📏 Sketcher

Model in 3D the quick way: draw a shape on the ground or on a face, then push or pull it into a solid. Sizes are typed at any moment into the Measurements box (bottom right) - no need to click there, just type and press Enter.

The tools (the letter is the key, with the pointer over the docker)

Building - rooms, walls, doors, windows, roofs, lights

The Build tools under the modelling tools draw a building that stays editable: rooms keep their walls, floors and ceilings, and doors, windows and lights stay where they are when a room moves.

Materials (2.629.0): ▦ Materials ▾ beside the colours has the materials - brick, stone, concrete, oak and walnut floors, tiles, marble, carpet, grass … with their textures. Pick one and paint (B) faces, walls and floors with it. 🪄 Furnish in a room's panel fills it with furniture (the LLM picks from the library when one is running, else a room's usual set; words like "a reading corner" help); Ctrl+Z takes it out.

Rooms share walls. With Select, press on a room and drag it: when one of its walls comes near another room's wall it snaps onto it, and the two rooms then have one wall between them. A door or window in that wall goes right through it. The corners line up too. Shift keeps the drag straight.

Walls on a floor. With Select, press on one wall of a room and drag it: it moves square to itself and the room stretches. While dragging, the snap regions of the floors' edges show in orange; let go in one and the wall's outside face sits on the edge (with the Offset from floor edge). A dragged room snaps onto a floor's edge the same way. Shift = no snap.

Sloped walls. Double-click the top of a wall = a cut there. Drag the cut up or down: the wall's top slopes to it from both corners (a gable end). Click a top edge (between cuts or corners) and drag it - or type its ends' heights in the panel - to slope the wall; a corner moved takes the wall beside it along. A picked cut or edge + Delete takes it away (the wall goes back to straight / flat). From straight above (Top view) a press moves the wall instead.

Doors and windows by hand. Click a placed door or window: small squares (grips) show on its sides, top and (not a door) bottom. Drag a side grip for the width, the top for the height, the bottom for the elevation. Drag the window itself along the wall and up or down.

Open doors and windows (2.631.0): a picked door or window has Open (%) - a door's leaf swings into the room (tick Opens outward for the other way), a window's sashes swing out (Opens inward), a sliding one slides a pane (The other pane slides). Auto roof and Auto floor (the Room tool's panel) give each new room its roof and a 20 cm slab under its walls; a room's panel has Floor slab under the walls and Roof to switch them for that room. View ▾ lists the cameras (📷) - pick one for the view from it (orbit to leave it).

Cameras (2.632.0) are drawn over everything, so one inside a room is picked with a click (not the room). Drag it to move it; R turns it 15° (Shift+R back). Esc or a double-click on empty space deselects everything - and Esc drops the tool too: 🔄 Orbit (2.647.0).

🗂 Outline (2.639.0, the bar's 🗂 Outline shows / hides it, left of the view): every object of the building - Room groups, Rooms ▸ Room 1 ▸ Wall 1 … Wall n, Floor 1, Ceiling 1, Skirting 1, Cornice 1, Floor slab 1, Door 1, Window 1 …, then free-standing Walls, Roofs, Floors, Stairs, Lights, Furniture and Cameras. A click on a row picks it; 👁 hides / shows it (Ctrl+Z undoes, it is saved with the model). + makes a room group, ⊞ on a room puts it in one (or out), a group's 👁 hides / shows all its rooms, ✎ renames, ✕ deletes the group (its rooms stay). New rooms come with skirting and a cornice (the room's panel: Skirting / height, Cornice / size, their colour). Drag a wall: it moves across its own line - the walls beside it stretch or shorten and the floor, ceiling, skirting and cornice follow; Alt+drag moves it freely; Shift+click picks the whole room (a drag then moves it).

Each part's own panel (2.640.0): click a wall, floor, ceiling, skirting or cornice (in the view or its 🗂 Outline row) and the panel shows just that part - a wall: Length (a rectangle room keeps its shape), Height (this wall only), Thickness, its own Inside colour, 👁; a floor: On, Colour, Level, slab; a ceiling: None / Flat / Follows the walls, Colour, Height; skirting / cornice: On, Profile, Height / Size, Colour. ⌂ goes back to the room's settings; Delete on a part turns it off (a wall is hidden) - the room stays.

Profiles (2.640.0): skirting, cornices, door frames, window frames and window sills take a profile from a picture dropdown (each drawn as its cross-section): built-in ones, then the project's own. Skirting runs round the room with mitred corners and stops at a door's frame; a door's frame (architrave) goes round both faces, a window's round the room's side, a sill sits under the window. ✎ Profiles… draws your own: click = a point on the nearest side, drag = move it, Delete / right-click = remove it (1 mm grid, Shift = free), Width / Height scale it, + New copies the one shown, 💾 Save keeps it in the project.

Rotate rings (2.633.0): a picked camera or piece of furniture shows three rings - blue turns it (yaw), red tips it (pitch), green rolls it. Drag round a ring to turn it in 5° steps (hold Shift for free turning); Ctrl+Z takes it back. The same in numbers in its panel: a camera's Turn (yaw), Tilt (pitch) and Roll; a piece's Turn (yaw), Pitch and Roll. A camera's Lens picks a preset - Fisheye (8 mm), Ultra wide (14 mm), Wide angle (24 mm), 35 mm, 50 mm (normal), 85 mm (portrait), 135 mm, 200 mm (telephoto) - or type a Focal length (mm, full frame) or a Field of view (°): they follow each other. The fisheye gives its widest view; the fisheye curve itself isn't drawn. Zoom extents takes the cameras in too.

Picking a camera (2.641.0): a click on a camera picks it - it lights up (no box round it) and shows the move arrows (red X, green Y, blue Z). Drag the camera to move it at its height, or drag an arrow to move it along that axis only (blue = up / down; 1 cm steps, Shift = free). Double-click the camera for the rotate rings (turn / tilt / roll), double-click again for the arrows (or ✥ Move / ⟳ Rotate in its panel). A click on any other object picks that one instead. Looking through the camera (2.643.0, 👁 Look through): ✥ Move / ⟳ Rotate in its panel show the widget in front of you - drag it and the camera and the view move or turn together. Esc deselects the camera.

Drag a door or window along its wall (or onto another wall); drag a light, the stairs or a floor. Click anything built and the panel shows its settings - a room's size, wall height and thickness, the colours of its walls inside, its floor and ceiling, and of all the outside walls; ⟳ 90°, ⧉ Duplicate (a copy beside it that shares the wall), △ Roof. Delete erases what is picked; E Eraser erases with a click; B Paint paints a room's walls, a floor, a ceiling, a door or a roof.

🌙 Night turns the sun and sky down so the lights light the rooms (they are dark by day - a light here shines through walls, so by day it would light the outside too). ⌂ Cut-away hides every roof and ceiling to look in from above.

Inference - where the pointer snaps

The bar

⛶ Maximize (its title bar) fills the whole bitGen window between its title bar and its status bar (both stay); it is then ⇲ Dock - that or Esc (when nothing else is going) puts it back. ✕ beside it closes the docker. While it is maximized every other docker is closed; ⇲ Dock opens the same ones again (2.628.0). The docker takes bitGen's theme colours (its 3D view's background, grid and selection too).

The Sketcher replaces the House builder of older versions (2.630.0) - its furniture (🛋 A), materials (▦), cameras + 360° locations (📷 Z), 🪄 Furnish and people (🛋 ▸ People) are here. ☰ File ▸ 🏠 A house from the House builder… brings a house saved by the old House builder in as a Sketcher model (rooms, doors, windows, furniture, people, cameras, lights, stairs).

The docker starts hidden - the Sketcher button in the status bar shows it.