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 --> 00:01:31,150 If you want to ... This is the index of this slide because it's 6 00:01:31,150 --> 00:01:39,310 the introduction to the more longer lesson. 7 00:01:39,310 --> 00:01:52,329 But it's very important that you can understand why you need to learn how you must draw properly 8 00:01:52,329 --> 00:01:57,269 in order to be understood by other people. 9 00:01:57,269 --> 00:02:06,290 And also know papers and instruments and the rules that you need to follow if you want 10 00:02:06,290 --> 00:02:10,069 to be understood. 11 00:02:10,069 --> 00:02:21,050 Some of the rules are explained in these units, for example, paper size, harness of pencils 12 00:02:21,050 --> 00:02:22,789 and types of lines. 13 00:02:22,789 --> 00:02:32,830 And finally, how you can change from three dimensions of real life to two dimensions 14 00:02:32,830 --> 00:02:35,650 in your sheet of paper. 15 00:02:35,650 --> 00:02:46,909 really really important. It is really important for us to understand how you must draw properly 16 00:02:46,909 --> 00:02:55,009 because the first thing you have an idea and you have to express your idea but obviously this idea 17 00:02:55,009 --> 00:03:05,270 you can express using just only a sketch. The sketch is a draw that indeed express your idea 18 00:03:05,270 --> 00:03:13,009 but without any rules. When you develop this idea you usually need 19 00:03:13,009 --> 00:03:21,990 perspective and some rules although you don't use any instrument, just only 20 00:03:21,990 --> 00:03:30,169 paper and pencil. But in this case you can give more information such as the 21 00:03:30,169 --> 00:03:37,430 dimension of the real object and so on and finally you can do a good draw very 22 00:03:37,430 --> 00:03:46,729 very with so with as much intense as possible are very developed is that is 23 00:03:46,729 --> 00:03:58,580 the way that we usually create and usually do our draw properties paper is 24 00:03:58,580 --> 00:04:09,939 is the material the support of our drawing and so we need to use different types of papers. Paper 25 00:04:09,939 --> 00:04:23,540 is indeed a kind of wood without lignin and depending the thickness and depending 26 00:04:23,540 --> 00:04:33,319 the the quantity of here that it also have we have different qualities of papers we can have 27 00:04:33,319 --> 00:04:46,160 opaque paper which is usually used for pencil draw you can also have square paper with lines 28 00:04:46,160 --> 00:05:00,019 graph paper, which is very useful to lettering or drawing when it is very awkward, and carried 29 00:05:00,019 --> 00:05:10,959 paper that is more rigid than paper. Apart from this, to do draw at least you need a pencil. A 30 00:05:10,959 --> 00:05:17,199 A pencil usually has a structural part and a functional part. 31 00:05:17,199 --> 00:05:25,459 The structural part usually is a wooden or plastic if it is a refillable pencil. 32 00:05:25,459 --> 00:05:28,459 And the functional part is the lid. 33 00:05:28,459 --> 00:05:41,899 The lid is a mixture of kaolin, which is a type of sand, and graphite, which is a type of carbon. 34 00:05:41,899 --> 00:05:51,899 Depending the quantity of carbon, it can be soft or hard. We will explain this later. 35 00:05:51,899 --> 00:05:59,899 Rulers are needed to do lines and to measure lengths. 36 00:05:59,899 --> 00:06:04,899 Compasses are the tool to do cube lines. 37 00:06:04,899 --> 00:06:18,899 And the set of squares is very useful if you want to do parallel and perpendicular lines, as you can see in the video in the same post. 38 00:06:18,899 --> 00:06:30,939 Well, a standardization is a set of standards, a set of rules that regulates every element of 39 00:06:30,939 --> 00:06:46,899 technical in general, not only for drawing. These standards are agreed by agency and we 40 00:06:46,899 --> 00:06:57,939 have international standards by which usually are called ESO standards but 41 00:06:57,939 --> 00:07:07,600 these standards are different in the different countries and here in Spain we 42 00:07:07,600 --> 00:07:23,199 have our standards which are called UNI rules and they are writing, they are 43 00:07:23,199 --> 00:07:34,819 publishing by ILO. There are standards, for example, for papers, for other 44 00:07:34,819 --> 00:07:46,430 Well, as an example of standardization, we can have two very important ones. 45 00:07:46,430 --> 00:07:48,810 One is the scent of paper. 46 00:07:48,810 --> 00:07:56,129 We need to standardize the scent of paper in order to store better the drawing and to 47 00:07:56,129 --> 00:08:11,750 urbanize better our shop to do all of this. So the basic one is AO. AO has the dimension 48 00:08:11,750 --> 00:08:25,589 that you can see in this slide, which are 841 millimeters and 1189 millimeters. This 49 00:08:25,589 --> 00:08:37,470 This surface is 1 meter, so if I bend this, I can transform AO to A1, which is the health 50 00:08:37,470 --> 00:08:43,090 of the surface, and so on, the rest of the sizes. 51 00:08:43,090 --> 00:08:54,350 The most important one is A4, which we usually use in our draw, and as you can see, its dimensions 52 00:08:54,350 --> 00:09:07,870 are 210 and 297 apart from a size of paper other important rules is about the hardness of pencil 53 00:09:08,429 --> 00:09:19,870 as i have already said before before um well depending the quantity of graphic is in our lead 54 00:09:19,870 --> 00:09:26,870 It can be softer or hard. 55 00:09:26,870 --> 00:09:30,870 We usually start our draw with a hard pencil. 56 00:09:30,870 --> 00:09:38,870 It's not important to do a very strong press. 57 00:09:38,870 --> 00:09:50,870 This is just only hard because you can use the rubber in order to delete the draw very easily. 58 00:09:50,870 --> 00:10:00,870 Otherwise you can have a not very clear and not very clean draw. 59 00:10:00,870 --> 00:10:17,549 But to finish our draw it's better to use a soft or a medium pencil to do the lines stronger and to get a better quality in our draws. 60 00:10:17,549 --> 00:10:36,169 One of the standards could be the types of lines. When you represent the object, when you draw the object, it's important to use the correct line, the correct type of line. 61 00:10:36,169 --> 00:10:49,169 Although there are seven different types of lines, you just only can use three different types of lines in one draw. 62 00:10:49,169 --> 00:11:05,169 So, the most important one is thick, obviously, because it's for boundaries of objects, and it's the most important of all of them. 63 00:11:05,169 --> 00:11:15,389 It's also important this one for invisible or interior surface and it's also very important 64 00:11:15,389 --> 00:11:26,730 a continuous scene because it's for dimension lines and the rest, well, I can see that perhaps 65 00:11:26,730 --> 00:11:38,649 this one for center lines, focus lines could be important, but not so very important in this level. 66 00:11:41,639 --> 00:11:51,960 Well, perspective can be defined as a way you can transform 3D objects, real 3D objects, into 2D 67 00:11:51,960 --> 00:11:59,720 objects we also need a part of perspective other element which is very interesting also which is 68 00:11:59,720 --> 00:12:12,039 the scale and i think we can explain it better in in other video but this this the the the way that 69 00:12:12,039 --> 00:12:20,519 you do this transformation is quite difficult as you can see and this is the reason why you can 70 00:12:20,519 --> 00:12:26,840 have different types of perspective in this one for example is a conic perspective that is not 71 00:12:26,840 --> 00:12:34,039 very important for technical drawing but it is very important in artistical and also for example 72 00:12:34,039 --> 00:12:41,399 in some architectural architectural drawing you can also have the conic perspective now we are 73 00:12:41,399 --> 00:12:50,440 going to describe the the other perspectives that are very more or less useful in in technical drawing 74 00:12:50,519 --> 00:13:00,519 Well, return to standardization, when you have an object, the object usually has three dimensions, 75 00:13:00,519 --> 00:13:08,519 and you want to represent an object in the paper which only has two dimensions, 76 00:13:08,519 --> 00:13:20,519 The way you, the process you can represent these objects is obviously very difficult. 77 00:13:20,519 --> 00:13:32,519 And one of the ways you can do is using diarical system or diarical perspective. 78 00:13:32,519 --> 00:13:54,519 The hierarchical perspective consists in the orthogonal projection of the objects to the different superficies in the space. 79 00:13:54,519 --> 00:14:07,169 and these projections are called views so you have six views of one object 80 00:14:07,169 --> 00:14:16,909 obviously because there are six superficies, the cube has six superficies and you have 81 00:14:16,909 --> 00:14:31,809 one orthogonal projection for supervising the space, so six, which is 82 00:14:31,809 --> 00:14:49,200 what's European system usually do is to express the six superficies to universal 83 00:14:49,200 --> 00:15:01,679 language. How to locate the superficies? Well there are the more important view of 84 00:15:01,679 --> 00:15:10,799 the widget which is the more representative view and it is called front elevation and you put front 85 00:15:10,799 --> 00:15:26,360 elevation here in the middle of your paper but object also have obviously an upper projection 86 00:15:26,360 --> 00:15:39,139 and the other projection so you have an upper plan which is the other view and bottom plan 87 00:15:39,139 --> 00:16:05,309 upper in the top and bottom so the bottom plan you have to locate behind the front elevation and the 88 00:16:05,309 --> 00:16:25,320 upper below front elevation and in this way you have the other brain and we also have the right 89 00:16:25,320 --> 00:16:46,799 elevation and the left elevation. And you should locate one on the left and the other on the right. 90 00:16:46,799 --> 00:17:02,399 and there are obviously the last one which is here the rear elevation which is here so if you 91 00:17:02,399 --> 00:17:15,079 want to represent an object you yeah you just only need three views you don't need to express 92 00:17:15,079 --> 00:17:25,940 the sixth one and sometimes less it depends of the of the object but you 93 00:17:25,940 --> 00:17:40,079 just only need three no more a obviously they are a front plane and one of those 94 00:17:40,079 --> 00:17:54,069 and one of these, or right or left. You don't need six, you just only need three. 95 00:17:54,069 --> 00:18:06,490 Finally, we have also other kinds of perspective, and one of the most important 96 00:18:06,490 --> 00:18:16,490 may be isometric perspective. Isometric perspective is also an 97 00:18:16,490 --> 00:18:26,569 orthogonal projection, but in this case the orthogonal projection 98 00:18:26,569 --> 00:18:42,200 have the result of the axis of the space and the axis of the space are 99 00:18:42,200 --> 00:18:55,460 separated by the same angle, yes 120 degrees. It is very 100 00:18:55,460 --> 00:19:05,839 important because the lens in the projections are stringent but in this 101 00:19:05,839 --> 00:19:13,039 particular case this stringent is not very important, it is not important 102 00:19:13,039 --> 00:19:18,420 and the dimensions are the same as the dimension of the 103 00:19:18,420 --> 00:19:29,660 object. In the cavalier perspective, it's not an orthogonal projection of the 104 00:19:29,660 --> 00:19:39,839 object in the of the space in the plane, it's more different. So there are two 105 00:19:39,839 --> 00:19:49,799 axes which are more or less the same but the other axis is different and it 106 00:19:49,799 --> 00:19:59,140 depends of the angle of the projection, the dimension can be different. In 107 00:19:59,140 --> 00:20:11,579 technical field will usually use angles of 135 degrees and in this particular 108 00:20:11,579 --> 00:20:22,900 case here the dimension at a half that in the other axis but it depends it 109 00:20:22,900 --> 00:20:28,660 depends on the angle of the projection. 110 00:20:28,660 --> 00:20:36,500 And it is the end of the general knowledge about 111 00:20:36,500 --> 00:20:42,099 this context. We are going to 112 00:20:42,500 --> 00:20:50,099 to study deeply the European system 113 00:20:50,099 --> 00:20:59,220 and also isometric perspective, and the other ones are not so important. 114 00:20:59,220 --> 00:21:08,339 There is another kind of perspective, which is usually called conic perspective, 115 00:21:08,339 --> 00:21:19,140 but it is not important for technical applications well perhaps in architectural 116 00:21:19,140 --> 00:21:27,619 drawing but it's more it's more for paintings and and so on so well the name is 117 00:21:27,619 --> 00:21:43,880 is important to know because it's culture, but we don't use this kind of perspective here in technology.