Fragen für Aufgabe 2 Frage 0: Wie sehen die Biegestempel der Trumatickombiemaschine im Schnitt aus ? Frage 1: Wie lang kann Flansch B sein?
Flansch B Länge= 10-50mm
Flansch A Länge= 55mm
Flansch A Höhe= 25mm
und wie breit sollen die „A“Flansche sein? (gabt es ein Segmentsprung z.B. je 10mm) Frage 2: minimale Abstand – oder Wergzeugsbreite?
vom Werkzeugsmantel abchengig - sehe bei Beispielelementen Frage 3: Kann man längere Flansche (A Länge < 55mm) biegen ohne vorher zu Schlitzen? (auch wenn sie etwas verbogen sein werden) Nein
Frage 4: Wie lang kann der Flansch bei verschiedenen Winkeln alpha sein.
Gibt es eine maximal erlaubte Höhe, damit Zusammenstöße mit dem Werkzeugkopf verhindert werden?
Flansch Länge= max 100mm und bis 25mm Höhe
Ist es möglich ein Schnitt durch das Biege-Tool zu bekommen, um die Büge zeichnerisch zu überprüfen?
Frage 6: Haben Sie auch solche Werkzeuge ? Wie viel T=? B=? soll der nächste Teil ausgeschnitten sein. Frage 7: Welche Stempel benutzen Sie für Standardschlitzen bei Materialdicke 1,5mm ?
*sehe bei Beispielelementen*
Alle Projekte sind in der Zusammenarbeit mit Prof.K.Kerez gemacht. Leitung C.Bandi, C.Schindler, S.Lemmerzahl, O.Zieta
Studenten : Jonas Staehelin,RyuichiInamochi, Andreas Lampreht, Bastian Turpin, Daniel Pescia, Fumiko Takahama, Jonas Winkler, Mario Soppelsa, Nicolas Frei
Postgraduate Studies in Architecture
- Computer Aided Architectural Design (CAAD) - 065-0005/6
Chair of CAAD, Prof. Dr. Ludger Hovestadt, ETH Zurich | Coordination: Philipp Schaerer
Ziel: dxf. Pläne (auf CD mit einem A4 Heft) Herr Lattmann wird die einzelne dxf´s Dateien auf Maschinencode übersetzen.
10.00 – 10.15 Kaffeepause
10.15 – 12.30 Theorieblock : Herr Wyss
Lasertechnologie: Laserschneiden, Grundlagen der Lasertechnologie
(Verfahren und Prinzipien)
Stanztechnologie: Umformen, Grundlagen der Stanztechnologie
(Verfahren und Prinzipien) Werkzeugaufbau und Einsatz
Biegetechnologie: Grundlagen der Biegetechnologie, Biegeverfahren
12.30 – 13.30 Mittagessen im Personalrestaurant
13.30 – 14.30 Standardvorführungen
TC L3050
TC6000L
TRB V 1300/850
Exhibition: september 30 – october 14, 2005 | ETH-Hönggerberg Zurich, HIL ground floor, zone D30 Vernissage: september 30, 2005 at 6.30 pm
An experimental construction is on exhibition. It chronicles the research, experimentation, and development undertaken by the postgraduate students in Computer Aided Architectural Design (CAAD) 2004-05. Within a three months period, the participants designed, programmed, and fabricated an irregular spatial structure, showing the potential of the „digital chain“; the entirely digital process from design through to production.
The concept of the design is based on cellular automata. It creates a self organised growing mesh where the designer is able to directly interfere with the running design by changing parameters and positions of the structural nodes. A computer simulation model was programmed in Java, using 3D API to visualize the design state in three dimensions. The resulting mesh is flexible and manipulable, allowing it to adapt not only to the user defined parameters but also to contextual elements.
Intertwined with the design process, construction studies and fabrication systems were developed for production using the CNC machines located at ETH Hönggerberg. Using construction data directly derived from the 3D-model, m.any variations can be generated and easily outputted.
The final fabricated result should be regarded as a structure and proof of concept, showing the potential for using current information technologies in architectural design and construction.
Introduction:
The main advantage of computers is the great variety of specific tasks it can do with prompt and fast response after 'telling' the machine something. This sort of interaction is inherit in most software that is available. The interaction mainly is combined with the handling and processing of an so called input by one or multiple users. In result the user(s) receive a so called output from the computer that more or less is a processed result of the given input.
If the output is combined with a direct visual feedback of the input and a simultaneous approving of validities, a interaction between man and machine can take place with e.g. always correct results out of many unpredictable combinations.
eShop-systems have this sort of interaction by checking the availability e.g. of a book. Car manufacturers allow future costumers to proof check the possible combinations of accessories. For most of this interactions, a technically and ergonomically acceptable user-interface has to be created.
Aim:
A front-end interface and partly processing software is the goal of this module. An online configurator has to be designed and realised. The aim is to let remote user interact with a given set of parameters. The user gets a graphical feedback of his/her manipulation. Finally, the user can store the parameters in order to postprocess it.
Exercises
You receive a short introduction onto the programmed world of configurators. The field of activity is FLASH and it's programming language Action-Script. Introductions are given by Kai Rüdenauer.
Introduction
Nebst dem konventionellem Zeichnungs-Interface, gibt es heute bei allen gängigen CAD Programmen parallel dazu eine Programmierschnittstelle - Archicad: GDL; Vectroworks: Vectorscript; Autocad: Autolisp; ... Die Eingabe erfolgt hier nicht mittels elektronischem Zeichenstifts sondern durch Skript- oder Programmiersprachen die mittlerweile relativ leicht erlernbar und gut dokumentiert sind.
Ein bestimmtes Design wird hier nicht aufgezeichnet sondern gemäss seinen Grundprinzipien mit Zahlen, Variabeln und arithmetischen Ausdrücken beschrieben. Am Beispiel eines einfachen Tisches würde nur explizit beschrieben werden, dass eine rechteckige Tischplatte an seinen Ecken bündig und rechtwinklig auf vier Tischbeine zu stehen kommt. Die genaue Abmessung der Tischplatte oder der Beine (Länge, Breite, Tiefe) kann zunächst als sekundär betrachtet werden und mittels Variabeln umschrieben werden, denen man erst im nachhinein eine spezifische Grösse zuweist. Durch die nahtlose Verknüpfung mit der graphischen CAD-Oberfläche können je nach Wertzuweisung sekundenschnell beliebig viele Varianten (Instanzen) generiert werden ohne je einen Strich aufzeichnen zu müssen. Man spricht hier von einem parametrischen Objekt, das verschiedene Ausformungen eines Prinzips annehmen kann.
Dieses Verfahren kann natürlich auch auf den Entwurf komplexer Geometrien in der Architektur angewandt werden. Gerade da wo die wesentlichen Design-Grundprinzipien bereits formuliert worden sind, können noch ausbleibende Grössen, wie zum Beispiel Trägerstärke oder die Form der Träger, als Variabeln (Parameter) ausgewiesen werden. Der Entwurf kann sich somit Schritt für Schritt verdichten und sich an die veränderten Grössen flexibel anpassen. Der Computer ist bei diesem Verfahren in der Lage, für jede Variante, jede erwünschte Ansicht automatisch zu generieren.
Text: Philipp Schaerer, Zürich, den 7. Oktober 2004
Assignment 1:
Analysieren:
Deadlines and Schedule
Calendar: nds04-05:calendar : the page about deadlines, meetings and locations. It's the permanently moderated list and central infobase
Einleitung
Inhalt dieses Moduls ist das Entwickeln und Präsentieren von möglichen Anwendungsszenarien einer an der ETHZ entwickelten Technologie.
Gegenstand der Untersuchung ist Blue-C II - ein interdisziplinäres Forschungsprojekt der ETH. Dieses basiert auf dem vorausgegangenen Projekt Blue C und den dort entwickelten Technologien. Diese sollen nun aus ihrem prädefinierten Kontext befreit und in alltäglichen Situationen angewendet werden können. Wie diese Anwendungen aussehen könnten und welche weiteren Techniken dafür benötigt werden, soll mit in diesem Modul entwickelten Szenarien untersucht werden.
Diese Szenarien sollen anhand von Kurzfilmen simuliert und damit kommuniziert werden. Die Kurzfilme werden beim nächsten Blue-C II Hearing präsentiert und nehmen damit Einfluss auf den Fortgang des Projektes.
Zeitplan
Das Modul 02 startet am Mittwoch, den 2. Dezember und endet mit der Endpräsentation am Mittwoch, den 22. Dezember. Genauere Zeiten siehe: http://wiki.arch.ethz.ch/twiki/bin/view/NDS0405/Nds0405Calenar.
Am Donnerstag den 23. Dezember finden keine Kurse mehr statt (NDS-Weihnachtsferien):
Introduction:
Over the past fifteen years, computer-aided design has dramatically changed the development and fabrication cycle in most design industries. In the large design based professions outside of architecture, (aerospace, auto, shipbuilding, industrial design…) computer aided manufacturing (CAM) has evolved alongside CAD as the principal method of transferring a design from digital into a physical reality.
Recent changes in affordability and availability of computing power, complex modeling software, and facilities for CAM have made this technology available to architects and the greater design industry. This changes the current typical production cycle, from the distinction between design and fabrication, to a process where the designer is also intrinsically involved in the manufacturing of the components for the assembly of the whole.
There are a number of different forms of automated fabrication based on either 2d cutting of materials, or three dimensional methods of solid or surface form creation.
There are two basic processes of 3d fabrication, additive and reductive. Additive processes, sometimes referred to as ‘rapid prototyping’ construct a model by building-up its geometry based on sectional layering of material, the smaller the layer thickness - the greater the precision of the model. Reductive fabrication is the opposite; it begins with a solid block of material and carves off the excess to reveal the designed form. In this course we will primarily focus on the reductive technology of CNC milling.
This seminar will be an introduction to the design and manufacturing of complex surface forms. The focus of study is the aesthetic, technical, and tectonic potentials of three-dimensional surface topology in architecture, based on the combination of digital modeling, scripting or programming, and computer numerically controlled (CNC) manufacturing.
The module will be run as a product development studio, where the methodology and design decisions are as important as the final produced piece. Experimentation and the design cycle are an integral part of the working methodology, and the results of all trials should be documented.
The seminar will be conducted as both an experimental design project, and as a skill-building tutorial.
Warm Up:
The first assignment will be a basic skill building assignment following the basic milling work progression:
generating a surface, or series of surfaces, (MAYA or other CAD) assignment 1)
translating them into G-Code, (Surf CAM)
and finally milling the pieces. (Precix)
Each student is required to create a milled surface within a block of polystyrene foam board (supplied) with dimensions of 50cm x 30cm x 14cm (maximum). The surface is to be created in Maya (or any other CAD program), and broken into several component areas. When using Surf-CAM to create milling paths for the surface, the different areas can be used to differentiate and experiment with parameters for the milling path types, step sizes, and endmills. By varying the parameters the different areas across the surface should demonstrate differing surface textures and patterns.
The emphasis of this assignment is to familiarize the students with the different software, introduce the students to the machine and give them an overview of its capabilities (and limitations), and give the students an idea about the basic work flow and the time requirements.
MODULE 05 : SERIOUS GAME DESIGN FOR CAAD
Lead: Steffen P Walz, Philipp Schaerer
Guest: Christoph Wartmann
Introducing: Games & Architecture
"With games, learning is the drug. Boredom is the opposite." (Raph Koster, Game Designer)
In recent years, computer based games have increasingly entered the public consciousness, and a variety of scholarly and popular publications have offered information on the history, design and aesthetics of computer games. But one central aspect is never taken into account: the spaces (and space-times) of the games themselves. This lacuna is all the more remarkable when we consider that virtually all computer games take place in spaces. Players enter simulated spatial realities as well as fantastical spaces, photo-realistic representations of space as well as abstract ones. Today already, both architectural firms and universities exploit game techniques as well as game technologies in the framework of their designs, or intervene in architecture as well as in the urban realm with the assistance of games.
There are many aspects that suggest how productive it might be for architects to try to come to terms with computer games. We will try and find practical answers as a result of this module.
Module Scope
Throughout this module, we will be approaching the relationship of games and architecture, practically as well as theoretically, from three angles:
A Brief Architectural History of Games: From Flatland to 3D Levels
Within which spaces are computer games played?
What kinds of enthralling architectures surface in computer games?
What types of level editing software exist today?
Pervasive Games: Computerizing Dwellings, Cities, and Landscapes for Play Experiences
What new types of spaces, of buildings, and of cities might emerge when games are superimposed on preexisting spatial structures, thereby embedding a novel (urban) function?
Serious Fun: Utilizing Computer Games for Architectural and Urban Planning
What are example of serious games (e.g. in the fields of health, business management, architecture)?
How can game technologies and processes be useful resources for representing or even solving design problems (e.g. level editor walkthoughs, boardgame prototypes, etc.)
How can CAAD benefit from game design - what are game design (prototyping) methods?
How do we use, and take advantage of level editor software?
Learning Targets
Brief introduction to history of computer game space-time
Fundamental game design principles and pen & paper prototyping
Fundamental level design principles incl. 3D Game Studio workshop
Application of design principles with regard to assignment
Assignment: Serious Games for CAAD
How can games, or game design, assist CAAD? After the introductory classes, and until the final presentation on March 31st, you have to analyse, and solve a self-defined, yet concrete architectural / spatial conflict with either the help of a software based prototype (e.g. 3D game studio level), or a pen & paper prototype / model (materials at your own choice). These prototypes need to be both Twiki-documented (flowcharts, text, images), and playtested extensively. We ask you to bear in mind the following aspects:
Wherein lies the architectural conflict that has been transferred into a game?
What are the game rules, and procedures you apply? How do they operate?
What is your core mechanic? What are sub mechanics?
What types of player (inter)actions do you foresee, and when?
Are there game turns? How do they work?
How many players can play?
How long does it take until your game resolves?
What types of rewards does your game offer, how does it evoke 'fun'?
What title does your game have?
What is your game's audience?
Which game platform do you use, what kind of restrictions / options do you face?
What type of corrections would your next iteration need to contain? What are you game prototype's current problems?
How does someone who cannot play your protoype understand it only through your documentation?
The objective is learning howto program, not just learning another programming language. We present basic programming concepts enabling to improve your overall programming and program design skills.
MODULE 08 : CNC KONFORMES ENTWERFEN MIT BLECH
Leitung: Oskar Zieta, Philipp Schaerer
Introduction / Einleitung
Die Prozesskette Blech bezeichnet den Herstellungsprozess eines Blechteils vom Entwurf (Struktur und Formfindung) über die Konstruktion zum fertigen Produkt. Im Rahmen des Kurses wird diese Prozesskette von einer zentralen Frage begleitet: Wie können qualitativ hochwertige Werkstücke schnell und komplex produziert werden?
The fundamental procedures / Die grundlegenden Verfahren
Kapitel III:(Blech Team - Ruemlang, CH, Ref. Heinz Scherrer, Andy Grau)
*Lasertechnologie*
Laserschneiden, Grundlagen der Lasertechnologie Praktische Übungen
*Stanztechnologie*
Umformen, Grundlagen der Stanztechnologie Werkzeugaufbau und Einsatz,Praktische Übungen Biegetechnologie:Grundlagen der Biegetechnologie, Biegeverfahren (Prägen, Freibiegen, Einflussgrößen) Werkzeugaufbau und Auswahl, Praktische Übungen
You can use color coding by web for identification and reference. This table is updated automatically based on WebPreferences settings of the individual webs. Contact caad-course@hbt.arch.ethz.ch if you need a separate collaboration web for your team.
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Fragen für Aufgabe 2 Frage 0: Wie sehen die Biegestempel der Trumatickombiemaschine im Schnitt aus ? Frage 1: Wie lang kann Flansch B sein? Flansch B Länge 10-50mm ...
Java Examples Lesson I Lesson II Lesson III Lesson IV Lesson V #LessonI Lesson I , Donnerstag 14.04.2005 java introduction http://java.sun.com Eclipse SDK installation ...
TWiki.NDS0405 Web Preferences The following settings are web preferences of the TWiki.NDS0405 web. These preferences overwrite the site-level preferences in TWIKIWEB ...
Exhibition: september 30 – october 14, 2005 ETH-Hönggerberg Zurich, HIL ground floor, zone D30 Vernissage: september 30, 2005 at 6.30 pm An experimental construction ...
Ausgabematerial : Blech DC01 (Baustahl) : Format (klein 2m2) : 2000 mm x 1000 mm : Dicke : 1 mm Anforderungen Endprodukt : Volumen 40 x 40 x 40 mm : Tragfähigkeit ...
MAS 04-05: CALENDAR Events: ETH: Swiss Federal Institute of Technology Zürich http://www.ethz.ch/news/events/index EN Events: ETH-ARCH: Faculty of Architecture: http ...
MODULE 07 : JAVA Leitung: Markus Braach, Kai Rüdenauer, Philipp Schaerer Schedule: Visit the nds-calendar about deadlines, meetings and locations: http://wiki.arch ...
MODULE 06 : OOP, OOD Leitung: Karsten Droste OOP, OOA, OOD The objective is learning howto program, not just learning another programming language. We present basic ...
MODULE 05 : SERIOUS GAME DESIGN FOR CAAD Lead: Steffen P Walz, Philipp Schaerer Guest: Christoph Wartmann Introducing: Games Architecture "With games, learning is ...
MODULE 01 : PARAMETRIC SCRIPTING Supervision: Kai Rüdenauer, Philipp Schaerer Introduction Assignment Deadlines and Schedule Introduction To VectorScript Internal ...
MODULE 03 : MILLING Leitung: Russell Loveridge, Philipp Schaerer Introduction: Over the past fifteen years, computer-aided design has dramatically changed the development ...
MODULE 02 : SZENARIEN Leitung: Steffen Lemmerzahl, Philipp Schaerer Einleitung Inhalt dieses Moduls ist das Entwickeln und Präsentieren von möglichen Anwendungsszenarien ...
Ausgabematerial : Blech DC04 (Baustahl) : Format (klein 2m2) : 2000 mm x 1000 mm : Dicke : 1 mm 1.5 mm Anforderungen Endprodukt : Selbsttragende Paravent-Struktur ...
Postgraduate Studies in Architecture Computer Aided Architectural Design (CAAD) 065-0005/6 Chair of CAAD, Prof. Dr. Ludger Hovestadt, ETH Zurich Coordination: Philipp ...
VectorScript Examples Lesson I Lesson II Lesson III Lesson IV V Das PDF zur VectorScriptVorlesung gibt es hier : NDSModulI.pdf BR Eine kleine Auffrischung der Kenntnisse ...
Digitale Architekturgeschichte an der Professur für CAAD Katharina Bosch und Susanne Schumacher Lehre: Multimedia und Architekturgeschichte replay philips-pavillon ...
Site Tools of the NDS0405 Web INCLUDE{" TWIKIWEB .WebSiteTools"} Notes: INCLUDE{" TWIKIWEB .YouAreHere"} INCLUDE{" TWIKIWEB .SiteMap"} Main.KarstenDroste 30 Aug ...
TWiki's NDS0405 web SCRIPTURL /view SCRIPTSUFFIX /NDS0405 The NDS0405 web of TWiki. TWiki is a Web-Based Collaboration Platform for the Corporate World. INCLUDE{ ...
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Ausgabematerial : Blech DC01 (Baustahl) : Format (klein 2m2) : 2000 mm x 1000 mm : Dicke : 1 mm Anforderungen Endprodukt : Volumen 40 x 40 x 40 mm : Tragfähigkeit ...
Ausgabematerial : Blech DC04 (Baustahl) : Format (klein 2m2) : 2000 mm x 1000 mm : Dicke : 1 mm 1.5 mm Anforderungen Endprodukt : Selbsttragende Paravent-Struktur ...
Fragen für Aufgabe 2 Frage 0: Wie sehen die Biegestempel der Trumatickombiemaschine im Schnitt aus ? Frage 1: Wie lang kann Flansch B sein? Flansch B Länge 10-50mm ...
Alle Projekte sind in der Zusammenarbeit mit Prof.K.Kerez gemacht. Leitung C.Bandi, C.Schindler, S.Lemmerzahl, O.Zieta Studenten : Jonas Staehelin,RyuichiInamochi ...
Digitale Architekturgeschichte an der Professur für CAAD Katharina Bosch und Susanne Schumacher Lehre: Multimedia und Architekturgeschichte replay philips-pavillon ...
Flash and ActionScript Examples Lesson I Lesson II Lesson III Lesson IV Lesson V Lesson VI BR BR BR BR #LessonI Lesson I , Mittwoch 09.02.2005 ex1.fla FlashIntro ...
Postgraduate Studies in Architecture Computer Aided Architectural Design (CAAD) 065-0005/6 Chair of CAAD, Prof. Dr. Ludger Hovestadt, ETH Zurich Coordination: Philipp ...
Java Examples Lesson I Lesson II Lesson III Lesson IV Lesson V #LessonI Lesson I , Donnerstag 14.04.2005 java introduction http://java.sun.com Eclipse SDK installation ...
MAS 04-05: CALENDAR Events: ETH: Swiss Federal Institute of Technology Zürich Events: ETH-ARCH: Faculty of Architecture: http://www.arch.ethz.ch/darch/index.php Modul ...
Exhibition: september 30 – october 14, 2005 ETH-Hönggerberg Zurich, HIL ground floor, zone D30 Vernissage: september 30, 2005 at 6.30 pm An experimental construction ...
MODULE 01 : PARAMETRIC SCRIPTING Supervision: Kai Rüdenauer, Philipp Schaerer Introduction Assignment Deadlines and Schedule Introduction To VectorScript Internal ...
MODULE 02 : SZENARIEN Leitung: Steffen Lemmerzahl, Philipp Schaerer Einleitung Inhalt dieses Moduls ist das Entwickeln und Präsentieren von möglichen Anwendungsszenarien ...
MODULE 03 : MILLING Leitung: Russell Loveridge, Philipp Schaerer Introduction: Over the past fifteen years, computer-aided design has dramatically changed the development ...
MODULE 05 : SERIOUS GAME DESIGN FOR CAAD Lead: Steffen P Walz, Philipp Schaerer Guest: Christoph Wartmann Introducing: Games Architecture "With games, learning is ...
MODULE 06 : OOP, OOD Leitung: Karsten Droste OOP, OOA, OOD The objective is learning howto program, not just learning another programming language. We present basic ...
MODULE 07 : JAVA Leitung: Markus Braach, Kai Rüdenauer, Philipp Schaerer Schedule: Visit the nds-calendar about deadlines, meetings and locations: http://wiki.arch ...
Site Tools of the NDS0405 Web INCLUDE{" TWIKIWEB .WebSiteTools"} Notes: INCLUDE{" TWIKIWEB .YouAreHere"} INCLUDE{" TWIKIWEB .SiteMap"} Main.KarstenDroste 30 Aug ...
VectorScript Examples Lesson I Lesson II Lesson III Lesson IV V Das PDF zur VectorScriptVorlesung gibt es hier : NDSModulI.pdf BR Eine kleine Auffrischung der Kenntnisse ...
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TWiki's NDS0405 web SCRIPTURL /view SCRIPTSUFFIX /NDS0405 The NDS0405 web of TWiki. TWiki is a Web-Based Collaboration Platform for the Corporate World. INCLUDE{ ...
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Welcome Day Schedule 20.10.2004 14.00: HIL E 15.1 : Welcome (Prof. Dr. Ludger Hovestadt, Philipp Schaerer) 15.00: HIL E 15.1 : Lecture (Prof. Dr. Ludger Hovestadt ...
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