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Aidan Chopra

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Beschreibung

Go 3D with Google's exciting architectural design software for Mac and Windows Whether you need to learn 3D modeling for business or you're just eager to see what you can create, Google SketchUp and Google SketchUp 8 For Dummies are for you. Available in both a free hobbyist version and a full-featured professional version, SketchUp explodes the myth that 3D modeling software must be complicated to learn and use. This book will take you step by step through downloading and using both versions on both Mac and Windows. There are even video walkthroughs on the companion Web site. * Google's exciting 3D modeling software offers hobbyists as well as architects, engineers, and industrial designers a less complicated tool for architectural rendering, urban planning, set design, game design, and other uses * This guide explains both the free and professional versions for both Windows and Mac * Covers the basic concepts of 3D modeling and how to build a 3D model, print or share your work online, export your drawing to another design package or Google Earth, and create a detailed set of plans * Companion Web site features video walkthroughs Google SketchUp 8 For Dummies gets you up and running with 3D modeling quickly and easily.

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Veröffentlichungsjahr: 2010

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Google SketchUp® 8 For Dummies®

Table of Contents

Introduction

About This Book

Foolish Assumptions

How This Book Is Organized

Part I: Getting Started with SketchUp

Part II: Modeling in SketchUp

Part III: Viewing Your Model in Different Ways

Part IV: Sharing What You’ve Made

Part V: The Part of Tens

On the Web site

Icons Used in This Book

Part I: Getting Started with SketchUp

Chapter 1: Meeting Google SketchUp

Things You Ought to Know Right Away

Where SketchUp Fits in Google’s World

Comparing SketchUp to Other 3D Modeling Programs

Jumping right in

Understanding the difference between paper and clay

What You Should (And Shouldn’t) Expect SketchUp to Do

Taking the Ten-Minute SketchUp Tour

Hanging out at the menu bar

Checking the status bar

Taking a peek at the dialog boxes

Chapter 2: Establishing the Modeling Mind-Set

All about Edges and Faces

Living on (with, actually) the edge

Facing the facts about faces

Understanding the relationship between edges and faces

Drawing in 3D on a 2D Screen

Giving instructions with the drawing axes

Keeping an eye out for inferences

Using inferences to help you model

Warming Up Your SketchUp Muscles

Getting the best view of what you’re doing

Drawing edges with ease

Injecting accuracy into your model

Selecting what you mean to select

Moving and copying like a champ

Rotating the right way

Making and using guides

Painting your faces with color and texture

Chapter 3: Getting Off to a Running Start

Setting Things Up

Making a Quick Model

Slapping on Some Paint

Giving Your Model Some Style

Switching on the Sun

Sharing Your Masterpiece

Part II: Modeling in SketchUp

Chapter 4: Building Buildings

Drawing Floors and Walls

Starting out in 2D

Coming up with a simple plan

Going from 2D to 3D

Adding floors to your building

Inserting doors and windows

Staring Down Stairs

The Subdivided Rectangles method

The Copied Profile method

Raising the Roof

Building flat roofs with parapets

Creating eaves for buildings with pitched roofs

Constructing gabled roofs

Making hip roofs

Sticking your roof together

Chapter 5: Falling in Love with Components

Grouping Things Together

Working with Components

What makes components so great?

Exploring the Components dialog box

Creating your own components

Discovering Dynamic Components

Taking Advantage of Components to Build Better Models

Modeling symmetrically: Good news for lazy people

Modeling with repeated elements

Chapter 6: Going Beyond Buildings

Extruding with Purpose: Follow Me

Using Follow Me

Making lathed forms like spheres and bottles

Creating extruded shapes like gutters and handrails

Subtracting from a model with Follow Me

Modeling with the Scale tool

Getting the hang of Scale

Scaling profiles to make organic forms

Making and Modifying Terrain

Creating a new terrain model

Editing an existing terrain model

Building a Solid Tools Foundation

Understanding solids

Checking out the Solid Tools

Putting the Solid Tools to work

Chapter 7: Keeping Your Model Organized

Taking Stock of Your Organization Options

Seeing the Big Picture: The Outliner

Taking a good look at the Outliner

Making good use of the Outliner

Discovering the Ins and Outs of Layers

What layers are — and what they’re not

Using layers in SketchUp

Staying out of trouble

Putting It All Together

Chapter 8: Modeling with Photographs

Painting Faces with Photos

Adding photos to flat faces

Editing your textures

Optimizing your photo textures

Adding photo textures to curved surfaces

Modeling Directly from a Photo: Introducing Photo-Matching

Looking at all the pretty colors

Getting set up for photo-matching

Modeling by photo-matching

Modeling on Top of Photo Textures

Making a texture projected

Modeling with projected textures: A basic workflow

Part III: Viewing Your Model in Different Ways

Chapter 9: Working with Styles and Shadows

Changing Your Model’s Appearance with Styles

Choosing how and where to apply styles

Applying styles to your models

Editing your styles

Creating a new style

Saving and sharing styles you make

Working with Shadows

Discovering SketchUp’s Shadow Settings

Using shadows to add depth and realism

Creating accurate shadow studies

Chapter 10: Presenting Your Model Inside SketchUp

Exploring Your Creation on Foot

These tools were made for walking

Stopping to look around

Setting your field of view

Taking the Scenic Route

Creating scenes

Moving from scene to scene

Modifying scenes after you make ’em

Mastering the Sectional Approach

Cutting plans and sections

Creating section animations with scenes

Part IV: Sharing What You’ve Made

Chapter 11: Working with Google Earth and the 3D Warehouse

Getting the Big (3D) Picture

Sending Your Models to Google Earth

Geo-modeling for Google Earth

Geo-locating your model

Viewing your model in Google Earth

Becoming a SketchUp All-Star with the 3D Warehouse

Getting to the 3D Warehouse

Uploading your models

Chapter 12: Printing Your Work

Printing from a Windows Computer

Making a basic print (Windows)

Decoding the Print Preview and Windows Print dialog box

Printing from a Mac

Making a basic print (Mac)

Deciphering the Mac printing dialog boxes

Printing to a Particular Scale

Preparing to print to scale

Printing to scale (Windows and Mac)

Chapter 13: Exporting Images and Animations

Exporting 2D Images of Your Model

Exporting a raster image from SketchUp

Looking at SketchUp’s raster formats

Making sure that you’re exporting enough pixels

Making Movies with Animation Export

Getting ready for prime time

Exporting a movie

Figuring out the Animation Export options settings

Chapter 14: Creating Presentation Documents with LayOut

Getting Your Bearings

Some menu bar minutiae

Perusing LayOut’s panels

Building a Quick LayOut Document

Starting with a template

Inserting SketchUp model views

Adding images and other graphics

Annotating with text and dimensions

Getting Your Document Out the Door

Printing your work

Exporting a PDF

Exporting an image file

Exporting a DWG or DXF file

Going full-screen

Chapter 15: Diving Deeper into LayOut

Staying Organized with Layers and Pages

Using layers to maintain your sanity

Making layers and pages work together

Working with Inserted Model Views

Framing exactly the right view

Making your models look their best

Discovering More about Dimensions

Editing your dimensions

Keeping track of model space and paper space

Drawing with LayOut’s Vector Tools

Customizing LayOut with Templates and Scrapbooks

Creating your own templates

Putting together your own scrapbooks

Part V: The Part of Tens

Chapter 16: Ten SketchUp Traps and Their Workarounds

SketchUp Won’t Create a Face Where You Want It To

Your Faces Are Two Different Colors

Edges on a Face Won’t Sink In

SketchUp Crashed, and You Lost Your Model

SketchUp Is Sooooo Slooooooooow

You Can’t Get a Good View of the Inside of Your Model

A Face Flashes When You Orbit

You Can’t Move Your Componentthe Way You Want

Bad Stuff Happens Every Time You Use the Eraser

All Your Edges and Faces Are on Different Layers

Chapter 17: Ten Plugins, Extensions, and Resources Worth Getting

Ruby Scripts

Renderers

Hardware

Chapter 18: Ten Ways to Discover Even More

Put Away Your Wallet

Now Get Out Your Wallet

Google SketchUp® 8 For Dummies®

by Aidan Chopra

Google SketchUp® 8 For Dummies®

Published byWiley Publishing, Inc.111 River StreetHoboken, NJ 07030-5774www.wiley.com

Copyright © 2011 by Wiley Publishing, Inc., Indianapolis, Indiana

Published simultaneously in Canada

No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008, or online at http://www.wiley.com/go/permissions.

Trademarks: Wiley, the Wiley Publishing logo, For Dummies, the Dummies Man logo, A Reference for the Rest of Us!, The Dummies Way, Dummies Daily, The Fun and Easy Way, Dummies.com, Making Everything Easier, and related trade dress are trademarks or registered trademarks of John Wiley & Sons, Inc. and/or its affiliates in the United States and other countries, and may not be used without written permission. Google and SketchUp are trademarks or registered trademarks of Google, Inc. All other trademarks are the property of their respective owners. Wiley Publishing, Inc., is not associated with any product or vendor mentioned in this book.

Limit of Liability/Disclaimer of Warranty: The publisher and the author make no representations or warranties with respect to the accuracy or completeness of the contents of this work and specifically disclaim all warranties, including without limitation warranties of fitness for a particular purpose. No warranty may be created or extended by sales or promotional materials. The advice and strategies contained herein may not be suitable for every situation. This work is sold with the understanding that the publisher is not engaged in rendering legal, accounting, or other professional services. If professional assistance is required, the services of a competent professional person should be sought. Neither the publisher nor the author shall be liable for damages arising herefrom. The fact that an organization or Website is referred to in this work as a citation and/or a potential source of further information does not mean that the author or the publisher endorses the information the organization or Website may provide or recommendations it may make. Further, readers should be aware that Internet Websites listed in this work may have changed or disappeared between when this work was written and when it is read.

For general information on our other products and services, please contact our Customer Care Department within the U.S. at 877-762-2974, outside the U.S. at 317-572-3993, or fax 317-572-4002.

For technical support, please visit www.wiley.com/techsupport.

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Library of Congress Control Number: 2010941214

ISBN: 978-0-470-91682-7

Manufactured in the United States of America

10 9 8 7 6 5 4 3 2 1

About the Author

Aidan Chopra has always had a thing for computers — his parents thoughtfully sent him to Apple camp instead of hockey lessons like every other eight-year-old in Montreal — but he learned to draft and build physical models the old-fashioned way, working for his architect father. These days, Aidan is a Product Evangelist at Google, where he’s been since that company bought SketchUp in the first part of 2006. In the six years since he graduated with a Master of Architecture degree from Rice University, he’s done a lot of writing and lecturing about the way software is used in design. Aidan writes the SketchUpdate, a monthly e-mail newsletter that reaches over a million SketchUp users worldwide. At Google, he works on ways to mediate between power and usability; he believes the best software in the world isn’t worth a darn if nobody can figure out how it works. Aidan is based in Boulder, Colorado, even though he is what many would consider to be the diametric opposite of a world-class endurance athlete.

Dedication

For my parents, Jenny and Shab, and my brother, Quincy, because I love them very much.

Author’s Acknowledgments

For helping in all the ways that it is possible to help with a book — offering technical advice, lending a critical ear, providing moral support and encouragement — I’d like to thank my wife, Sandra Winstead. It’s rare to find everything you need in a single person, and I can’t imagine having written this book without her.

I’d like to thank Chris Dizon for agreeing to be the Technical Editor for this volume; I can’t think of anyone who brings more enthusiasm and curiosity to everything he does. As a dyed-in-the-wool SketchUpper who uses the software even more than I do, I knew he’d do a bang-up job of keeping me honest, and he did.

I thank Kyle Looper, Becky Huehls, and Jen Riggs, my editors at Wiley, for making what I fully expected to be a painful process not so at all. It was a delight to work with a team of such intelligent, thoughtful, and well-meaning professionals; I only hope I’m half as lucky on the next book I write.

Finally, I need to thank the very long list of individuals who provided critical help. From clearing the way for me to be able to write this book to patiently explaining things more than once, I owe the following people (and almost certainly a few more) a whole lot: Tommy Acierno, Brad Askins, John Bacus, Brian Brewington, Brian Brown, Todd Burch, Chris Campbell, Mark Carvalho, Chris Cronin, Tasha Danko, Steve Dapkus, Jonathan Dormody, Bil Eberle, Joe Esch, Rich Feit, Jody Gates, Toshen Golias, Scott Green, Adam Hecht, Barry Janzen, Alex Juhola, Tyson Kartchner, Chris Keating, Patrick Lacz, Mark Limber, Scott Lininger, Catherine Moats, Allyson McDuffie, Millard McQuaid, Tyler Miller, Parker Mitchell, Simone Nicolo, Steve Oles, Bruce Polderman, Alok Priyadarshi, Peter Saal, Brad Schell, Gopal Shah, Matt Simpson, Mike Springer, Tricia Stahr, Bryce Stout, Vicky Tait, Daniel Tal, James Therrien, Mason Thrall, Nancy Trigg, Tushar Udeshi, John Ulmer, David Vicknair, Greg Wirt, and Tom Wyman.

Publisher’s Acknowledgments

We’re proud of this book; please send us your comments through our online registration form located at www.dummies.com/register/.

Some of the people who helped bring this book to market include the following:

Acquisitions, Editorial, and Media Development

Project Editor: Rebecca Huehls

Acquisitions Editor: Kyle Looper

Copy Editor: Jen Riggs

Technical Editor: Chris Dizon

Editorial Manager: Leah P. Cameron

Media Development Assistant Project Manager: Jenny Swisher

Editorial Assistant: Amanda Graham

Sr. Editorial Assistant: Cherie Case

Cartoons: Rich Tennant (www.the5thwave.com)

Composition Services

Project Coordinator: Katherine Crocker

Layout and Graphics: Carl Byers, Lavonne Roberts

Proofreaders: Melissa Cossell, Rebecca Denoncour, Toni Settle

Indexer: BIM Indexing & Proofreading Services

Publishing and Editorial for Technology Dummies

Richard Swadley, Vice President and Executive Group Publisher

Andy Cummings, Vice President and Publisher

Mary Bednarek, Executive Acquisitions Director

Mary C. Corder, Editorial Director

Publishing for Consumer Dummies

Diane Graves Steele, Vice President and Publisher

Joyce Pepple, Acquisitions Director

Composition Services

Debbie Stailey, Director of Composition Services

Introduction

A few years ago, I was teaching a workshop on advanced SketchUp techniques to a group of extremely bright middle and high school (or so I thought) students in Hot Springs, Arkansas. As subject matter went, I wasn’t pulling any punches — we were breezing through material I wouldn’t think of introducing to most groups of adults. At one point, a boy raised his hand to ask a question, and I noticed he looked younger than most of the others. Squinting, I read a logo on his T-shirt that told me he was in elementary school. “You’re in sixth grade?” I asked, a little stunned. These kids were motoring, after all. The boy didn’t even look up. He shook his head, double-clicked something, and mumbled, “Third.” He was 8 years old.

SketchUp was invented in 1999 by a couple 3D industry veterans (or refugees, depending on your perspective) to make it easier for people to see their ideas in three dimensions. That was it, really — they just wanted to make a piece of software that anyone could use to build 3D models. What I saw in Arkansas makes me think they were successful.

Before SketchUp was acquired in 2006 by Google, it cost $495 a copy, and it was already a mainstay of architects’ and other designers’ software toolkits. No other 3D modeler was as easy to understand as SketchUp, meaning that even senior folks (many of whom thought their CD/DVD trays were cup holders) started picking it up. These days, SketchUp is being used at home, in school, and at work by anyone with a need to represent 3D information the way it’s meant to be represented: in 3D. Google SketchUp (as it’s now called) is available in at least 15 languages and is just as popular internationally as it is in North America.

About This Book

The thing I like least about software is figuring out how it works. I once saw a movie where the main character acquired knowledge by plugging a cable (a rather fat cable, actually) into a hole in the back of his head. A computer then uploaded new capabilities — languages, martial arts, and fashion sense (apparently) — directly into his brain. Afterward, the character ate a snack and took a nap. That’s how I wish I could get to know new software.

This book, on the other hand, is a fairly analog affair. In it, I do my best to guide you through the process of building 3D models with SketchUp. I wrote this book for people who are new to 3D modeling, so I don’t assume you know anything about polygons, vertices, or linear arrays. The nice thing is that the people who make SketchUp don’t assume you know any of those things, either. That means I don’t have to spend many words explaining theoretical concepts, which I think we both can appreciate.

I don’t think many people want to use software just for the sake of using software. You probably didn’t learn to drive just because you thought seatbelts and turn signals were cool; I’m betting you wanted to be able to get around in a car. People use SketchUp so that they can build 3D models. As such, most of this book focuses on what you cando with SketchUp, and not what SketchUp does. Naturally, this emphasis has a few implications:

I use the word you a lot. You’re reading this book because you have something you want to build in 3D on your computer, and you think SketchUp can help you do that. I try to keep this in mind by letting you know how you can use the features I talk about to do what you want to do.

I err on the side of architecture. The fact is, a lot of people want to use SketchUp to model buildings, so I assume that a good many of you (the collective you, in this case) want to do the same. You can use SketchUp to build just about anything you want, but to ignore the fact that it’s extra-great for architecture would be silly.

I don’t cover everything SketchUp can do. If this book were about SketchUp, and not modeling with SketchUp, I’d list every feature, every tool, and every command in exhaustive detail. I’d tell you exactly what all the radio buttons and slider bars are for. I’d, in effect, just copy the documentation in SketchUp’s online Help Center and call it a day. In writing this book, I had to make a tough choice: I had to figure out what to show you and, more importantly, what to leave out. The Table of Contents I settled on is a list of what most people want to know, most of the time.

Just in case you’re interested, here’s what didn’t make the cut (and why):

• The Dimension and Label tools:I left these out because they’re so simple to use that I didn’t think they needed any explanation. That’s not to say they’re not great — they are. It’s just that this book can be only so long.

• The 3D Text tool:Why’d I leave out this one? Like the Dimension and Label tools, it’s too easy to use. Just try it, and you’ll see what I mean.

• Style Builder: Because it’s a separate program that comes with SketchUp Pro 8, I decided not to dive into Style Builder. You use it to create your own Styles for SketchUp; read more about Styles in Chapter 9.

• Ruby:Actually, I do talk a little bit about Ruby, but only in Chapter 17, which is practically at the end of the book. Ruby is a scripting (programming) language that you (maybe) can use to code your tools for SketchUp. I think that says it all, don’t you?

One more thing: Because SketchUp is a cross-platform program (it’s available for both Windows and Macintosh computers), I make reference to both operating systems throughout this book. In most cases, SketchUp works the same in Windows and on a Mac, but where it doesn’t, I point out the differences. Just so you know, any figures in this book that show the SketchUp user interface show the Windows version.

Foolish Assumptions

I mention earlier that I don’t presume you know anything about 3D modeling, much less 3D modeling with SketchUp, in this book. That’s true — you’re safe even if you call SketchUp “Sketch’em-Up” (which I’ve heard more than once, believe it or not). If you happen to know a thing or two about SketchUp, I think you’ll still find plenty of useful stuff in this book. Even though I write with beginners in mind, I include a lot that definitely isn’t beginner-level information. I mean for this book to be useful for people with just about any level of SketchUp skill.

That said, I assume you’re familiar with a few important concepts. To begin with, I assume you know how to work your computer well enough to understand how to do basic things like saving and opening files. I don’t cover those things in this book because SketchUp handles them just like every other program does. If you’re trying to model with SketchUp and figure out how to use a computer at the same time, Wiley has some excellent books that can help you out, such as Windows 7 For Dummies, by Andy Rathbone, or Mac OS X Snow Leopard For Dummies, by Bob LeVitus, just to name two; visit www.dummies.com for other options.

Next, I take for granted that you have, and know how to work, a mouse with a scroll wheel. SketchUp all but requires you to have a scroll wheel mouse — especially when you’re just starting out. The good news for folks who don’t have one is that they’re fairly cheap. Just look for something with a left button, a right button, and a little scroll wheel in the middle.

Finally, I assume you have at least occasional access to the Internet. Don’t panic! Unlike most Google applications, you don’t have to be online to use SketchUp — I do most of my best work on airplanes, in fact. You can find great resources on the Web, though, and I point them out when I think they’re important.

How This Book Is Organized

Tell me if you think this is strange: I read most computer books in completely random order. I never start at the beginning and work my way through. In fact, I only pick them up for two reasons:

To figure something out: I like to have a book on hand when I begin something new because I like the way books work. If I need help, I look it up, but something else invariably happens — I end up reading more than I needed to, and I usually end up finding out something I didn’t even know I didn’t know. That almost never happens when I use digital media; it’s too good at providing me with just the answer to my question. Computers are lousy for browsers like me.

To kill time: I hate to admit this, but I don’t usually keep my computer books anywhere near my computer. I keep them in the bathroom because my bathroom has excellent light for reading and because I’m afraid that a television would fall in the bathtub and electrocute me. When I’m just killing time, I open my book to a random page and start reading.

Despite these two facts, this book does have structure. Basic concepts are grouped in the first few chapters, and more advanced material appears toward the end. Chapter 3 is devoted entirely to a step-by-step approach to getting started, just for those who like to get to know software that way.

In general, though, this book is intended to be a reference. If you keep reading from this page on, right to the end of the index, you’ll have a pretty good idea of how to use SketchUp to make 3D models — but that isn’t what I expect you to do. I recommend that you start with Chapters 1 and 2, just to get your bearings. After that, use the Table of Contents or the index to find what you’re looking for; then proceed from there.

To make it easier to understand how certain chapters are related, this book lumps them together into parts. Check out the following summaries to get an idea of what’s in each part.

Part I: Getting Started with SketchUp

If you’re completely new to SketchUp and 3D modeling, this is the most important part in this book. Start here, lest you get frustrated and decide to use these pages to line your rabbit coop. Chapter 1 talks about how SketchUp fits into the bigger 3D modeling picture. Chapter 2 lays out all — that’s 100 percent — of the basic concepts you need to understand to do anything useful with SketchUp. Chapter 3 offers a basic end-to-end workflow for creating and sharing a model. You can skip it, but I think it’s a nice way to ease into the program.

Part II: Modeling in SketchUp

SketchUp is a 3D modeling tool, so this part is, in Shakespeare’s eternal words, “where it’s at.” Chapter 4 dives right into using SketchUp to make buildings, with an emphasis on drawing and extruding simple plans, modeling stairs, and constructing roofs. Making buildings isn’t easy, mind you, but it’s what a lot of people want to do in SketchUp, so I put it right at the beginning.

Chapter 5 deals with using groups and components, two of the most important elements in any SketchUp model you make. Chapter 6 lays out advanced techniques for modeling things like terrain, characters, and other non-boxy objects, whereas Chapter 7 deals with tools and techniques you can use to manage big models. In Chapter 8, I talk about using photographs in SketchUp. The second part of the chapter is all about SketchUp’s photo-matching feature, which I guarantee will make you smile.

Part III: Viewing Your Model in Different Ways

Making models in SketchUp is only half the fun. The chapters in this part present some of this software’s truly unique presentation features. Chapter 9 dives in to Styles and Shadows. Also, don’t skip the last part of Chapter 10 on using sections to create animations — it’s easy and more rewarding than almost anything else you can do in SketchUp.

Part IV: Sharing What You’ve Made

These chapters are dedicated to getting your models into the world. In Chapter 11, I talk about using SketchUp with Google Earth, which, if you haven’t tried it, is reason in itself to have a fast Internet connection. Chapters 12 and 13 deal with printing and exporting images and movies from your model files. Chapters 14 and 15 provide an introduction to LayOut. This relatively new program, which is included as part of SketchUp Pro, is for creating 2D presentation documents that automatically link to your 3D models.

Part V: The Part of Tens

My favorite thing about books in the For Dummies series is the way they embrace people’s love of lists. I could have spread the information contained in these ultra-short chapters throughout the entire book, but it’s so much easier to read when it’s all in one place, don’t you think?

Chapter 16 is a list of ten things that you’ll definitely struggle with when you’re first using SketchUp; remember to check here before you do anything drastic. Chapter 17 lists great add-ons that’ll make your SketchUping more enjoyable, and Chapter 18 is all about where to turn when the information you need isn’t in this book.

On the Web site

I created a little online presence for this book so I could share more information with you. This book’s Web site (www.dummies.com/go/SketchUp8FD) includes lots of useful stuff:

Bonus chapters: A previous edition of Google SketchUp For Dummies included a whole chapter on exporting 2D and 3D vector information with SketchUp Pro. That information is still relevant, but I cut it out of this book to make room for new features. The good news is that you can get the whole chapter in digital form on the Web site.

You also find a mini chapter on creating your own Dynamic Components with SketchUp Pro. DCs are programmable, configurable pieces of SketchUp content that can make your workflow a lot more efficient.

Videos: I recorded about six dozen videos and put them up on YouTube. They’re pretty basic (just me talking and modeling), but seeing SketchUp in action is often very helpful — black-and-white pictures can convey only so much. All my videos are also embedded in this book’s Web site, and they’re organized by chapter and section to make them easy to find.

Color images: It often helps to be able to see a figure in color, so I put color versions of some images in this book online.

SketchUp files: These are actually stored on the Google 3D Warehouse (which you can find out about in Chapters 5 and 11), but I link to them to make them easier to find.

Links to other cool resources: There’s a world of great SketchUp material — plugins, components, models, and blogs — out there, and you can find direct links to many of them on my Web site.

Icons Used in This Book

This icon indicates a piece of information I think will probably save you time.

When you’re working in SketchUp, you need to know a lot of things. I use the Remember icon to remind you of something I cover earlier in the book, just in case you may have forgotten (or skipped) it.

Everyone’s a little bit of a nerd sometimes, and paragraphs that bear this icon indulge that nerdiness. You can skip them without fear of missing anything important, but reading them can give you something to annoy your SketchUp friends with later.

When you see this icon, pay special attention. It occurs rarely, but when it does, something you do could harm your work.

This icon denotes a spot where you can find supporting material on this book’s companion Web site, including videos, sample files, and links to helpful material, which you can find at www.dummies.com/go/SketchUp8FD.

I revised this book to cover SketchUp 8, but instead of adding a section at the beginning that lists everything that’s new, I added the information throughout — I think it makes more sense that way. This icon denotes what’s new or different in the new version.

If you want to see a complete list of new features and improvements in SketchUp 8, open your Web browser of choice and do a Google search for new in SketchUp 8— something gloriously list-like will no doubt appear.

Part I

Getting Started with SketchUp

In this part . . .

This part of the book is dedicated to helping you get your bearings. It’s not a step-by-step guide to starting a new file in SketchUp; instead, it provides a little bit of information about what SketchUp is, what you can use it to do, and how to get the most out of it.

Chapter 1 is a very general overview of Google SketchUp. I try not to bore you with too much background information, but here’s where you can read about what the software is supposed to let you do, how it compares to other 3D modeling applications, and where everything is.

In Chapter 2, I jump right in. There are a few things about SketchUp you absolutely need to know when you’re just getting started, and here’s where I lay them out. I think this is the most important chapter in this book; read it, and you’ll know more about SketchUp than millions of other folks who already use it every day.

The contents of Chapter 3 are included for the benefit of those readers who like to figure out software by getting their hands dirty right away. The whole chapter is a workflow that takes you through the process of making a simple model, changing the way it looks, and creating an image of it that you can keep forever.

Chapter 1

Meeting Google SketchUp

In This Chapter

Finding out why it’s free from Google

Comparing SketchUp with other 3D software

Finding out what you can and can’t do with SketchUp

Looking around the application

Once upon a time, software for building three-dimensional (3D) models of thing like buildings, cars, and other stuff was hard to use. I mean really hard — people went to school for years to learn it. And if that wasn’t bad enough, 3D modeling software was expensive — so expensive that the only people who used it were professionals and software pirates (people who stole it, basically). Then along came SketchUp.

Operating under the assumption that lots of people may want — and need — to make 3D models, the folks who invented SketchUp decided to design a program that worked more intuitively. Instead of making you think about 3D models as complex mathematical constructs (the way computers think), they created an interface that lets you build models using elements you’re already familiar with: lines and shapes.

So do you need to know how to draw to use SketchUp? In the latest version of the software, not really. Traditional drawing is about translating what you see onto a flat piece of paper: going from 3D to 2D, which is hard to do for most people. In SketchUp, you’re always in 3D, so no translation is involved — you just build, and SketchUp takes care of stuff like perspective and shading for you.

This first chapter is about putting SketchUp in context: why Google offers it for free, how it compares to other 3D software, and what you can (and can’t) do with it. In the last part of the chapter, I give a quick tour of the program, just to let you know where things are.

Things You Ought to Know Right Away

Before I continue, here’s some information you may need:

You get SketchUp by downloading it from the Internet. Just type http://sketchup.google.com into your Web browser and read through the first page of the Google SketchUp Web site. Click the links to download the application to your computer and then follow the installation instructions on the Web.

SketchUp works in Windows and Mac OS X. Google SketchUp is available for both operating systems, and it looks (and works) about the same way on both.

A Pro version is available. Google offers a Pro version of SketchUp (Google SketchUp Pro) that you can buy if you need it. The Pro version includes a few terrific features that folks like architects, production designers, and other design professionals need for exchanging files with other software. SketchUp Pro also includes a whole separate application — dubbed LayOut — for creating presentation documents with your SketchUp models; it’s the subject of Chapters 14 and 15. If you think you may need Pro, you can download a free trial version at http://sketchup.google.com.

Where SketchUp Fits in Google’s World

A long time ago, somebody invented photography (hey — this isn’t a history book), and suddenly people could make pictures of things that didn’t involve drawing, engraving, or painting. Nowadays, you can’t throw a rock without hitting a photograph of something. Everything (it seems) can take pictures, including people’s phones. Photography is the main way that visual information is communicated.

But what comes after photography? Google (and just about every science-fiction writer who ever lived) thinks it’s 3D, and here’s why: You live in 3D. The furniture you buy (or build) is 3D, and so is the route you take to work. Because so many of the decisions you need to make (buying a couch, finding your way) involve 3D information, wouldn’t it be nice to experience that information in 3D?

Software like SketchUp lets you see 3D information on a 2D screen, which is good, but affordable 3D printers and holography (yep, holograms) are just over the horizon. All that’s left is to build a model of every single thing in the world — and guess who’s going to do it?

You. By making SketchUp free for everyone, Google is leading the 3D charge. Rather than relying on a small number of 3D nerds to get around to modeling everything in the universe, Google made SketchUp available to anyone who wants to participate. Sometimes the best way to solve a hard problem (like modeling millions of buildings and other objects) is to get lots and lots of people working on it.

Comparing SketchUp to Other 3D Modeling Programs

If you’re reading this book, I presume you’re at least interested in two things: building 3D models and using SketchUp to do so. The following sections tell you something about how SketchUp compares to other 3D modeling programs — how long it takes to figure out how to use it and what kind of models it produces.

Jumping right in

When it comes to widely available 3D modeling software, it really doesn’t get any easier than SketchUp. This software has been successful for one reason: People can get good enough at SketchUp to build something within a couple hours of launching it for the first time. You have no thick manuals to read, and no special geometric concepts to understand. Modeling in SketchUp is about grabbing your mouse and making something.

So how long should it take you to discover how SketchUp works? That depends on your background and experience, but in general, you can expect to make something recognizable in less than four hours. That’s not to say you’ll be a whiz — it just means that SketchUp’s learning curve is extremely favorable. You don’t need to know much to get started, and you’ll still pick up things years from now. In fact, I’ve discovered a couple things just writing this book.

But is SketchUp easy? Lots of people say so, but I think it’s all relative. SketchUp is without a doubt easier than any other modeling program I’ve tried, but 3D modeling itself can be tricky. Some people catch on right away, and some folks take longer. But I can say this for sure: If you want to build 3D models and you have an afternoon to spare, there’s no better place to start than SketchUp (and this book of course). Chapter 3 walks you through the basics to help you start modeling in SketchUp quickly.

Understanding the difference between paper and clay

Three-dimensional modeling software comes in two basic flavors: solids and surfaces. Figure 1-1 and the following points illustrate the difference:

Figure 1-1: SketchUp models are hollow.

SketchUp is a surfaces modeler. Everything in SketchUp is basically made up of thin (infinitely thin, actually) surfaces — dubbed faces. Even things that look thick (like cinder-block walls) are actually hollow shells. Making models in SketchUp is a lot like building things out of paper — really, really thin paper.

Surface modelers like SketchUp are great for making models quickly because all you really need to worry about is modeling what things look like. That’s not to say that they’re less capable; it’s just that they’re primarily intended for visualization.

Using a solids modeler is more like working with clay. When you cut a solid model in half, you create new surfaces where you cut; that’s because objects are, well, solid. Programs like SolidWorks, formZ, and Autodesk Inventor create solid models.

People who make parts — like mechanical engineers and industrial designers — tend to work with solid models because they can use them to do some pretty precise calculations. Being able to calculate the volume of an object means that you can figure how much it will weigh, for example. Also, special machines can produce real-life prototypes directly from a solid-model file. These prototypes are handy for seeing how lots of little things are going to fit together.

An important point to reinforce here is that there’s no “best” type of modeling software. It all depends on three things: how you like to work, what you’re modeling, and what you plan to do with your model when it’s done.

Despite what I just said about SketchUp being only a surfaces modeler, one of the niftiest new features in SketchUp Pro 8 (the non-free version of the software) is a set of tools that lets you manipulate special solid objects in your models. The Solid Tools feature offers a whole new way to work in SketchUp — you can read all about it in Chapter 6.

Yet another caveat: When I said (a few paragraphs ago) that 3D modeling programs come in two basic flavors, I sort of lied. The truth is, you can split them into two groups another way: by the kind of math they use to produce 3D models. You can find polygonal modelers (of which SketchUp is an example) and curves-based modelers. The former type uses straight lines and flat surfaces to define everything — even things that look curvy, aren’t. The latter kind of modeler uses true curves to define lines and surfaces. These yield organic, flowing forms that are much more realistic than those produced by polygonal modelers, but that put a lot more strain on the computers that have to run them — and the people who have to figure out how to use them. Ultimately, it’s a trade-off between simplicity and realism.

What You Should (And Shouldn’t) Expect SketchUp to Do

Have you ever been to a hardware store and noticed the multitool gizmos on the racks next to the checkout stands? I once saw one that was a combination screwdriver, pliers, saw, tape measure, and (I swear) hammer. I sometimes wonder whether the hardware store people put them there as a joke, just to make you feel better about standing in line.

I generally don’t like tools that claim to do everything. I much prefer specialists — tools that are designed for doing one thing really well. In the case of SketchUp, that one thing is building 3D models.

Here’s a list of things (all model-building-related) that you can do with SketchUp:

Start a model in lots of ways: With SketchUp, you can begin a model in whatever way makes sense for what you’re building:

• From scratch:When you first launch SketchUp, you see nothing except a little person standing in the middle of your screen. If you want, you can even delete him, leaving you a completely blank slate on which to model anything you want.

• From a photograph:The second part of Chapter 8 talks all about how you can use SketchUp to build a model based on a photo of the thing you want to build; it’s not really a beginner-level feature, but it’s there.

• With another computer file:SketchUp can import images that you can use as a starting point for what you want to make. SketchUp Pro can even import CAD (computer-aided drawing) files that give you even more of a head start.

• From a geo-location snapshot: If you’ve ever used Google Earth, you know that Google has amazing aerial imagery and 3D terrain data for the whole world. In SketchUp 8, it’s easy to grab a geo-location snapshot (a small chunk of the planet, basically) to use as a site for your model; read all about it in Chapter 11.

• From Building Maker: Google has an easy-as-pie, super-specialized tool for modeling real-world structures — Building Maker. You can start a model in Building Maker and modify it in SketchUp 8. If you’re modeling existing buildings, this is a great way to save time — read more in Chapter 11.

Work loose or work tight: One of my favorite things about SketchUp is that you can model without worrying about exactly how big something is. You can make models that are super-sketchy, but if you want, you can also make models that are absolutely precise. SketchUp is just like paper in that way; the amount of detail you add is entirely up to you.

Build something real or make something up:What you build with SketchUp really isn’t the issue. You work only with lines and shapes — or in SketchUp, edges and faces — so how you arrange them is your business. SketchUp isn’t intended for making buildings any more than it is for creating other things. It’s just a tool for drawing in three dimensions.

Share your models: After you make something you want to show off, you can do a number of things, which you can discover in detail in Part IV:

• Print:Yep, you can print from SketchUp.

• Export images: If you want to generate an image file of a particular view, you can export one in any of several popular formats.

• Export movies:Animations are a great way to present three-dimensional information, and SketchUp can create them easily.

• Export other 3D model formats: With the Pro version of SketchUp, you can share your model with other pieces of software to create CAD drawings, generate photorealistic renderings, and more.

• Upload to the 3D Warehouse:This is a giant, online repository of SketchUp models. Add (or take) all the models you want.

• Contribute to Google Earth: Models you make of actual buildings that are efficient, accurate, and photo-textured (painted with photographs of the building itself) are welcome on Google Earth’s default 3D Buildings layer. If you like, you can submit your work for consideration; if it’s accepted, it goes live in a place where millions of people can see it.

Is this model a toaster or a bungalow?

SketchUp models are made from two basic kinds of geometry: edges (which are straight lines) and faces (which are 2D surfaces bound by edges). That’s it. When you use SketchUp to draw a bunch of edges and faces in the shape of a staircase, all SketchUp knows is how many edges and faces it has to keep track of, and where they all go. There’s no such thing as a stair in SketchUp — just edges and faces.

That said, the previous version of SketchUp introduced an exciting new development: Dynamic Components are pre-programmed objects that know what they are. A dynamic staircase, for example, is smart enough to know that it should add or subtract steps when you make it bigger or smaller. Dynamic Components are a big step for SketchUp; all of a sudden, there’s a class of stuff in the program that has (what software types would call) intelligence. What’s that mean for you? For starters, SketchUp is easier to pick up than it’s ever been. I go on and on about Dynamic Components in Chapter 5.

With the exception of Dynamic Components, though, things in SketchUp don’t have any idea what they’re supposed to represent. Coming to this realization has the tendency to freak out some people. If you want a model of something, you have to make it out of edges and faces. The thing to remember is that SketchUp was created to let you model anything, not just buildings, so its tools are designed to manipulate geometry. That’s good news, believe it or not, because you’re not restricted in any way; you can model anything you can imagine.

What can’t SketchUp do? A few things, actually — but that’s okay. SketchUp was designed from the outset to be the friendliest, fastest, and most useful modeler available — and that’s it, really. Fantastic programs are available that do the things in the following list, and SketchUp can exchange files with most of them:

Photorealistic rendering: Most 3D modelers have their own, built-in photo renderers, but creating model views that look like photographs is a pretty specialized undertaking. SketchUp has always focused on nonphotorealistic rendering (NPR) instead. NPR (as it’s known) is essentially technology that makes things look hand-drawn — sort of the opposite of photorealism. If you want to make realistic views of your models, I talk about renderers that work great with SketchUp in Chapter 17.

Animation: A few paragraphs ago, I mention that SketchUp can export animations, but that’s a different thing. The movies that you can make with SketchUp involve moving your “camera” around your model. True animation software lets you move things around inside your model. SketchUp doesn’t do that, but the Pro version lets you export to a number of different programs that do.

Taking the Ten-Minute SketchUp Tour

The point of this portion of the chapter is to show you where everything is — kind of like the way a parent shows a new babysitter around the house before leaving for a couple hours. Here I don’t explain what anything does, per se. I just want you to feel like you know where to start looking when you find yourself hunting around for something.

Just like most programs you already use, SketchUp has five main parts. Figure 1-2 shows them all, in both the Windows and Mac versions of the program. I describe these parts, plus an additional feature, in the following list:

Figure 1-2: All SketchUp’s parts: in Windows (left) and on the Mac.

Modeling window: See the big area in the middle of your computer screen? That’s your modeling window, and it’s where you spend 99 percent of your time in SketchUp. You build your model there; it’s sort of a frame into a 3D world inside your computer. What you see in your modeling window is always a 3D view of your model, even if you happen to be looking at it from the top or side.

Menu bar: For anyone who has used a computer in the last 30 years, the menu bar is nothing new. Each menu contains a long list of options, commands, tools, settings, and other goodies that pertain to just about everything you do in SketchUp.

Toolbars: These contain buttons that you can click to activate tools and commands; they’re faster than using the menu bar. SketchUp has a few toolbars, but only one is visible when you launch it the first time: the Getting Started toolbar.

If your modeling window is too narrow to show all the tools on the Getting Started toolbar, you can click the arrow on the right to see the rest of them.

Dialog boxes: Some programs call them palettes and some call them inspectors; SketchUp doesn’t call them anything. Its documentation (the SketchUp Help document you can get to in the Help menu) refers to some of them as managers and some as dialog boxes, but I thought I’d keep things simple and just call them all the same thing: dialog boxes.

Status bar: You can consider this your SketchUp dashboard, I suppose. The status bar contains contextual information you use while you model.

Context menus: Right-clicking things in your modeling window usually causes a context menu of commands and options to open. These are always relevant to whatever you happen to right-click (and whatever you’re doing at the time), so the contents of each context menu are different.

Although the following items aren’t part of the SketchUp user interface (like all the stuff in the preceding list), they’re a critical part of modeling in SketchUp:

A mouse with a scroll wheel: You usually find a left button (the one you use all the time), a right button (the one that opens the context menus), and a center scroll wheel that you both roll back and forth and click down like a button. You should get one if you don’t already have one — it’ll improve your SketchUp experience more than any single other thing you can buy.

A keyboard: This sounds silly, but some people have tried to use SketchUp without one; it’s just not possible. So many of the things you need to do all the time (such as make copies) involve your keyboard, so you’d better have one handy if you plan to use SketchUp.

Hanging out at the menu bar

SketchUp’s menus are a pretty straightforward affair; you won’t find anything surprising like “Launch Rocket” in any of them, unfortunately. All the same, here are the menus:

File: Includes options for creating, opening, and saving SketchUp files. The File menu is also where to go if you want to import or export a file, or make a printout of your model view.

Edit: Has all the commands that affect the bits of your model that are selected.

View: This one’s a little tricky. You’d think it’d contain all the options for flying around in 3D space, but it doesn’t — that stuff’s on the Camera menu. Instead, the View menu includes all the controls you use to affect the appearance of your model itself: what’s visible, how faces look, and so on. View also contains settings for turning on and off certain elements of SketchUp’s user interface.

Camera: Contains controls for viewing your model from different angles. In SketchUp, your “camera” is your point of view, literally.

Draw: Includes tools for drawing edges and faces in your modeling window.

Tools: Most of SketchUp’s tools are contained here, except of course for the ones you use for drawing.

Window: If you’re ever wondering where to find a dialog box you want to use, this is the place to look; they’re all right here.

Plugins: You can get extra tools for SketchUp — little programs that “plug in” to it and add functionality. Some of them show up here after they’re installed. Chapter 17 introduces a few of my favorites.

Help: When you’re stuck, and this book isn’t helping (heaven forbid), check out the Help menu; it’s the gateway to SketchUp salvation.

Checking the status bar

The narrow strip of information below the modeling window is packed with information goodness:

Context-specific instructions: Most of the time, you check here to see what options may be available for whatever you’re doing. Modifier keys (keyboard strokes that you use in combination with certain tools to perform additional functions), step-by-step instructions, and general information about what you’re doing all show up in one place: right here.

The Measurements box: The Measurements box is where numbers show up (to put it as simply as I can). Chapter 2 goes into more detail, but the basic purpose of the Measurements box is to enable you to be precise while you model.

Status indicator icons: These three little icons appear in the lower-left corner of your screen. They change to tell you things about your model, and you can click them to find out what they do. The most important one to note (this early on in your SketchUp tutelage) is the one that looks like a question mark. When you click this icon, it opens the Instructor dialog box, which contains information about the tool you’re currently using.

Where are all the tools?

The Getting Started toolbar contains a small subset of the tools that you can use in SketchUp. The thinking (which I agree with, incidentally) is that seeing all the tools right away tends to overwhelm new users, so having a limited selection helps people.

To get access to more tools (through toolbars, anyway — you can always access everything through the menus), you do different things, depending on which operating system you use:

Windows: Choose View⇒Toolbars. The mother lode! I recommend starting off with the Large Tool Set to begin with and then adding toolbars as you need them (and as you figure out what they do).

Mac: Choose View⇒Tool Palettes⇒Large Tool Set. To add even more tools, right-click the Getting Started toolbar (the one right above your modeling window) and choose Customize Toolbar. Now drag whatever tools you want onto your toolbar and click the Done button.

Taking a peek at the dialog boxes

Most graphics programs have a ton of little controller boxes that float around your screen, and SketchUp is no exception. After the dialog boxes are open, you can “dock” them together by moving them close to each other, but most people I know end up with them all over the place — me included. Dialog boxes in SketchUp contain controls for all kinds of things; here are the ones that I think deserve special attention:

Preferences: While the Model Info dialog box (see the next point) contains settings for the SketchUp file you have open right now, the Preferences dialog box has controls for how SketchUp behaves no matter what file you have open. Pay particular attention to the Shortcuts panel, where you can set up keyboard shortcuts for any tool or command in the program.

On the Mac, the Preferences dialog box is on the SketchUp menu, which doesn’t exist in the Windows version of SketchUp.

Some changes to the Preference settings don’t take effect until you open another file or restart SketchUp altogether, so don’t worry if you can’t see a difference right away.

Model Info: This dialog box is, to quote the bard, the mother of all dialog boxes. It has controls for everything under the sun; you should definitely open it and take your time going through it. Chances are, the next time you can’t find the setting you’re looking for, it’s in Model Info.

Entity Info: This little guy is small, but it shows information about entities — edges, faces, groups, components, and lots of other things — in your model. Keeping it open is a good idea because it helps you see what you’ve selected.

Instructor: The Instructor does only one thing: It shows you how to use whatever tool happens to be activated. While you’re discovering SketchUp, keep the Instructor dialog box open off to the side. You can also open it at any time by clicking the little ? icon in the status bar, at the bottom of your screen.

Chapter 2

Establishing the Modeling Mind-Set

In This Chapter

Understanding edges and faces

Representing three dimensions on a two-dimensional screen

Inferencing like a pro

Warming up with SketchUp

Using guides to line up things

Adding color and texture to your work

When you were learning how to drive a car, you probably didn’t just get behind the wheel, step on the gas, and figure it out as you went along. (If you did, you probably have bigger things to worry about than getting started with SketchUp.) My point is, you should really know several things before you get started. This chapter introduces those things — concepts, really — that can make your first few hours with SketchUp a lot more productive and fun.

So here’s the deal: I’ve divided this chapter into three main parts:

The first part talks about edges and faces — the basic stuff that SketchUp models are made of.

The second part deals with how SketchUp lets you work in 3D (three dimensions) on a 2D (flat) surface — namely, your computer screen. Understanding how SketchUp represents depth is everything when making models. If you’ve never used 3D modeling software before, pay close attention to the middle part of this chapter.

The final part of this chapter is all about the things you need to do all the time — things like navigating around your model, drawing lines, selecting objects, and working with accurate measurements.

All about Edges and Faces

In SketchUp, everything is made up of one of two kinds of things: edges and faces. They’re the basic building blocks of every model you’ll ever make.

Collectively, the edges and faces in your model are geometry.