1) Right-click on a new project in a blank space in the compiled data area.
(2) Import the data source, click on the

button and select the source data to be compiled.

(3) Select the compiled data layer and then check the corresponding data source in the table on the right to map thelayer to the data source.
(4) Click “Compile” button to compile the current layer data.
Note: The data source needs to save as osgb files for buildings, plants, rivers, roads, terrain, and vignettes in a scene separately.

3.2.4 Orthoimagery
Resamples the distorted drawings to a new correct orthoimage. The original remote sensing image with distortions isresampled in grayscale according to the correct geometric relationship. Select "Insert Tab > Imagery Panel >" to open the dialog box shown below.

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Orthoimagery

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1. New: Right-click on the blank space to open
the context menu, click "New", and thefollowing dialog box appear. After entering theimage data name, click the "Confirm" button tocreate new image data; click the "Cancel"
button to cancel the operation and close thedialog box.
2. Right-click on the data list to open the context menu, as shown.
(1) Compile: Click on "Compile" and thefollowing dialog box will pop up.
①

Path: the path of the generated
project.

②

Data source: the original data path.

Click thebutton, select the result

path and data source, click the "Compiling"
button to start the compilation; click the "Terminated" button to terminate the compilation.
(2) Import: Click on "Import" to open the dialog box shown below.

Click thebutton to select the generated result, click the "Original coordinate" button to insert the scene

according to the original coordinates; click the "Specify coordinate" button to insert the scene according to the specified
coordinates.
(3) Rename: Changes the name of the image data.
(4) Positioning: Locates this image data in the scene.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(5) Delete: Deletes the current image data.
Note:① When selecting the already generated results for import by clicking on the

button, they can only be

imported in the in-situ coordinates.
② Check Show to show the data in the scene; uncheck Show to hide the data in the scene.
③ The source data for the orthogonal projection are in tif, jpg format (with coordinates).

3.2.5 Flatten Oblique Image
Flattens selected area of an oblique photography. Select the "Insert Tab > Imagery Panel >Flatten Oblique Image" item,

and there are three types of flattening.
1. Define the flattened area by drawing polylines.
2. Define the flattened area by typing “S” and press Enter to draw 3D polylines.
3. Define the flattened area by typing “D” and press “S” to select closed line or plane.
Note:① When drawing a horizontal area, the horizontal plane is formed at the height of the first point at the time of drawing
and is flattened according to the drawn outline.
② When drawing a three-dimensional area, a plane is defined by the first three points and flattened according to thedrawn outline.
③ When defining the flattening area, flatten the image by the outline and height of the selected object.
④ Define the flattened area to be less than or equal to the flattened image area, less than the image base outline, andthe bottom of the image must not be overhanging.
After flattening, select the oblique photography model in the scene and click on the

button after the "Flattened Area" fieldin the properties bar to open the dialog box shown. The dialog box shows the names of all the flattened areas. Select the nam e andthe corresponding flattened area in the scene is highlighted; double-click the name to quickly locate the selected area. Right-clickon the name to open the context menu:

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1. Delete: The selected flattened area is deleted and the obliquephotography data for that area is restored to its pre-flattened state.
2. Delete all: All flattened areas are deleted and the oblique photography
data in the scene is restored to its original state.
3. Rename: Modifies the name of the flattened area.

3.2.6 Oblique Data Filter
Deletes or saves oblique photography area according to different cutting
methods. Select "Insert Tab > Imagery Panel>

Oblique Data Filter" to open the following dialog box.

1. There are four ways to draw the edit range:(1) Rectangle: Clickbutton to draw a rectangular editing area.

(2) Polygons: Clickbutton to draw a polygon editing area.

(3) Circles: Clickbutton to draw a circular editing area.

(4) Select: Clickbutton to select a graphic as the edit area; the selected drawing can only be a line or volume.

Note:① The editing area can be adjusted in extent by dragging and dropping the clip point and its position can be
moved.
② When a custom editing area is selected, the volume of the original reference is removed and a new editing area
is created, and the new editing area is also dragged with clip points.
③ Only one editing area can exist in the scene, and when a new editing area is drawn, the last one is automaticallydeleted.
2. Permeate: Draw a planar edit area that includes all data on the plane and in the infinite mapping range above and below the

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3. Automatically pick: Draw an edit area and picks the highest point in the range as the model height to generate a 3D editarea.
4. Height: When drawing an edit area, if a height value is manually inputted, the 3D edit area is generated with the given value.
5. Delete Selected: The original data within the edit area is deleted and the scene is loaded with the remaining data.
6. Delete Unselected: The original data outside the edit area range is deleted and the scene is loaded with the remaining data.
7. Save As Selected: The data within the edit area is saved separately, and the original data is retained.

3.3 Output Panel
3.3.1 Publish
Creates an .exe file that can be executed independently, and can realize video roaming , environment changing, and properties
display. Select "Insert Tab > Output Panel >Publish" to enter the Publish Preview screen.

1. Menu: hover the cursor at the bottom to show the menu; move cursor away to hide the menu, as shown above.
(1) Gallery: Click the "Gallery" button to turn on/off the left side gallery. When the gallery is on, hover the cursor on theleft side of the screen to show the gallery; move the cursor away to hide it. Click on any video within the gallery toroam or position to the appropriate viewpoint.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(2) Video Roam: Click the "Video Roam" button to open the dialog box shown below.

① Click on the

button to set the path roaming parameters.

② Click on

button to preview the view of the path.

③ Click on

button to draw grounded paths in the publish scenario.

④ Click on

button to stop preview the view of the path.

⑤ Click on

button to pause the previewing and click again to continue the previewing.

⑥ Click

button to clear the drawn grounded path or the path being used in the gallery.
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Houseplan 1.0 Make stunning 3D scheme with speed and ease(3) Effect Environment: Manage the environment effects in the publishing scene. For more details, see the "Scene Tab >Environment Panel > Environment" function.

① Weather: Double-click on a weather image to apply the corresponding weather effects.
② Lighting: Set the shadow effect in the scene and adjust the azimuth and altitude angle parameters of the sun.
When shadows are on, adjusting the azimuth and altitude will affect the effect of the shadows.
③ Effect Parameters: Click on the "Effect Parameters", you can modify the parameters of Solar, ambient, fog
effect, volumetric light and HDR to enhance the ambient effect.
④ Night vision settings: The lighting category, lighting rate and brightness can be modified separately to adjust
the lighting effect in night mode.
(4) Properties: Click the "Properties" button to turn on/off the properties column on the right side of the screen. Click oneelement of the building and the properties column will display related information.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(5) Data Management: Specify
the path to correctly load
the oblique photography
data in the scene.
(6) Publish: Click the "Publish"
button to package the file and save as .exe (executable application).

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2. Context menu: Right-click in the scene to open the context menu.

(1) Orbit: Dynamically moves the observer around the model while maintaining the same focus point. Pressing “Ctrl +middle mouse wheel” enables orbit view as well. If you have an entity selected and then use this function, the viewis rotated with that entity as the center point.
(2) Eye view: Turns on human eye view perspective. Press and drag the left button in the scene to view around by humanperspective.
(3) Full view: Displays all entities in the workspace to the maximum extent possible.
(4) Pan: Moves the position of the view without changing the position or scale of the objects in the drawing. Press andhold the middle mouse wheel enables Pan operation as well.
(5) View control: Switches current workspace 3D perspective view from different
directions. Click on the corresponding blue arrow to set the view direction,and click on the "Plane" button in any view, the view will turn to the plane
state.
(6) Previous view: Returns to previous view performed.
(7) Front face: Selects the plane on the volume to display its front view.
(8) Window view: Maximizes the display of selected area, and enables full display and return to the previous view.
3. Title: Double click on the title in the top left corner of the scene to open the dialog box shown below.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(1) Text: Set the title name.
(2) Font: Sets the font of the title.
(3) Text height: Sets the size of the font.
(4) Color: Set the color of the font.
4. Full-screen: Click the

button in the upper right corner to enter full screen, and press Esc to exit. Double-click the left

mouse button to enter or exit full screen; in full screen, hover the cursor at the top to show the title bar; title bar will behidden after the cursor moves out of it.
5. Minimize: Click on the
6. Close: Click the

button in the upper right corner to minimize the software to the taskbar.

button in the upper right corner to exit the publishing scene and return to the software scene.

Note:① A gallery is a collection of highlights and video paths saved in a scene.
② The gallery does not show highlights saved under the axonometric view. The highlights and roam paths are savedwith the associated environment scene.
③ It's necessary to resave the gallery after modifying the scene to update the preview image.
④ Labels for particle entities in published scenarios and in published .exe files will be automatically hidden.
⑤ Page Up/Page Down allows you to switch the gallery.

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3.3.2 Export
Exports the follow file formats; *.dwg, *.bmp, *. jpg, *.png, *.osgb, *.fbx, *.skp, *.3ds, *.obj. Select "Insert Tab > Output
Panel >

Export" to open the following dialog box.

1. Select the *.dwg format, click "Save" button and select the CAD version to export.
2. Select the *.3ds, *.fbx, *.obj, *.osgb formats, click "Save" button, and the following dialog box will pop up.
(1) Scene Units: Display the current drawing units.
(2) File Units: Set the units of the drawing to be exported.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(3) When Model Centered is checked: The model coordinates
will be centered. That is, the coordinates of the center
point at the bottom of the model bounding box are set to(0,0,0) for exporting.
(4) When Change Origin is checked: The model origin ischanged, and the specified point is set as the origin of
the model.
(5) When both Model Centered and Change origin areunchecked: The origin and model position will not bechanged, and the model will be exported according to the actual position in the current drawing.
Note: Model Centered and Change origin options are mutually exclusive, only one can be checked, or both are unchecked.
3. Select *.bmp, *.jpg, *.png format, click "Save" button, and the following dialog box will pop up.
(1) Output size: Sets the width and height of the exported
image in pixel.
(2) Maximum size: The system will display the maximum
pixels of the exported image supported by the system.
(3) Watermark pattern:①

Watermark: If checked, exported image will havewatermark.

②

Tile, spacing: Select "Tile" to display the watermark
pattern according to the default spacing; select"Spacing" to display the watermark patternaccording to the specified spacing.

③

Watermark image: Click on the④

Transparency: Drag the slider to set the transparency of the watermark image, 1 is opaque, 100 is fully

button to select an image in *.bmp or *.jpg format as the watermark image.

transparent.
(4) Click the "Confirm" button to export the image in the appropriate format.
4. Select *.skp format, click "Save" button, and the following dialog box will pop up.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(1) Export Version: Select the exported .skp file version's standards.
(2) Unit Conversion: Convert units when exporting to keep the sameunits as in SketchUp.
(3) Model Centered: When checked, the exported objects will be
automatically centered to the origin coordinates.
(4) Export Line: Exporting lines, spline.
(5) Ignore Material: Exported models without materials.
(6) Change Origin: When checked, the model origin is changed, and thespecified point is set as the origin of the model.
Note:① If a file in *.dwg, *.osgb, *.3ds, *.obj, *.skp or *.fbx format is selected for exporting, the entities in the backgroundlayer of the current drawing are not exported.
② When exporting renderings, it is recommended to turn on "Anti-aliasing, Shadow, Light Projection".

3.4 VR Panel
3.4.1 VR
With Houseplan 1.0 and VR devices, users can immerse themselves in the 3D scene they have created, realizing a real-time
virtual scene browsing experience that allows them to observe in detail from different perspectives.
Before using the VR tool, please make sure that the SteamVR application has been installed correctly on your computer, andthat the SteamVR program and the VR device are turned on and connected to the same network, and then select "Insert Tab > VR
Panel >

VR" to open the following dialog box:

Click the "OK" button to enter the VR scene. And click the "VR" function again to end the VR browsing.

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Controller operation:
1. Teleport: Press and hold the trigger located in front of the controller. Once the green light illuminates, direct the light towards
the desired target point, then release the trigger to initiate teleportation
2. Recenter: Press the controller side button to return to the initial position;
3. Directional control:
1) Move forward/backward: Hold the controller horizontally and push the controller's joystick forward/backward;2) Pan left/right: Hold the controller horizontally and push the controller's joystick left/right accordingly;
3) Move up/down: Hold the controller vertically and push the controller's joystick forward/backward to achieve thedesired movement;
The aforementioned operations are demonstrated using the controller of the Quest 3 headset as an example. Operations forother headset are similar to those of the Quest headsets
Note:Houseplan 1.0 currently supports VR devices such as Quest and HTC. For detailed information on how to use the device andits controller, please visit the official website of the respective VR device.

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4 Edit Menu
This chapter introduces the basic features of modifying the amount, size, shape, and position of model outlines. Using thesefeatures can help the user easily improve the effects of the project.

4.1 Modify Panel
4.1.1 Copy
Copies an object to specified distance and direction. Select "Edit Tab > Modify Panel >Copy", select the object, specify

the base point and target point, and copy continuously.

4.1.2 Cut
Copies an object to clipboard and cut. Select "Edit Tab > Modify Panel >Cut" and select the object to cut.

4.1.3 Paste
Inserts an object from clipboard into workspace. Select "Edit Tab > Modify Panel >Paste" and there are two ways topaste. You can insert the object directly at the designated position or Enter “Y” and press Enter to insert at the original c oordinates.

4.1.4 Erase
Deletes a selected object. Select "Edit Tab > Modify Panel >Erase".

4.1.5 Move
Moves an object to the specified distance and direction. Select "Edit Tab > Modify Panel >Move" to select theobject. There are two ways to move it.
1. Move directly by the global coordinate system: selecting the object and specifying the base and target points to move.
2. Enter “M” and press enter, select the reference plane, select the entity to be moved, and specify the base and target points
to move along the reference plane.

4.1.6 Rotate

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Rotates an object around at specified base point. Select "Edit Tab > Modify Panel >Rotate", select the object, specify

the base point. There are two types of rotation.
1. Rotation is accomplished by directly specifying or entering a value to determine the angle of rotation.
2. To rotate the entity at a reference angle, enter “R” and press enter.
(1) After directly entering a value to determine the reference angle, specify or enter a value to determine the new angle.
Note: The angle at which the final entity is rotated = new angle - reference angle.
(2) Specify the angle to determine the reference angle, such as: specify the base point c, specify the reference angle
after the first point a, specify the second point b, specify the new angle with reference to a point d on the edge, androtate the edge ab to be parallel to the edge cd. The effect is shown in the following figure.

4.1.7 Scale
Scales selected object, keeping the proportion of the object unchanged after scaling. Select "Edit Tab > Modify Panel >Scale", select the object, specify the base point. There are two ways to zoom in.
1. Scale by directly specifying or entering a value to determine the scaling ratio.
2. Scales the entity by the reference length. Enter R and press enter.
(1) After entering a value directly to determine the reference length, specify or enter a value directly to determine the newlength.
(2) Specify the length to determine the reference length, such as: specify the base point c, specify the reference length
after the first point a, specify the second point b, specify a point d on the reference edge to determine the new length,
and scale the ab edge to a length equal to the cd edge. The effect is shown in the following figure.

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Note: Scale factor = new length / reference length, example; enter 0.5 to reduce to 0.5 times the original length.

4.1.8 Mirror
Creates a mirror copy of selected object. Select "Edit Tab > Modify Panel >Mirror", select the object. If you enter “N”,

after mirroring, the source object is not deleted; if you enter “Y”, after mirroring, the source object is deleted. There are two types ofmirroring.
1. Mirroring by direct reference to the line joining the two specified points.
2. Type “Z” and press Enter to use the Z axis as reference.
The effect is shown in the following figure.

4.1.9 Offset
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Offset" and there are two types of offsets.
1. Specify directly or enter a value to determine the offset distance: Select the object to be offset and specify the point todetermine the side on which the offset is to be made.
2. Make the newly generated line entity pass through the specified point: Enter “T” and press enter, select the object to beoffset, and then specify the pass-through point.

4.1.10 Trim
Trims intersected 2D objects. Select "Edit Tab > Modify Panel >Trim", first select the boundary line, then select theobject to be trimmed. The effect is shown in the following figure.

You can also select multiple line entities with intersection points at the same time, and then select the object to be trimme d.
The effect is shown in the following figure.

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Houseplan 1.0 Make stunning 3D scheme with speed and easeNote:
① Trimming objects can be line segments, polylines, arcs, clouds and splines.
② Trimming can only be successful when the selected line intersects with the boundary line.

4.1.11 Extend
Extends the selected boundaries or edges. The objects are extended so that the edges of other objects can be converged.
Select "Edit Tab > Modify Panel >Extend" item, select the boundary line, and then select the object to be extended. The

effect is shown in the figure below.

You can also select multiple line entities with intersection points at the same time, execute the Extend command and selectthe object to be extended. The effect is shown in the following figure.

Note:① Extension objects can be line segments, polylines or arcs.
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② The extension can only be successful when the extension of the selected line has an intersection with the boundaryline.

4.1.12 Break
Breaks the selected object between two points. You can create a gap between two specified points on an object, breaking it
into two objects. Select "Edit Tab > Modify Panel >Break", select the object, use the clicked position as the first breakpoint, and then specify the second break point; to re-designate the first break point, enter “F” to specify the first and second breakpoints to break.
Note: The supported line entities are line segments, polylines, arcs, clouds, splines, and ellipses.

4.1.13 Stretch
Stretches objects crossed by a selection window or polygon. Objects that are partially enclosed by a crossing window are
stretched. Select "Edit Tab > Modify Panel >Stretch", select the 2D object to be moved or stretched, specify the base point

first, and then the second point. The effect is as shown below.

Note:① Box select one or more points of a line entity to locally stretched.
② Point or box select the entire line entity to move it as a whole.

4.1.14 Fillet
Adds rounded corners to intersected 2D objects or volume. Select "Edit Tab > Modify Panel >Page 97 of 241

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1. Rounding of line entities: Selecting two non-parallel lines, set radius of the rounded corners.
2. Rounding the corners of the 3Dvolume is generated by selecting
the edges of the 3D volume; The
effect is shown in the following
figure.
3. Type “R” and press Enter to set theradius of the rounded corner.

4.1.15 Chamfer
Adds chamfers to intersected 2D objects or volume. Select "Edit Tab > Modify Panel >1. Chamfering
objects,

intersected2D

selecting two

non-

Chamfer" item.

parallel lines, generated at the set
chamfer distance.
2. Chamfering of 3D volume isgeneratedbyselectingthechamfered

main

plane

and

chamfered edges.
3. Enter “D” and press Enter to set the chamfer distance.

4.1.16 Smooth
Converts a polyline into a spline. Select "Edit Tab > Modify Panel >Smooth" and select a polyline.

4.1.17 Explode
Decomposes selected objects. Select "Edit Tab > Modify Panel >Note:① Break into planes when the selected object is a volume.
② Break into lines when the selected object is a plane.
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③ Break into line segments when the selected object is a polyline.
④ Selecting a spline converts it to a polyline.
⑤ Select grouped entities to Ungroup.

4.1.18 Array
4.1.18.1 Array Copy
Quickly generates multiple copies of objects or other components by a set distance or number. Select "Edit Tab > Modify
Panel >

Array >

Array Copy" to open the following dialog box.

1. By Floor: Generate copies by building floor or opening.
(1) Reference.
① Check "Reference" to use the selected building's vertical plane as a reference plane.
② If "Reference" is unchecked, the building's vertical plane within 2 meters is used as the reference plane.
(2) Entire column.
① Check "Entire column" to generate a copy of the column with the selected entity in-situ.
② Uncheck "Entire column" to generate a column or layer of copies starting from the entity's location and following
the cursor position.

For example, check "Reference" and uncheck "Entire column". Click the "By Layer" button, first select the vertical planeof the building as a reference, and then select the entities to be arrayed, so that the cursor moves up and down (by layer) andspecifies the end point to generate multiple copies of the entities between the two points. The effect is shown in the following
figure.

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2. Pick Point: Generates multiple copies starting with the selected entity.
(1) Reference.
① Check "Reference" to generate a copy in the direction of the selected reference line.
② With "Reference" unchecked, specify two points to determine a line and generate a copy along that line.
(2) Amount.
① Amount: generate copies of the amount entered in the text box (including the original entity).
② Distance: Click "Amount" in blue font and switch to "Distance". Set the distance between two adjacent copies,
and generate copies at this spacing.
(3) Base point.
① Check "Base point" to specify the position relative to the original entity, using that point as the star ting point for
the reference.
② The entity center point is used as the base point without checking the "Base Point" box.
For example, check "Reference", "Number", and "Base". Click the "Home" button, select the edges of the building, entities,
etc., then select the entities to be arrayed, specify the base point, move the cursor, and specify the end point to generate
multiple copies of the entities between the two points. The effect is shown in the following figure.

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3. Select Line: Generates a copy along the selected path.
(1) Follow.
①

Check "Follow" and the resulting copy is rotated to match the path orientation.

②

If "Follow" is unchecked, the copy is generated at the original angle.

(2) Amount.
① Amount: generate copies in the amount entered in the text box.
② Distance: Click "Quantity" in blue font and switch to "Distance". Set the distance between two adjacent copies,
and generate copies at this spacing.
(3) Base point.
① Check "Base point" to specify the position relative to the original entity, i.e. the position of the final copy relative
to the path.
② If "Base point" is unchecked, the entity center point is the base point, i.e. the center points of the copies are allon the path line.
For example, check "Follow", "Number", and "Base point". Click the "Select Line" button, first select the path line, thenselect the entity to be arrayed, according to the relative position of the base point and the original entity, along the path line togenerate a copy. The effect is shown in the following figure.

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Note: If the specified base point is offset by a distance from the original entity, the final generated copy is also offset bya corresponding distance from the path.
4. Draw Line: Generates a copy along the 2D or 3D line.
(1) Follow.
① Check "Follow" and the resulting copy is rotated to match the path orientation.
② If "Follow" is unchecked, the copy is generated at the original angle.
(2) Amount.
① Amount: the default quantity. Generate copies of the amount entered in the text box.
② Distance: Click "Amount" in blue font and switch to "Distance". Set the distance between two adjacent copies,
and generate copies at this spacing.
(3) Base point.
① Check "Base point" to specify the position relative to the original entity, i.e. the position of the final copy relative
to the path.
② If "Base point" is unchecked, the entity's center point is used as the base point, i.e. the center points of thecopies are all on the path line.
(4) Two dimensional.
① Two-dimensional: by default, path lines are drawn in the same way as two-dimensional polylines.
② 3D: Click on the blue font "2D" and switch to "3D". Draws the path line in the same way as a three-dimensional
polyline.
For example, check "Follow", "Number", and "Base point" to draw in 2D by default. Click the "Draw Line" but ton, selectPage 102 of 241

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the entity to be arrayed, specify the base point first, then specify the location of the first copy to be generated, and use it as
the starting point to create the entity. Then draw the path in the same way as drawing a polyline, and right -click to end thegeneration. The effect is shown in the following figure.

4.1.18.2 Planar Array
Generates multiple copies of selected object. Select "Edit Tab > Modify Panel >Array >

Planar Array" to open

the dialog box shown below.

1. Parameter settings.
(1) Setting the number and spacing of copies.
(2) Set the angle of the array, either manually or by clicking on the blue font "Angle" and specifying two points for drawing
the line, using the angle between the line and the positive direction of the X-axis as the angle of the line.
2. Click on "Select" in blue and select the objects (entities other than roads and terrain).
3. Click the "Apply" button to complete the array and generate multiple copies.

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4.1.19 Group
4.1.19.1 Entity Group
Groups multiple objects into a whole to facilitate operations such as moving, rotating, copying or deleting them. Select "Edit
Tab > Modify Panel >Group >

Entity Group", and select multiple objects for grouping.

Note:① Groups do not support buildings and components.
② Press ctrl + shift to select a single entity within the group.
③ Can group entities already in a group.
④ Select an entity while pressing down “ctrl + Alt” key to separate it from the group.

4.1.19.2 Entity Ungroup
Removes the grouping relationship. Select " Edit Tab > Modify Panel >Group >

Entity Ungroup", and selectgrouped objects to ungroup. You can also use "explode" function to ungroup entities. When ungrouping entities in multi-layeredgroups, each single action only ungroups the outermost group.

4.1.20 Text
Inserts text into workspace. Select "Edit Tab > Modify
Panel >

Text" item to open the following dialog box.

Note:
① When the cursor is on an arc, the text is adjusted tothe angle of the tangent plane.
② In the properties palette, the position, angle, screenfacing properties and spacing of the text can be
modified.
③ You can double-click the text, or click the "Content"
item in the property palette, and selectbutton to modify the text content.

4.2 Measurement Panel

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4.2.1 Distance
Measures the distance between two points. Select "Edit Tab > Measurement Panel >Distance ", specify two points,

and display the distance value on the command line. When measuring, the distance is displayed in real time in the program.

4.2.2 Line Angle
Measures the angle between two lines in the same plane. Select "Edit Tab > Measurement Panel >Line Angle", selecttwo lines, and display the angle value on the command line.
Note:① When an arc is selected, the angle of the tangent line is measured.
② The line angle is displayed in real time in the program during the measurement.

4.2.3 Plane Angle
Measures the angle between any two plane entities. Select "Edit Tab > Measurement Panel >Plane Angle", select twoplanes, and display the angle value on the command line.
Note:① Does not support measuring curved planes.
② When measuring, the plane angle is displayed in real time in the program.

4.3 Positioning Panel
4.3.1 Normal Move
Moves a selected object along the normal direction of the selected plane or edge. Select "Edit Tab > Positioning Panel >Normal Move", follow the command line prompt, place the cursor on the plane or edge of the selected object, highlight it anddrag horizontally or vertically.

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Note:
① The cursor can snap to the planes or edges of entities. For example, the sides and top/bottom of a building can besnapped, as well as the edges of entities such as balconies, planes, etc.
② When a plane is snapped, the whole plane is highlighted and the red cross cursor is displayed. At this point, dragalong the plane in the vertical direction in a forward or reverse direction as indicated by the arrow to achieve
continuous operation.
③ When snapping to the edge or plane of a curved shape, move along the perpendicular direction of its tangent line.
④ During dragging, move the cursor to other planes to align entities. Generally, select a plane in the same direction asa reference. For example, when selecting the top plane of a building to move, holding the left button down moves
the cursor to the top plane of another building or other entity to make the tops of both at the same height.
⑤ Line entities are not supported.

4.3.2 Bottom Leveling
Adjusts the floor elevation of selected object from its base point. Select "Edit Tab > Positioning Panel >BottomLeveling", according to the command line prompt, select the reference plane first, and enter the height relative to the reference plane,
then select the object. You can adjust the elevation of the entity according to the reference plane and the relative height.

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When selecting entities, enter “W”. You can box select multiple entities and adjust the height uniformly.
Note:① When a reference plane is selected, the plane is displayed in red when it is clicked on the plane of a volume. When
there is no plane at the clicked location, a horizontal plane is automatically created in red, centered on the clicked
point, to indicate the reference plane.
② If the relative height is set, the leveled elevation = the height of the reference plane + the relative height. For example,
if the reference plane is specified at a height of 10 m and the relative height is set at 2 m, a building is selected
whose lowest point elevation is 12 m.
③ Roads are not supported. Roads can be modified via the property palette for starting and end height or elevation.

4.3.3 Axis Rotation
Rotates a selected object by the specified axis and angle. Select "Edit Tab > Positioning Panel >Axis Rotation",

according to command line prompt, put the cursor on the edge of the entity itself and click or enter the angle to rotate arou nd thisedge as the axis. You can click continuously to rotate.

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Enter “S” to rotate object by using the edge lines of other entities as axes. For example, after entering “S”, first select entity A
as the rotation object, right-click to end the selection, at which point the cursor is placed on the edge line of entity B and clicked,
i.e., the edge line of B is used as the axis to rotate, to rotate A.
Note:① Rotated objects support lines, planes (except grid planes), editable polygons and text.
② Text cannot be rotated on its own axis. Text can be rotated by selecting another object as the axis of rotation.
③ The rotation axis supports the selection of most entities, except for special entities such as background scenes andtext.

4.3.4 Rotate to Horizontal
Take the center point of a line or plane and rotate it so that it is parallel to the XOY plane. Select "Edit Tab > Positioning Panel >Rotate to Horizontal" and select the object to rotate it horizontally.

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Houseplan 1.0 Make stunning 3D scheme with speed and easeNote:
① If the point is on a line, rotate the clicked line segment to horizontal by its midpoint; if the point is on the plane of aplane or volume, rotate the clicked plane to horizontal by its center.
② Grid planes are not supported.

4.3.5 Rotate Vertical
Take the center point of a line or plane and rotate it so that it is perpendicular to the XOY plane. Select "Edit Tab > Positioning
Plane >

Rotate to Vertical" and select the object to rotate horizontally.

4.3.6 Adjacent Entities
Fits the selected plane or line to the specified position. Select "Edit Tab > Positioning Panel >Adjacent Entities", first

select the plane or edge of object 1 as reference, then select the plane or edge of object 2 to fit together with object 1.

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Houseplan 1.0 Make stunning 3D scheme with speed and easeNote:
① When the plane of a volume is selected, it is aligned with the center of the plane.
② When the edges of the entity are selected, they are aligned at the midpoint of the edges.
③ Reference entities and parallel entities can be any one of: buildings and components, line and other entities.

4.3.7 Align Entities
Aligns the selected plane or line to the specified position. Select "Edit Tab > Positioning Panel >Align Entities" item,

first select the plane or edge of object 1 as reference, then select a plane or edge of object 2, and align with object 1.

Note: Reference and parallel objects can be any one of: buildings and components, lines and other objects.

4.3.8 Arrange
4.3.8.1 Arrange Along Line
Arranges entities in order along a path. Select "Edit Tab > Positioning Panel >command line prompts as follows.

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1. Enter a value to determine the normal net distance. For example; the distance between the object and the reference line
when it is finally lined up.
2. Select the edge lines of the objects as reference lines. Next, enter values to determine the distance between aligned entities
and select the entities to be aligned.
3. Finally, select the reference entity, and the other entities are arranged equidistantly with the reference entity as the base.

4.3.8.2 Directional Copy
Copies a selected object in parallel or perpendicular direction to the reference line. Select "Edit Tab > Positioning Panel >Directional Copy", and follow the command line instructions as follows.

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1. Select lines or solid edges as reference lines.
2. Select the entity to be copied, and at this point move the cursor to the parallel, perpendicular, or Z-axis direction of thereference line, using the center of the entity as the base point to specify where the copy is to be generated. Enter S toreassign the base point for copying.

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5 Modeling Menu
This chapter introduces various traditional and advanced modeling features that allow users to create, modify and refine
the buildings and entities in the scheme according to the rendered effect.

5.1 Advanced Modeling Panel
Advanced Modeling has powerful modeling capabilities, providing flexible and versatile point, line, plane-related operations
to deal with all kinds of complex modeling process easily and efficiently.

5.1.1 Advanced Modeling
Select "Modeling Tab > Advanced Modeling Panel >Advanced Modeling" to open the dialog box shown below.

Note: In the vertex, edge, polygon, element and object tabs of advanced modeling, the Copy, Delete, Move, Rotate, Scale andDelete functions or tools under "Edit" tab are not available.

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5.1.2 Display Mode
Clickbutton in the upper right corner of the panel to expand the drop-down list, as shown below.

1. Edged Faces: Editable polygons are displayed as "model + wireframe" by default.
2. Wireframe: Displays in wireframe form.
3. Facets: Displays in model mode.
Note: You can use the shortcut key F9 to cycle through the three display modes.

5.1.3 Vertex, Edge, Polygon
Dynamically displays the total number of vertices,lines, and planes of editable polygons.
Note: Contains both selected and unselected,
hidden ones are not counted.

5.1.4 Transform
5.1.4.1 SelectSelect is a status command that defaults to the selected state. Normally, objects can be added to the selection set by "selecting
them one by one" or "window selecting" for subsequent operations. As shown below:

1. To add objects to the selection set, you need to hold down the "Ctrl" key and select the object to be added.
2. To remove individual objects from the selection set, you need to hold down the "Alt" key and select the object to be removed.
3. To invert the current selection of objects, you need to hold down the "Shift" key and select the object to invert the selection.
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5.1.4.2 Move
Selects and moves the object. Whenin the selected state, the object is moved in the following ways.

1. Move directly, click on an object and drag the mouse directly to move the object.

2. Select and move. Add the object to be moved to the selection set first, and move it by specifying the reference point in theselection set as the base point.

3. Right-click the Move button and set the move distance of the selected object in the pop-up window.

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The direction of movement is determined by the mouse and the current reference coordinate system. To restrict the object's
movement relative to the plane defined by the X, Y or Z axes or any two of them, click the corresponding button on the Constraints
toolbar or click directly on the axis to temporarily lock the corresponding axis.
Note:① You can press the Shift key and dragging the axis, enter the number of copies in the dialog box, and click the "OK"button to batch copy objects along the direction with equal intervals.
② The Select, Move, Rotate and Scale options cannot be enabled at the same time; only one of them can be activatedat any time.
③ This command corresponds to the move command in the UV Editor.

5.1.4.3 Rotate
Selects and rotates the object. Whenis selected, the object is rotated in the following ways.

1. Direct rotation, click on an object and drag the mouse directly to rotate the object.

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2. Select and rotate, the object to be rotated is first added to the selection set and rotated by specifying the reference point in
the selection set as the base point.

3. Right-click the Rotate button and set the rotation angle of the selected object in the pop-up window.

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The direction of rotation is determined by the mouse and the current reference coordinate system. To restrict the rotation of theobject to the plane defined by the X, Y or Z axis or any two of them, click the corresponding button on the Constraints toolb ar or
click the axis directly on the axis to temporarily lock the corresponding axis. If the XY, YZ or XZ axes are locked at the same time, themodel will remain unchanged.
Note:① You can press the Shift key and dragging the axis, enter the number of copies in the dialog box, and click the "OK"button to batch rotate objects with equal angle.
② The Select, Move, Rotate and Scale options cannot be enabled at the same time; only one of them can be activatedat any time.
③ This command corresponds to the rotation command in the UV Editor.

5.1.4.4 Scale
Selects and scales the object. Whenin the selected state, the object is scaled in the following ways.

1. Direct scaling, click on an object and drag the mouse directly to scale the object.

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2. Select and scale, the object to be scaled is first added to the selection set and scaled by specifying the reference point in
the selection set as the base point.

3. Right-click the “Scale” button and set the zoom scale of the selected object in the pop-up window.

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The direction of scaling is determined by the mouse and the current reference coordinate system. To restrict object scaling to
the plane defined by the X, Y or Z axis or any two of them, click the corresponding button on the Constraints toolbar, or click directlyon the axis to temporarily lock the corresponding axis.
Note:① You can press the Shift key and dragging the axis, enter the number of copies in the dialog box, and click the "OK"button to batch copy objects with equal proportion.
② The Select, Move, Rotate and Scale options cannot be enabled at the same time; only one of them can be activatedat any time.
③ This command corresponds to the scale command in the UV Editor.

5.1.4.5 Lock
Enables or disables selection locking, which prevents accidental selection of other entities in complex scenes.
By default, this button is unchecked. By checking the lock button and enabling this feature, you can click or drag the cursor
anywhere in the viewport without losing that current selection set or adding unwanted new objects to the current selection set. To
cancel or change the selection, uncheck the lock item.
On the toolbar, check the lock button and activate one of the move, rotate, or scale buttons. Drag anywhere in the viewport tomove, rotate, or scale the objects in the selection set.

5.1.5 State

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5.1.5.1 Snap
When creating and editing editable polygons in the Advanced
Modeling panel, you can enable the snap function to assist in theoperation for precise positioning. Click the checkbox

at thebottom of the panel to turn the snap function on or off. Right click on
the checkbox

to open the dialog box shown below.

You can set snapping options, where "plane" refers to thesurface of a plane or entity. Click the "Select All" button to check all
the boxes; click the "Confirm" button to apply the settings.
Note: When snapping to the circle center of an arc, you needto hover the cursor over the edge line to display the center ofthe circle.

5.1.5.2 Orthogonal
Restricts the operation to horizontal or vertical orientation. Click the checkbox
at the bottom of the panel to turn the orthogonal function on or off. Right-click
the checkbox

to open the following menu.

1. Select "World": Operation is performed in the world coordinates direction (i.e., theaxes in the lower left corner of the software).
2. Select "User": Operation is performed in the self-defined axis direction.
You can follow the command line prompts and enter the angle with the X direction of the world coordinate system as the
X-axis direction in the user coordinate system; or select the edge or line as the orthogonal direction; you can also draw theline to obtain it. Enter “D” and press ENTER, specify two points, and draw the orthogonal direction. If you need to clear thedefined orthogonal direction, enter “C” and press ENTER.
Note:① When orthogonal is turned on, operations such as drawing can only be performed in the X, Y or Z axis directions.
② When both snapping and orthogonal are enabled, snapping takes precedence.
③ When drawing a line to obtain it, the two points are drawn with different directions and different angles.

5.1.5.3 Ignore BackFacing

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When this option is enabled, only points, lines, and planes visible in the workspace can be selected. With this option disabled,
all points, lines, and planes in the viewport can be selected. Click the checkbox

at the bottom of the panel toturn this feature on or off.

5.1.5.4 Local
The native position, i.e., the object's own coordinates. Click the checkbox

at the bottom of the panel to turn this function

on or off.
Note:
① When its own coordinates are checked, the axial direction of the operation is affected; when its own coordinates areunchecked, it is the axial direction in world coordinates.
② The operations affected are move, rotate, scale, mirror, array, align, transform, etc.
③ You can view the direction of the entity's own coordinates by using the "Axis Transformation" function.

5.1.6 Constraint
Constraints, i.e., axial constraints. Click the button at the bottom of the panel to turn on or off the constraint funct ion for thecorresponding axis, as the following figure shows.

Note:① Axis constraints affect the axes of move and zoom functions. For example, if you constrain the x-axis, you can only
move in the x-axis direction when you perform a move. Similarly, if the xy-axis is constrained, the movement can
only be made in the XOY plane.
② When "Snap" is checked, movement is in the direction of the constraint, although it is possible to move by snap point.
③ You can also achieve the constraint effect by dragging the cursor in an axial direction without checking the "Constraint"box.

5.2 Create Tab
Converts objects such as planes and volumes into editable polygonal entities.

5.2.1 Polygon Tools
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5.2.1.1 Rectangle
Creates a rectangular plane. Select "Create Tab > Polygon > Rectangle", specify the first corner point, drag it to the target
location as another corner point.
Note: After activating the drawn rectangular plane, its alias, accompanying layer color, smoothing, length, width and otherparameters can be modified on the property palette.

5.2.1.2 NGonCreates a regular polygonal plane. Select "Create Tab > Polygon > NGon", enter a value to determine the number of sides,
and then start drawing. There are three ways to generate.
1. Draws a square polygon internal to a circle: Specifying the center point and entering the radius generates a square polygon.
2. Draw a regular polygon based on the specified side lengths: Input or Enter “E” and press Enter to specify two points as thelengths of the sides of the regular polygon.
3. To draw a square polygon tangent to a circle: Input or Enter “C”, specify the center point, enter the radius, and generate asquare polygon.
Note:① The generated result is an editable plane.
② You can modify polygonal plane properties on properties palette.
③ If the drawn polygon plane has been edited, the number of sides and the internal tangent radius parameters in theproperty palette cannot be modified.

5.2.1.3 Polygon
Creates polygonal planes. The generated result is an editable plane. Select "Create Tab > Polygon > Polygon", specify thestarting point, and draw the polygon directly; or enter “S” to draw the polygon in 3D space. To abort the previous operation, type“U” and press enter.

5.2.1.4 Circle
Creates a circular plane. Select "Create Tab > Polygon > Circle" to create a circle with the specified center and radius.

5.2.1.5 Ellipse
Creates an elliptical plane. Select "Create Tab > Polygon > Circle" to create an ellipse with the specified center and axis
length.

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5.2.1.6 Donut
Creates a ring with a circular cross section. Select "Create Tab > Polygon > Donut", specify the center of the circle, andthen set the inner and outer radii respectively.
Note:① To set the radius, specify the location with the mouse or enter the value at command line.
② The property palette allows you to modify parameters such as alias, accompanying layer color, smoothing, outercircle radius, inner circle radius, center point, etc.

5.2.1.7 Star
Creates a star-shaped closed plane. Select "Create Tab > Polygon > Star", specify the center point, enter a value todetermine the number of star angles, and then set the outer and inner radii.
Note:① To set the radius, specify the position with the mouse or enter the value at command line.
② The property palette allows you to modify information about parameters such as alias, accompanying layer color,smoothing, corner points, outer radius, inner radius, center point, etc.

5.2.2 Object Tools
5.2.2.1 Box
Creates a box. Select "Create Tab > Object > Box", draw the bottom side of the box, enter the height.
Note: The property palette allows you to modify information about parameters such as alias, color attached to layers, smooth,length section, width section, height section, length, width, height, center, elevation, etc.

5.2.2.2 Sphere
Creates a sphere. Select "Create Tab > Object > Sphere", specify the center of the sphere, enter the radius.
Note: The property palette allows you to modify information about parameters such as alias, color attached to layers, smooth,number of sides, radius, center, elevation, etc.

5.2.2.3 Cylinder
Creates a cylinder. Select "Create Tab > Object > Cylinder", draw the base of the cylinder, enter the height.
Note: The property palette allows you to modify information about parameters such as alias, color attached to layers, smooth,number of sides, height section, face section, radius, height, center, elevation, etc.
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5.2.2.4 Torus
Creates a ring volume. Select "Create Tab > Object > Torus ", specify the center of the circle, enter the circle radius and theradius of the torus.
Note: The property palette allows you to modify information about parameters such as alias, color attached to layers, smooth,number of sides, section, rotate angle, inner circle radius, out circle radius, center, elevation, etc.

5.2.2.5 Cone
Creates a cone. Select "Create Tab > Object > Cone", specify the center of the circle, enter the radius of the top and bottom
planes, enter the height.
Note: The property palette allows you to modify information about parameters such as alias, color attached to layers, smooth,number of sides, height section, face section, bottom radius, top radius, height, center, elevation, etc.

5.2.2.6 Pyramid
Creates a pyramid. Select "Create Tab > Object > Pyramid", specify the center point, enter the number of sides, enter theradii of the top and bottom external circles, and enter the height.
Note: The property palette allows you to modify information about parameters such as alias, color attached to layers, smooth,number of sides, bottom radius, top radius, height, center, elevation, etc.

5.2.3 Convert Tools
5.2.3.1 Convert
Converts objects such as volumes, planes and buildings into editable polygons. Select "Create Tab> Convert > Convert"
and select the entity to convert it to an editable polygon.
Note: All entities except oblique photography, point cloud, and imagery data, can be converted to editable polygons and theirpoints, lines, and planes edited.

5.3 Vertex Tab
5.3.1 Delete
Erases the selected point. Select "Vertex Tab > Delete" and select the vertex to delete. The planes formed with this point will
be deleted together after deletion.

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5.3.2 Copy
Copies the selected point. Select "Vertex Tab > Copy", select the point, specify the base point, and then specify the target
point to create a copy.

5.3.3 Select Invert
Selects all points in the current workspace other than the selected points. Select the "Vertex Tab > Select Invert" item toselect the object, all points other than the object are selected.

5.3.4 FFD
Adds control vertices to the selected point, making it more evenly to adjust the shape of an object. Select “Vertex Tab >FFD” to open the dialog box shown.
1. Control Points: When using FFD under this submode, thelattice frame will be shown in yellow and the control points
on it can be selected and manipulated to change the shapeof the object. A single or multiple control points can be
adjusted at the same time.
2. Lattice: When using FFD under this submode, the latticeframe will be shown in orange. The frame can be moved,
rotated, or scaled. By default, if the frame is moved orscaled, only vertices within the volume of the object can beused for transformation.
3. Set Volume: Mainly used to set the initial state of latticeframe. Under this mode, when using FFD the frame will be shown in green. The control points can be adjusted without
affecting the shape of the object. This provides better control when transforming irregular objects.

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4. FFD style: The default setting is rectangular mode, with threedifferent FFD styles: "FFD 2× 2× 2", "FFD 3× 3× 3" and "FFD
4× 4× 4". You can also customize the style by clicking the"Customize" button to bring up the dialog box shown below.
(1) Cuboid mode: Creates rectangular shape lattice freeform transformations, where the number of edit points
in the XYZ axis can be set separately in the rectangularparameters.
(2) Cylinder mode: Creates cylindrical shape lattice freeform. Radial, lateral and height edit points can be set
separately.
5. Set the parameters, select the editable polygon, and the FFD
edit box will appear on the selected volume to enter thetransformation edit mode.
Note:① During operations, the advanced modeling dialogue will not disappear. Close the dialogue and the command willend.
② During operations, the three submodes can be switched to one another.
③ The precision of the FFD edit point on the object is related to the number of segments of the object itself. The higher
the number of segments, the higher the precision.
④ The fewer the number of FFD edit points, the larger the range controlled by a single point; the more FFD edit points,
the smaller the range controlled by a single point.
⑤ Ignoring back side is valid for FFD edit points.
⑥ Only one volume in the scene can be transformed at a time, you cannot edit two or more 3D entities at the same time;
if you need to execute deformation commands on multiple 3D entities at the same time, you can " Attach" them as
one volume and then use FFD transformation.
⑦ When FFD editing, move, rotate, and scale under "Edit" tab are not available.

5.3.5 SliceSpecifies a slicing line to generate a slicing plane. New vertices and lines will be generated where the model and the plane
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Houseplan 1.0 Make stunning 3D scheme with speed and easeintersect. Select "Vertex Tab > Slice", and select two points.

5.3.6 Cut
Cuts planes to create new vertices and lines. Select "Vertex Tab > Cut", then click on an entity to continuously specify positions
to cut the plane of the entity.

5.3.7 Tessellate
Tessellates models by choosing to split the selected planes with edge
midpoint connections or with vertex connections.
After selecting a vertex, select "Vertex Tab > Tessellate", to open thefollowing dialogue.
Choose to tessellate either edge or face, set tension, and click Confirm
to apply.

5.3.8 Drag
Drag select, with which vertices will be automatically selected when
the cursor hovers over them. Select "Vertex Tab > Drag", hold down left mouse button, and hover over vertices to select them.

5.3.9 Target Weld
Drag the selected point to the target point to be merged (as close as possible) to automatically perform the merge. Select"Vertex Tab > Target Weld" and select the starting point and target point to merge.
Note:① The starting point and the target point must be on the same line.
② When the planes on which the points are located are not closed, points which do not lie on the same line may bewelded.
③ When points on different entities need to be merged, multiple entities should be "Attach" before merging.

5.3.10 Break
Breaks a shared vertex into multiple independent vertices for separate editing. Select "Vertex Tab > Break" and select the vertex
to break.

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5.3.11 Weld
Welds multiple vertices of an editable polygon together into a single vertex. Select "Vertex Tab > Weld", select the vertex andenter the weld distance, and the vertices within the range are welded as one.
Note:
① A successful weld is achieved when the distance entered is greater than or equal to the distance between any vertices
to the average position of the combined vertices.
② The vertices selected must be vertices in the same plane on the entity.
③ When vertices on different entities are to be welded, multiple entities must be "Attach" before welding.

5.3.12 Exit
All points will exit the editing state. Select "Vertex Tab> Exit" to exit the editing state.

5.3.13 Remove
Removes a selected point. Unlike Erase, removing vertices does not destroy the integrity of the plane. Select "Vertex Tab >Remove" item to remove the selected point.

5.3.14 Connect
Connects points on editable polygons with lines. Select "Vertex Tab > Connect", and draw lines by clicking on vertices.
Note: while connecting vertices, the connecting line cannot intersect with other lines.

5.3.15 To Edge
By selecting a point, the line associated with that point is selected and switched to line mode.
Select "Vertex Tab > To Edge" item and select the line to select the line that connects this point.

5.3.16 Shrink
Shrink vertex selection towards the inner circumference direction from the currently selected point.
Select the "Vertex Tab> Shrink" item, select the vertex, and then shrink the selection one turn inward along the selected range.
Note:① Automatically selects the vertices on the lines that shares sides with this point.
② The Ignore Backfacing option has no influence on this command.
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5.3.17 Grow
Extends vertex selection of the currently selected vertices in the peripheral direction.
Select the "Vertex Tab > Grow" item, select the vertex, and then expand the selection one turn outward along the selected
range.
Note:① Automatically selects the vertices on the lines that shares sides with this point.
② The Ignore Backfacing option has no influence on this command.

5.3.18 Chamfer
Fillets selected points. Slice the selected edge to create a newplane. Select the "Vertex Tab > Chamfer ", select the vertex to besliced fillet. Set the slicing amount and segment parameters in the
dialog box, and click Confirm.
Parameter Description:
1. Slicing amount: Specifies the size of the chamfered plane.
2. Segment: Input value between 1 and 10.
3. Open sliced corners: Decides whether the cut corners are closed.

5.4 Edge Tab
5.4.1 Delete

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Erases the line on the selected editable polygon. Select "Edge Tab > Delete" and select the line to delete. The planes formed
with this line will be deleted together after deletion.

5.4.2 Copy
Copies lines on editable polygons into separate 3D polylines. Select "Edge Tab > Copy", select the line, specify the basepoint, and then specify the target point to create a copy.

5.4.3 Select Invert
Selects all lines in current workspace other than the selected lines. Select the "Edge Tab > Select Invert" item to select theobject, all lines other than the object are selected.

5.4.4 FFD
Adds control vertices to the selected edge to evenly adjust the shape of the object. Select “Edge Tab > FFD” to open the
dialog box shown.
1. Control Points: When using FFD under this submode, thelattice frame will be shown in yellow and the control points
on it can be selected and manipulated to change the shapeof the object. A single or multiple control points can be
adjusted at the same time.
2. Lattice: When using FFD under this submode, the latticeframe will be shown in orange. The frame can be moved,
rotated, or scaled. By default, if the frame is moved orscaled, only vertices within the volume of the object can beused for transformation.
3. Set Volume: Mainly used to set the initial state of latticeframe. Under this mode, when using FFD the frame will be shown in green. The control points can be adjusted without
affecting the shape of the object. This provides better control when transforming irregular objects.

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4. FFD style: The default setting is rectangular mode, with threedifferent FFD styles: "FFD 2× 2× 2", "FFD 3× 3× 3" and "FFD
4× 4× 4". You can also customize the style by clicking the"Customize" button to bring up the dialog box shown below.
(1) Cuboid mode: Creates rectangular shape lattice freeform transformations, where the number of edit points
in the XYZ axis can be set separately in the rectangularparameters.
(2) Cylinder mode: Creates cylindrical shape lattice freeform. Radial, lateral and height edit points can be set
separately.
5. Set the parameters, select the editable polygon, and the FFD
edit box will appear on the selected volume to enter thetransformation edit mode.
Note:① During operations, the advanced modeling dialogue will not disappear. Close the dialogue and the command willend.
② During operations, the three submodes can be switched to one another.
③ The precision of the FFD edit point on the object is related to the number of segments of the object itself. The higher
the number of segments, the higher the precision.
④ The fewer the number of FFD edit points, the larger the range controlled by a single point; the more FFD edit points,
the smaller the range controlled by a single point.
⑤ Ignoring back side is valid for FFD edit points.
⑥ Only one volume in the scene can be transformed at a time, you cannot edit two or more 3D entities at the same time;
if you need to execute deformation commands on multiple 3D entities at the same time, you can " Attach" them as
one volume and then use FFD transformation.
⑦ When FFD editing, move, rotate, and scale under "Edit" tab are not available.

5.4.5 SliceSpecifies a slicing line to generate a slicing plane. New vertices and lines will be generated where the model and the plane
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5.4.6 Cut
Cuts planes to create new vertices and lines. Select "Edge > Cut", then click on an entity to continuously specify positions
to cut the plane of the entity.

5.4.7 Tessellate
Tessellates models by choosing to split the selected planes with edge
midpoint connections or with vertex connections. After selecting a vertex, select"Edge Tab > Tessellate", and the following dialogue appears. Choose to tessellate
either edge or face, set tension, and click Confirm to apply.

5.4.8 Drag
Drag select, with which lines will be automatically selected when the cursor
hovers over them. Select "Edge Tab > Drag", hold down left mouse button, and hover over lines to select them.

5.4.9 Fence
Fence select. Select all lines that intersect the line you draw. Select "Edge Tab > Fence", draw a polyline, and all intersecting
lines will be selected.

5.4.10 Create Shape
Extracts the contour lines. Select the "Edge Tab > Create Shape " item and select the line to generate a 3D polyline.
Note: The 3D polyline generated can only be edited if you exit advanced modeling mode.

5.4.11 Measure
Select a line or plane on an editable polygon, enter the number of equal segments, and add vertices or lines evenly to divide
the line or plane. Select the item "Edge Tab > Measure" and the dialog box pops up:

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1. Object: You can choose lines, planes, and solids.
(1) Line: "One line", an equal division of the selected line.
(2) Plane:① One line, one plane: An equal division of the selected plane according to the vertical direction of the selectedline.
② Multi-line: Equally divide the associated planes based on the selected polyline.
(3) Solid:① One line: The volume is divided equally according to the vertical direction of the selected line.
② Two lines: The volume is divided equally according to the two lines chosen.
2. Equipartition parameter: You can enter the value directly, or click the

button to adjust how many segments you want to

add, or you can drag the slider to adjust it.
(1) Segment: The default value is 2, means an equal division into 2 parts.
(2) Shrink: Moves all newly generated segment lines or points, either towards the center or towards the ends.
(3) Slider: Offsets all newly generated segment lines or points as a whole on the plane.
Note: For the equipartition of planes, multiple lines must be coplanar; and for the equipartition of volumes, both lines must
belong to the same entity and must be coplanar.

5.4.12 Exit
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All lines will exit the editing state. Select "Edge Tab> Exit" to exit the editing state.

5.4.13 Remove
Removes a line from an editable polygon. Select "Edge Tab> Remove" item to remove the selected line.
Note: After selecting the object:① Right-click or press space: Removes the line and its endpoints, and the two planes that have a common side withthe line are combined into one plane.
② Press Enter: Removes the line and keeps the endpoints.

5.4.14 To Vertex
In line mode, select the point on the selected line and switch to point mode. Select "Edge Tab > To Vertex " and after selecting
the line, the point on the line is selected.

5.4.15 To Polygon
In line mode, select the plane associated with the selected line and switch to plane mode. Select "Edge Tab > To Polygon "and after selecting the line, the associated plane is selected.

5.4.16 Shrink
Shrink the selection of lines in the inward direction of the currently selected line. Select "Edge Tab > Shrink" item, select theline, and then shrink the selection one turn inward along the selected range.

5.4.17 Grow
Extends the selection of lines in the outward direction of the currently selected line. Select "Edge Tab > Grow" item, select theline, and then expand the selection by one circle along the selected range.

5.4.18 Chamfer
Slices the selected edge to create a new plane. Select the "Edge Tab> Chamfer", select the line to be sliced, and the following
dialog box appears.

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Set the slicing amount and segment parameters in the dialog
box, and click Confirm.
Parameter Description:
1. Slicing amount: Specifies the size of the chamfered plane.
2. Segment: Integer between 1 and 10.
3. Open slice corners: Decides whether the cut corners areclosed.

5.4.19 Bridge
Within the same model, the Bridge command can create a plane between edges, and the new bridging plane will be a part ofthe original mesh. Select " Edge Tab > Bridge", and the following dialogue will pop up:

Set number of segments, type, taper, offset, twist 1 and twist 2 parameters, click "Confirm" to apply.
Parameter Description:
1. Segments: Sets the number of equal segments for the plane generated by the bridge.
2. Type: Sets the type of plane generated by the bridge, the Liner and Curve are available.
3. Taper: Sets the extent to which the bridge width becomes smaller or larger toward its center. Negative value tapers it smaller;
positive value tapers it larger.
4. Offset: Determines the position of the maximum taper. Ranges from -99 to 99, with default 0.0, the amount of taper isgreatest at the center of the bridge.
5. Twist1、Twist2: Rotates the order of connection between the edges of the two selections. The two controls let you set a
different twist amount for each end of the bridge.

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5.4.20 Ring
Creates one edge ring based on the current sub-object selection and selects the results. Select "Edge Tab > Ring " to selecta line of a quadrilateral and press enter, then the opposite line is selected. For example, if the you select the line “i”, t he line “i+2”will be RING selected.

Note: The command is only available to the quadrilateral plane.

5.4.21 Loop
Creates one edge loop based on the current sub-object selection and selects the results. Select the "Edge Tab > Loop", andafter selecting the line and pressing enter, connecting lines are selected.

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Note: The command is only available to the quadrilateral plane.

5.4.22 Border
Quickly select border lines. Select "Edge Tab > Border", after selecting lines and press enter，all lines on the edge will beselected.

5.4.23 Cap
In line mode, select the boundary line that needs to be sealed to generate a new plane. Select the "Edge Tab > Cap" andselect the closed line on the editable polygon to seal.
Note: Window select the editable polygon, and the system automatically searches for the closed lines on the current polygon,
and automatically excludes those that already have planes.

5.4.24 Insert Vertex
Manually add points to the edge for subdivision. Select "Edge Tab > Insert Vertex " and specify the insertion point on the line.

5.5 Polygon Tab
5.5.1 Delete
Erases the selected plane. Select "Polygon Tab > Delete" and select the plane to delete.

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5.5.2 Copy
Copies the selected plane. Select "Polygon Tab > Copy", select the plane, specify the base point, and then specify the target
point to create a copy.

5.5.3 Select Invert
Selects all planes in the current scene other than the selected plane. Select the "Polygon Tab > Select Invert" item to selectthe object, all planes other than the object are selected.

5.5.4 FFD
Adds control vertices to the selected plane to evenly adjust the shape of the object. Select “Polygon Tab > FFD” to open the
dialog box shown.
1. Control Points: When using FFD under this submode, thelattice frame will be shown in yellow and the control points
on it can be selected and manipulated to change the shapeof the object. A single or multiple control points can be
adjusted at the same time.
2. Lattice: When using FFD under this submode, the latticeframe will be shown in orange. The frame can be moved,
rotated, or scaled. By default, if the frame is moved orscaled, only vertices within the volume of the object can beused for transformation.
3. Set Volume: Mainly used to set the initial state of latticeframe. Under this mode, when using FFD the frame will be shown in green. The control points can be adjusted without
affecting the shape of the object. This provides better control when transforming irregular objects.

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4. FFD style: The default setting is rectangular mode, with threedifferent FFD styles: "FFD 2× 2× 2", "FFD 3× 3× 3" and "FFD
4× 4× 4". You can also customize the style by clicking the"Customize" button to bring up the dialog box shown below.
(1) Cuboid mode: Creates rectangular shape lattice freeform transformations, where the number of edit points
in the XYZ axis can be set separately in the rectangularparameters.
(2) Cylinder mode: Creates cylindrical shape lattice freeform. Radial, lateral and height edit points can be set
separately.
5. Set the parameters, select the editable polygon, and the FFD
edit box will appear on the selected volume to enter thetransformation edit mode.
Note:① During operations, the advanced modeling dialogue will not disappear. Close the dialogue and the command willend.
② During operations, the three submodes can be switched to one another.
③ The precision of the FFD edit point on the object is related to the number of segments of the object itself. The higher
the number of segments, the higher the precision.
④ The fewer the number of FFD edit points, the larger the range controlled by a single point; the more FFD edit points,
the smaller the range controlled by a single point.
⑤ Ignoring back side is valid for FFD edit points.
⑥ Only one volume in the scene can be transformed at a time, you cannot edit two or more 3D entities at the same time;
if you need to execute deformation commands on multiple 3D entities at the same time, you can " Attach" them as
one volume and then use FFD transformation.
⑦ When FFD editing, move, rotate, and scale under "Edit" tab are not available.

5.5.5 SliceSpecifies a slicing line to generate a slicing plane. New planes will be generated where the model and the plane intersect.
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Select "Polygon > Slice", and select two points.

5.5.6 Cut
Cuts planes to create new vertices and lines. Select "Polygon Tab> Cut", then click on an entity to continuously specify
positions to cut the plane of the entity.

5.5.7 Tessellate
Tessellates models by choosing to split the selected planes with edge
midpoint connections or with vertex connections. After selecting a vertex, select"Polygon Tab > Tessellate", and the following dialogue appears. Choose totessellate either edge or face, set tension, and click Confirm to apply.

5.5.8 Drag
Drag select, with which planes will be automatically selected when the cursor
hovers over them. Select "Polygon Tab > Drag", hold down left mouse button, and hover over lines to select them.

5.5.9 Fence
Fence selected. Select all lines that intersect the line you draw. Select "Polygon Tab > Fence", draw a polyline, and allintersecting lines will be selected.

5.5.10 Smooth
Smooths the selected entity. Select "Polygon Tab > Smooth", after select editable polygons, and the following dialog box
appears.
Sets number of iterations whether to display smooth effect, click "Confirm" to apply.

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Houseplan 1.0 Make stunning 3D scheme with speed and easeParameter Description:
Iterations: Controls number of vertices that areadded to the polygon to smooth the mesh.
Show: The smooth effect will be displayed.
Hide: The smooth effect will not be displayed.
Note: When the number of iterations is 0, only
display smoothness is active.

5.5.11 Measure
Select a line or plane on an editable polygon, enter the number of equal segments, and add vertices or lines evenly to divide
the line or plane. Select the item "Polygon Tab > Measure" and the dialog box pops up:

1. Object: You can choose lines, planes, and solids.
(1) Line: "One line", an equal division of the selected line.
(2) Plane:① One line, one plane: An equal division of the selected plane according to the vertical direction of the selectedline.
② Multi-line: Equally divide the associated planes based on the selected polyline.
(3) Solid:
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① One line: The volume is divided equally according to the vertical direction of the selected line.
② Two lines: The volume is divided equally according to the two lines chosen.
2. Equipartition parameter: You can enter the value directly, or click the

button to adjust how many segments you want to

add, or you can drag the slider to adjust it.
(1) Segment: The default value is 2, means an equal division into 2 parts.
(2) Shrink: Moves all newly generated segment lines or points, either towards the center or towards the ends.
(3) Slider: Offsets all newly generated segment lines or points as a whole on the plane.
Note: For the equipartition of planes, multiple lines must be coplanar; and for the equipartition of volumes, both lines must
belong to the same entity and must be coplanar.

5.5.12 Exit
All planes will exit the editing state. Select "Polygon Tab> Exit" to exit the editing state.

5.5.13 Detach
Breaks the selected plane into a new volume. Select "Polygon Tab > Detach " to select a plane for breaking, which is shownin gray by default.

5.5.14 To Edge
While under the Polygon mode, select the lines on the selected plane and jump to the Edge mode. Select "Polygon Tab > To
Edge" and after selecting the plane, the lines on the plane are selected and switched to the Edge Tab.

5.5.15 To Element
In polygon mode, select the elements related to the selected polygon and switch to element mode.
After selecting a polygon, select "Polygon Tab > To Element", and the related elements will be selected and switched to the
Element Tab.

5.5.16 Shrink
Shrinks the selection of planes in the inward direction of the currently selected plane. Select "Polygon Tab > Shrink" item,
select the plane, and then shrink the selection one turn inward along the selected range.

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5.5.17 Grow
Adds planes on the outward direction of the currently selected plane into selection. Select "Polygon Tab > Grow" item, selectthe plane, and then expand the selection by one circle along the selected range.

5.5.18 Flip Normal
Flips the planes with reverse direction of normal in the selection set so that the UV material can be displayed properly. Select"Polygon Tab > Flip Normal " item and select the plane.
Note: The selected plane is flipped 180°along the center of its own, the results of modifications by other commands to theeditable polygon like Weld and Break, will not be changed.

5.5.19 Bridge
Within the same model, the Bridge command creates a connecting plane between edges, and the bridging plane will be partof the original mesh. Select "Polygon Tab > Bridge", and the following dialogue will pop up:

Set number of segments, bridge type, taper, offset, twist 1 and twist 2 parameters, click Confirm to apply.
Parameter Description:
1. Segments: Sets the number of equal segments for the plane generated by the bridge.
2. Type: Sets the type of plane generated by the bridge, the Liner and Curve are available.
3. Taper: Sets the extent to which the bridge width becomes smaller or larger toward its center. Negative value tapers it smaller;
positive value tapers it larger.
4. Offset: Determines the position of the maximum taper. Ranges from -99 to 99, with default 0.0, the amount of taper isgreatest at the center of the bridge.

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5. Twist1、Twist2: Rotates the order of connection between the edges of the two selections. The two controls let you set a
different twist amount for each end of the bridge.

5.5.20 Outline
Offsets the selected plane within the selection by the same proportion. Select "Polygon Tab > Outline" item, select the polygon
plane, and drag the cursor or enter a value to determine the offset distance.

5.5.21 Extrude Polygon
Performs vertical or horizontal extrusion of multiple planes of editable polygons within a selection set according to polygon s,groups, or local normal. Select "Polygon Tab > Extrude Polygon" and select the plane. Set the parameters in the dialog box andclick the "Confirm" button to squeeze the selected plane.
1. Polygons: Vertical or lateral extrusion in
the normal direction of the selected plane
itself.
2. Group: Vertical or lateral extrusion in the
average normal direction of the selected
planes.
3. Local normal: Selected planes adjacent toeach other are merged in the direction of
their combined normal for vertical or lateral extrusion.

5.5.22 Extrude
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Extrudes the selected plane. Select "Polygon Tab > Extrude" item, the selected object will be highlighted, drag the mouse orenter the exact value to extrude. Entering “Y” on the command line will retain the selected plane; entering “N” will not retain theselected plane; before pressing Enter to finish the command, you can select any additional planes to continue extruding.
Note: Align the cursor to other entities when extruding, then the selected extrusion plane can be extruded to the same heightas the selected entity.

5.6 Element Tab
5.6.1 Delete
Erases the selected element. Select "Element Tab > Delete" and select the element to delete. Erases a single instance element
and also deletes other instance entities of the same source.

5.6.2 Copy
Copies the selected element. Select "Element Tab > Copy", select the element, specify the base point, and then specify thetarget point to create a copy.

5.6.3 Select Invert
Selects all elements in the current scene other than the selected element. Select the "Element Tab > Select Invert" item toselect the object, all elements other than the object are selected.

5.6.4 FFD
Adds control vertices to the selected elements to evenly adjust the object shape. Select “Element Tab > FFD” to open the
dialog box shown.

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1. Control Points: When using FFD under this submode, thelattice frame will be shown in yellow and the control points
on it can be selected and manipulated to change the shapeof the object. A single or multiple control points can be
adjusted at the same time.
2. Lattice: When using FFD under this submode, the latticeframe will be shown in orange. The frame can be moved,
rotated, or scaled. By default, if the frame is moved orscaled, only vertices within the volume of the object can beused for transformation.
3. Set Volume: Mainly used to set the initial state of latticeframe. Under this mode, when using FFD the frame will be shown in green. The control points can be adjusted without
affecting the shape of the object. This provides better control
when transforming irregular objects.
4. FFD style: The default setting is rectangular mode, with threedifferent FFD styles: "FFD 2× 2× 2", "FFD 3× 3× 3" and "FFD
4× 4× 4". You can also customize the style by clicking the"Customize" button to bring up the dialog box shown below.
(1) Cuboid mode: Creates rectangular shape lattice freeform transformations, where the number of edit points
in the XYZ axis can be set separately in the rectangularparameters.
(2) Cylinder mode: Creates cylindrical shape lattice freeform. Radial, lateral and height edit points can be set
separately.
5. Set the parameters, select the editable polygon, and the FFD
edit box will appear on the selected volume to enter thetransformation edit mode.
Note:① During operations, the advanced modeling dialogue will not disappear. Close the dialogue and the command will
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Houseplan 1.0 Make stunning 3D scheme with speed and easeend.
② During operations, the three submodes can be switched to one another.
③ The precision of the FFD edit point on the object is related to the number of segments of the object itself. The higher
the number of segments, the higher the precision.
④ The fewer the number of FFD edit points, the larger the range controlled by a single point; the more FFD edit points,
the smaller the range controlled by a single point.
⑤ Ignoring back side is valid for FFD edit points.
⑥ Only one volume in the scene can be transformed at a time, you cannot edit two or more 3D entities at the same time;
if you need to execute deformation commands on multiple 3D entities at the same time, you can " Attach" them as
one volume and then use FFD transformation.
⑦ When FFD editing, move, rotate, and scale under "Edit" tab are not available.

5.6.5 SliceSpecifies a slicing line to generate a slicing plane. New planes will be generated where the model and the plane intersect.
Select "Element Tab > Slice", and select two points.

5.6.6 Cut
Cuts elements to create new vertices and lines. Select "Element Tab > Cut", then click on an entity to continuously specify
positions to cut the plane of the entity.

5.6.7 Tessellate
Tessellates models by choosing to split the selected planes with edge
midpoint connections or with vertex connections.
After selecting a vertex, select "Element Tab > Tessellate", and the following
dialogue will pop up:
Choose to tessellate either edge or face, set tension, and click Confirm toapply.

5.6.8 Drag
Drag select, with which objects will be automatically selected when the cursor hovers over them. Select "Element Tab > Drag",

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5.6.9 Fence
Fence selected. Select all elements that intersect the line you draw. Select "Element Tab > Fence", draw a polyline, and allintersecting elements will be selected.

5.6.10 Smooth
Smooths the selected entity. Select "Element Tab > Smooth", and the following dialogue will pop up:
Sets number of iterations and whether to display smooth effect, click Confirm to apply.
Parameter Description:
Iterations: Controls number of vertices that areadded to the element to smooth the mesh.
Show: The smooth effect will be displayed.
Hide: The smooth effect will not be displayed.
Note: When the number of iterations is 0, only
display smoothness is active.

5.6.11 Measure
Selects a line or plane on an editable polygon, enter the number of equal segments, and add vertices or lines evenly to divide
the line or plane. Select the item "Element Tab > Measure" and the dialog box pops up:

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1. Object: You can choose lines, planes, and solids.
(1) Line: "One line", an equal division of the selected line.
(2) Plane:① One line, one plane: An equal division of the selected plane according to the vertical direction of the selectedline.
② Multi-line: Equally divide the associated planes based on the selected polyline.
(3) Solid:① One line: The volume is divided equally according to the vertical direction of the selected line.
② Two lines: The volume is divided equally according to the two lines chosen.
2. Equipartition parameter: You can enter the value directly, or click the

button to adjust how many segments you want to

add, or you can drag the slider to adjust it.
(1) Segment: The default value is 2, means an equal division into 2 parts.
(2) Shrink: Moves all newly generated segment lines or points, either towards the center or towards the ends.
(3) Slider: Offsets all newly generated segment lines or points as a whole on the plane.
Note: For the equipartition of planes, multiple lines must be coplanar; and for the equipartition of volumes, both lines must
belong to the same entity and must be coplanar.

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5.6.12 Exit
All elements will exit the editing state. Select "Element Tab> Exit" to exit the editing state.

5.6.13 Detach
Breaks the selected element into a new, independent object. Select "Element Tab > Detach" and select the polygon to bebroken, which is grayed out by default.
Note:① The entity to which the relationship is attached is separable.
② If the volume is divided into separate parts by operations such as removing points and lines, one of the parts(elements) can be separated.

5.6.14 To Polygon
Selects polygons related to an element and switch to the Polygon mode.
After selecting an element, select "Element Tab > To Polygon", and the related polygons will be selected, while jumping to
the Polygon Tab.

5.7 Object Tab
5.7.1 Delete
Erases editable polygons or other entities. Select "Object Tab > Delete" and select the object to delete.

5.7.2 Copy
Creates copies of editable polygons. Select "Object Tab > Copy", select the object, specify the base point, and then specify
the target point to create a copy. The default is no instance copy. Enter “Y” and press Enter, and the entity generated by the copy
has an instance relationship with the original entity. You can copy on indefinitely before entering and exiting this command.

5.7.3 Select Invert
Selects all editable polygons in the current scene other than the selected volume. Select the "Object Tab > Select Invert"
item to select the object, the editable polygons other than the object are selected. Hidden editable polygons cannot be reverse
selected.

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5.7.4 FFD
FFD is a special lattice transformation editing tool. A lattice frame will be visible after selecting a model (a lattice frame is aframe that envelops the object), and the shape of the object can be adjusted using the control points on the frame to produce asmooth transformation and avoid tearing. FFD can be used directly as an editing tool or as an implied space shifting tool. Select"Object Tab > FFD" to open the dialog box shown.
1. Control Points: When using FFD under this submode, thelattice frame will be shown in yellow and the control points
on it can be selected and manipulated to change the shapeof the object. A single or multiple control points can be
adjusted at the same time.
2. Lattice: When using FFD under this submode, the latticeframe will be shown in orange. The frame can be moved,
rotated, or scaled. By default, if the frame is moved orscaled, only vertices within the volume of the object can beused for transformation.
3. Set Volume: Mainly used to set the initial state of latticeframe. Under this mode, when using FFD the frame will be shown in green. The control points can be adjusted without
affecting the shape of the object. This provides better control when transforming irregular objects.

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4. FFD style: The default setting is rectangular mode, with threedifferent FFD styles: "FFD 2× 2× 2", "FFD 3× 3× 3" and "FFD
4× 4× 4". You can also customize the style by clicking the"Customize" button to bring up the dialog box shown below.
(1) Cuboid mode: Creates rectangular shape lattice freeform transformations, where the number of edit points
in the XYZ axis can be set separately in the rectangularparameters.
(2) Cylinder mode: Creates cylindrical shape lattice freeform. Radial, lateral and height edit points can be set
separately.
5. Set the parameters, select the editable polygon, and the FFD
edit box will appear on the selected volume to enter thetransformation edit mode.
Note:① During operations, the advanced modeling dialogue will not disappear. Close the dialogue and the command willend.
② During operations, the three submodes can be switched to one another.
③ The precision of the FFD edit point on the object is related to the number of segments of the object itself. The higher
the number of segments, the higher the precision.
④ The fewer the number of FFD edit points, the larger the range controlled by a single point; the more FFD edit points,
the smaller the range controlled by a single point.
⑤ Ignoring back side is valid for FFD edit points.
⑥ Only one volume in the scene can be transformed at a time, you cannot edit two or more 3D entities at the same time;
if you need to execute deformation commands on multiple 3D entities at the same time, you can " Attach" them as
one volume and then use FFD transformation.
⑦ When FFD editing, move, rotate, and scale under "Edit" tab are not available.

5.7.5 SliceSpecifies a slicing line to generate a slicing plane. New planes will be generated where the model and the plane intersect.
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Select "Object Tab > Slice", and select two points.

5.7.6 Cut
Cuts an editable 3D solid into multiple entities. Select "Object Tab > Cut", select the entity to be cut, specify the starting point,and draw a polyline as the cutting line; or enter S and press Enter, and select a line as the cutting line to cut the 3D entity.
Note:① Two points specified Cutting line is not available to cut 3D objects in the 3D View (available when in the Front, back,top, bottom, left or right View).
② Selected cutting lines are available to cut 3D objects when in the Front, back, top, bottom, left or right View.
③ The selected cutting line must go through the model.

5.7.7 Tessellate
Tessellates models by choosing to split the selected planes with edge
midpoint connections or with vertex connections.
After selecting a vertex, select "Object Tab > Tessellate", and the following
dialogue appears. Choose to tessellate either edge or face, set tension, and click
Confirm to apply.

5.7.8 Drag
Drag select, with which 3D objects will be automatically selected when the cursor hovers over them. Select "Object Tab >Drag", hold down left mouse button, and hover over objects to select them.

5.7.9 Fence
Fence selected. Select all 3D objects that intersect the line you draw. Select "Object Tab > Fence", draw a polyline, and rightclick, all intersecting 3D objects will be selected.

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5.7.10 Smooth
Smooths the selected entity. Select "Object Tab >Smooth", and the following dialogue will pop up:
Set number of iterations and whether to display
smooth effect, click Confirm to apply.
Parameter Description:
Iterations: Controls number of vertices that are added
to the element to smooth the mesh.
Show: The smooth effect will be displayed.
Hide: The smooth effect will not be displayed.
Note: When the number of iterations is 0, only display smoothness is active.

5.7.11 Measure
Selects a line or plane on an editable polygon, enter the number of equal segments, and add vertices or lines evenly to divide
the line or plane. Select the item "Element Tab > Measure" and the dialog box pops up:

1. Object: You can choose lines, planes, and solids.
(1) Line: "One line", an equal division of the selected line.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(2) Plane:① One line, one plane: An equal division of the selected plane according to the vertical direction of the selectedline.
② Multi-line: Equally divide the associated planes based on the selected polyline.
(3) Solid:① One line: The volume is divided equally according to the vertical direction of the selected line.
② Two lines: The volume is divided equally according to the two lines chosen.
2. Equipartition parameter: You can enter the value directly, or click the

button to adjust how many segments you want to

add, or you can drag the slider to adjust it.
(1) Segment: The default value is 2, means an equal division into 2 parts.
(2) Shrink: Moves all newly generated segment lines or points, either towards the center or towards the ends.
(3) Slider: Offsets all newly generated segment lines or points as a whole on the plane.
Note: For the equipartition of planes, multiple lines must be coplanar; and for the equipartition of volumes, both lines must
belong to the same entity and must be coplanar.

5.7.12 Select by Name
Selects the object by name.
Select the "Object Tab > Select by Name" item and the following dialog box will appear.

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1. Screening:(1) Search box: Search for entity names, with support for fuzzy searches, where the names of models that match thecriteria are selected in the list.
(2) List of names: The names of entities under the list can be selected singly or multi-selected (by pressing ctrl or shift).
(3) Sort: Search results can be sorted alphabetically, by RGB value of the color or by size.
2. All: select all entities in the list.
3. Click the Confirm button to select the entities filtered in the list in the scene.
Note:① Double-click on the entity name to position it in the middle of the view and maximize its display.
② You can select all models with the same initials by entering the first letter of the model name in the list in the search
field.
③ The name selection is only valid for entities with free-form properties.

5.7.13 Attach
Attaches multiple editable polygons into one volume for easy editing and mapping operations. Select the "Object Tab > Attach"item, and select the volume and attached objects.
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① Additional entities cannot select instance entities that are homologous to the subject.
② The editable polygon subsets when appended are all elements.
③ To detach, you can use the detach function under element.

5.7.14 Extrude Line
Extrudes a selected line into a plane. Select "Object Tab > Extrude Line" and select the line to open the dialog box shown
below.
1. Parameter settings.
(1) Squeeze direction.
① Select"Horizontal

squeeze"tosqueeze the line horizontally into aplane.
② Select "Vertical squeeze" to squeeze
lines in the vertical direction to form aplane.
(2) Squeeze parameters.
① Squeeze value: Used to set thesqueeze value.
② Segment: Used to set the number ofsegments in the squeeze direction.
(3) Sealing parameter: When selecting a closed
line for squeezing, the sealing parametercan be set to control whether the beginning and end are closed.
2. Click "Confirm" button to generate editable polygons according to the set parameters.
Note:① The "squeeze" command may be executed on only one line at a time.
② Only "Vertical Squeeze" can be selected for 3D lines, and there is no squeeze effect for lines drawn in the Z-axis
direction.

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5.7.15 Lattice
Converts a line segment or edge of a drawing into a cylindrical structure with optional polyhedrons on the vertices, mostly
used to produce frame of buildings. Select "Object Tab > Lattice" andselect Editable Polygons to open the following dialog box.
1. Parameter settings.
(1) Parameter:① Show points only: Only points of editable
polygons will be shown.
② Show lines only: Only the lines of editable
polygons will be shown.
③ Both: Displays both points and lines of editable
polygons.
(2) Line.
① Radius: Sets the size of the radius of the volume
generated by the crystal lattice.
② Number of sides: Sets the number of edges of thecross-section, the larger its value the morerounded it is.
③ Angle: Set the angle of lattice lines.
④ Ignore hidden edges: Check this checkbox tolattice only the visible edges; uncheck it to lattice all edges.
⑤ End sealing: Check this checkbox to cap the volume generated by the latticed lines to make a closed shape.
(3) Point.
① Tetrahedron, octahedron, icosahedron: For setting the basic shape of the node.
② Radius: Used to set the radius of the node, i.e. the size of the node.
2. Click the "Confirm" button to generate it.
Note: Editable polygons cannot be latticed twice, and latticed lines cannot be angularly rotated.

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5.7.16 Boolean
Two intersecting bodies can be intersected, subtracted or combined to produce a new object. Select "Object Tab > Boolean",select the subtracted object, and then select the reference object, you can directly do subtract operations; enter “I”, select two
objects for intersection operations; enter “U”, select two objects for merging operations.
Note:① The two objects on which the Boolean operation is performed must be closed models.
② The order in which the two objects are selected during the subtraction operation affects the result of the operation.

5.7.17 Mirror
Generates a mirror copy of the selected volume. Select "Object > Mirror", select the object, enter “N”, the entity generated
by mirroring is not an instance of the original entity; enter “Y”, the entity generated by mirroring is an instance of the or iginalentity. Select the object to be mirrored to open the dialog box shown below.
1. Parameter settings.
(1) Mirror axis: Used to set the symmetry axis or symmetry plane of themirroring. Where "offset" is used to set the offset distance of themirrored object from the original object.
(2) Clone current selection: Used to set whether to keep the original entity.
2. Click the "Confirm" button to generate it.
Note:① Mirroring is affected by the in-situ position and is mirrored by its own
axes when the in-situ position is turned on.
② When the mirror-generated entity is an instance of the original entity,
the original entity will be changed when internal changes such as
point/line/plane/element are made; when it is not an instance, they are not affected by each other.

5.7.18 Instance
Entities and their properties can be assigned to other editable polygons. When an instance object is modified, oth er instanceobjects bound with it will change as well. Select "Object Tab > Instance" item, first select the instance representative, and thenselect other editable polygons, enter to confirm. To revoke instancing, enter “U” and press Enter and select the object you want toPage 160 of 241

Houseplan 1.0 Make stunning 3D scheme with speed and easerevoke instancing.
Note:① Objects after instantiation, when making internal changes such as point/line/plane/element, other instanced objects
will also change.
② If the instance is moved, rotated, or scaled under the volume level, the instance object does not change with it.

5.7.19 Loft
Causes the selected section to generate a volume along the specified path.
Select "Object Tab > Loft" to open the dialog box shown below.
1. Align Pivot: The loft cross-section is, by default, centered on the path,and it can be proportionally aligned to different positions as desired.
2. Parameters:(1) Angle: Sets the rotation angle of the loft cross-section.
(2) Path: Sets the number of path segments.
(3) Step: When the section is a line, you can set the fineness of thegraph cross-section.
3. Mirror Horizontal / Mirror Vertical: Set the mode of mirroring.
After setting the above parameters, click "" button, select a path, andselect lines or planes of editable polygons as the lofting object. Click Apply, andan editable polygon will be generated by lofting the selected object.

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5.7.20 Array
The array operation allows multiple identical bodies to be copiedat the same time and for these objects to be arranged in space in acertain order and form. Select "Object Tab> Array" item, select theobject, and the following dialog box will pop up.
1. Parameter Note:(1) Offset distance: Sets the spacing between each arrayobject along the X, Y and Z axes.
(2) Rotation angle: Sets the angle at which the array object isrotated.
2. Amount: I.e. the number of copies generated.
3. After setting the parameters, click "Confirm" button to generate
it.
Note:
① The array is affected by the in-situ position, which when turned on arrays by its own axes.
② Adjusting the number and Z-axis rotation angle to achieve a circular array.
③ In the case of a ring array, for the same editable polygon, if the axis position changes, the array shape changes.

5.7.21 Adjust Pivot
Changes the position of the editable polygon axis. Select "Object Tab> Adjust Pivot", and select the object, the following
dialog box will pop up.
1. Axial transformation.
(1) Set axis center to center: Resetting the axis tothe position of the object's center.
(2) Set axis center to bottom: Placing the axis at the
point of minimum Z value of the object's axis.
(3) Custom: Customize the position of the axis,
drag the axis or axis to move it, see "Move" fordetails.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(4) Axis rest: Reset the axis location back to default.
2. Click the "Confirm" button to apply the axis settings.

5.7.22 Align
Moves the selected object so that it has the same X, Y, or Z coordinates as the other objects. Select "Object Tab > Align" item,
select the reference object, and then select the current object,
the following dialog box will pop up.
1. Alignment position: Aligning the coordinate values of
the current object with the reference object bydifferent alignments.
2. Click the "Confirm" button to apply the current
settings.
Note: Turning on the in-situ position only affects thecoordinates of the reference object, while the current object is always aligned to its own coordinates.

5.7.23 Shape Merge
Projects the line or plane onto a selected plane. Select "Object Tab > ShapeMerge" item, select editable polygons, and thenselect Line or plane.
Note:① The selected line or plane is projected onto the plane closest to the editable polygon.
② The lines are selected must be in the same plane and closed.
③ The selected plane must be flat.

5.7.24 Shell
Increases entity thickness in its local normal direction or the reverse direction. Select "Object Tab > Shell", and the following
dialogue will pop up:

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Houseplan 1.0 Make stunning 3D scheme with speed and easeParameters:
Inner Amount: Increase thickness along the opposite direction of local
normal.
Outer Amount: Increase thickness along the direction of local normal.
Segments: Divide the added thickness into segments.
Select:Select Edges: Select the edges of the segments of added thickness.
Straighten Corners: The thickness of corners will be the same as theentered thickness while executing the shell command.
Inner Faces, Outer Faces: Select inner faces or outer faces.
After the parameters are set, click "Confirm" to apply.

5.8 Solid Editing Panel
5.8.1 General Extrude
Extrudes a selected plane or line of a volume.
Note:① General extrusion supports buildings, lines, planes, and volumes.
② Lines are not involved in extrusion.

5.8.2 Extrude Cross-section
Selects a closed area on a plane of an entity and extrude it into a volume.

5.8.3 Make Arc
5.8.3.1 Strings into Arcs
Arcing a plane or part of a plane on a volume. Select "Modeling Tab > Solid Editing Panel>

Make Arc >Strings into Arcs" item. There are two types of arcing.
1. To arc the whole plane, select a plane or plane on the volume and specify or enter a value to determine the arcing distance.
The effect is shown in the following figure.

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2. Type “P” and press Enter to specify two points for local arcing. The effect is shown in the following figure.

Note:① Plane arcing supports planes, volumes, buildings, convex balconies, and concave balconies.
② When plane arcing a building, only its vertical planes may be manipulated.
③ Dragging the arced node to adjust the length, position and distance of the arc.
④ Chord length arcing does not support curved planes.

5.8.3.2 Tangents into Arcs

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Arcing a straight edge of a prong or plane on a volume. Select "Modeling Tab > Solid Editing Panel>

Make Arc >Tangents into Arcs", select the edge or plane to be arched, enter the radius of the corner, you can specify the mouse or entera value less than or equal to the maximum radius
to determine the radius of arcing.
Note: Tangent arcing supports planes,
volumes, buildings, convex balconies, andconcave balconies.

5.8.4 Multi-plane Loft
3D solids are created by lofting between several cross-sections. Select "Modeling Tab > Solid Editing Panel >plane Loft", there are two loft methods.
1. Lofting by straight grain effect. Select lines or planes to be generated in the selected order.

2. Type “F” and press enter to loft with Smooth Fit Effect.

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Note: The generated models differ in the order in which the sections are selected.

5.8.5 Single-plane Loft
5.8.5.1 Move
Places the plane vertically and tangentially to the selected path. Select "Modeling Tab > Solid Editing Panel >plane Loft >Move", selectthe line or plane as crosssection, then specify the basepoint on the section, select thepath, and specify the placement
point of the section on the path.
Note:
① If

the

cross-

section and thepath are coplanar, no volumes can be generated, so it is necessary to use "Placement".
② The location of the cross-section is where the volume is generated.

5.8.5.2 Mirror

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Mirrors the selected plane along thespecified edge to adjust its location. Select "Modeling Tab > Solid Editing Panel >Single-plane Loft >Mirror", select theline or plane as the cross-section, select thepath as the mirror axis, and mirror the section.
Note: The cross section must be on eitherside of the path range, otherwise the mirroring will not succeed.

5.8.5.3 Path Generation
Generates a volume along the specified
path. Select "Modeling Tab > Solid Editing
Panel >

Single-plane Loft >PathGeneration ", select the line or plane as crosssection, then select the path. You can selectmultiple lines as the path line.

5.8.6 Lathe
Rotates a 2D entity around an axis to generate a 3D entity. Select "Modeling Tab > Solid Editing Panel >Lathe", selectthe object to be rotated, line or plane, specify the starting point of the axis. In the command line prompts there are three ways tospecify the axis.
1. After specifying the start and end points of the axes, generate entities around the axes at the angles entered.
2. Press return and pick the line as the axis of rotation.
3. Enter X, Y, or Z and press Enter to form a rotation axis parallel to a coordinate axis. For example, enter X to specify the Xaxis base point through which a rotation axis parallel to the X-axis is generated following the command line prompt. Using
the selected axis as an example, the effect is shown in the following figure.

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Note: A line wrapped around an axis generates a plane, and a plane wrapped around an axis generates a volume.

5.8.7 Split Entity
Splits an entity into multiple entities. Select "Modeling Tab > Solid Editing Panel >of the object to be split.
1. Creates a splitting plane directly at the specified
point. Specifying points and orienting the splitting
plane to split the volume.

2. Enter “S” and press Enter to split the volume withthe selected split line.

3. Type “H” and press Enter to draw split lines inthe same way you would draw a polyline to split
a volume.

Note:① Splitting objects does not support
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Split Entity " and select the planeHouseplan 1.0 Make stunning 3D scheme with speed and easebuilding components.
② Splitting lines does not support 3D polylines and spirals.

5.8.8 Union
Creates a new solid by joining two or more solids. Select "Modeling Tab > Solid Editing Panel >Union", select multiple

intersecting entities and perform union operation.

Note:① Merging objects supports planes, volumes, buildings, and flower pools.
② The building and the volume are merged as entities to produce the building.
③ Entities, other than buildings, must be of the same type to be merged.

5.8.9 Subtract
Creates a new solid by subtraction. Select "Modeling Tab ＞ Solid Editing Panel ＞
object, then the reference object to perform the subtraction operation.

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Subtract " , select the subtractedHouseplan 1.0 Make stunning 3D scheme with speed and ease

Note:
① The objects to be subtracted and the reference objects can be planes, volumes, buildings, flower pools and water
bodies.
② The newly generated entity attributes after subtraction follow the subtracted object.

5.8.10 Intersect
Creates a new solid from overlapping two solids. Select "Modeling Tab > Solid Editing Panel >intersecting entities and perform the intersection operation.

Note:① Intersection object can be planes, bodies, buildings, flower pools and water bodies.
② The newly generated entity attributes after intersection follows the first object selected.

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Intersect", select twoHouseplan 1.0 Make stunning 3D scheme with speed and ease

5.9 Generate Panel
5.9.1 Line/Plane Conversion
Converts a line whose beginning and end are connected enclosing a closed area into a plane, or converts a plane into a line.
Select "Modeling Tab > Generate Panel >Line/Plane Conversion" and select the line or plane to convert.

5.9.2 Polysolid
Draws or extracts edges on a volume, and stretch them into planes or volumes. Select "Modeling Tab > Generate Panel >Polysolid" item to open the following dialog box.

1. Free drawing: Draws line entities freely and stretch them into planes or volumes. Click on the
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button to draw a line inHouseplan 1.0 Make stunning 3D scheme with speed and easethe same way as a polyline, right click to end the drawing. After the cursor captures the axis is highlighted in yellow, moveor enter a value, right click to end, and stretch it into a plane; to stretch it into a volume, continue to move the mouse to
stretch or enter a value.
2. Draw along the edge: Draws along the edge of the entity to obtain a line entity, and you can stretch it into a plane or a
volume. Click on the

button, specify a point on the edge of the entity, move the cursor along the edge, right click to

end the drawing, and stretch or enter the stretch distance.
3. Select a building component: Draws along the floor line of a building or component to obtain a line entity, which can be
stretched into a plane or a volume. Click on the

button, specify a point on the floor line of the building or component,and stretch or enter the stretch distance.
Note:① Building components support the selection of balconies, windows, doors, roofs.
② When picking a point, picking a corner point that is coplanar cannot get the edge.
4. Select objects: Selects lines, edges of planes, and edges of volumes to stretch them into planes or volumes. Click the
button, select the object and stretch or enter the stretch distance.

5.9.3 Extract Single Plane
Extracts the outline of the specified plane of the entity and generates the plane by the outline. Select "Modeling Tab > Generate
Panel >

Extract Single Plane" and select the entity you want to extract the plane from.
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5.9.4 Plane Offset
Creates plane entities that are equidistant from all sides of the original plane. Select "Modeling Tab > Generate Panel >Plane Offset", select the plane to be offset, specify the offset position directly or enter the value to be offset.
Note: When entering a distance, positive values are shifted outward and negative values are shifted inward.

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6 View Menu
This chapter presents a range of commonly utilized 3D viewing tools, which can be employed by the user to fine-tune theproject's visual impact for optimal results during the design process.

6.1 Perspective Panel
6.1.1 PanMoves the position of the view without changing the position or scale of the objects in the drawing. Press and hold the middle
mouse wheel enables Pan operation as well.

6.1.2 Orbit
Dynamically moves the observer around the model while maintaining the same focus point. Pressing “Ctrl + middle mousewheel” enables orbit view as well. If you have an entity selected and then use this function, the view is rotated with that entity as thecenter point.

6.1.3 Centering
Zooms to display the largest extents of all objects. It calculates all extent of objects and the original coordinates of drawings
will not be modified. Select Centering tool to fix these problems.

6.1.4 Full View
Displays all entities in the workspace to the maximum extent possible. Enter “Z” and press Enter at the command line. Enter E
and press Enter can achieve full map operation as well.

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6.1.5 Frame Selection
Maximizes the display of the selected model or structure. Select the " View Tab > Perspective Panel >Frame Selection"item to center the selected object in the view. If there are no selected objects, the effect is the same as in "Full view".

6.2 3D Navigate Panel
6.2.1 View Control
Switches current workspace 3D perspective view from different directions. Clickon the corresponding blue arrow to set the view direction, and click on the "Flat" button
in any view, the view will turn to the flat state.

6.3 View Tools Panel
6.3.1 Eye View

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Turn on human eye view perspective. Select "View Tab > View Tools Panel > Eye View", follow the command line prompts,
set the height offset, and specify the site location. The angle of view will automatically shift to the current eye height, and the default
is the sum of the site height and the offset height. You can continue to enter values to adjust, and the view will be lowered or raised.
Press and drag the left button in the scene to view around by human perspective.

Note:① Height offset means height of human eye. Height offset + height of site location = final eye height.
② After designating a position, you can rotate the view by dragging the mouse to browse, or use the arrow keys ↑, ↓,←, → on the keyboard to rotate and move the operation.

6.3.2 Front Face
Selects the plane on the volume to display its front view.

6.3.3 Window View
Maximizes the display of selected area, and enables full display and return to the previous view. Select Window View tool, anddirectly specify a two-point box range to zoom in on the view within that range. At the command line prompt, enter “E” to display
the full view; enter “P” to return to the previous view.

6.3.4 Previous View
Returns to previous view performed.

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6.4 Hide Panel
6.4.1 Hide Selected
Hides the selected entities. Select "View > View Tools >Hide Selected" and select the entities to hide.

6.4.2 Hide Unselected
Hides unselected entities. Select "View > View Tools >Hide Unselected", select entities, and hide all other entities.

6.4.3 Unhide
Unhides entities. Select the "View > View Tools >Unhide" item to display the hidden entities in the view.

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7 Material Menu
Material refers to the texture of an object and can be seen as a combination of object material and texture. In rendering programs,
it is the combination of the various visual properties of the surface, referring to the color, texture, smoothness, transpare ncy,reflectivity, refractivity, luminosity, etc. of the surface.

7.1 Material Panel
7.1.1 Image
Automatically calculates the texture of the plane of an entity and attaches the image material to the entity at the appropriate
size. Select "Material Tab > Material Panel >Image", the following dialog box will appear.

1. Apply Material(1) Single-side: Applies the material on a single side of an entity, and paste a whole material image on one plane. Click"Single-sided" button, the cursor will change to a straw, and select the material in the dialog box or pick the materialof existing entity.
(2) Layered: Paints materials according to the floor of the building.
(3) Multifaceted: Paints multiple sides of the entity continuously, and calculate the texture size automatically according
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Houseplan 1.0 Make stunning 3D scheme with speed and easeto the height. Click "Multi-sided" button, select the material, select the starting plane of the entity.
(4) Single entity: Paints the material on the entire entity.
2. Material Adjustment.
(1) Preview window.
① A preview window can be added after double-clicking on the default material in the dialog box or after drawing
a material on a scene entity.
② Right-click on the preview image to reset one or reset all the materials in the preview window, view the path ofthe material, and add the material to the Favorites directory or overwrite the original material with the adjusted
material.

③ Drag and drop the material to a new preview window to copy the material.
(2) Material effects: The dialog box is preset with five material effects: standard, glass, metal, wood and dirt, which canbe selected in the drop-down menu.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(3) Parameter adjustment: Adjustment of theparameters of the material. Glow is only
effective at night.
(4) Color

adjustment:

Adjusts

the

color

parameters of a material, click "Color
Adjustment" button to open the dialog box
shown below.
Users can adjust different color parameterslike hue, saturation, brightness and contrast.
After adjusting the parameters, click on the"Save" button to save the adjusted parametervalues and apply them; click "Reset" button to
restore all parameter values to their default values.
(5) UV Transformation: Adjusts the UV animation
rate of the material to make it have dynamic effect. Click the "UV Transform" button. Adjustment of parameters changes
material effects in real time.

(6) Double-sided display: Checks to display both sides of the entity after painting the material; uncheck to display one
side of the entity after painting the material.
(7) Reflection map: Adds a reflection map to the material and adjust the parameters to make the material more realistic.
(8) Bump map: Adds a bump map to the material to give it a bumpy feel.
3. Add material.
(1) Click the right mouse button in the category list to open the context menu, as shown above.

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① New: New material type.
② Delete: Deletes the newly created material type.
③ Edit: Modifies the name of the new material type.
④ Import: Select the folder and import the folder's material images.
⑤ Import cpr: Select the cpr format file and import the material.
⑥ Export cpr: Export the material in the catalog to cpr format(2) Right-click on the material image or on a blank space to open a context menu to remove or add materials.
Note:① External images can be in jpg, png, dds formats.
② You can drag an external image into workspace, select the paint method and object to paint it.

7.1.2 Material
Paints the material on the entity with the default texture parameters. Select "Material Tab > Material Panel >Material" toopen the following dialog box.

(1) Single-side: Paints a material on a single side of an entity, applying the material to the plane in accordance with thedefault texture.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(2) Element: Paints the material on a single element of the attached entity. Only for elements in editable polygons.
(3) Layered: Paints materials according to the floor of the building.
(4) Single entity: Paints material on the entire entity.
(5) Group: Paints material on the entities in a group.
(6) Multi-select: Selects multiple entities to paint the material at same time.
(7) Multiolygon: Paints materials onto multiple planes of editable polygon entities.

7.1.3 Coating
Paints coating onto entities. Select "Material Tab > Material Panel >Coating" to bring up the following dialog box.

"Custom colors" are saved in the software, so you can add frequently used colors to "Custom colors" for future use.
When drawing in colors, the RGB values drawn in can be inaccurate due to ambient light effects.

7.2 Edit Panel
7.2.1 Adjust Texture

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Adjusts the display scale, orientation, andposition of entity materials. Select "Material Tab >Edit Panel >Adjust Texture " to open thefollowing dialog box.
1. Zoom: Adjusts the scale of material
textures.
2. Rotate: Adjusts the orientation of thematerial texture.
3. Panning: Adjusts the position of thematerial texture.
4. Face Editing: Modification of the material
texture of a single side.
5. Body Editing: Modification of the texture of the same type of material on a single entity.
6. Modify all: Modifies the textures of all materials of the same type in the scene.
7. Mirror Horizontal: Mirrors the selected single-sided, single-volume or full material in the horizontal direction.
8. Mirror Vertical: Mirrors the selected single-sided, single-volume, or full material in the vertical direction.
Note: You can use the "Material" function if you want to apply an adjusted texture to another entity.

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7.2.2 Replace Material
Replaces materials of the same type on multiple or all
entities in the scene. Select "Material Tab > Edit Panel >Replace Material ".
1. Multi-select: Replaces the same type of material on
the selected entity. Click on the "Multi-select"button, select the default material or the material of
the entity on workspace, then select the object toreplace the material, and finally select the material
to be replaced.
2. All: Replace the same type of material on all entities.
Click on "All" button, select the default material or
the material that draws the entities on workspace,
and then select the material to be replaced.
Note: "Replace Material" only replaces the texture andmaterial effect, not the UV of the texture.

7.2.3 Free Adjustment
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1. Material texture projection method.
(1) Cube Retextures the material of an entity as a rectangle projection.
(2) Cylinder: Retextures the material of an entity as a cylindrical projection.
(3) Sphere: Retextures the material of an entity as a spherical projection.
(4) Plane: Retextures the material of an entity as a planar projection.
(5) Surface: Retextures the material of an entity as a default projection.
2. Mirroring.
(1) Mirror Horizontal: Mirrors in U-direction selected single-sided, multi-sided, single-body or all materials.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(2) Mirror Vertical: Mirrors a selected single-sided, multi-sided, single-body or all materials in the V-direction.
3. Adjustment:(1) Single-side: Selects a single plane and adjust the material on the single plane.
(2) Multifaceted: Selects multiple planes, and adjust the materials on multiple planes.
(3) Body: Selects a single entity, and adjust the material on the entity.
(4) All: Selects multiple entities to adjust the materials on all entities.
4. Parameter adjustment.
(1) Range: Sets the length, width and height of the edit box.
(2) Amount: Sets the number of times the material texture is repeated.
(3) Panning: Sets the offset distance in the UVW direction of the material texture.
(4) Rotate: Sets the rotation angle in the UVW direction of the material texture.
(5) Scale: Sets the scale of the material texture in UVW direction.
Note:① Free adjustment does not support the selection of file entities (fbx/skp/osgb models, image maps, matching entities,
plant entities, skeletal animations).
② Click on the blue texts to reset the parameters.

7.2.4 Match Material
Matches and applies a selected material of existing plane, volume or building to other ones. Select "Material Tab > Edit Panel >Match Material" to pick a material. You can choose the painting method according to the command prompt. There are five
types of painting methods.
1. Direct select the entity material to totally match another entity.
2. Pick a material, type “D” and press Enter to apply the material to a single plane.
3. Pick a material, type “L” and press Enter to apply the material to a single floor of the building.
4. Pick a material, type “M” and press Enter to apply the material to multiple entities.
Note: "Pick Material" not only mimics the texture and material effect, but also mimics the uv of the texture, which is different
from "Replace Material ".

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7.2.5 Glass EffectApplies glass effect to existing glass component. Select "Material Tab > Edit Panel >Glass Effect".

1. Single-select: Click on the glass material toapply a glass effect to the selected glass
component.
2. Select All: Double-click the glass material toapply a glass effect to all glass components.
Note: Supports the selection of balconies,
windows, doors, dormer windows, and glass
curtain walls. The effect can also be applied to
glass materials on other entities.

7.2.6 Outside Wall Region
Zoning of the building's vertical planes and the gables to allow for material painting to refine the project's effect. Select "Material
Tab > Edit Panel >Outside Wall Region".

1. Horizontal area: Draws horizontal zones. Click the

button to

specify the starting position or enter “C” on the command line toselect by floor.
(1) After specifying start and end points, then follow the commandline prompts to select another vertical plane.
(2) To draw by floor, enter “C” and press Enter, specify directly or
enter the number of floors to determine the starting floor, thendetermine the ending floor, then select other vertical planes asprompted on the command line.
2. Vertical Area: Draws vertical zones. Simply click on the

buttonand follow the command line prompts to specify the start and end positions.
3. Horizontal Surround: Draws a zone through the floors. Click on the

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button to specify the starting position or enter “C”

Houseplan 1.0 Make stunning 3D scheme with speed and easeon the command line to select by floor, in the same way as for "Horizontal Area".
4. Graphic projiction: Defines closed lines or planes as zones or project onto a building to automatically generate zones.
Clicking on

button and select a plane or closed line will allow the selected object to be projected onto the building to

generate a zone.
5. Bring to top: Adjusts the display order of overlapping zones. Click on the

button and select the overlapping zones todisplay the selected zone on top.
Note:
① Snap needs to be turned on when drawing zones.
② Floor Zoning can only be drawn or defined on the above-ground part of a building, and they belong to the building
and are changed when the building is moved, deleted or copied.
③ Roofs do not support Floor Zoning for drawing horizontal areas.
④ For image mapping, the cursor click point must be projected on the building and the selected object must be ≤ 2
m from the building for the mapping to be successful.
⑤ Double-click on the Floor Zoning to drag and drop the clip point to edit or press Delete to delete.
⑥ Double-click on a building to select all zones on it.
⑦ When the height of a building changes, the zones selected by floor also changes.
⑧ Checking the Floor Zoning allows modifying the hierarchical relationships in the right-hand property column.
⑨ Please use the "single-body" paint method when painting the zoned material.

7.2.7 Material Optimization
Optimizes and merges same materials. Select "Material Tab > Edit Panel >Material Optimization" to apply this function.

Use this feature to optimize material efficiency when the scene is large.

7.2.8 UV Editor
UV Editor can adjust the textures of model materials. The interface is a 2D space and the UV textures dynamically change withrelated 3D model. While adjusting texture coordinates, if the UV texture is complicated, just execute the Mapping UVs feature to
update the 2D texture coordinates of the 3D model, and the curved faces will be cut into proper shells, which are displayed on thesame plane and available to be exported to other drawing software to apply textures for the 3D model. After that, the UV Edit or also
supports to perform necessary minor adjustments.
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Select "Material > Edit Panel >UV Editor", and the following window will pop up:

7.2.8.1 State
Switches texture border display, shades UV shells, and toggles whether textures are shown in UV Editor. Select "UV Editor >State", and the dropdown menu will be as follows:
1. Texture Borders: Toggle display of texture borders on UV shells. If on,
the borders will be shown in yellow highlight.
2. Distortion Shader: Determine the stretched or compressed areas bycoloring the shell. Red means stretched, and green means compressed.
The darker the red, the more stretched, and vice versa. White means normal.
3. Image: Toggle whether to show textures in UV Editor.

7.2.8.2 UV Snapshot
Exports the current UV images to external files. Select "UV Editor > UV Snapshot", and the following dialogue will pop up:

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Houseplan 1.0 Make stunning 3D scheme with speed and easeParameter Description:
1. File name: Set the name and save path of the current UV images. Clickbutton, enter a file name, and specify a filelocation.
2. Size (pixel): Set the size of current UV maps.
3. Color Value: Set the border color of UV maps.
After setting these parameters, click Confirm to export.
Note:① Exporting cannot be done if no models are selected.
② Under point, line, or UV vertex mode, the entire model in the UV editor will be exported even if only partial is selected;
under poly, ele, or UV shell mode, only selected part will be exported.

7.2.8.3 Mapping UVs
Mapping includes automatic, planar, spherical, and cylindrical mapping. Select the appropriate mapping method based on thegeneral shape of the model. Select "UV Editor > Mapping UVs", and the following dialogue will pop up:

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Houseplan 1.0 Make stunning 3D scheme with speed and easeParameter Description:
1. Automatic UV：Automatic UV tries to find the best UV placement by projecting from multiple planes. It creates UV coordinates for theselected object or polygon, with the default being six projection planes. Click the dropdown button to select the number ofprojection planes and set projection plane parameters to affect the result of automatic UV mapping. The more projection
planes, the fewer stretched and compressed planes there are. As shown below:

When using automatic UV mapping, the 3D view will display projection planes, gizmo, and rotation axis relative to thescreen with the selected object in the center, as shown below:

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(1) Projection planes are blues planes with an opacity of 60%. Each border of a projection plane is displayed in either
red or green, corresponding to the UV coordinate axes, the axes of the viewport of the mapped model.
(2) The gizmo can be moved, rotated, and scaled to adjust the bounding box of the 3D model to change the mapping
result.
①

Move: Put the cursor on the axis, axial plane or axial center of the gizmo. When the gizmo is highlighted inyellow, hold down left mouse button to drag.

②

Rotate: Click on the rotation axis relative to the screen to activate. Put the cursor on any rotation axis, andwhen the axis is highlighted in yellow, hold down left mouse button to drag.

③

Scale: Click on the cube at the end of the axes and put the cursor on a cube. When the cube is highlighted inyellow, hold down left mouse button to drag.

2. Planar UV
Use planar UV to create UV texture coordinates for the selected object. The default is the X-axis. Click to select X, Y, or Z axis
and generate a projection plane based on that axis, as shown below:

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When using planar UV, the border will be shown with the selected object as the center in the 3D view, as shown below:(1) The border frame is shown in "田" shape. Move and scale the border frame to change the width to height ratio in the
mapped result to avoid distortion.
① Move: Put the cursor on the cube at the center of the border frame. When the cube is highlighted in yellow,
hold down left mouse button to drag.
② Scale: Put the cursor on the corner or the midpoint of an edge. When the point is highlighted in yellow, holddown left mouse button to drag.
(2) Click the intersecting lines on the frame to activate gizmo and rotation axes relative to screen. Click again to hide

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Houseplan 1.0 Make stunning 3D scheme with speed and easethem. See Automatic UV for detailed instructions on gizmo and rotation axes.
3. Spherical UV
Use spherical UV to create UV texture coordinates for the selected object. This projection loops around the mesh. It's
best used for completed closed spheres without holes. The effect is shown below:

When using spherical UV, the bounding frame will be shown in the 3D view with the selected object in the center, as
shown below:(1) There are cubes of different colors on the bounding circles which can be used to adjust the position and size of thebounding circles.
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Houseplan 1.0 Make stunning 3D scheme with speed and easethe cube and the bounding circle will be changed along the local Z axis.
② Red cube: Put the cursor on the red cube, and when it's highlighted, hold down left mouse button to drag the
cube and the bounding circle will be changed along the local X axis.
③ Blue cube in the center: Put the cursor on the blue cube in the center of the bounding circle, and when it's
highlighted, hold down left mouse button to change the scaling of the bounding circle.
④ Blue circle: Put the cursor on the blue circle, and when it's highlighted, hold down left mouse button to change
the rotation of the bounding circle.
(2) Click on the cubes on intersecting lines to activate gizmo and rotation axes relative to screen. Click again to hidethem. See Automatic UV for detailed instructions on gizmo and rotation axes.
4. Cylindrical UV
Use cylindrical UV to create texture coordinates for the selected object. This projection loops around the mesh. It's bestused for completed closed cylinders without holes. The effect is shown below:

When using spherical UV, the bounding frame will be shown in the 3D scene with the selected object in the center, as
shown below:

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(1) There are cubes of different colors on the bounding circles which can be used to adjust the position and size of thebounding circles.
①

Green cube: Puts the cursor on the green cube, and when it's highlighted, hold down left mouse button to
drag the cube and the bounding circle will be changed along the local Z axis.

②

Red cube: Puts the cursor on the red cube, and when it's highlighted, hold down left mouse button to dragthe cube and the bounding circle will be changed along the local X axis.

③

Blue cube in the center: Puts the cursor on the blue cube in the center of the bounding circle, and when it's
highlighted, hold down left mouse button to change the scaling of the bounding circle.

④

Blue cube connected to the center: Puts the cursor on the blue cube, and when it's highlighted, hold down

left mouse button to change the rotation of the bounding circle.
(2) Click on the intersecting lines to activate gizmo and rotation axes relative to screen. Click again to hide them. See
Automatic UV for detailed instructions on gizmo and rotation axes.

7.2.8.4 Cut
Separates UV along selected edge to create UV borders. Select "UV editor > Cut", put the cursor on the edge to be cut, andwhen the edge is highlighted in white, hold down left mouse button and hover over it.
Note:① The cut function can be used in the UV view and the 3D view.
② Before the cut command is finished, the selected cutting line is green by default. Hover over the green line and it will
be sewed.
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7.2.8.5 Sew
Sews the UV along selected edge to sew two separated lines together. Select "UV editor > Sew", put the cursor on the edge
to be sewn, and when the edge is highlighted in white, hold down left mouse button and hover over it.
Note: When the cursor hovers over sewn edges, the sewing is done automatically.

7.2.8.6 Unfold
Unfold UV along cut lines. By unfolding the UV onto a 2D space, texture drawing can be easily done and applied to the model.
Select "UV Editor > Unfold", and select the model to unfold.
Note: UV make up the UV grid, similar to how vertices make up polygon meshes. The unfolding process is like cutting a pieceof cloth and laying it on top of a table.

7.2.8.7 Layout
Automatically arranges the UV shells to maximize the space utilization from 0 to 1. It can also set the size of UV shells. Select"UV Editor > Layout", and the dropdown menu is shown below:

1. Layout Along: Automatically arrange the UV shells to maximize the space utilization from 0 to 1. Click Layout Along and thefollowing dialogue will pop up:(1) Texture Map Size (pixel): Set the resolution in UV space to calculate the pixel filling value.
(2) Shell Padding: Set the pixel gaps between UV shells.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(3) Preserve 3D Ratios: Toggles the shells will be scaled according to their corresponding area on the 3D model;
untoggled: the shells will be scaled according to the size of the shells after unfolding.
After setting the parameters, click Apply to get the layout. Click Reset to reset to default.
2. Texel Density: Sets the size of UV shells by specifying the amount of texels included per unit. Click Texel Density and thefollowing dialogue will pop up:

After setting the density, click Get to show the texel density of selected part; click Set to scale the UV shell to fit the
specified texel density.

7.2.8.8 Tool
The texture borders may be unable to be detected for unfolded external models imported to this software. Or models made withthis software might sometimes be unable to show the texture borders. You can solve the issue by using the Refresh Shell command.

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Select "UV Editor > Tool", and the dropdown menu is shown below:
1. Refresh Shell: Gets the texture borders of UV shells.
2. Orient to Edges: Selects an edge on the shell as reference, rotate thisedge to make it parallel to the u axis or v axis to adjust the direction of
the shell. The rotation direction can be set by the angle between theselected edge and the u or v axis. Normally the rotation direction is toward the side with the smaller angle. If the angle isexactly 45 degrees the direction will be on the u axis.
Note: Orient to Edges can only be used under the line mode.

7.2.8.9 Status Bar
Before entering a sub-mode, the default state does not allow editing in the unfolded model view. Click a button on the statusbar to enter editing mode. Different buttons correspond to different editing objects.
1. Point: After clicking

button, only points can be selected in the editor, and the shared points of which are selected at

the same time automatically.
2. Line: After clicking

button, only lines can be selected in the editor, and the shared lines of which are selected at thesame time automatically.
3. Polygon: After clicking

button, only polygons can be selected in the editor.

4. Element: After clicking

button, only elements can be selected in the editor.

5. UV Vertex: Used alongside Point. Clickbutton, and point button

is automatically selected. Select points in the 3Dview and all corresponding UV vertices in the editor are selected as well. And the shared points of the selected points in th eeditor won’t be selected automatically.
6. UV Shell: The button cannot be used by itself. It must be used in conjunction with the Point, Line, or Poly button. After
clicking

button and anyone of the Point, Line or Poly button, and select part of the model in the editor, which will beshown in points, lines, or polygons.
7. UV Symmetry: Make another part with a symmetry relationship in the UV view to get the same change as the selected part.
For example, after making the modification of source objects, clicking the

button, selecting the source objects andright click, a bold symmetric line appears, you can select the bold symmetric lines or hold down Ctrl while dragging with

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Houseplan 1.0 Make stunning 3D scheme with speed and easethe left mouse button to adjust the position of the bold axis vertically and horizontally to determines where the symmetricshell is placed in the UV Editor workspace. Then， specify the symmetric plane in the 3D entity and right-click.

8. Symmetrize: This option is for models that have a symmetry relationship in the 3D view. After selecting the symmetry axis,
a part of the model is selected and the symmetric part of the model is also selected at the same time. You can click the
dropdown button to select the axis, and then operate in the editor.
9. Material: The checkboard is the default material of the software, mainly used to check whether the UV shells are stretched.
Additionally, the material information will also be shown in the dropdown list.
Note: When entering point, line, or element mode in the editor, select a point/line/UV shell, and the corresponding
point/line/UV shell in the 3D view will also be selected.

7.2.8.10 Toolbar
1. Move: Clicking the

button, in addition to selecting an entity in the UV Editor window for the move operation, you canalso select an entity in the 3D view for the move, which corresponds to the Move command in the advanced modeling. The
object is moved in the following ways.
(1) Move directly, click on an object and drag the mouse directly to move the object.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(2) Select and move. Add the object to be moved to the selection set first, and move it by specifying the reference pointin the selection set as the base point.

(3) Right-click the Move button and set the move distance of the selected object in the pop-up window.

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The direction of movement is determined by the mouse and the current reference coordinate system. 2D coordinate
system is displayed in the UV Editor window, the object can only move in 2D plane, it has linkage with the advanced modelinginterface movement. To restrict the object to move in the X or Y axis, click directly on the axis to temporarily lock thecorresponding axis, you can also use the "constraint" related commands in the advanced modeling window to lock the axis.
2. Rotate: Clicking the

button, in addition to selecting an entity in the UV Editor window for the rotate operation, you canalso select an entity in the 3D view for the rotate, which corresponds to the Rotate command in the advanced modeling.
The object is rotated in the following ways.
(1) Direct rotation, click on an object and drag the mouse directly to rotate the object.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(2) Select and rotate, the object to be rotated is first added to the selection set and rotated by specifying the reference
point in the selection set as the base point.

(3) Right-click the Rotate button and set the rotation angle of the selected object in the pop-up window.

The direction of rotation is determined by the mouse and the current reference coordinate system; the UV Editor window showsa 2D coordinate system, the object can only be rotated in the 2D plane, it has a linkage with the rotation of the advanced modelinginterface. To restrict the object to rotate in the X or Y axis, click directly on the axis to temporarily lock the corresponding axis, you
can also use the "constraint" related commands in the advanced modeling window to lock the axis.

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3. Scale: Click the

button, select an object, in addition to selecting an entity in the UV Editor window for the scale operation,

you can also select an entity in the 3D view for the scale, which corresponds to the Scale command in the advanced
modeling. The object is scaled in the following ways.
(1) Direct scaling, click on an object and drag the mouse directly to scale the object.

(2) Select and scale, the object to be scaled is first added to the selection set and scaled by specifying the reference
point in the selection set as the base point.

(3) Right-click the “Scale” button and set the zoom scale of the selected object in the pop-up window.

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The direction of scaling is determined by the mouse and the current reference coordinate system; the UV Editor windowshows a 2D coordinate system, and the object can only be scaled in the 2D plane, which is linked to the scaling of the advanced
modeling interface. To restrict the object to scale in the X or Y axis, click directly on the axis to temporarily lock thecorresponding axis, you can also use the "constraint" related commands in the advanced modeling window to lock the axis.
4. Ring Select: Click on the

button, set the interval, select an object, and appropriate lines will be selected.

5. Loop Select: Click on the

button, set the interval, select an object, and appropriate lines will be selected.

6. Target Select: Click on the

button, hold down left button, and hover over points to select them.

7. Borders: Click on the

button, select an object, right click to select points, lines, polygons, and UV vertices on theoutermost ring of the UV shell.

7.3 Display Panel
7.3.1 Backface Cull
The Backface Cull command determines whether the back faces of polygon planes are culled and not displayed. Select"Material Tab > Display Panel >Backface Cull" to apply this function. The direction the polygon normal faces determines

whether it is displayed when Backface Cull is enabled.

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Polygons that are facing away from the viewport or polygons that are inside of an object and facing the viewport are notdisplayed, if you click the Backface Cull feature again, they can be displayed again.

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8 Scene Menu
In the process of planning and designing a project, the layout of the scene is particularly important. It reflects the style anddesign effect of the final plan, and also reflects the scenery ability and aesthetics of the designer. This chapter talks about the creationof roads and site entities, the arrangement of background entities, and the insertion of skeletal animation elements, so that the user
can flexibly use the functions when arranging the scene and make the project present a delicate and realistic effect.

8.1 Road
8.1.1 Urban Road
Urban roads are the main traffic routes in the city or outside residential neighborhoods. Houseplan 1.0 provides templates forurban roads to facilitate quick drawing. Select "Scene Tab > Road Panel >Urban Road" to open the following dialog box.

1. Draw urban roads: Select the lane type and set the parameters in the dialog box, click "Confirm" button, and then draw
directly at the specified point in the sceneMATERIAL Can be drawn continuously; enter “U” to go back to the previous stepand right-click to end the drawing.
2. Line to Road: Import or draw the line entity representing the road in the scene, select the lane type and set the parameters

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Houseplan 1.0 Make stunning 3D scheme with speed and easein the dialog box, click "Confirm" button, enter C in the command line, select the line and right click to finish. The selectedline entity will be converted to an urban road.
3. Parameter Description: In the dialog box, switch the Tab page to select the lane type (e.g., "two-lane roads"), set the sidewalk
width, lane width, separation width, and other parameters. "Total width" is calculated automatically according to the widthof the sidewalk, etc. In the right side, check the sidewalk to be displayed and set the color, single and double lines anddashed line style of the sidewalk. If you want to set a different width, you can modify the value below separately.
Note:① When drawing a curved road, "tangent arc" means the section of the arc road is tangent to the previous section of theroad, "convex arc" means the ends of the arc road are drawn before specifying their radius, and "three-point arc"means the specifying second and third points of the arc in sequence to generate the arc road.
② When a road is drawn with a turning point, a range of arc radius is given based on the angle between two roads, withthe default arc radius being the width of the road.
③ When roads that are drawn and converted from lines cross, the road surface and pavement and other components areautomatically fused. When road segments are moved or deleted, the roadway with which they were originally fusedalso automatically handles the boundaries.
④ For roads that are drawn and converted from lines, they are made up of individual sections and road corners, requiring
all sections to be selected for overall movement.
⑤ For roads that are drawn and converted from lines, after selecting a road section, drag the midpoint to move the roadsection, and drag the start and end points to change the position of their ends. Dragging will snap to the height of
the target point, e.g., if the road has a start elevation of 10, if the start is dragged to the 0 plane, the start elevation
will also change to 0.
⑥ Fillet: Refers to the curved sharp corner of the road surface generated between intersecting roads. The corner isselected and its radius can be changed by setting it in the property palette or by dragging and dropping the edit point.
⑦ In the property column:➢ Click on the type to switch to another type of road. When switching back to urban roads, the pavement width
needs to be set manually.
➢ Width and area exclude sidewalks.
➢ It's possible to modify the start and end elevations to give the road a three-dimensional form.
➢ Plasticity affects the size of the triangular mesh calculated inside the road. The smaller the value, the moredetailed the road rendering will be, but the performance will also be greatly reduced. A suitable plasticity value
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Houseplan 1.0 Make stunning 3D scheme with speed and easecan be set as appropriate.

8.1.2 Residential Street
Residential roads refer to the main access roads in an area dominated by residential buildings, and this function is used tomap or quickly generate residential roads by converting lines. Select " Scene Tab > Road Panel >Residential Street" to draw

a road or convert the road according to the command line prompt.
1. Draw residential roads: You can draw a curved road according to the command line: input “A” to draw as "tangent arc", input“B” to draw as "convex arc", input “C” to draw as "three-point arc". Can be drawn continuously; enter “U” to go back to theprevious step and right-click to end the drawing.
2. Line to Road: Imports or draws the line entity representing the road in the scene, select the lane type and set the parametersin the dialog box, click "Confirm" button, enter C in the command line, select the line and right click to finish. The selectedline entity will be converted to a residential street.
Note: The property palette allows you to modify information about parameters such as type, width, starting point elevation,
endpoint elevation, curbstone width, length, area, shapable etc.

8.1.3 Edit Road
8.1.3.1 Rounded Corner
Generates rounded sections of both roads. Select "Scene Tab > Road Panel >Edit Road >Rounded Corner",

according to the command line prompts, select two road sections and specify or enter the turn radius. You can connect two sectionsof the road to generate rounded corners.

Note:① Cannot round corners on parallel sections.
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② The maximum turning radius is automatically calculated based on the angle between the two roads, and the default
radius is generated by the width of the road.

8.1.3.2 Extend Road
Uses the road a line as the boundary so that the selected road extends to the boundary. Select "Scene Tab > Road Panel >Edit Road >Extend Road", according to the command line prompts, first select the road section or line to be used as theboundary , and then select the road section to be extended. You can extend the selected road to the boundary.

Note: When selecting an extension section, the cursor must point at the end closer to the boundary, otherwise the extension
fails.

8.1.3.3 Fillet
Modifies the turning radius of the two connecting roads. Select "Scene Tab > Road Panel >according to the command line prompts,
respectively select the road on the twoconnected straight edge, enter or use cursor to
specify the radius of the arc.
Note: Drawing a road requires that thestraight edge of the road on the same sideof two connected sections be selected andthat the two sections must blend.

8.2 Facilities Panel
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8.2.1 Building Area
Building area refers to the area that can be used for building plans, this feature is used to draw and define the building area.
Select " Scene Tab > Facilities Panel ＞

Building Area" and there are two ways to generate it.

1. Draw the building area directly by draw polylines.
2. Enter D and press Enter to select the horizontal plane or closed line and define it as building area.

8.2.2 Greening
8.2.2.1 Flower Pool
A flower pool is a fenced area for raising flowers and planting trees, a small structure enclosed by brick masonry or concret e
structure for planting flowers or shrubs. The pool is filled with planting soil and provided with drainage holes; its height generally
does not exceed 600 millimeters. This feature is used to draw and define flower pools.
Select "Scene Tab > Facilities Panel >Greening >Flower Pool" and there are three ways to generate it.

1. Directly drawing the flower pool in the same way as a polygon.
2. Enter “S” and press Enter to draw the flower pool in the same way that a three-dimensional polygon is drawn.
3. Enter “D” and press Enter to select the plane or closed line, and define it as flower pool.
Note: The property palette on the right side of the screen allows you to adjust the parameters for the height and side width ofthe planter.

8.2.2.2 Hedge
Hedge, also known as wall tree or trellis, a tree or other plant that grows prostrate in patches along a wall or trellis, also refers
to the wall or trellis to which such a tree is attached. This function is used to draw and define hedges.
Select "Scene Tab > Facilities Panel >Greening >Hedge", enter values to determine the width and height of

the hedge respectively, there are three ways to generate.
1. Draw hedges directly by drawing polylines.
2. Enter “D” and press Enter, select a line and define it as a hedge.
3. To draw a hedge along a line, enter “Y” and press Enter and follow the command line prompts to draw it.
Note: The parameters for the height and width of the hedge can be adjusted in the properties bar on the right.

8.2.3 Water
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A volume of water is one of the recurring elements in a landscape setting. This function is used to draw and define a water
surface or pool.
Select "Scene Tab > Facilities Panel >1. Drawing water surface: click on the

Water" to open the dialog box shown below.

button and there are three ways to generate it.

(1) Drawing the water surface in the same way that polygons are drawn.
(2) Enter “D”, press Enter and select the horizontal plane, horizontal closed line, and define as a water surface. To autogenerate a water surface, enter “Z” and press Enter, select the entity that you want to auto-generate the water surface,and specify it directly or enter the height value to enter.
Note:① Automatic generation is generally used to generate water surfaces in low-lying areas of the terrain.
② The entities that support automatic water surface generation are terrain, planes, and roads.
2. Draw pools: See "Draw water surface" for more details.
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3. Paint: Clickbutton, select the type of water volume in the dialog box (clear water, pond, lake, still water and sea), you

can paint to the water volume, plane or any other entity. Right click in the scene, you can also draw the water volume
material, paint to the water volume, etc.
Parameter Description:
1. Map reflection: Water reflections according to a preset map.
2. Real time reflection: Water surface reflections in accordance with the actual environment.
3. Water surface color: Sets the color of the water.
4. Specular color: Add a specular map to the water surface.
5. Smoothness: Controls the degree of smoothness of the material when exposed to light.
6. Specular level: Controls the level of specular brightness.
7. Reflection intensity: The magnitude of the reflection effect; the higher the value, the stronger the reflection effect.
8. Fresnel offset: The reflectance of the surface directly facing the viewer (or incident light); this value is lower for water
materials.
9. Fresnel index: Decay of the Fresnel curve.
10. Water speed: The rate at which water flows.
11. Water ripple ratio: Controls the proportion of the water ripple tiling, the higher the value the denser the water ripple.
12. Ripple height: Sets the ripple height of the water surface.
13. Opacity: Sets the opacity of the water surface.

8.2.4 Steps
8.2.4.1 Stairs Along Lines
Along Line Steps are steps that are generated along existing outlines. This function is used to define steps.
Select "Scene Tab > Facilities Panel >Steps >

Stairs Along Lines", first enter the value to determine the numberof steps and the width of the top plane of the steps, then set whether to generate steps at both ends, select a line or a point on theedge of the entity, directly specify or enter a value to determine the length of the step; if you want to close the steps along the edgeof the entity, enter “C” and press Enter.
Note: The width of the top plane of the steps is the width of the topmost step.

8.2.4.2 Fixed Position Stairs

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In-Place Steps are custom generated steps based on an existing outline. This function is used to define steps. Select "Scene
Tab > Facilities Panel >Steps >

Fixed Position Stairs", select the side of the plane to generate steps, and enter thevalue to determine the number of steps to be generated.
Note:① The edges of a plane generating a step may be multiple edges.
② When the distance from the building is less than 0.2 m, the "Step in place" is automatically associated with thebuilding.

8.2.5 Fence
A fence is architecturally a heavily rectilinear spatial partition structure used to enclose, divide or protect an area, generally
enclosing the wall of a building volume. Select "Scene Tab > Facilities Panel >1. Bounding wall
(1) Clickbutton to draw

the fence in a direct
polyline.

(2) Clickbutton to selecta line as the fence.

(3) Select the fence type andclickbutton to selectand change the fence
type.

(4) Fence Height: Click on thedrop-down arrow or entera value directly to change the fence height.

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Fence".

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2. Gate: Switches to the Gate Tab, just double click or drag the selected gate type and place it in the scene.

8.3 Environment Panel
8.3.1 Label
Turns on/off the labels of particles and lights for easy selection of particles, lights entities. Select "Scene Tab > Environment
Panel >

Label" to turn/off the labels of particles and light entities. Please close the tab when publishing effects and recording

roaming videos to avoid affecting the effect.

8.3.2 Particle Entity
Adds dynamic fountains, smoke, vapor, and other particle entities to the scene to complete the scenario effect. Select "Scene
Tab > Environment Panel >Particle Entity".

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1. Place entity: Double-click on a particle entity in the gallery or drag it directly on workspace.
2. To edit an entity library: Right-click on the list of entity categories:(1) New: Creates a new particle entity category.
(2) Delete: Deletes the newly created particle entity.
(3) Clear: Removes all newly added particle entities in the selected category.
(4) Edit: Renames the newly created particle entity category.
3. Add: Right-click on a blank space in the library window, click "Add" and select particle entity in workspace to add it.
4. Delete: Right-click on the thumbnail and click "Delete" to delete the added particle entity.
5. Parameter Description:(1) Particle amount: The higher the value of the parameter, the greater the number and density.
(2) Particle lifetime: The time the particle exists, the higher the value the lower the particle density and the longer theparticle exists.
(3) Initial speed: The higher the value, the faster the speed.
(4) Acceleration: There are three values representing the velocity of xyz in three directions, the larger the value the fasterthe velocity, for example: with an x-axis velocity of 5 and a y-axis z-axis velocity of 0, the particle is deflected in thex-axis direction.
(5) Initial scale: Refers to the size of the particle at the beginning, the larger the value the larger the particle.
(6) Final scale: The size at the end of the particles' lifetime.

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8.3.3 Light Entity
Add spotlights, floodlights, and other lighting entities to the scene to complete the effect. Select "Scene Tab > Environment
Panel >

Light Entity" to open the dialog box shown below.

1. Place entity: Double-click on a light entity in the gallery or drag it directly on workspace.
2. To edit an entity library: Right-click on the list of entity categories:(1) New: Creates a new light entity category.
(2) Delete: Deletes the newly created light entity.
(3) Clear: Removes all newly added light entities in the selected category.
(4) Edit: Renames the newly created light entity category.
3. Add: Right-click on a blank space in the library window, click "Add" and select light entity in workspace to add it.
4. Delete: Right-click on the thumbnail and click "Delete" to delete the added light entity.
5. Spotlights parameters description:(1) Activation: Double-click to activate or deactivate.
(2) Radius: The size of the light range.
(3) Direction: Direction of light.
(4) Light cone: The greater the value the greater the range of light radiation.
(5) Attenuation: The higher the value the lighter is concentrated.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(6) Light intensity: The higher the value the brighter the light.
(7) Specular intensity: The higher the value the stronger the highlight.
6. Floodlights parameters description:(1) Activation: Double-click to activate or deactivate.
(2) Radius: The size of the light range.
(3) Light intensity: The higher the value the brighter the light.
(4) Specular intensity: The higher the value the stronger the highlight.
7. There is no lighting effect during the day, and the lights turn on automatically at night.

8.3.4 Scene Entity
Adds different types of components as exterior design. Select "Scene Tab > Environment Panel >Scene Entity" to open

the dialog box shown below.

1. Place entity.
(1) Direct placement: Double-click on a model in the gallery or drag it directly on workspace.
(2) Place along the line: Selects the model, click

button and place the entities equally spaced between the specified

start and end points.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(3) Place along the object: Selects the model, click

button. If you select a road, you can arrange along the road; if

you select water volume, you need to select a point as the starting point of entity arrangement to place along thewater volume.
(4) Select Layout: Selects the model and click

button to place the entities along the road in three ways.

①

Enter “C” and select "Urban Road" for the equal-spacing placement of entities.

②

Enter “Q” and select "Residential Road" for the equal-spacing placement of entities.

③

Enter “Z” to simultaneously select both "Urban Road" and "Residential Road" and place entities with equal
spacing.

Note:① Previews that appear in grey in the gallery will automatically download if clicked. They can be placed in thescene when they are downloaded.
② Margin distance refers to the horizontal distance of the starting point of the arrangement from the beginning of
the road or water volume. As shown in the figure below.

2. To edit an entity library: Right-click on the list of entity categories:(1) New: Creates a new model category.
(2) Delete: Deletes the newly created model.
(3) Clear: Removes all newly added models in the selected category.
(4) Edit: Renames the newly created model category.

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3. Adding objects: Right-click on a blank space in the library window, click "Add Object" and select a model in workspace to
add it.
4. Add File: Right-click on the blank space in the librarywindow and click "Add File", the following dialog box
will pop up. After selecting the cpi or fbx file, click the"Open" button to add the selected file.
5. Delete model: Right-click on the thumbnail and click"Delete" to delete the newly added model.

8.3.5 Vegetation Entity
Adds vegetation entities to the scene to refine the scene. Select "Scene Tab > Environment Panel >Vegetation Entity"

to open the dialog box shown below.

1. Place entity.
(1) Direct placement: Double-click on a model in the gallery or drag it directly on workspace.
(2) Place along the line: Select the model, click

button and place the entities equally spaced between the specified

start and end points.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(3) Place along the object: Select the model, click

button. If you select a road, you can arrange along the road; if

you select water volume, you need to select a point as the starting point of entity arrangement to place along thewater volume.
(4) Select Layout: Select the model and click

button to place the entities along the road in three ways.

①

Enter “C” and select "Urban Road" for the equal-spacing placement of entities.

②

Enter “Q” and select "Residential Road" for the equal-spacing placement of entities.

③

Enter “Z” to simultaneously select both "Urban Road" and "Residential Road" and place entities with equal
spacing.

Note:①Previews that appear in grey in the gallery will automatically download if clicked. They can be placed in thescene when they are downloaded.

② Margin distance refers to the horizontal distance of the starting point of the arrangement from the beginning of
the road or water volume.
2. To edit an entity library: Right-click on the list of entity libraries:(1) New: Creates a new model category.
(2) Delete: Deletes the newly created model.
(3) Clear: Removes all newly added models in the selected category.
(4) Edit: Renames the newly created model category.
3. Add object: Right-click on a blank space in the library window, click "Add Object" and select a model in workspace to add
it.
4. Add File: Right-click on the blank space in the librarywindow and click "Add File", the following dialog box
will pop up. After selecting the cpi or fbx file, click the"Open" button to add the selected file.
5. Delete model: Right-click on the thumbnail and click"Delete" to delete the newly added model.

8.3.6 Environment
Applies weather, lighting and fog effects in the environment. Select "Scene Tab > Environment Panel >Page 222 of 241

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1. Weather: Double-click on a weather image to apply the corresponding weather effects.
2. Lighting: Click on "lighting" and the dialog box will look as follows.

(1) Show shadows: Check “show shadows” and “show shadow effects” in the scene.
(2) Enter a value in the text box or drag the slider to adjust the azimuth and altitude angle parameters of the sun. Whenshadows are on, adjusting the azimuth and altitude will affect the effect of the shadows.
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Solar, ambient, fog effect, volumetric light and HDR parameters can be modified separately to enhance the ambient
effect.
(1) Sun①

Sun Color: Sun color, which can be drawn directly from the color panel.

②

Sunshine Color: Sunshine color, which can be drawn directly from the color panel.

③

Intensity: The intensity of the sun's rays on the ground (higher the value, stronger intensity).

(2) Environment①

Environment Color: The environment, and the color of objects in the environment②

Intensity: The intensity of the color (higher the value, stronger intensity).

③

Light-blocking intensity: The intensity of the shadow at the angle between objects (higher the value, stronger
intensity).

④

Radius of light blocking: The size of the shadow area at the angle between objects (larger the value, largerarea).
(3) Fog Effect
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Houseplan 1.0 Make stunning 3D scheme with speed and ease①

Color: Applies fog color.

②

Intensity: The density of the fog in the part of the sky (higher the value, denser the fog).

③

Density: The density of the overall fog (higher the value, denser the fog).

(4) Volumetric Light①

Color: Volumetric light color.

②

Weight: The proportion of the color of the volume light. When the weight is 0, the color of the volumetric lightwill be displayed completely, the larger the weight value, the smaller the proportion of the color of the volume
light setting.

③

Intensity: Controls the sun's halo and light, the higher the value, the stronger the halo and light.

④

Attenuation: Controls the intensity of sunlight reaching the ground; the smaller the value, the stronger the lightreaching the ground.

(5) HDR① HDR: High dynamic range.
4. Night vision settings: Click on " Night vision settings " and the dialog box will look like this:The lighting category, lighting rate and brightness can be modified separately to adjust the lighting effect in night mode.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease(1) Light up type: Controls the lighting status of the corresponding category in the scene.
(2) Lighting rate: Controls the number of entities lit in the scene. The higher the value of the lighting rate, the more
entities are lit, and vice versa.
(3) Brightness: Only affects the brightness of the lit solid material.

8.3.7 Optimization
Sets anti-aliasing, visual balance, and arc
segments to adjust the entity effects in workspace.
Greater values are not necessarily better. Select"Scenes Tab > Environment Panel >Optimization".
1. Anti-aliasing
Removes jagged display and aliasing to make the view smoother and prettier. Set the value of anti-aliasing and click"Apply". The Anti-aliasing button on the right bottom corner can turn this effect on or off as well, as shown below:

2. Visual Balance
Simplifies surface details of entities to reduce the geometrical complexity of a scene while not affecting the visual effects.
Set a value to increase the performance of the scene without losing noticeable graphic details. Drag the slider or enter a value
to change the LOD display distance. Entities farther away will be displayed in simpler models or not rendered at all; entities
close to the viewpoint will be displayed in detailed models.
Note: During drawing, if imported drawings are not visible, it could be that the imported drawing is too big and theviewpoint is too far away. Increase the value of LOD and the drawing should display normally.
3. Arc Segments
Sets the display effect of arcs and curved planes. Drag the slider or enter a value directly to adjust the number of segments.
The smaller the value, the fewer the segments, and the more efficient the rendering; the greater the value, the more detailed
the arcing effect, but the performance will be lower.
Note: Arc segments affect the following entities:① Line: Sphere, arc, ellipse, elliptical arc.
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② Edge: The edge of planes and volumes that contain sphere, arc, ellipse, or elliptical arc.
③ Curved plane: Individual curved plane entity or curved plane on volumes. In other words, all non-flat planes areaffected.

8.4 Animation Panel
8.4.1 Skeletal Animation
Adds animated objects to the scene to add animation effects. Select "Scene > Animation Panel >to open the following dialog box.

1. Apply the animated entity:(1) Select the animated entity, set the moving speed and insertion height;(2) Double-click the animated entity model or drag it to the scene to insert it.
2、 Edit the animation entity library:

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Skeletal Animation"

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When right click the animation library
entity list:(1) New: Creates a new skeletal
animation entity category;(2) Delete: Deletes the newly createdskeleton animation category;(3) Empty: Empties all the newly
added skeleton animation entities inthe selected skeleton animation
category;(4) Edit: Renames the newly createdskeleton category;(5) Import: Selects the folder and import the fbx file in the folder.
3. Add models:(1) Add file: Right click on the blank space of the right part of the window, click the "Add File", and then select fbx filein the pop-up dialog box.
(2) Delete: Right click on the model and click "Delete" to delete the newly added model.

8.4.2 Play Animation
Plays the animation or stop playing the animation according to the set path. Select "Scene Tab > Animation Panel >Play Animation" to start or stop playing the movie.

8.4.3 Wavy Path
Adds undulating paths to animated entities, generated when drawing based on the height of the specified point. Select "Scene
Tab > Animation Panel >Wavy Path", select the animated entity, and draw the undulation path.

Note:① If there is no control point for snapping in the scene, the drawn path is a horizontal path, and you need to click the"Edit Path" command to modify the control point, see "Edit Path" for the specific operation.
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② The property palette allows you to adjust parameters such as frequency of the animated entity, whether it moves itself,
whether it follows the path, the path speed, whether the movement mode is single or circular and whether it casts a
shadow.

8.4.4 Edit Path
Edits the drawn animation path. Select "Scene Tab > Animation Panel >1. Selection: Click

Edit Path" to open the dialog box shown below.

button to select the animated entity or click on the name of the animated entity on the left side of the

dialog box to display its path and control points in the scene and its control points and height on the right side of the
dialog box.
2. Undulating Path: Clickbutton to draw

undulating paths.
3. Move: Clickbutton and select the control

point to move.
4. Delete: Clickbutton to delete theselected control point.
5. Right-click on the name of the animated entity
on the left side of the dialog box to open thecontext menu;(1) Delete animation: Deletes the selectedanimated entity and its path.
(2) Clear path: Removes the animation pathof the selected entity.
Note:① It is not permitted to delete or move the first control point.
② Double click on the blue text "height", and all points below the selected row will be modified to the height value ofthe selected row.

8.4.5 Erase Path

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Clears the defined animation path. Select "Scene Tab > Animation Panel >Erase Path" and select the entity you want

to delete the animation path from.

8.4.6 Show Path
Shows or hides the defined animation path. Select "Scene Tab > Animation Panel >defined animation path.

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9 Video Menu
To facilitate users to experience the real 3D model world, Houseplan 1.0 outputs HD video based on the real environment pathto show the effect of the design dynamically in all aspects.

9.1 Path Panel
9.1.1 Draw Path
Draws roam path in the scene. Select "Video Tab > Path Panel >Draw Path" to draw a path in the scene.

Note:① The drawing is captured in three dimensions.
② After drawing a path, when drawing it again, continue along the last path by default.
③ If you want to redraw it, you can click on "Delete path" command and draw it again.
④ If the previous path needs to be saved, save it in the "Video Highlights" before clearing the path.
⑤ If the drawn path line is not saved in "Video Highlights", the path line information will not be recorded, and the pathwill be lost when the file is opened again.

9.1.2 Grounded Path
Draws video paths that adhere to the ground in the scene, enabling video to undulate with the ground automatically whenroaming. Select "Video Tab > Path Panel >Grounded Path" to draw a path in the scene.

Note:① The ground includes the earth, the terrain and the roads.
② When there is a superposition of ground entities, the path falls on the higher entity.
③ When the two paths are drawn by switching between them, the drawn path is generated in the same way as the
newly drawn path.

9.1.3 Edit Path
Edits the current roaming path. Select "Video Tab > Path Panel >Page 231 of 241

Edit Path" and the following dialog box will appear.

Houseplan 1.0 Make stunning 3D scheme with speed and ease

1. Control Point Parameters: Click on an item in the dialog box to modify it.
(1) Camera height: The height of the camera when roaming to that point, either by entering the value directly, or by
dragging the right slider to change it.
(2) Height Angle, Azimuth: Seta horizontal and vertical viewpoint when roaming, click the drop-down list and select"Pick", you can use the selected point in the scene as the viewpoint. After that, select the control point, you can
modify the coordinates of the point at the top of the "Enter Viewpoint".
(3) Velocity: Speed at which the roaming is running.
(4) Angular velocity: Speed at which the camera turns, which needs to be increased to match if the camera is going
too fast.
(5) Blue Font: Select a value and double-click the blue font above the column to change all the values below to thesame value as that item.
2. Clicking

button to move the selected control point and allow capturing.

3. Click the

button to delete the selected control point.

4. Clicking

button to move the selected control point horizontally without changing the height of the control point.

5. Click the

button to add control points to the path line.

Note: Grounded paths do not support panning.

9.1.4 Delete Path
Deletes the currently drawn roaming path. Select "Video Tab> Path Panel >Page 232 of 241

Delete Path" to automatically clear theHouseplan 1.0 Make stunning 3D scheme with speed and easeroaming path in the scene.

9.2 Video Panel
9.2.1 Roaming Operation
Implement roaming effects and generate roaming videos. Select "Video Tab> Video Panel >Roaming Operation" toopen the following dialog box.

1. Click on the

button to open the dialog box shown below.

(1) Click on "Detailed Parameters" to open the "Edit Path" dialog box, refer to the "Edit Path" item for details.
(2) Select "Temporary Parameters" and the dialog
box will to Confirm like this.
①

Moving speed: Enter the speed at which
the viewpoint moves when roaming.

②

Path height: Enter the horizontal height of
the roaming viewpoint.

③

View: Select the camera view, whichcontains five options: Front, Overlook,

Look up, Left, and Right.
(3) Video Size: Sets the size of the generated video.
Select "Custom" in the drop-down list to open
the dialog box shown below.

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Enter width and height dimensions and click "ok" button
to add it to the video size list.
Note: The larger the size, the larger the file generated.
Considering that saving data to the hard disk takes up
system resources and affects the recording process,please choose the right size according to yourcomputer performance.
(4) Video quality: Sets the video quality, including High,
Medium, and Low. After setting the parameters, click on the "Confirm" button to roam according to the settings.
2. Click on the

button to start roaming through the scene according to the drawn path and its parameters.

3. Click on the

button to stop roaming.

4. Click on the

button to pause the roaming and click again to continue the roaming.

5. Click the

button, set the save path and file name and then start roaming and record the roaming process as *. mp4, *.

mkv, *. mov format files.

9.2.2 Roam Path List
Saves the current roam path or apply a saved roam path. Select "Video Tab > Video Panel >Roam Path List" to open

the following dialog box.

1. Save path: Enter the path name and click the "Save" button to save the current drawn path.
2. Apply path: Double-click on the line where the path is located in the dialog box to invoke the path.
3. Context menu: Right-click in the list to open the "Context menu", you can delete or rename the path.
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4. Click on the

button to set the path roaming parameters.

5. Click on the

button to start roaming through the scene according to the drawn path and its parameters.

6. Click on the

button to stop roaming.

7. Click on the

button to pause the roaming and click again to continue the roaming.

8. Click the

button, set the save path and file name and then start roaming and record the roaming process as *.mp4,*.mkv, *.mov format files.
Note:① Modified paths require a click on “Save” to update the path to the latest.
② When saving a path to a video set, the ambient weather is also recorded in the path information.

9.3 Camera View Panel
9.3.1 Camera View List
Saves the viewpoints in the scenario for quick positioning. Select "Video Tab > Camera View Panel >Camera View

List", the following dialog box will pop up.

Enter the viewpoint name and click

button to save the current viewpoint to the list. Check the viewpoint and click

button to export the viewpoint to local in image format. Right-click on the viewpoint name to open the context menu, which allows
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you to rename, delete and delete all the viewpoints. You can also remove the viewpoint all together by right-clicking in the blankspace of the dialog box.

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10 Others
Houseplan 1.0 provides some common tools and shortcuts to help users categorize and manage entities in the process ofdesigning solutions in an organized and efficient manner.

10.1 Graphic Class Control
When designing entities or elements, you can use the layer control
function for easy operation management. Clickbutton to open the

dialog box shown below.
Click on each item to close or open the class, layer and background.
For example, click on the "Close the selected class" button to select theentity to be closed. For example, if you select a building, you can turn off
the main volume of the building and the balcony and other components.
Note: You can also click on the top of the software to have control
over the graph class layers, as shown in the following image.

① Click on the checkbox

in front of a class or② Double-click the checkbox

in front of a layer to turn a single class/layers on or off.

in front of the category to close all categories. Double-click again on

to open all

categories.
③ Classes and layers are linked. For example, if you close the class on the left, the corresponding layer on the rightcloses with it.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease10.2 Right-Click Context Menu
If you right-click on the workspace, a context menu will pop up
with the following commands; Last command, Orbit, Eye View, Full
View, Frame Selection, Pan, View Control, Previous View, Front Face,
Window View, Polyline, Rectangle, Polygon, Box, Extrude Building,General Extrude, Copy, Move, Rotate, Erase, Hide Selected, Hide
Unselected, Unhide.
For more operation details, see the description of each of thesecommands above in this guide.

10.3 Orthogonal
Restricts the operation to horizontal or vertical orientation.
1. Click on

button at the below the command line to turn the orthogonal function on/off.

2. Right click on

button to open the context menu, as shown below.

(1) Conventional: Switches to the normal orthogonal orientation.
(2) User Orthogonal: Switches to the user orthogonal direction. There
are three methods of access.
① Direct selection of solid edges, as orthogonal directions.
② Angles may be entered as orthogonal directions, as prompted on the command line.
③ Enter “D” to specify two points and plot the orthogonal direction, and “C” to clear the defined orthogonal
direction and return to the default state.
Note: Set user orthogonal, i.e., re-designate the direction of the positive half-axis of X-axis. In some project drawings,
the orientation of land, roads and other entities is not according to the default XY axis direction of the system, so
for the convenience of drawing, you can define your own orthogonal direction.

10.4 Polar Axis
During drawing and editing, you can turn on the polar axis to easily obtain capture points in the X-, Y-, or Z-axis direction.

10.5 Snap
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When drawing or editing, you can turn on the snapping function to assist in the operation for precise positioning.
1. Click the

button below the command line or press the F3 key to turn snapping on or off.

2. Right-click on

button to open the context menu, as shown below.

Select "Settings" option to open the dialog box shown below.
You can set snapping options, where "plane" refers to the surface ofa plane or solid.
Click the "Select All" button to check all the boxes; click the "Confirm"
button to apply the settings.
Note: When snapping to the circle center of an arc, you need tohover the cursor over the edge line to display the center of thecircle.

10.6 Follow
Displays distances and angles at the mouse pointing position whendrawing and editing objects. Clickbutton at the bottom of thecommand line to turn the follow function on/off. The angle displayed is the angle with the positive half-axis of the X-axis.

10.7 Reference
When drawing and editing objects, a temporary extension line, vertical line, or a polar axis through an entity's endpoint,
midpoint, or other capture points is displayed as a dashed line when the cursor passes over that point, so that the user can specify
a point at the extension line or capture the intersection of multiple reference lines. Clickbutton at the bottom of thecommand line to turn the reference function on/off. The reference is based on snapping and requires snapping to be on in order to
use it.

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Houseplan 1.0 Make stunning 3D scheme with speed and ease10.8 Isometric
Switches the design environment to isometric mode. Click the Isometric button in the bottom right corner to turn the feature
on, and click it again to turn it off. As shown in the figure below.

10.9 Perspective
Switches the design environment to Perspective projection. Click the Perspective button in the bottom right corner to turn on
the feature, and click it again to turn it off. As shown in the image below.

10.10 Shadow
Simulates the shadow shading effect of the project. Click the Shadow button in the bottom right corner to turn the feature on,
and click it again to turn it off. As shown in the image below.

10.11 Anti-Aliasing
Jaggies are eliminated and the edges of the image are softened to make the edges of the image look smoother and closer tothe physical object. Click the light blocking button in the bottom right corner to turn on the feature, and click it again to turn it off.
As shown in the figure below.

10.12 Light Projection
Ambient light masking, which depicts the effect of blocking out surrounding diffuse light when objects and objects intersect

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Houseplan 1.0 Make stunning 3D scheme with speed and easeor are close together. Click the Light Projection button in the bottom right corner to turn on the feature, and click it again to t urn it
off. As shown in the figure below.

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