Imagine if every set of traffic lights on the road were different. Different combinations of lights, in different colours, in all sorts of different shapes and sizes. You wouldn’t get anywhere fast! Fortunately, this is not the case. Traffic lights are all consistent so that you know how to use them automatically, every time. Now imagine you are trying to create a Revit automation tool. We need the same sort of data consistency, but almost all Revit models are created using different standards (families, parameters, and templates), which is a huge problem. For a company like Arup this problem is worsened by the fact that we are a global business with offices in over 90 countries. So, is it possible to create a single Revit standard able to serve a company of this size and complexity? Could we create one standard to be used throughout the business, across all disciplines (Architecture, Structures, and MEP), globally, all whilst using the same families, parameters, and templates. Sounds impossible doesn’t it? We thought so too, until we tried to do it. This session will take you on a journey of discovering how we have created families able to shape-shift depending on the country they are being used in, that are compatible with both metric and imperial, and that contain more data than any other families we have ever created. In addition, we will also cover how we have created an engine able to produce Revit templates of any desired specification, that still share a single common data architecture. We have learnt a huge amount by tackling this challenge and now we want to share this knowledge with you.
- Learn how to create 'global’ Revit families that are able to spawn local versions with flexing Symbols and shape-shifting geometry
- Learn how to configure these families so that they can be metric, imperial, or both
- Learn how we flipped template creation on its head by combining lots of small template files together rather than starting with one huge ‘global’ file
- Learn clever techniques for building families, including 3D geometry rotation and how to build families in reverse