1 00:00:02,609 --> 00:00:28,609 Now, CP printers are available for domestic use, however, before we start creating our computer design we need to know how to draw standardizing drawing and how to do a good design. 2 00:00:28,609 --> 00:00:50,609 So the same is a very complex process, so we need to do very carefully and it is the main activity of technology 3 00:00:50,609 --> 00:01:10,390 Because in technology we create new objects to see our life. And these objects obviously can be something that you change or can be something that you create from scratch. 4 00:01:10,390 --> 00:01:20,629 So, it's very important for all of us to know how to express our ideas. 5 00:01:20,629 --> 00:01:29,989 If you want to, here we are going to use this index. 6 00:01:29,989 --> 00:01:48,890 Firstly, we are going to review some important contents that we have already studied the year before, but for me it's a good idea to revise again. 7 00:01:48,890 --> 00:02:13,689 After that, standardization, types of lines, European system, again, yes, major lengths and dimension lines, again, and finally, which could be new in this course, isometric perspective. 8 00:02:13,689 --> 00:02:28,689 and Cavalier perspective is not very important, but you may learn something about this kind of perspective. 9 00:02:28,689 --> 00:02:32,689 So let's move on to the first point which is influence. 10 00:02:32,689 --> 00:02:44,900 As we have already studied, when we want to express our ideas, 11 00:02:44,900 --> 00:03:01,659 It's very important to use drawing, but you can't do a drawing without any rule. That's what you can draw to express your idea. 12 00:03:01,659 --> 00:03:25,060 This kind of drawings are usually called a sketch, but sometimes a sketch is also something that includes a little bit of perspective and a little bit of, for example, dimensions. 13 00:03:25,060 --> 00:03:41,060 And it's not just a sketch, it's more than a sketch. But the word in English I think is the same. 14 00:03:41,060 --> 00:03:54,580 And finally you can do a very technical drawing, very very using or drawing details, using 15 00:03:54,580 --> 00:04:07,699 rules, using drawing instruments and this is more than a technical drawing. 16 00:04:07,699 --> 00:04:21,600 For us, a good sketch would be enough. 17 00:04:21,600 --> 00:04:29,959 Well, standardization is a set of standards, a set of rules that regulates every element 18 00:04:29,959 --> 00:04:41,120 of technical in general, not only for drawing. 19 00:04:41,120 --> 00:04:52,279 These standards are agreed by agency and we have international standards which usually 20 00:04:52,279 --> 00:05:04,240 are called ESO standards, but these standards are different in the different countries and 21 00:05:04,240 --> 00:05:09,060 Here in Spain, we have our standards, 22 00:05:09,060 --> 00:05:12,060 which are called UNI rules. 23 00:05:17,500 --> 00:05:22,500 And they are writing, they are publishing by ILO. 24 00:05:27,480 --> 00:05:31,980 There are standards, for example, for papers, 25 00:05:31,980 --> 00:05:44,500 for other things one of the standards could be a the types of lines when you 26 00:05:44,500 --> 00:05:51,879 represent the object when you draw the objects and it's important to use the 27 00:05:51,879 --> 00:05:58,339 correct line the correct type of line although there are seven different type 28 00:05:58,339 --> 00:06:07,779 line you just only can use a three different type of line in one draw so 29 00:06:07,779 --> 00:06:16,100 the most important one is thick obviously because it's for boundaries 30 00:06:16,100 --> 00:06:22,939 of objects and it is the most important of all of them 31 00:06:22,939 --> 00:06:33,560 It's also important this one for invisible or interior surface and it's also very important 32 00:06:33,560 --> 00:06:38,180 a continuous scene because it's for dimension lines. 33 00:06:38,180 --> 00:06:50,879 And the rest, well, I can see that perhaps this one for center lines, focus lines could 34 00:06:50,879 --> 00:07:02,379 be important but not so very important in this level well return to a standardization 35 00:07:03,500 --> 00:07:10,459 when you have an object the object usually have three dimensions and you want to represent an 36 00:07:10,459 --> 00:07:18,220 object in the paper which just only have two dimensions the way you 37 00:07:18,220 --> 00:07:32,019 the process you can represent this object is obviously very difficult and one of the ways 38 00:07:32,019 --> 00:07:41,740 you can do is using the hierarchical system or hierarchical perspective. The hierarchical 39 00:07:41,740 --> 00:07:56,620 perspective consists in the orthogonal projection of the objects to the 40 00:07:56,620 --> 00:08:10,410 different superficies in the space. And these projections are called views. So you 41 00:08:10,410 --> 00:08:21,410 have this view of one object, obviously, because there are six superficies. 42 00:08:21,410 --> 00:08:32,730 You have six superficies, and you have one orthogonal projection for 43 00:08:32,730 --> 00:08:46,309 superficies in the space, so six. What European systems usually do is to 44 00:08:46,309 --> 00:09:04,049 express the six superficies to a universal language. How to locate the 45 00:09:04,049 --> 00:09:10,830 surface? Well, there are the more important view of the object, which is the more 46 00:09:10,830 --> 00:09:18,210 representative view, and it is called front elevation. And you put front 47 00:09:18,210 --> 00:09:32,009 elevation here, in the middle of your paper. But objects also have, obviously, an 48 00:09:32,009 --> 00:09:43,549 upper projection and the other projection so you have an upper plan which is the 49 00:09:43,549 --> 00:09:55,909 other view and bottom plan upper in the top and bottom obviously in the bottom 50 00:09:55,909 --> 00:10:27,259 So, the bottom plan you have to locate behind the front elevation and the upper below the front elevation and in this way you have the other plane. 51 00:10:27,259 --> 00:10:54,700 We also have the right elevation and the left elevation, and you should locate one on the left and the other on the right. 52 00:10:54,700 --> 00:11:06,820 there are obviously the last one which is here the rear elevation which is here 53 00:11:06,820 --> 00:11:19,320 so if you want to represent an object you just only need three views 54 00:11:19,320 --> 00:11:29,200 you don't need to express the sixth one and sometimes less it depends of the of 55 00:11:29,200 --> 00:11:45,559 the object but you just only need three no more obviously they are a front plane 56 00:11:45,559 --> 00:11:56,059 and one of those, and one of these, or right or left. You don't need six, 57 00:11:56,059 --> 00:12:05,919 you just only need three. And obviously you have to dimension your draw, your draws. 58 00:12:05,919 --> 00:12:22,840 and they are lengths so they need a unit you usually use meter but meter can be a very very 59 00:12:22,840 --> 00:12:37,320 big or sometimes could be very small so we can use kilometer, hectometer, decameter, 60 00:12:37,320 --> 00:12:51,100 decimeter, centimeter and millimeter. So if you want to dimension this one for 61 00:12:51,100 --> 00:13:10,100 For example, you need some extension auxiliary line, then put the dimension line, which ends in arbor heat, and in the middle you put the size. 62 00:13:10,100 --> 00:13:24,559 Express the size in millimeters, without any symbol of millimeter. 63 00:13:24,559 --> 00:13:40,559 Finally, we have also other kinds of perspective, and one of the most important may be isometric perspective. 64 00:13:40,559 --> 00:13:49,559 Isometric perspective is also an orthogonal projection. 65 00:13:49,559 --> 00:14:05,860 but in this case the orthogonial projections have the result of the axis of the space 66 00:14:05,860 --> 00:14:25,460 The axis of the space are separated by the same angle, 120 degrees. 67 00:14:25,460 --> 00:14:36,340 It is very important because the lengths in the projections are restricted, but in this 68 00:14:36,340 --> 00:14:43,620 particular case this strinkle is not very important, it is not important, and 69 00:14:43,620 --> 00:14:51,220 the dimensions are the same as the dimensions of the object. 70 00:14:51,220 --> 00:15:00,080 In the cavalier perspective, it's not an orthogonal projection of the 71 00:15:00,080 --> 00:15:11,019 object in the of the space in the plane is more different. So there are two axes 72 00:15:11,019 --> 00:15:20,200 which are more or less the same but the other axis is different and it 73 00:15:20,200 --> 00:15:29,559 depends of the angle of the projection, the dimension can be different. In 74 00:15:29,559 --> 00:15:42,899 technical field we usually use angles of 135 degrees and in this particular case 75 00:15:42,899 --> 00:15:54,100 here the dimension at a half that in the other axis, but it depends, it depends of 76 00:15:54,100 --> 00:15:59,340 the angle of the of the projection. 77 00:15:59,539 --> 00:16:12,379 It is the end of the general knowledge about this context. We are going to 78 00:16:12,379 --> 00:16:29,379 to study deeply the European system and also isometric perspective, and the other ones are not so important. 79 00:16:29,379 --> 00:16:38,379 There is another kind of perspective, which is usually called conic perspective, 80 00:16:38,379 --> 00:16:55,740 But it is not important for technical applications. Well, perhaps in architectural drawing, but it's more for paintings and so on. 81 00:16:55,740 --> 00:17:14,319 So, well, the name is important to know because it's culture, but we don't use this kind of perspective here in technology.