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About JBenghiat

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  1. I believe that pricing includes the Vectorworks Spotlight license, so that's about $700 above Spotlight alone. I think that's actually the same with Braceworks — the quoted price is for a new license of Spotlight with Braceworks. What isn't clear from the site is how and how much the cost is to add on one of the additional packages to an existing license.
  2. I don’t believe this is possible. Saved views just trigger an execution of saved setting rather than run as a defined event. I think the only way to do this is to create your own interface for selecting a saved view.
  3. Extrudes should be fairly light weight, and unlike meshes, render with surfaces instead of polygons. Converting to generic solids also greatly speeds up rendering of curved surfaces. You may be seeing creases and not polygons. Increasing your smoothing angle in both OpenGL and hidden line settings will help this.
  4. Check that your 2D elements are in layer plane, not screen plan
  5. FIn3D() will give you the first object in the plug-in geometry. You can then use ForEachObjectInList() to iterate through all the objects in the group. You don't need to descend deep, as deleting any groups will also delete all the objects in the group. That may be slightly more efficient than the routine I use, which is this: {//////// Clear Geometry ////////} Locus( 0, 0 ); objHan := LNewObj; while ( objHan <> NIL ) & ( objHan <> FIn3D( PIHan ) ) do BEGIN nextHan := PrevObj( objHan ); DelObject( objHan ); objHan := nextHan; END; I do know, however, this gets around any issues of needing to find the next object after an object that has just been removed.
  6. I'm not seeing any issues or changes for 2020. The code is basically IF vsoPrmName2WidgetID('', paramName, widgID) THEN vsoWidgetSetIndLvl(widgID, indents);
  7. At the moment, the solution is to use csrutil to disable System Integrity Protection. I’m not sure if there is a longer term fix with adjusting entitlements.
  8. The criteria builder in the VectorScript editor can be useful for this. To count a specific plug-in, use PON=‘Plug-in Name’. To count all plug-ins, use T=PLUGINOBJECT.
  9. You should be able to just pass nil to the profile. You can also insert with CreateCustomObject() and then set the path group. In that case, you have to deal with the path coordinates being relative to the object's insertion point. i.e. move the path to the origin, then set to the profile group.
  10. You can just run this command: http://developer.vectorworks.net/index.php/VS:CreateCustomObjectPath which will create the plug-in instance and insert the path in the new object's path group. Check for a valid poly first. You may have to convert rectangles and lines into polygons.
  11. This is pure speculation based on the parameter names, but is it purely for dealing with the PIO parameter option of the eyedropper? Or at least the event only raises when the user checks the PIO option?
  12. Go to your Document Settings (File>Document Preferences), and turn on Adjust Flipped Text. This is usually on by default, and can be set independently in Viewports.
  13. The built-in script editor is fairly lightweight. See this section on using vs.py with an IDE: http://developer.vectorworks.net/index.php/Python#IDE_and_Debugging_Python_Scripts You can find the most update version of this file if you download the SDK and look in SDKLib/Include. (You don't otherwise need to use the SDK for python). Not only will this give you code completion in an external editor, but you can take advantage of syntax coloring, debugging, find and replace, etc.
  14. What version are you using? If you are seeing render lights in a viewport then you have discovered a bug. If you have the latest of 2018, 2019, or 2020, please report this.
  15. If you want a lighter weight solution, go to the Visualization tool set, find the render light tool, select the directional light mode (the one that looks like a sun), and insert anywhere in the drawing. In Object Info, you can turn off Cast Shadows, so that you don’t need to turn off Cast Shadows in OpenGL (useful if you’re looking at gobos or rendered shutter in BeamViz 😏). The default azimuth and elevation should be 45/45, but if not, set that as well. The only difference between the shadowless directional light and the default render light is that it doesn’t stay oriented to your screen. If you want to add a little more fill from the opposite direction, you can mirror the light and bring down its intensity in the OIP. To speed this up in the future, select the light (or lights) and create a symbol. Add the symbol to your go-to library. Alternatively, you can have the render light in a layer by itself, and add this layer to your template or Standards file. Import the layer to new drawings, selecting the option to include objects. This method is advantageous if you want easy control of of the light, as render lights are mastered by their layer or class. Simply toggle the layer on and off to control the global light.


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