Trouble with locking glazing to mullion

Trouble with locking glazing to mullion

BugFinder
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Trouble with locking glazing to mullion

BugFinder
Advocate
Advocate

I'm having trouble with glazing in a window family.

 

When you look at the family, the glazing is not locked to the mullion and its effects vary depending on the window size.

 

In the screencast, you can see that when I try and lock the glazing to the mullion, it is successful until you choose another window size which for some reason it doesn't like an you have to remove the constraints.

 

Any idea why this doesn't like the constraints and what I need to do to fix it?

 

Thanks

 

https://autode.sk/3aVl4FT

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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Message 2 of 4

ToanDN
Consultant
Consultant
Accepted solution

It is unnecessary to split the glass into multiple panes, the mullions are proud of the glass will take care of it graphically.

See revised file.

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Message 3 of 4

barthbradley
Consultant
Consultant
Accepted solution

I don't know that I agree with @ToanDN on this. Your muntins are clearly dividing the lites.  They are not SDLs (Simulated Divided Lites).  If this is your design intent, then the lites are modeled and constrained individually.  The muntins rule the individual lite sizing. So basically, constrain the individual lites to the muntin geometry and/or to the Ref. Planes that constrain the muntins.  

 

BTW: The title of this thread is "Trouble with locking glazing to mullion".  I'm assuming you meant muntins, not mullions, and that you were literally speaking. The way you have it modeled now, is the way I would do it. F*ck the individual lites.  😉  

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Message 4 of 4

BugFinder
Advocate
Advocate

Thanks for your inputs guys.

 

I think this was a autodesk supplied family so was expecting it to work - I was only trying to fix it but failed miserably!!

 

Since I'm not really the one to determine the right or wrong way, I' happy it's fixed.

 

With regard to the title, yes I did mean muntins and not mullions... it was a long day and late at night when I posted this 😉

 

Appreciate your input guys 😁