►
From YouTube: 120 Design Lessons - Day 10 Part 2
Description
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A
A
Once
again,
let's
do
a
little
little
exercise
a
few
of
the
little
exercises.
First,
let's
start
by
for
transparency
of
development
and
as
we
do
in
the
group
process,
it's
interesting
to
see
to
look
at
like
if
you're
looking
over
somebody
somebody's
shoulder
to
share
the
screen.
So
can
we
share
the
screen
with
everybody
I.e,
take
a
look
at
within.
Is
it
possible
to
do
that
within
discord,
because
that's
a
useful
feature
like
when
people
are
working
together
that
you
can
see
what
somebody
else
is
working
on?
A
If
you
want
to
communicate
about
it
or
collaborate
with
like
a
bunch
of
people
like
you
were
in
real
life,
with
looking
at
their
monitor
screens,
can
people
try
that,
let's
just
do
that,
I'm
not
going
to
go
into
the
spatial
exercise,
but.
B
A
Yeah,
you
know
whatever.
A
That
in
a
freak
exercise,
where
say
somebody's
a
guide,
say,
say:
you're
teaching
a
class
in
free
cad.
You
can
provide
immediate
feedback.
I
I
would
look
at
okay,
here's
the
screen
we're
doing
some
exercising
and
one
could
provide
immediate
feedback
to
all
the
people
there.
So
it's
a
useful
thing.
So,
let's.
C
A
A
A
A
How
the
idea
of
simply
hiding
and
unhiding
parts
can
get
you
to
a
build
instructional
because,
basically
in
a
build,
you
have
to
know
which
goes
in
first.
If
you
have
an
entire
assembly,
you
know
what
happened
first
and
second,
you
can
actually
organize
a
file
by
doing
by
numbering
it
and
simply
going
through
a
hide
and
hide
procedure,
so
say
you're,
making
an
instructional.
So
let's
take
a
look
at
that
open
up
so
open
up
the
file
that
you
just
downloaded
so
stay.
Take
the
cdc
home
wall
module
one.
A
A
B
Your
own
personal
discord,
you
can
collect
certain
things
on
the
left,
there's
a
little
triangle,
a
little
arrow
on
the
side
of
each
category.
B
A
See,
okay!
Well,
what
I
wanted
to
show
is
when
you
make
the
part
tree,
it
happens
in
order
that
you
built
it,
but
doesn't
mean
that
it's
the
build
order.
If
you
wanted
to
do
a
build
procedure,
try
this!
How
do
you?
How
would
you
arrange
these
things
in
an
order
within
the
part
tree?
So
it's
actually
useful
for
instructional
purposes
like
say
no,
but
somebody
did
not
see
this.
A
Oh
somebody's
completely
unfamiliar
with
this.
They
want
to
build
this
panel
you're
using
freakout
to
help
them
document.
So
what
you
can
do,
there's
a
rename
thing,
so
you
can
go
okay,
say
the
top
plate.
Well,
we
actually
did
do
that.
First,
so
name
it
as
one
and
then
we
attach
the
left
say
say
the
second
step
is
this
left
stud?
So
we
call
that
number
two.
A
So
I
called
that
you
know
the
base
plate
number
three
and
then
we
say
the
exterior
plywood
say:
that's
number
four,
so
just
name
it.
What
I
want
to
show
you
is
how
you
can
arrange
them
so
say:
you've
got
like
a
huge
number
of
parts
and
and
they're
scattered
all
of
the
part
tree,
and
you
actually
want
to
do
a
meaningful
instructional.
A
How
do
you
get
them?
You
can't
arrange
them.
You
cannot
just
drag
the
things,
but
you
can
do.
What
you
can
do
is
right.
Click
on
the
top,
the
top
most
item
and
the
part
tree,
which
is
create
group,
and
it
allows
you
to
do
a
group
and
you
can
rename
that
group.
This
is
the
build
order.
Group,
okay,
now,
whatever
you
throw
in
there
now,
you
know
what
order
you're,
throwing
it
in
there
so
put
in
the
first
one
top
plate.
First
left
stud
second
base
plate;
third
exterior
plywood.
A
Fourth,
I'm
going
to
just
hide
the
rest
of
the
stuff
or
delete
it
just
for
the
sake
of
this
and
this
thing
so
I've
got
this
build
order
package
there
and
I'm
making
an
instructional.
So
so
in
it
I
can
say:
okay
build
the
top
plate.
So
so
you
can
do
something
like
this.
You
can
do
something
like
this
so
you're
showing
a
build
order.
You
go
like
this.
A
You
already
have
the
number,
so
you
know
what
procedure
it
is.
So
now
you
click
on
that
space
bar
to
hide
and
unhide
things.
So
when
you
make
an
instructional,
your
first
slide
would
be
that
then
you
say:
okay,
then
attach
the
the
vertical
with
some
screws
then
attach
the
base
and
then
attach
the
plywood
like
that.
So
it's
just
an
example
where
you
can
organize
things
in
a
part
tree,
that's
an
important
thing:
why
aren't
you
doing
it
at
the
same
time?
A
Do
it
at
the
same
time,
so
you
get
the
feeling
of
it
point
being
ordering
things
go
a
long
way
like
if
it's
a
complicated
assembly
like,
for
example,
say
with
the
no
the
door.
The
double
door
is
somewhat
complicated.
You
can
do
an
instructional
here
to
represent
that
just
by
hiding
it
and
hiding
parts.
It's
the
simplest
way
you
can
do
for
instructionals.
A
Folder,
if
you,
if
you
wanted
to
keep
take
that
back
out,
you
simply
dr
select
all
of
them
by
control
and
shift
and
then
throw
all
those
parts
back
into
the
top
level
tree
item,
and
then
you
threw
it
out
of
that
build
order
folder
and
now
it's
at
the
top
level,
so
you're,
just
keeping
your
part
tree
clean
and
the
way
we'd
want
to
do
this
with.
We
also
want
to
do
this
with
not
the
dumb
file,
which
is
one
one
compound
object.
A
You'd
want
to
do
it
where
it's
a
simplified
object,
but
it's
got
all
the
parts
in
it
because,
obviously,
once
you
collapse
it
into
a
compound,
you
cannot
separate
the
individual
parts
from
it
anymore.
So
that's
just
the
basic
thing.
Another
way
to
do,
instructionals
so
I'll
go
to
back
to
the
work
doc.
There's
an
example:
point
eight
exploded,
part
animations.
A
If
you
want
to
look
at
my
screen,
so
I
download
this
file
now,
for
this
you
need
like
a
freecad.
That's
16
is
does
not
really
have
animation,
so
I
open
up
19
for
that,
but
I
have
an
example
of
explode
part
animations.
A
I'm
going
to
go
back
to
freecad
16
go
to
the
last
document
I
was
working
with.
You
can
readily
create
explosions
and
here's
how
and
how?
How
would
you
document
it?
You'd
probably
take
a
video,
the
cool
thing
about
the
explode
part
animations.
You
can
zoom
in
and
rotate
at
the
same
time
as
the
explosions
are
playing.
So
I'm
gonna
go
to
the
last
file
here.
A
A
And
where
are
my
buttons
there?
Okay,
this
sorry,
I
can't
show
it.
Those
buttons
are
not
showing
up
here
for
some
reason,
but
basically
it
will
have
one
button.
That's
that's
like
an
arrow
and
when
you
click
on
that,
it'll
just
shift
out
one
one
step
and
you
just
keep
clicking
it
to
make
it
go
as
far
out
as
you
want.
A
So
basically,
whichever
plane
you
touch
it
will
you
will
start
exploding
that
way,
so
the
useful
explosion
will
be
take
everything
out
to
the
sides,
maybe
the
sheet
to
forward
and
stuff
like
that.
But
then
you
can
just
do
a
video
on
that
and
get
a
decent
instruction.
Okay,
here's
the
older
order
order
of
how
it
goes
together.
A
At
the
same
time,
you
can
also
hide
and
unhide
parts
as
well,
just
like
we
did
with
just
the
space
bar.
So
you
can
get
this
rudimentary
level
of
documentation
for
build
orders
that
are
also
animated
right
within
freecad,
okay,
so
next,
next
little
little
exercise
does
that.
Does
that
make
sense?
It's
useful
because
it's
it's
like
right!
A
There
you've
got
that
functionality,
I'm
not
sure
if
my
freecad,
for
some
reason
is
not,
I
don't
have
those
those
buttons
in
there,
but
you
can
just
search
explode
part
animation
on
the
internet
and
it'll
get
you
documentation
on
that.
That's
a
pretty
useful
thing.
A
So,
just
a
little
more,
let's
take
a
look
at
so
let
me
show
you
in
the
version
history
at
the
module
level
so
go
to
this
link.
Let
me.
B
A
A
A
To
okay,
that's
this
freakout
file,
repo!
Go
there!
Click
on!
I
want
you
to
explore
what
it
means
to
do
like
what
what
I
would
suggest.
Actually
we
have
this
crazy
version,
history
of
things
that
are
on
top
of
where
we're
working,
but
for
what
we're
doing
here,
it's
actually
much
more
useful
as
we're
progressing,
because
that,
for
example,
there
I
updated
this
picture
here.
A
So
that's
a
useful
way
to
update
visual
history,
so
I
think
we
probably
like
over
time
might
want
to
just
deprecate
this
kind
of
thing.
It's
I
mean
because
if
we
have
so
many
modules
this
all
these
little
images,
they're
gonna
just
go
crazy
in
terms
of
how
much
space
they
take
up.
We
already
have
the
gallery
where
you
can
hide
the
the
former
versions
in
the
gallery
already,
which
is
already
formatted
like
that.
B
So
free
cat,
it
would
be
like,
would
be
good
for
the
video
we're
just
illustrating
how
the
flow
workflow
was
in
three
cab,
and
there
was
another
thing
that
ken
wanted
to
do
for,
like
the
the
build
cheat
sheets
yeah
just
doing
like
dummy,
diagrams
and
kind
of
notating.
What
each
part
is
and
like
the
order
you
put
it
in.
A
B
A
B
A
Yeah
yeah
there's
various
ways
you
can
do
it.
Okay,
let's
talk
about
build
time,
calculation,
if
you're
actually
now
looking
at.
Let's
go
back
to
the
video
tape,
you're.
Looking
at
your
at
your
your
time
lapse.
Well,
how
do
you
tell
it's
a
very
simple
formula,
but
there's
actually
a
link
to
a
time-lapse
calculator,
so
you
can
link
to
that.
There's
a
link
to
that
right.
There
you
can
find
out
how
much
time
it
took
you
to
do
that.
A
I
mean
it's
just
a
very
simple
thing:
this
calculator
here
allows
you
to
take
to
to
select
like,
for
example,
if
you
want
to
find
out
the
event
duration,
in
other
words,
how
much
time
it
took
in
real
life
based
on
your
video,
you
have
to
put
in
the
shooting
interval.
So
let's
take
a
look
at
a
sample
video
and
let's
find
out
how
much
time
it
took
for
somebody
here
to
do
something.
So
we
can
take
a
look
at
okay.
So
so,
let's
say
wes
west
is
right.
A
Okay,
he
just
finished
the
module
he
was
building
intently.
Here,
let's
see,
let's
see,
did
he
start?
Do
we
have
the
beginning?
There,
okay
so
say
he
it's
good
to
catch
the
place
where
you're
just
starting
on
something
like,
for
example,
odundo
right
there.
Okay,
so
I'm
gonna
catch
up,
odoondo
right
there.
This
is
like.
A
Second,
like
seven
oh
dundas
started
so
I'm
gonna
look
at
how
far
does
it
take
for
him
to
actually
finish
that
module
so
we're-
and
this
may
be-
like
I
don't
know-
well
now-
we're
okay,
maybe
maybe
it's
kind
of
hard
to
get
it
here.
Okay,
I
saw
one
being
completed
there.
Maybe
we
could
catch
that
one
but
joshua,
okay,
so
there.
A
C
C
A
C
C
A
C
A
C
A
More
thing
so
do.
A
A
Whatever
we're
building,
we
got
to
organize
our
build
around
a
known,
coordinate
system.
Let's.
A
A
A
B
A
A
point
constraint
within
within
the
constraints
so
that
this
whole
thing
you.
A
A
A
A
A
Your
orienting
location
for
the
first
floor.
How
do.
C
C
A
If
you
see
in
the
final
cab,
which
we
have
right
now,
there's
also
a
floor
platform
and
plywood
on
top
of
that
platform
and
the
top
plate
on
the
wall
modules,
it
actually
all
adds
up
to
the
magic
number.
There
is
121.125,
that's
what's
actually
used
in
a
current,
I'm,
not
building
the
module.
The
second
module
is
right
on
top
of
the
first
ones,
there's
also
a
ceiling
that
bonds
all
those
modules
together,
the
the
second
story,
floor
platform,
so
copy
121.125
and
get
that
offset
to
121.125.
A
B
C
A
A
That's
that
was
dumb.
Let's
just
raise
it
up
from
here,
so
placement
position
so
go
into
your
properties
and
values
and
then
put
z
yeah
as
12
inches,
so
yeah
that
works
like
that
and
better
yeah.
A
A
Yeah
the
point:
the
point
here
is
that
yeah
it's
written
in
a
document
there,
but
the
point
is
just
offset
it
whatever
you
want
and
notice
that
oh
yeah,
it
actually
rose
up
so
now
you
can
actually
seed
the
second
floor
at
the
correct
location.
So
now,
when
we're
working
in
a
actual
document,
the
master
assembly
file
second
story.
A
Locating
square
rectangle
has
been
added.
Okay,
anything
else.
I
think
that's
about
it.
Just
we
did
a
few
of
these
little
things
just
just
basic,
so
you
want
to
definitely
understand
how
you
can
orient
it
with
sketches
and
when
you
arranging
things,
it's
useful
to
put
sketches
down
underneath
you,
so
you
know
exactly
where
to
align
things
against
or
just
use
the
coordinate
system
to
the
coordinate
system
being
once
you
click
on
any
object,
it
will
have
properties
typically,
as
the
placement
and
position
values
that
you
can
switch
around.
A
The
parameters
within
the
property
window,
so
I
think
that's
it
so
with
that
said,
what
we
want
to
do
is
continue
working
on
all
the
modules.
Now
I
would
say
whenever
you
start
a
new
module
like.
I
think
that
the
coordinate
system
should
be
like.
We
always
work
in
the
xy
plane,
and
we
start
by.
A
Do
everything
where
we're
we're
going
on
the
x
y
with
the
zero
at
the
origin,
so
that
whenever
we
do
things
we
kind
of
know
where
things
are
don't
just
like
put
it
randomly
somewhere
else,
so
we
have
a
higher
chance
of
just
being
oriented
well
and
what's
what's
also
useful,
like
say,
say
we
save
the
part
library
files
like
actually
save
the
header
like
headers,
like
header,
it's
up
at
eight
feet
for
the
eighth
module
like
if
you,
if
you
do
the
let's
see
the
architecture,
part
library
what
I
did
there
was.
A
I
did
a
positional
part
library,
that's
a
useful
thing.
If
you're
going
to
download
these
parts-
and
they
already
appear
in
the
correct
position
within
a
working
document
like
I
saved
the
header
for
eight
foot
tall
modules,
so
anytime,
you
download
that
that's
going
to
be
in
the
zero
zero
zero
coordinate
plane,
that's
the
origin,
and
this
header
will
download,
if
you're
in
the
in
the
xy
plane
at
zero,
it
will
get
you
to
that.
A
Eight
foot,
and
also
the
bottom
plate
will
get
you
to
that
bottom
plate
at
the
correct
location
as
if
you're
building
a
module.
So
it's
useful
to
to
see
these
positional
part
libraries.
So
when
you're
creating
the
modules
in
the
first
place,
you
can
drag
and
drop
effectively
drag
and
drop,
merge
correct,
located
parts,
so
you
don't
have
to
draw
them
up
again,
just
just
some
hints
on
how
to
do
this
because
it's
like
it
seems
like
doing
all
these
modules.
A
We
should
be
able
to
do
that
like
in
a
second,
but
you
can
do
this
manually,
like
just
just
by
downloading
things
in
this
manner
before
we
get
to
the
full
parametric
method
of
you
know.
We
have
these
things
automatically
designed
in
the
future
versions.
It's
just
drag
and
drop,
and
in
a
cd
go
home
builder
workbench.
A
You
know
which
we
don't
have
yet
just
some
useful,
useful
ways
to
to
orient
around
so
right
now.
What
we
want
to
do
is
continue
on
all
the
modules
like
when
we've
got
a
bunch
of
them.
We
gotta
just
keep
going
and
I
would
like
to
see
if
we
can
get
all
of
them
done
by
by
saturday
like
by
the
end
of
the
day.
Saturday,
we've
got
all
of
them,
so
we've
got
still.
A
How
many
do
we
have
left
we're
missing
like
a
lot
of
the
second
floor,
there's
like
maybe
one
third
of
the
first
floor
is
missing,
then
there's
interior
walls,
interior
walls
are
all
eight
they're,
two
by
fours,
all
those
except
for
one
kitchen
wall
where
you
have
the
utilities
they're
all
two
by
fours,
so
that's
just
basically
redoing
what
we
have
now,
but
using
two
by
four
lumber.
It's
not
two
by
sixes
things
like
the
what's
useful
about
the
second
story
platform
is
the
cut
out
for
the
stairway.
A
A
So
in
principle
it
could
be,
could
be
quick,
but
yeah.
It
just
takes
a
little
bit
of
time
to
get
used
to
it
and
actually
manipulate
these
things
in
3d,
so
that
yeah
you
can.
You
can
readily
get
new
house
models,
but
we're
still,
I
think
we
pretty
much
have
all
the
modules
already
done.
I
did
the
hidden
doors
now,
it's
basically
filling
in
replicas
of
what
we
already
have.
A
B
C
A
A
So
any
questions
about
the
the
process.
Now
I
mean
it
should
go
a
little
faster
because
I
think
we
just
about
for
all
the
modules
we
have
them,
except
for
interior
ones,
some
of
the
interior
ones
that
are
fractional
they're,
not
like
all
four
full
four
feet.
There's
a
bunch
of
the
the
nine
foot
interior
interior,
nine
foot
and
eight
foot
it's
effectively
identical.
I
mean
the
best
way
to
look
to
understand
how
they're
designed
is
go.
Look
at.
I
mean
this
thing
right
here.
A
It's
instead
of
two
by
sixes,
it's
two
by
fours
we're
not
doing
a
utility
channel
detail
yeah,
just
we
can
do
the
interior
sheathing
if
a
wall's
got,
but
the
interior
walls
typically
have
two
sides,
so
you
put
the
sheathing
on
both
sides
and
utility
channel
typically
on
both
sides-
we're
not
there
yet
for
a
lot
of
that.
Maybe
we
can
go
over
that
maybe
first
thing
tomorrow.