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  1. Yep, thats the old way I would normally do things. But the Site Model has an option to select which design layers you want the site model to be affected by. Giving you the option of having multiple options of grading a site.
  2. @AlanW all the modifiers are set to proposed. I'll see if I can send a separate file for this. Hopefully the video is clear enough to see the problem. Just wanting to see if anyone has faced the same issue?
  3. Not the underlying data within the site model. those stay the same if I go into the site model data. What I'm seeing is that when I change the Site Model "Display" either in 2D or 3D, and set the "Display" to be "Existing" it is showing the Existing contours altered
  4. Thanks @AlanW, thats what I've done. They are made up of 3d loci's and 3D Polygons The issue I'm having is that the grade limit is set to Apply To:Proposed Only. However when I view the Site Model in 3D Existing, its showing the Site being affected still by this grade limit.
  5. I am experiencing an issue with Site Models where the underlying existing site data is being altered to meet the grade limit boundaries, when the Site Model picks up modifiers (The Grade Limit is set to affect Proposed only). The Site Model is on its own design layer, the Site Modifiers are on a separate layer, and all the modifiers are set to affect the proposed site only. The grade limit is also on the same layer as the Site Model. Can anyone provide assistance to resolve this problem? Is it a known bug? Tagging the experts here 😄 @Tamsin Slatter @bgoff @Pat Stanford Existing Site Model Problem with Grade Limits.mp4
  6. I have yet to implement copy protection for my plugins, but once I do, I will be going the last number of digits per serial number checking mechanism. @Pat Stanford, would be very much interested in being added to that message thread thanks.
  7. you'd have to do a deep search, for objects within the wall: try this: def apply_code_to_objects(hObj): object_type = vs.GetTypeN(hObj) object_parent_type = vs.GetTypeN(vs.GetParent(hObj)) if object_type == 68: # Check if object is a wall, search within wall h2 = vs.FIn3D(hObj) # Get handle to first object within the wall object using FIn3D while h2 != None: if vs.Selected(h2): # If object within is selected if vs.GetTypeN(h2) in [86]: #If type is plugin object (86 = Plugin Object) object_type = vs.GetTypeN(h2) # store object_type as vs.GetTypeN of this selected object within the wall break # break while loop h2 = vs.NextObj(h2) # else move onto next object within wall vs.AlrtDialog(f"Obj: {object_type} in {object_parent_type}") vs.ForEachObject(apply_code_to_objects, "(INSYMBOL & INOBJECT & NOTINDLVP & NOTINREFDLVP & (VSEL=TRUE))")
  8. Heres another use case. I was trying to explain drainage design to a coworker and so I fired up ChatGPT, fed it Section 3 of the NZS3500 standard, asked it to summarise it and list out considerations for 3 bedroom residential house design, This is what it spat out: It basically took 20 pages of clauses tables and definitions, and summarised for us. <crazy>
  9. I agree, they are not layers, but to the point of referring to them in tutorials, at this point, it looks like they have to as they are called "Sheet Layers" in the actual drawing user interface. Also, (nitpicking here 😄), sheets do not 'contain' layers, they can contain Viewports that contain layers, and classes. But you're totally right, I only comment on this as I'm in the process of explaining the Vectorworks ecosystem to a Revit user currently on-boarding. The terminology should be changed to just "Sheets" on the drawing user interface.
  10. Happy New Year All, Heres to 2023 helping us forget 2022 😄 The folks at https://www.evolvelab.io/ have come out with an interesting approach to the rendering game in CAD. https://www.evolvelab.io/veras Would be cool if Vectorworks could get ahead in this space, if they haven't already 😉 https://forum.evolvelab.io/t/rendering-exterior-cabin-the-rac-basic-model-sample-revit-model/493 One basic render > multiple text prompts > generated multiple versions in an instant. For those unfamiliar, prompts are text that are provided by the user to the AI generator, to trigger a response that the algorithm will interpret. So the text prompts are crucial in some instances. Base render. Prompts that adjust background images, weather, and textures on building. Prompt: modern minimal cabin, limestone, white walls, white ceiling, white cabinets, background forest during autumn Prompt: modern minimal concrete cabin, background forest during autumn Prompt: modern gray wood cabin, forest during summer Prompt: modern gray wood cabin, forest during winter, snow, blizzard, white oak flooring interior Prompt: muted colors, cabin in the woods, gray sky AERIAL SHOTS:
  11. It remembers for that particular thread. Once you reset the thread, all previous interactions are deleted. However all your inputs are used to feedback into the overall AI's algorithm/learning. So releasing this into the wild by the developers is not for fun times, the AI is need of interactive data, which is why I believe they've released it.
  12. Some have in thread below: I have started using it, and I must say it is both cool and scary at the same time. Not too sure how to feel about it yet. It can write articles, even write full code, and can also write a song or a poem. Honestly still trying to wrap my head around its functionality and use-cases. Definitly something to keep an eye on. A screen recording below, obviously not everything is correct in the article, but I think it depends on the prompts you ask it as its based on a highly advanced Natural Language Training model. It is quite fun, in a dreading kind of way.lol 13.12.2022_22.15.05_REC.mp4
  13. in the zip file is vs.py file. That you place in the root folder of your project. Not used to sublime (PyCharm User), but I'm guessing its the same principal. The community version for PyCharm is very capable if you want to use it: https://www.jetbrains.com/pycharm/download/#section=mac
  14. ^^ This method never fails. Just make sure to set your language in the script editor appropriately
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