I did a quick search and couldn't find a thread that answered this, but if anyone knows of one feel free to send me the link.
I am trying to grade up to the base of a retaining wall that is at a variable distance from my known breakline at a certain slope (i.e. 3:1). I know I can set a feature at the base of the wall and "manually" use a reference point and set the slope to 3:1, but I was looking for a more efficient way of doing this? Does anyone know if there is something available?
I am in C3D '09 right now, but we are in the process of upgrading to '14 (YAAAAAYYYYYYY!!!). Maybe (fingers crossed) this is in the updated version.
Thanks in advance for any help,
-Tucker
Solved! Go to Solution.
Solved by fcernst. Go to Solution.
Two options come to mind:
1. Use a corridor and target a polyline at the base of the wall at 3:1
2. Grade at 3:1 to the furthest distance you need, i.e. beyond your needs. Use the grading to create a surface. Then put a feature line at the bottom of the wall, and get 'elevations from surface' from your grading surface.
Mark Green
Working on Civil 3D in Canada
Thanks for the reply. The corridor is not an option due to lack of efficiency. I have used the "grade beyond" method for commercial concepts, and it would definitely work for this. Again, I just don't know that it would be as efficient as I would like.
I guess this should be more of a "wish." I wish there was a parameter in grading objects that would do this.
Thanks,
-Tucker
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This is technically the answer I was looking for, but not the one I was hoping for. In order to "over grade" I have to create a temp site and a temp surface. Albeit only once, it's still a bit of a pain in a residential setting. I need to move this to the wish forum because I wish there was a grading object that would allow me to specifiy the slope and select a target to grade to.
Thanks for your input,
-Tucker
There is no need to implement the overgrade and extract elevations workarounds for this. You can use the command below.
Yes, you can do it this way, but don't you have to do each vertex one at a time? If it is the command I am thinking of, you do (I've done this, and it's not fun). This would not be efficient. It seems like the base for the code is there, just need to add the target for a distance.
Thanks,
-Tucker
but don't you have to do each vertex one at a time?
Nope, all one shot.