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Kevin McAllister

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Posts posted by Kevin McAllister

  1. It turned out to be a few steps easier than I thought. The cylinder works great, the trick is to offset the centre points of the curves.

    1 - draw a wall the width of the widest part of the ramp. Change the height on one end to zero to make it a standard ramp.

    2 - draw a circle using three point mode. My points were the inside corner of the ramp at the top, a quarter of the way in at the midpoint and half way in at the bottom.

    3 - extrude the circle into a cylinder

    4 - select the wall and the cylinder, change to a 3D view and Subtract Solids.

    (note that in my original instructions I suggested changing the wall to a generic solid which isn't actually possible and not actually needed)

    Kevin

    ubbthreads.php?ubb=download&Number=7856&filename=Swoosh%20Ramp.jpg

  2. Why don't you draw a ramp the way you normally do, convert it to a generic solid (if its a wall you need to convert it in a 3D view), create your other curve as part of an extrude or cylinder and subtract one solid from the other to get your finished ramp?

    KM

  3. willofmaine, are those rendered in OpenGL?

    I'm only curious because most of the rendered geometry problems I've seen occur when Vectorworks is using its own rendering engine (any mode that's present without Renderworks - OpenGL, Hidden Line etc.) not the Cinema 4D engine. The native rendering engine is a big weakness and isn't even consistent between what it renders for display and what it renders in Viewports.

    KM

  4. This is not an open polyline. All you did is hide that side pen width but it is still a closed polyline. You will need to remove one segment for it to become open. You can tell a polygon/polyline is open if the area is zero in the OIP.

    I don't believe this is actually true. Same polygon, drawn by double clicking on the last point so its open. Fill turned on (left) and fill turned off (right). Vectorworks sees both as being "open" polygons. The area is not actually zero but instead missing because there is no area...

    Same result if I draw the complete polygon and hide one side. This is why I call it a cheat on Vectorworks part. As far as I know you can't actually remove one segment.

    KM

    ubbthreads.php?ubb=download&Number=7833&filename=Open%20Polygon.jpg

  5. As the others have confirmed, a polygon is only straight segments.

    But if you use the Paint Buck or Lasso mode of the Polygon tool to create surfaces, it will create Polylines if the boundary includes curves....

    Circles / ovals are specialty polylines. (Create a circle, group it, stretch the group in one direction and ungroup it again. It becomes a polyline.)

    I think the idea of an "open" polyline or polygon is a bit of cheat by Vectorworks. All it means is that one or more segments doesn't have a pen fill. The underlying shape is still there. Create a polyline with a curved side and choose that side to be the open side. The line of the curve disappears but if you give the object a fill it follows the curve. In various rendering modes these "open" curves don't necessarily play well...... Only NURBS curves can truly be open.

    If you take a 3D polygon that has a hidden edge across into Cinema 4D, the hidden polygon shows up again.

    KM

  6. This is my understanding in a broader sense of 3d modelling -

    Polygon - all sides are straight and on a single plane. As was pointed out certain shapes have their own names (rectangle, triangle, n-gon)

    Polyline - essentially what other programs call a spline. A curve defined by various types of control points (the standard being Adobe Illustrator style, Vectorworks points are a knock off version and not quite as elegant or intuitive)). In Vectorworks all points need to be on a single plane. Allows for smooth curves.

    Open and closed polygons or polylines are still closed surfaces, one or more segments are just hidden. This becomes apparent if you give it a fill.

    For rendering all 3d objects are broken down internally by Vectorworks into quads (for sided polygons) or triangles.

    KM

  7. I agree completely! ( I originally posted the FormZ 7 links in this thread months ago - http://techboard.vectorworks.net/ubbthreads.php?ubb=showflat&Number=163641#Post163641 )

    I had an email exchange with Nemetzchek at some point where they maintained their 3D modelling is "best in class". I suspect its all in the nuance. As someone pointed out, Revit is not a modeller so Vectorworks could the be "best in class" for 3D modelling when compared to Revit. I didn't realize how challenged Vectorworks was as a 3D modeller until I started learning Cinema 4D. Now I wish there was a send to Vectorworks command in Cinema 4D.....

    Jershaun, your examples really show the differences well. I was surprised to see how much better Vectorworks 2008 behaves. That's really disappointing. Its true that if you have to clean up any geometry in Cinema 4D its almost easier/faster to rebuild it. Sweeps are especially bad for generating too much geometry.

    Here's hoping things improve and soon.

    Kevin

  8. The easiest way to move any 3D object to 0,0 in x and y is to group it, switch to top/plan view and type 0 into the group's x and y co-ordinates in the OIP. Then ungroup it. You can then change the Bot Z to zero as well. Accurately placed, though it is a workaround......

    Grouping things is a good workaround for lots of things, including scaling things that don't normally scale.

    KM

  9. I have had some problems recently and suspect it may be related to Mountain Lion. I haven't been able to pin point the cause precisely but Vectorworks is less reliable than it was before. Some files are slower, I get a new spinning blue ball (seems to be part of Mountain Lion) quite often, and yesterday Vectorworks just disappeared and crashed. Normally you have a sense its going to crash with the spinning beach ball but I've never had it just disappear before.

    KM

  10. It needs something. Vectorworks doesn't deal well with anything that interrupts a process. Notice how quickly you can ESC from a Renderworks process run by the Cinerender program yet any process run by Vectorworks itself hangs. I have never had Cinema 4D crash and Cinerender is a good example of its stability. I suspect when autosave kicks in when any other process is running it basically does Vectorworks in.

    KM

  11. Yes this is maddening. I've bug submitted this in the past. There is a work around (isn't there one for everything associated with Vectorworks). You can click the back button in Adobe Air and it will take you back to where you were....

    I hate that Adobe Air wants to update itself essentially every time you launch it....

    Kevin

  12. Text is a prime example of an unfinished feature. A few versions ago they added Text Styles yet so many elements have never been updated to make use of it (how about apply at text style to a callout, drawing label, dimension style, title block, class.....).

    Many good ideas, mostly unfinished.

    KM

  13. If you want planar geometry when using the Extract tool, turn that option in the tool's preferences (the icon looks like a wrench and a pencil in the mode bar).

    If you use the Vectorworks stair, wall, door etc. tools they will do exactly as you're asking for. Unfortunately most scenery doesn't necessarily conform to what these tools are able to create.... so hybrid symbols are your only option. I've found the slab and floor tools helpful as well for decks and platforms.

    Kevin

  14. I agree, convert to lines is not great.

    There is a workaround that might help you, especially if your working from a 3D model. Use the Extract tool. Make sure "Create Planar Objects" is turned on in its tool preferences. Select the surface you want to use (it will highlight in red) and click enter or hit the green check mark. It will create a polyline of your surface. Its a 2d object but oriented in 3D space. Change it from 3D to a screen object in the OIP by selecting Screen from the Plane drop down.

    Ideally converts to lines would create polylines instead...

    Kevin

  15. This is a bit of a challenge as you say. Its a little simpler than you describe, but not much.

    Select "edit 2d component", cut the 2d component (the 2D component is now empty), right click and choose edit 3D component, choose paste and now adjust your 2D component to match the 3D component. When you exit the symbol the 2D components will "jump back" to where they should be in the 2D component.

    Kevin

  16. Please fix how inefficient Vectorworks gets when creating pierced or cut out geometry (anything with interior holes). So many scenic projects are using laser cutting, water jet, CNC etc. and I am constantly having to represent these shapes as 3D extrudes. For the most part Vectorworks has no problem with the 2D patterns, but once you extrude things its another story. I often recreate things as solid subtractions, but they still bog down files. Try and render these shapes as a hidden line drawing in a Sheet Layer Viewport...... even worse, turn on "intersecting lines"....

    These shapes are easily manageable in Cinema 4D, even from the most complicated Illustrator paths, why are they so slow in Vectorworks.

    Thank you,

    Kevin

  17. Please, please, please improve the "Fine Tune Camera View" dialog that can be used to adjust a camera. It is an essential feature that needs improving including -

    - fix the text input fields so that they don't try and adjust the model until you're finished entry (ie. I'm tired of the view jumping to 3" first when I try and enter 30' in height dialog). Interactivity is great but in this case its in the way.

    - fix the efficiency of the interactivity. I always use the wireframe option and even then it lags with fairly basic models.

    Cameras in Cinema 4D are so much more intuitive. Some of those efficiencies would be welcome in Vectorworks too.

    Kevin

  18. It would be great to see -

    - preview the new version in advance of its release

    - instant right click help for any tool/palette/menu

    - interface customization that fluid and flexible

    - live weekly demos (ie. Cineversity Live)

    - improvements like the new snapping features (think working planes done right), guides, camera calibrator (think camera match integration), wood shader improvements found in the newly announce Cinema 4D R14

    Kevin

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