CI L Planes, Trains and Automobiles with Vehicle Tracking How To use Vehicle Tracking

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CI121345-L Planes, Trains and Automobiles with Vehicle Tracking How To use Vehicle Tracking Heidi Boutwell CADLearning Learning Objectives Discover and understand Vehicle Tracking software alongside using InfraWorks Learn how to create swept path analysis in Vehicle Tracking Learn how to design parking lots that work in Civil 3D with Vehicle Tracking Learn how to create detailed roundabout options in Vehicle Tracking and Civil 3D Description Autodesk Vehicle Tracking is much more than just vehicle swept path analysis. Come join us in this hands-on lab to find out for yourself how Vehicle Tracking in Civil 3D and InfraWorks can improve your project decision making. Vehicle Tracking allows even beginner users to make educated decisions concerning their individual projects. During this lab, we ll explore all the functions of Vehicle Tracking and design the following: start a project in InfraWorks and then import it into Vehicle Tracking to design a parking lot; ensure our project design meets city standards; utilize the Vehicle Tracking information for detailed grading design; create a roundabout within the project; and much, much more. After this hands-on lab, you will have gained new skills that you can take back to the office and show others the many different ways to use Vehicle Tracking software, Civil 3D and InfraWorks. This session features Vehicle Tracking, AutoCAD Civil 3D, and InfraWorks. Speaker Heidi Boutwell is the Infrastructure Content Manager for all infrastructure CADLearning products from 4D Technologies, developing on-demand learning material for Autodesk software, including AutoCAD Civil 3D, Vehicle Tracking, AutoCAD Map 3D, InfraWorks, Navisworks, BIM 360 Field, and BIM 360 Glue. Since 1998, Heidi has made a career of teaching engineering professionals how to use the Autodesk infrastructure design tools to increase their productivity and improve their design modeling skills. Heidi also continues to utilize Autodesk tools on a daily basis to create a variety of infrastructure projects for various clients, is a contributing author, and is an Autodesk AutoCAD Civil 3D Certified Professional. Heidi serves on the InfraWorks Customer Council, the Civil Futures Council and is an Autodesk Civil 3D Gunslinger, helping to drive the strategic direction of product development for infrastructure products for Autodesk. She is also a repeat speaker at Midwest University.

Table of Contents Discover and understand Vehicle Tracking software alongside using InfraWorks... 3 InfraWorks... 3 Importing from InfraWorks to Civil 3D... 3 Civil 3D with Vehicle Tracking... 6 Learn how to create swept path analysis in Vehicle Tracking... 7 Program Standard Libraries... 7 AutoDrive Arc & Bearing Swept Paths...10 Swept Path by Vehicle Selection...10 Swept Path by AutoDrive Arc...12 Swept Path by AutoDrive Bearing...13 Follow Swept Paths...17 Manual Drive Swept Paths...19 Learn how to design parking lots that work in Civil 3D with Vehicle Tracking...22 Parking Layout...22 Single and Double Row Parking...22 Parallel Parking...27 Drive Aisles for Parking...30 Editing a Parking Bay...31 Learn how to create detailed roundabout options in Vehicle Tracking and Civil 3D...33 2D Roundabouts...33 Converting a 2D to 3D Roundabout...37 3D Roundabouts...39 Drive the design...39

Discover and understand Vehicle Tracking software alongside using InfraWorks When you create a design or component road and then turn that standard intersection into a roundabout, you have just accessed the technology provided by Vehicle Tracking. InfraWorks InfraWorks can create roundabouts from Design and Component Roads. From there, intersections can be converted into roundabouts. Once converted, those files can then be imported into Civil 3D. Vehicle Tracking can then be used to adjust the design standards of the roundabout from InfraWorks. Make sure to set the Model Properties to the correct coordinate system and design standard. Then, you can import it into Civil 3D. Importing from InfraWorks to Civil 3D Once you have a model ready to go in InfraWorks, it s a very simple process to bring that model into Civil 3D for further, more detailed design. In InfraWorks, simply close the model. InfraWorks Model Properties

Then in Civil 3D, on the ribbon, Autodesk InfraWorks tab, select Import > Open Model or Import IMX, depending on if you re importing an SQLite file or IMX file. Autodesk InfraWorks ribbon in Civil 3D 2018.1 Browse and select the model SQLite file, and then click Open. Open InfraWorks Model dialog

Next in the Open InfraWorks Model dialog, you must set the coordinate system if it does not match. Click Set a Coordinate System Set a Drawing Coordinate System dialog In the Set a Drawing Coordinate System Dialog, select Use the InfraWorks model coordinate system option. To further define the area that will be imported, you can select Area of Interest in the Selection Area group box, and then click Select Area The drawing will reposition to match the InfraWorks model, and the map will appear, along with a box showing the current extents of the InfraWorks model. At this point, you can click two points to define a box around the area in which you want to work. Next, under Object settings, select All Objects.xml to bring in just the design roads, intersections, and roundabouts that were converted. Object settings drop-down menu

Lastly, before you open the model, take a look at what will be brought over. Click Refine Select Set Refine Selection Set dialog Deselect anything you do not want in your model. Finally, click Open Model, and the InfraWorks model is imported into Civil 3D. Civil 3D with Vehicle Tracking The model from InfraWorks is now in the drawing, and a roundabout was created from the roundabout information within InfraWorks. From here, you can manipulate the roundabout using the roundabout properties in Civil 3D and Vehicle Tracking.

Learn how to create swept path analysis in Vehicle Tracking There are 6 drive modes in Vehicle Tracking, and they are all found on the Vehicle Tracking ribbon, Swept Paths panel: AutoDrive Arc, AutoDrive Bearing, Manual Drive, Guided Drive, Follow, and Script. Swept Paths panel on the Vehicle Tracking ribbon In most cases when creating a swept path, you select the design or standard vehicle to drive from the Vehicle Explorer Library, then place the vehicle on the path, and finally click Proceed. However, if you select to use a line or polyline to follow, or if you decide to manually drive the vehicle, then the process is a little different in the end. Each time you create a swept path, you ll create a path that is generated by the vehicle s front and rear axles, a path number, and grips that allow you to manipulate the path and continue the path, if you need to extend it further. You can easily remove a grip by selecting it and then pressing Delete on the keyboard. Program Standard Libraries Every time you access a command to create an object from the Vehicle Tracking ribbon, you ll be asked to select from a standard library explorer to start. Whether it s a vehicle, parking bay/stall design, or roundabout, you ll always get the option to select from the design standards in the library associated to the object. With that said, you can edit the library to meet your design needs, and you can set your selection as the default, so that the library does not constantly appear every time you start a create type command.

The following are the three different types of libraries that are available in the program: the Vehicle Library Explorer, the Parking Standard Explorer, and the Roundabout Standard Explorer. Vehicle Library Explorer Parking Standard Explorer

Roundabout Standard Explorer

AutoDrive Arc & Bearing Swept Paths There are three ways in which you can add a swept path with the AutoDrive Arc or Bearing commands. The AutoDrive Arc or Bearing command is a drop-down menu containing multiple options to choose from. Each option can be a limiting factor during the layout of the swept path. However, if you just select either AutoDrive Arc or AutoDrive Bearing, you ll be freestyle drawing a swept path. Lastly, be aware that whichever AutoDrive Arc or Bearing command was last accessed will be the default command used the next time you simply double-click a vehicle from the Vehicle Standard Library. Swept Path by Vehicle Selection By far, the fastest way to create a swept path is to open the Vehicle Standard Explorer, then double-click the desired vehicle. Next, select a vehicle to use from the library. Swept Paths panel Vehicle Library Explorer, choose a vehicle Then, confirm the settings in the Vehicle Diagram dialog. Select whether or not to make this vehicle the default vehicle to use for this and all future swept paths in this drawing only. Place the vehicle on the driving area in the model and rotate the vehicle into position. Then click Proceed.

Position Vehicle dialog Draw the driving path of the vehicle from PC to PC or vertex to vertex. If you need to switch from Arc to Bearing, in the AutoDrive dialog, enable the Turn onto bearing option, and then continue selecting PC s and PT s for your path. Once you press Enter to end the swept path command, the swept path is created for that vehicle. When you use this method, you are using the last used Swept Path by AutoDrive Arc or Bearing command.

Swept Path by AutoDrive Arc AutoDrive Arc allows you to manually place a swept path in your drawing. As you pick the PC s and PT s, the path will be generated but always in an Arc. You can switch to Bearing when you place a path down a straight stretch, and then back to Arc as needed. Start by selecting the AutoDrive Arc command from the Swept Paths panel. Next, select a vehicle to use from the library. Swept Paths panel Vehicle Library Explorer, choose a vehicle Then, confirm the settings in the Vehicle Diagram dialog. Select whether or not to make this vehicle the default vehicle to use for this and all future swept paths in this drawing only. Place the vehicle on the driving area in the model, and then rotate the vehicle into position. Then click Proceed.

Position Vehicle dialog Draw the driving path of the vehicle from PC to PC or vertex to vertex. If you need to switch from Arc to Bearing, in the AutoDrive dialog, enable the Turn onto bearing option, and then continue selecting PC s and PT s for your path. AutoDrive dialog Once complete, double-click to end the command. The swept path is generated. When selected, many grips appear that allow you to modify the swept path and continue the swept path. To remove a vertex, select it, and then press Delete. Swept Path by AutoDrive Bearing Editable Swept Path AutoDrive Bearing and the other Bearing commands beneath this command place a swept path on a straight line at a bearing. You can switch to an Arc when you need to go around a corner

and then back to a straight line or bearing. Like the Arc command, you pick PC s and PT s or vertices of the lines to place the path along. If you choose a command such as Bearing 30, the swept path will be held at a 30 bearing as you place the vertices of the path. Start by selecting the AutoDrive Bearing command from the Swept Paths panel. Next, select a vehicle to use from the library. Swept Paths panel AutoDrive drop-down Vehicle Library Explorer, choose a vehicle

Then, confirm the settings in the Vehicle Diagram dialog. Select whether or not to make this vehicle the default vehicle to use for this and all future swept paths in this drawing only. Place the vehicle on the driving area in the model, and then rotate the vehicle into position. Then click Proceed. Position Vehicle dialog Draw the driving path of the vehicle from PC to PC or vertex to vertex. If you need to switch from Bearing to Arc, in the AutoDrive dialog, enable the Turn onto arc option, and then continue selecting PC s and PT s for your path. AutoDrive dialog

Once complete, double click to end the command. The swept path is generated. When selected, many grips appear that allow you to modify the swept path and continue the swept path. To remove a vertex, select it, and then press Delete. Editable Swept Path

Follow Swept Paths A swept path can be created that follows a specific path using the Follow command. A polyline or chain is selected that designates the path the vehicle should follow. The polyline attaches to the insertion point of the vehicle, usually the middle of the vehicle. When you create the follow polyline, you may need to offset it if you want to represent the driver s side of the vehicle. This method is primarily used for trains, trams, and planes, but it can also be used on any other vehicle in the library. Start by selecting the Follow command from the Swept Paths panel. Next, select a vehicle to use from the library. Swept Paths Panel Follow. Vehicle Library Explorer, choose a vehicle Then, confirm the settings in the Vehicle Diagram dialog. Select whether or not to make this vehicle the default vehicle to use for this and all future swept paths in this drawing only. Then select the polyline or chain to apply the path to and press Enter.

When complete, the path will appear with grips only at the start and end of the path to allow you to continue the path. There are no grips to edit the path, though. Follow Path Edit

Manual Drive Swept Paths Manual drive is my favorite, and the most fun of all the swept path options. This allows you to place a vehicle in the drawing and then use the control box to drive it. You can drive the vehicle in any direction that you wish, and at any speed. When you re done and you exit the control box, a swept path is generated over the area that you drove. It includes every move you made, even if you backed up. Start by selecting the Manual Drive command from the Swept Paths panel. Next, select a vehicle to use from the library. Swept Paths Panel Manual Drive Vehicle Library Explorer, choose a vehicle Then, confirm the settings in the Vehicle Diagram dialog. Select whether or not to make this vehicle the default vehicle to use for this and all future swept paths in this drawing only. Place and rotate the vehicle at the starting point of where you want the vehicle path in the model. Then click Proceed.

Position Vehicle dialog Next, the Manual Drive dialog appears. Using your mouse, place the cursor in the area of the box that corresponds with the direction you want to move the vehicle in the model. Think of the Manual Driving dialog as a mini car, and each box set represents and axle and direction on the vehicle. When you want to start, click the Green stop light button to begin moving the vehicle in the model. When you want to stop, click the Red stop light to stop the vehicle and place the swept path in the model. Drive Straight Forward-Left Forward-Right Stop Place Path Go - Start Backward-Left Driving Dialog. Backward-Left The top of the dialog moves forward, bottom moves backwards, left goes left, right goes right. Place your cursor in the middle, and you drive straight forward or backward. The further you place your cursor towards the top or bottom of the dialog, the faster your vehicle will move. The closer it is to the middle toolbar, the slower the vehicle will go.

Once your path is complete, click Stop, and the vehicle path is placed in your model, with grips that allow you to edit the drawn path or continue the path. Manual Drive Path

Learn how to design parking lots that work in Civil 3D with Vehicle Tracking Vehicle Tracking includes commands to create parking and parking lot layouts. You can lay out single row or double row parking, add in drive aisles, and convert parking bays or stalls into handicap or accessible parking. Like all features in the program, you have a library of standards to select from. Parking Layout When you lay out parking with the program, you are given the option to either lay out a complete double row of parking, or start with just a single row of parking. Single and Double Row Parking Initially when you create parking, the first thing you ll do is create a New Row. When you do, you can either create a single row on the left or right of the location you select, or you can create a double row all at once. The controls are handled in the Parking dialog. Start by selecting New Row on the Parking panel. Parking panel Next, in the Parking Standard Explorer, select the design standard that the new parking will adhere to, and then click Proceed.

Parking Standard Explorer Select whether or not the standard you just selected will be the default from now on in this drawing. Then, name the parking area that you will lay out. The name you choose will appear in the Pool of the library after you lay out the first parking row, so that you can come back to it every time, if you so choose.

Finally, in the Parking Row Properties dialog, give the parking row you re about to lay out a name or Title. Then, select the Bay alignment and Bay end details. In the Bay Details group box, select what side the parking will go on: Left only, Right only, or Both (double row). Then, review the options and select the appropriate choices for vehicle class, flow direction, bay angle, and bay style. If you select Right only, then the options under Left only apply to the right only instead. Parking Row Properties dialog

To add a sidewalk, in the Islands & Footpaths group box, select Footpath and then set a width. To remove islands at the start or end of the parking, since this will automatically add islands, deselect Start Island and End Island. Also, if you know exactly what side the parking will go on, and you have preset the side, you can enable the option, Skip Row side selection. Once you lay out your parking, at the end, you ll be given an option to pick the side the parking could be placed on. This option will stop that process. Now, to lay out the parking: Pick the starting and ending location of your first parking row. Then press Enter. Now if the red arrows appear, pick the side the parking should go on. Left side, Double, or Right side parking arrow options

The parking is created and is placed in the model. Grips appear, allowing you to continue editing the parking row, islands, footpath, bays, and drive aisles. Also, the Parking Row Properties dialog disappears. To continue, start the command all over again from the ribbon. Parking Row, placed in the model

Parallel Parking Now that you have parking in the model, you can duplicate your initial parking layout by selecting Parallel Parking. From the Parking panel, expand New Row, and from the drop-down, select Parallel row. Parking panel Choose the same standard that was used before, which is now found under the Pool library. Then, click Proceed. Parking Standard Explorer

Parking Row Properties dialog Then, in the Parking Row Properties dialog, again fill out the known information.

Finally, select a part of the parking row object that was previously laid out. Move the cursor to place the row in the model. Make changes on the fly. Existing Parking Object Blue Design Guide Line, moves when you move the cursor. Placing the Parallel Parking Row in the model If you need to reduce the parking from Double to either Left or Right, select the correct option in the Parking Row Properties dialog before you click to place the row. Once the new row appears in the model correctly, click to place the row.

Drive Aisles for Parking Once you have parking laid out in your model, you may need to break up the parking with Drive Aisles. Drive Aisles can be added manually, or you can set them to follow a line, polyline, or alignment. To manually add a drive aisle, select Create Access Road from the Parking panel. Parking panel, Create Access Road tool Next, select the beginning, or base point of the road or aisle, and then select the ending of the road or aisle in the model. In the Parking Access Road Properties dialog, select the standard to use, which comes from the library. Also select the Service type, Flow type, and Line alignment. To modify the width of the aisle, select Custom Width and then enter the new width of the aisle. Then, click OK. Parking Access Road Properties dialog The parking row objects are broken apart in the model, and an access aisle or road is created. There are now at least 4 parking objects instead of 2 left behind.

Editing a Parking Bay At this point, you have created parking in the model, but not a single bay represents a handicap spot. To modify just one bay within a row of parking, select Edit Parking Bay from the Parking panel. Parking panel, Edit Parking Bay tool Next, select the parking object where the handicap parking will go. Edit Parking Bay Then, select the blue box of the bay that will change into a handicap stall. As you pass the cursor over the boxes in the bays, they change to red, to indicate that that bay is selectable for edit.

The Parking Bay Properties dialog appears. Parking Bay Properties dialog To convert a standard bay to a handicap bay, expand the Bay type drop-down and choose Accessible. Before you click OK, edit the properties of the handicap bay. Select the ellipses ( ) button and then under Custom Width, modify the width to 11. Also, add an Accessible Safety zone, and then click Ok. Back in the Parking Bay Properties dialog, click OK, and the selected bay is now converted. The dialog reappears so that you can continue to edit bays. Click Close once you re done.

Learn how to create detailed roundabout options in Vehicle Tracking and Civil 3D Civil 3D has integrated the Vehicle Tracking Roundabouts feature into its main program. But there are many more options for roundabouts within Vehicle Tracking than there are with Civil 3D alone. First off, you can convert a roundabout from a 2D roundabout to a 3D Roundabout. Also, you can swap roundabout standards, add crosswalks, islands, slip lanes, and more with Vehicle Tracking. Some of the functions are also available in Civil 3D, but only after the roundabout has been created will you see these options. Plus, in Vehicle Tracking, you can drive several vehicles along a swept path through a roundabout in an animation, to see the 3D result of the roundabout that you created. 2D Roundabouts When creating a roundabout in Vehicle Tracking, the default setting is to create them in 3D. To create a roundabout in 2D, you need to adjust the Drawing Settings first. Then, you can create the roundabout. After a 2D roundabout is created and is modified to fit the design, you can then convert that 2D roundabout into a 3D roundabout. I have found that by creating a 2D roundabout first, you can quickly swap roundabout standards and get results, whereas, if you try to swap the standards in a 3D roundabout, it may not fully work. Meaning, it remains as the original design and not the new design you selected. When that happens, it s time to start them in 2D. To create a roundabout in 2D, in the Settings panel, select Drawing Settings. Settings panel

Then in the Drawing Settings dialog, expand Roundabouts and select Corridor. Drawing Settings dialog Deselect Create Alignments and everything under that option will deselect. Click Ok. To create the 2D roundabout, from the Roundabouts panel, select Add Roundabout. Roundabouts panel In the Roundabout Standard Explorer, choose the standard you want to use for your new roundabout from the Roundabout Standard Library. Select whether or not this should be used as the default in the drawing from now on.

Then in the New Roundabout Details dialog, name the roundabout, confirm what surfaces the roundabout should be placed on, and modify the size of the center island and Apron width, if necessary. Finally click OK. New Roundabout Details dialog

Next, select the intersection for the roundabout location. Roundabouts work with Civil 3D alignments. The intersection of 2 or more crossing alignments is acceptable to use. Next, select the first road that enters the roundabout. The entry and exit roads are called Arms and sometimes Legs, depending on which version of Vehicle Tracking you have. In the New Arm dialog, confirm which profile from the alignment you want to use for the design. Then modify the entry or approaching and departing road widths to match the corridor or roadway width that the arm is from, and then click OK. New Arm dialog Continue to select the entry and exit arms around the intersection. As you select each arm, this dialog reappears. Enter the appropriate data for each arm. When you re done, click OK.

A 2D roundabout is generated in the model. It includes grips that you can use to modify just about any part of the roundabout. Converting a 2D to 3D Roundabout Finished 2D Roundabout Once you have a 2D Roundabout in your model, and you ve modified it to marry with the rest of the corridor design of the roads that make up the roundabout, you can convert the roundabout into a 3D Roundabout. Select the roundabout, and from the context-sensitive ribbon, Modify panel, select Roundabout Properties. Roundabout context-sensitive ribbon, Modify panel

In the Roundabout Properties dialog, you can modify any part of the roundabout, including the arms, roundel, standard, turn arrows just about everything. Roundabout Properties dialog But for this exercise, from the data tree, select 3D Corridor, and then select Create Alignments from the data window. Click Apply and then close the dialog. Roundabout Properties Dialog>3D Corridor The 2D roundabout is now converted into a 3D roundabout. A corridor is generated, turning this roundabout into a 3D work of wonder. At this time, roundabouts cannot be added to existing corridors. Rather, they create their own individual corridors.

3D Roundabouts 3D roundabouts are created identical to 2D roundabouts. The main difference is in the Drawing Settings dialog. To create a 3D Roundabout, all the settings under Roundabouts > Corridor should be selected. Then, proceed just like you were creating a 2D roundabout. Drive the design Drawing Settings dialog > Roundabout > Corridor Okay, once you have roundabouts, you can drive the design. It s a very simple process. Create 2 swept paths that travel through the roundabout. Then, select both swept paths. Next from the Review panel, select Animate. Review Panel In the Vehicle Tracking Animation toolbar, select Animate in 3D. Vehicle Tracking Animation toolbar floating and movable

The model will change to a 3D model. Next, click Play from the toolbar and watch as the vehicles move. Pretty cool, if you ask me. 3D animation of paths in model I do hope this handout was useful, and I hope you enjoyed our lab.

For more information: www.cadlearning.com hboutwell@cadlearning.com The Blast Magazine facebook.com/cadlearning Linkedin: Linkedin.com/in/heidiboutwell