Drawing Your Building
Draw walls, doors, windows, and fences for a Digital Building Twin — 2D plan and 3D views of the same scene.
The structure of a Digital Building Twin — its walls, doors, windows, and fences — is what makes the model recognizable as a specific facility. A few minutes of drawing turns a generic box into your warehouse, with the loading dock on the east side and the cold store in the corner where it really is. This page covers drawing that structure from scratch.
If you already have an architectural drawing or want to trace the building from a map, you can skip the manual drawing — see Importing a DXF plan and Tracing from the map. The three approaches mix freely: import a shell, then draw an interior partition by hand.
Drawing in 2D or 3D
The editor shows the same model two ways, and you can draw in either:
2D view is a top-down plan. Rotation is locked, so it behaves like drawing on paper — the natural view for laying out a floor plate accurately.
3D view shows the walls standing up at full height, so you can check the result at eye level.
Switch between them with the 3D / 2D toggle on the floor selector. A common rhythm is to draw the plan in 2D, then flip to 3D to confirm it.

Drawing a wall
On the bottom toolbar, click Build. A row of structure tools appears.
Click Wall.
Click once in the scene to set the wall's start point.
Move the cursor — a preview of the wall follows, with a live length label in meters.
Click a second time to set the end point. The wall is created.
The tool stays active, so you can immediately draw the next wall. Each wall begins a fresh two-click sequence.
Wall endpoints snap to a grid, which makes it easy to keep corners square and walls aligned. When a new wall crosses an existing one, the existing wall is split at the crossing point — so you can later select and color each segment independently.

To stop drawing, press Escape or right-click, or click Build again to leave the mode.
Adding doors and windows
Doors and windows are placed into a wall, so draw the walls first.
Click Build, then click Door or Window.
Click on a wall where the opening should go.
The opening is cut into the wall.
Select a door or window with the Select tool to fine-tune it in the properties panel:
Doors — Width, Height, position along the wall, hinge side (Left / Right), and swing direction (Inward / Outward).
Windows — Width, Height, position along the wall, height off the floor, and sill depth.
Drawing a fence
A fence is drawn exactly like a wall — click Build, click Fence, then click a start point and an end point. Fences are useful for the parts of a site that aren't enclosed building: a yard perimeter, a parking-lot boundary, a fenced compound.
Adjusting walls after drawing
Switch to Select and click a wall to open its properties:
Length — shown for reference.
Height — how tall the wall stands.
Thickness — how thick it is.
Material — a grid of presets (white, brick, concrete, wood, glass, metal, plaster, tile, marble) plus a custom color swatch. Material is purely visual — it does not affect sensor binding — but a glass curtain wall or a concrete core makes the model read true to the real building.
To remove a wall, select it and press Delete, or use the Delete button in the properties panel.
Naming what you draw
As the model grows, open the Scene panel and give your walls and zones meaningful names — double-click an entry to rename it. "North Dock Wall" is far easier to find later than "Wall 14," and clear names make sensor binding much quicker when you reach that step.
Tips
Draw the outer shell first, then interior partitions. The grid snap keeps everything aligned.
Work in 2D for accuracy, then switch to 3D to sanity-check heights and openings.
Undo (Ctrl+Z) steps back through every drawing action, so experiment freely.
You don't need a perfect model — you need a recognizable one. The goal is for an operator to instantly know which part of the building a colored object represents.
See also
Importing a DXF plan — Start from an existing CAD drawing
Tracing from the map — Trace the outline from an aerial map
Floors and levels — Add and manage multiple floors
Placing objects — Furnish and equip the space
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