LEGO Architecture meets BIM – Part 23: Mobile Part 1


As technology advances the need to access information on mobile devices becomes increasingly important. Using mobile phones or tablets to buy products, tickets or book a holiday is common place today and being able to access Building Information Models (BIM) in the same manner is expected by an increasingly technology literate population and with the internet increasingly connected in more and more locations. Continue reading

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LEGO Architecture meets BIM – Part 22: 3D Printing


Over the past couple of years 3D printing has very much been in the main stream media. So the concept of 3D printing is largely understood by even those not involved the construction industry. 3D printing can produce some incredible outputs however this relies of course upon on high quality inputs! Our LEGO Architecture meets BIM project has of course a robust 3D model at the heart of it so producing a 3D printed version is relatively straightforward. Continue reading

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LEGO Architecture meets BIM – Part 21: Costing


We have looked in previous posts about how to create and check data. Of course creating reliable data means it can be used for other purposes. In the previous post we saw how the LEGO model data can produce an information takeoff and whilst this can be exported to a cost consultant it makes more sense to extract quantities and apply rates in a single piece of software. Continue reading

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LEGO Architecture meets BIM – Part 19: Sequencing Part 3


In the last two posts of the ‘LEGO Architecture meets BIM‘ series we have seen how we can visualise the building sequence with both GRAPHISOFT ARCHICAD and Solibri Model Checker. Both of the methods described rely on having some data related to the sequence. But of course in order to do this the model author needs to know the sequence of steps. Whilst this process is useful for early stage visualisation of a construction sequence it is less effective when managing real buildings to understand the detailed steps to erect a building. Therefore solutions have been developed by various vendors to produce more advanced approaches to construction sequencing. This typically involves using a model connected directly to a project programme. As this process involves a 3D model and adds time it is often referred to as 4D construction. Continue reading

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LEGO Architecture meets BIM – Part 18: Sequencing Part 2


In the last post of the LEGO Architecture meets BIM series we looked at how we could create a fairly primitive sequence using GRAPHISOFT ARCHICAD. The first post on sequencing can be found here if you haven’t read it yet. Much of this approach required a manual process to setup and configure to get a useful output. In this post we look at how a sequence can be achieved outside of our authoring tool and in a more automated way in Solibri Model Checker. Continue reading

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LEGO Architecture meets BIM – Part 17: Sequencing Part 1


Being able to both develop the sequence of the build process and visually demonstrate that process is something that is integral to anyone who has ever played with LEGO. In fact I think this ‘project’ is almost the perfect vehicle to explain the concept to a layperson. We all understand that a LEGO model needs to be built in a logical order in order to achieve the final complete product. Continue reading

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LEGO Architecture meets BIM – Part 15: Quality Assurance


Model authors do their best to ensure that models are accurate but it is inevitable that even the most diligent of individuals will miss items that will cause issues for themselves or others. It is therefore imperative that information is checked. Information can be checked manually of course and there is always a place for manual checking. However software tools now allow model checking to be carried out in an automated way.

Checking of models can be split into 2 main areas – geometry and data. Continue reading

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LEGO Architecture meets BIM – Part 14: Manipulating model geometry in viewing tools


A building information model (BIM) is a model that is built with a defined structure. This structure means that tools can use this structure to allow users to manipulate geometry in a number of different ways.  Continue reading

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