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Lesson 03 - Step by Step Workflow Guide

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72 views18 pages

Lesson 03 - Step by Step Workflow Guide

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 18

LESSON 03

STEP BY STEP WORKFLOW GUIDE

THE TABLE OF CONTENTS

INTRODUCTION ....................................................................................................................................... 3
3. VISUAL PROCESSING OF THE MODEL ............................................................................................ 6
3.1. ADDING COLORS..................................................................................................................... 6
3.1.1. THE RESET TO DEFAULT COLOR COMMAND.................................................................. 6
3.1.2. THE RESET TO SOURCE COLORS COMMAND ................................................................. 7
3.2. ADDING TEXTURE ................................................................................................................... 8
3.2.1. ADDING TEXTURE WITH THE TEXTURE EDITOR TOOL ................................................... 8
3.2.2. ADDING TEXTURE USING THE PREDIFENED TEXTURE MAPPING OPTION .................. 12
3.2.3. EDITING THE TEXTURE CREATED BY PREDIFENED TEXTURE MAPPING OPTION ........ 13
TERMS AND DEFINITIONS ..................................................................................................................... 14

1
STEP BY STEP WORKFLOW GUIDE

August 2020

By

Visit Bexel Manager site www.bexelmanager.com for more information.

Complete Step by Step Workflow Guide


A Complete Guide to Bexel Manager
Workflows – LESSON 03
(International English version)
Copyright © 2020 by Bexel Consulting, all rights reserved.

Credits:
Courtesy of Bexel Consulting

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STEP BY STEP WORKFLOW GUIDE

INTRODUCTION

This document is a complete step by step guide which describes detailed process of developing a BIM
model from a 3D to a 6D BIM phase. To demonstrate the workflows while managing the BIM model in
different stages, this document contains complete explanation of the processes of importing a model
into Bexel Manager, explains performing various model analyzes, such as CBS and QTO formation,
creation of Selection Sets, Cost databases, Schedules and Animations, and usage of various useful Bexel
Manager features.

Various exercises are prepared to explain detail software usage. Each Lesson contains examples of
exercises that User can train on Bexel Manager Sample Project V02 Start and guides the User through
the whole process. The content of training material is described below.

Content of training material:


• File archive Bexel_Step_By_Step_Workflow_Guide_ENG.rar contains all necessary files to
work on the model from start to finish. Files are distributed in four main folders:
• Bexel Manager Sample Project V02 Start folder contains Sample Model of the project
which does not have analysis. The user goes through exercises of the described
workflows and enters its own analysis.
• Bexel Manager Sample Project V02 Complete folder contains complete Sample Model
of the project including results of all exercises. This project user uses to review if the
exercises are done properly.
• Lessons folder contains folders named by lessons from the guide, for example, Lesson
1.0. Every Lesson contains sub-folders the Complete Model and the Exchange folder.
Complete Model contains the model with all analysis that are described through
exercises for certain Lesson. The other folder, named Exchange, contains all files,
which are needed to follow the process of exercises explained in a certain lesson. Each
Lesson folder contains PDF document step by step guide for certain topic that lesson
explains.
• User manual folder contains a complete step by step guide, which is a PDF document
with detailed explanation of processes.

Files from compressed file archive should be extracted before starting work on Bexel Manager model,
because they will be used in various steps of this guide.

How to use training material?


• Install Bexel Manager software package.
• Follow detailed instructions from this document.
• Check out additional training material on Bexel User Area and Support section of official
Bexel Manager Website and explore other features and workflows in Bexel Manager.

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STEP BY STEP WORKFLOW GUIDE

Training material instructions


Training instructions in this document are organized in thematical lessons. Training materials are
organized in corresponding folder structure with Exchange sub-folders containing files to be imported
for training purposes. Training folders for every lesson also contains BEXEL Manager model with all
files for training exercise executed so user is able to analyze how final result of his work for every lesson
should look like in order to compare its work.

Training process starts with Software activation and opening of Start project file named Bexel Manager
Sample Project V02 Start. Every lesson exercise starts with this starting model. User is able to exercise
every lesson independently or following consecutive order of exercises.

In case user decides to exercise every lesson independently there are exchange files that have to be
imported before every exercise start (according to instructions), but if user practice exercise in
consecutive order. In many cases exercises are continuing on previous lessons so in such cases user is
able to skip first step of importing exchange files and exercise work on previously created files to
experience integrated workflow.

User can use the complete Bexel Manager_Step by Step Workflow Guide (PATH:
Bexel_Step_By_Step_Workflow_Guide_ENG\User manual) or individual lessons for each topic
located within Lessons folder.

4
STEP BY STEP WORKFLOW GUIDE

How to get BEXEL Manager?


If you are not using Bexel Manager, you can try it with a free 30-day software trial - Trial Request
Form.

Free Trial Request form

You just need to provide contact data in the form. The trial license will be sent to the e-mail
indicated. The key will allow you to activate BEXEL Manager software and test it in full function mode
for 30 days.

Along with BEXEL Manager trial version, you will get a password for entering BEXEL Manager User Area
on the following link BEXEL Manager User Area, where you can access a range of free information,
including manuals, tutorials, add-ins, API Scripts, Demo / Samples, Databases, to get full support during
your free trial.

In case that you are student or professor, download a fully functional version of BEXEL Manager and
ask for an education license from Educational Licence Request.

In case that you are a professional, download a fully functional version of BEXEL Manager and ask for
a 30-day trial license from Standard Trial Request. Projects saved with this version can be
automatically upgraded to full versions when purchasing a commercial license - Plans & Pricing.

We hope that BEXEL Manager software will be both helpful and enjoyable to use, and we wish you a
pleasant journey through the next generation of construction management!

“The first step toward creating an improved future in construction management”


The BEXEL Manager Team

Contact us
We are devoted to providing you with the comprehensive support for your use of BEXEL Manager
software. If you have any technical inquiries please contact our technical support team at
support@bexelmanager.com, and our team will get back to you as soon as possible.

If you have any inquiries about the successful implementation of BIM technology and processes in the
company and implementation of BIM processes on the pilot project, please contact our team of
consulting experts for BIM Implementation. Our specialized team is at your full disposal to provide all
the information required to see through your projects involving our software solution. Our vast
international experience in project management utilizing BIM processes and technology stand as major
assets in guidance that we can deliver. You can contact us at consulting@bexelconsulting.com.
We are always here for you!

5
STEP BY STEP WORKFLOW GUIDE

3. VISUAL PROCESSING OF THE MODEL

As we have mentioned before, Bexel Manager is not an authoring tool, which means the geometry of
the model cannot be changed. In this lesson we will talk about how to change the appearance of the
model by adding colors and texture. For this purpose, we will use a version of the model with no texture
named V3.0S, which is located in the Exchange folder (PATH: Bexel Step By Step Workflow Guide
ENG\ Lessons\Lesson3.0\ Exchange). Within the folder Lesson 3.0 Complete model (PATH: Bexel Step
By Step Workflow Guide ENG\ Lessons\Lesson 3.0) there is a model, where the results of the
described processes in this lesson are represented and user can review if he has worked properly on
the model.

3.1 . ADDING COLORS

When the model is imported, it can appear in grey as if there where now colors added in the authoring
tool. To add some colors, two options can be used in Bexel Manager within the Manage tab and the
Element colors command. The first option is Reset to Default colors and the other option is Reset to
Source Colors.

3.1.1. THE RESET TO DEFAULT COLOR COMMAND

This command enables the user to reset the colors of the model to default color palette of our
software. To color a model to default colors, follow the process below.

1. Click on the Manage tab. → Afterwards click on the arrow beside the Element Colors command.

2. In the drop-down menu choose option Reset to Default Colors.

ADDITIONAL TIP: The software enables the user to add or edit default colors, which can also
be later on exported ass a Binary file format and used on another project by using the import
command. These options are available by clicking on the Element Colors command within
the Manage tab. An Options window opens and within it there is an Element Colors window, where all
options stated above can be executed.

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STEP BY STEP WORKFLOW GUIDE

3.1.2. THE RESET TO SOURCE COLORS COMMAND

To reset the colors of the model according to materials and colors specified in the authoring tool use
the Reset To Source Color command.

1. Click on the Manage tab. → Afterwards click on the arrow beside the Element Colors command.

2. In the drop-down menu choose option Reset to Source Colors.

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STEP BY STEP WORKFLOW GUIDE

3.2. ADDING TEXTURE

As the user can see our model is colored but does not have any texture. The process of adding texture
will be represented in this chapter. Textures can be manually added to selected elements or the
Predefined Texture Mapping option can be used.

Managing Adding Texture Managing Organizing the list of


Folder commands Mapping created Textures
commands commands

3.2.1. ADDING TEXTURE WITH THE TEXTURE EDITOR TOOL

To add texture manually to certain elements, please follow the process described below. First a process
of creating a custom breakdown structure will be explained and afterwards how to apply texture. If
user would like to skip the step of creating a custom breakdown structure, a bxf. file named Creating
a Custom Breakdown based on Material property can be used. The file is located within the Exchange
folder (PATH: Bexel Step By Step Workflow Guide ENG\ Lessons\Lesson 3.0\ Exchange). To create a
folder if needed, please follow the process below.

1. Click on the Texture Editor tool within the Manage tab. → A Texture Editor window opens, which
is divided in two sections, Texture and Mappings section and Structure section. →
2. Click on the Project folder and then click on the Add Folder icon and create a new folder. →
3. In the Add Folder window add the name of a new folder, for example, Concrete and finish the
process by clicking on the OK button.

2
3

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STEP BY STEP WORKFLOW GUIDE

ADDITIONAL TIP: To add a certain texture, the user can also first select elements. The
selection of elements can be done in various ways using different tools, for example, the
Navigation or Selection Regime tool or with the help of Find Elements tool and etc.
Another option is to create selection sets or custom breakdowns using a material property as a
criterion based on which a custom breakdowns structure is done, which we will do in this chapter.

STEP 1: Creating a custom breakdown structure based on Material property

1. To create a custom breakdown structure, activate the Custom Breakdowns palette placed on the
left side of the screen. → Click on the arrow beside the New command and choose Blank Custom
Breakdown… option.

2. Add the name of the structure, for example Creating a Custom Breakdown based on Material
property, in the Name section. → Under the Type choose Buildings option and check the box
before the Building 01. → Afterwards click on the Use Selection command. →
3. Click on the Add Breakdown Rule command and in the drop-down menu choose option Group by
Material. Select the rule Group by Material so it colors blue. →

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STEP BY STEP WORKFLOW GUIDE

4. Click on the Set Color Coding Rule command to color the breakdown structure. → Finish the
process by clicking on the OK button.
4

NOTE: In the Custom Breakdowns palette the structure we have just created, appears. So, to
see our structure color coded, activate the 3D Color Coded View and the structure of our
building divided according the material will appear, where each of the material is colored in
different color.

ADDITIONAL TIP: To select elements that have a certain material, click on the selected
group within the structure and then click with the right-click in the viewport. In the
contextual menu which opens, choose option Isolate and then Selected elements. Now only
the selected elements appear in the viewport.

STEP 2: Add texture to selected elements


5. To add texture to elements, the user should first select certain elements, for example, elements
from groups of just created custom breakdown named Creating a Custom Breakdown based on
Material property in the Custom Breakdowns palette which contains Concrete in the name.
6. Isolate selected elements by clicking with the right-click in viewport and choosing the Isolate
command in the drop-down menu and them option Selected elements in the next drop -down
menu.

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STEP BY STEP WORKFLOW GUIDE

7. Activate the Texture Editor. → Click on the Add Texture command and choose a certain material.
→ Afterwards click on the Open button. →
8. An Add Texture window opens. → In this window define the name of the material, for example,
Concrete, and click on the OK button. →

9. Click on the Concrete material within the Texture Editor and choose Add Mapping command.
10. In the Add Mapping window define the Texture Mapping name and in the Title section insert a
number, for example, 1. → In the Target Mapping section choose Selected Elements option.

10

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STEP BY STEP WORKFLOW GUIDE

ADDITIONAL TIP: If the texture raster is not appropriate, it can be edited afterwards.
Activate the Texture Editor, click on the material which should be edited with the right-
click and choose option Edit. In the window Edit Mapping in the Tile section insert a greater
number to enlarge the scale of the texture or a smaller number then before to reduce the scale of the
texture. To remove the texture from elements, please select a certain element with texture in the
viewport and click on it with the right-click. In the drop-down menu first choose option Texture
Mapping and then Remove texture.

3.2.2. ADDING TEXTURE USING THE PREDIFENED TEXTURE MAPPING OPTION

In the previous section we have demonstrated how to apply texture on selected elements. Now we
will describe the process of using the Predefined Texture Mapping. This option allows the user to
define the texture that is applied directly to a certain family or a category. To demonstrate the process,
we will apply to all families of slabs which the name begins with ST- and have defined the concrete
material one texture at the same time. To demonstrate this option, follow the process below.

1. Click on the arrow next to the Texture Editor icon and click on the Predefined Texture Mapping
command. →
2. In the Quick Texture Mapper window click on the Add command. →

3. In the Add Quick Mapping window under the Mapping Filter section in the Category box choose
Starts With option. In the Family keyword box insert ST- and in the Family Operator box choose
Slabs family. Under the Material keyword insert concrete and in the Material Operator window
choose Contains option. → In the Texture section choose in the Filename the texture that should
be applied and in the Tile box insert the scale of the texture. Under the Map Mode box leave the
Box option. To finish the process, click on the OK button. →

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STEP BY STEP WORKFLOW GUIDE

4. Afterwards click on the created texture and the Apply All command. → If the process was
successful a window pops up on the screen notifying the user that all mapping where applied.

NOTE: To review if the texture was applied to all families of slabs that the name starts with
ST- and contain the concrete material, activate the Building Explorer and isolate the chosen
families in the viewport.

3.2.3. EDITING THE TEXTURE CREATED BY PREDIFENED TEXTURE MAPPING OPTION

If the scale of the material should be changed, the material can be edited afterwards, following the
process below.

1. Click on the arrow next to the Texture Editor icon and click on the Predefined Texture Mapping
command. →
2. First choose a certain texture in the Quick Texture Mapper window and then the Edit command.

3. In the Edit Quick Mapping window insert in the Tile box the scale of the texture that is
appropriate. Finish the process by clicking on the OK command.

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STEP BY STEP WORKFLOW GUIDE

TERMS AND DEFINITIONS

AD-HOC quantity takeoff – A quick check without generating Takeoffs.

API (Application programming interface) – Enables the user to write C# scripts directly inside Bexel
Manager environment.

BCF (BIM Collaboration Format) – An open file format that allows coordination of information that
can live completely separately from the 3D model. It contains issue descriptions, snapshots, comments,
information about authors, creation date, linked objects, view section planes, a unique GUID and more
around an issue without containing any model element geometry itself.

BEP (BIM Execution Plan) – Plan prepared by the suppliers to explain how the information modelling
aspects of a project will be carried out.

BIM – Building information modelling - process of designing, constructing or operating a building or


infrastructure asset using electronic object-oriented information.

BIM element – Precise 3D representation of an object or part of an object that contains all additional
attributes and information used for various BIM analyzes, simulations and estimates. BIM model
element can be integrated with all important project documentation, which provides information on
the items that refer to the building, including the time of construction, type of maintenance, belonging
to the construction phases and spatial zones, and more.

Clash Detection Job – A clash analysis between the individual model elements.

Clash Detection Matrix – Intersects minimum required distances for each discipline defined by clash
detection rules.

Clash detection Rule – A type of a formula defining minimum distances and tolerances for each
discipline that needs to be included in clash detection test.

Classification – A standard used for classifying building specifications for a certain project.

Classification item – A folder within a classification in Bexel Manager software that consists from other
classification items and cost items.

Color Coding Rule – A rule which defines coloring the results of a created Custom Breakdown structure
placed within the Create Custom Breakdown window.

Continuous Property – A numeric property based on which a Custom Breakdown can be created.

Cost item – An item within Cost Editor module that contains information about price, type of quantity
and unit of measure of elements and is created based on the classification used on a specific project.

Custom breakdown Rule – A criteria, for example, a discrete or continuous property based on which
the Custom Breakdown structure is created.

Custom Breakdowns structure – A group of elements, crated by various criteria, for example, a
discrete or continuous property within Bexel Manager software.

Discrete Property – A non-numeric property based on which a Custom Breakdown structure can be
created.

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STEP BY STEP WORKFLOW GUIDE

Duplicate (Bounds) – A type of clash where we check whether the project has duplicate model
elements.

Entry – An entry represents a completed activity on a certain date at any level within the Facility
Maintenance module.

5D BIM Model – BIM model, usually formed in BIM Analysis tool software by integrating cost data and
resource needs data with the 3D or 4D BIM model on per element basis. It allows generation of Bill of
Quantities, and when integrated with the 4D BIM model, it allows cost and time driven analysis of the
construction process such as monthly cash flow requirements, as well as manpower, equipment or
material needs etc.

4D BIM Model – BIM model, usually formed in BIM Analysis tool software, by integrating 3D BIM model
with the construction schedule by linking specific BIM elements to the corresponding construction
schedule tasks. It allows generating 4D Construction simulation which represents the planned
construction methodology, but also the tracking of the construction process by inputting the on-site
progress data.

Geometric attributes – Data that describe the 3D model's geometry. Geometric together with non-
geometric attributes define the BIM model.

Hard Clash – Detects cases where the elements physically look side by side by actually break through.

IFC2x3, IFC4 (Industry Foundation Classes) – Basic industrial classes for the exchange of data in the
field of construction and facility management. IFC file format represents an open file format used by
Building Information Modeling (BIM) programs which contains a model of a building or facility,
including spatial elements, materials, and shapes, and which can be shared between various BIM
software.

LOD (Level of Development) – The Level of Development is a reference that enables practitioners in
the AEC Industry to specify and articulate with a high level of clarity the content and reliability of
Building Information Models (BIMs) at various stages in the design and construction process. It defines
and illustrates characteristics of model elements of different building systems at different Levels of
Development.

Masterformat – A standard used for organizing specifications and other written information for
building projects in North America.

Methodology – Is a construction methodology within the Bexel Manager created based on the
structure of works and the positions of selected classification, based on which a schedule can be
created.

Plan – A plan describes a maintenance position like, for example, monthly elevator checks within the
Facility Maintenance module.

Quantity takeoff – A custom, model-based takeoff by various criteria.

Quantity takeoff template – is a template of a custom, model-based takeoff by various criteria, which
can be exported to various projects.

Selection set – A group of elements, crated by various criteria or manually using different tools like
Navigation Regime or Selection Regime tool.

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STEP BY STEP WORKFLOW GUIDE

6D BIM Model – BIM model, usually formed in BIM Analysis tool software by integrating as-built
documentation as well as all documentation needed to support facility management.

Smart Selection set – A group of model elements created based on defined rules.

Soft Clash (Clearance) – Detects the distance between the individual elements of the system that is
not large enough and exceeds the allowed tolerance.

3D BIM Model – 3D model consisted of BIM elements, which serves as the basis for generating all
visualizations, animations and analyzes such as synchronization and coordination of all types of
construction works, quantity takeoff and bill of quantities of works, generating 4D and 5D building
simulations, monitoring construction, maintenance of the building, and more.

Uniformat – A standard used for classifying building specifications, cost estimating, and cost analysis
in North America.

Zone – A zone within the Schedule Editor module represents a level in the schedule and consist form
zone objects, for example, buildings, categories, families, selection sets, etc.

16
STEP BY STEP WORKFLOW GUIDE

www.bexelconsulting.com

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