Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by SeanOSkea

  1. Yes they are. Just TAB till you get to the field you wan't and type a number. It will alter the size or location relative to the cardinal ords. Or used the Set Working Plane tool to snap to a rotated surface (and click on the Working plane button in the view bar) and then the data will be relative to the rotated angle (local). I'm still not clear on what you're trying to do but I'd suggest looking into the working planes and related tools a bit more. Its similar to clicking into a local mode for transform tools in other software, and even more useful as you can just pick any plane and angles and temporarily make that XYZ You can even save them for later use in the Working plane palette. Also, don't forget the Push/pull tool. If you want to lengthen or shorten a side on a rotate object, you can simply click on a face and trombone the size in any direction relative to the the local cords of that face. Hit TAB and you can type in lengths of move relative to the face. If you want to make a 100x100x10 rotated box 20 units longer on one side, just click on a 10-unit side hit tab and type 20 and enter. Or -20 and enter to shorten the face by 20. Sorry you're not getting the answer you're looking for but I guess I don't need to pitch/roll an object and then do it again relative to the rotated position very often. And if I do I just snap on a working plane.
  2. @DBruhnke Yeah, I know. That's why I'm looking for help. Its like a horror movie. I think I've killed them off and then.... The're BACK!!! I'll look into the Doc Preferences.
  3. That's interesting. I sometimes use that trick in order to move the cursor into space a specific distance away from a known point but I never thought to use it as a data reading device. Its definitely giving xyz location of a point and if I'm careful I can move along an edge and get a length a la Tape measure tool (although I did get some incorrect lengths, no doubt due to operator error but Tape tool is fast easy and sure) but I'm not getting useful angle readings if the object is rotated in 2 directions.
  4. That's a great idea too. I use the "Set Working Plane" tool in Planer face mode all the time. So much so that I've added it to my basic tools in my custom workspace. Click on a face on a weird angle and you can rotate (or whatever) about that plane. Hit the "Look at WP" button in the view bar and your back to cardinals relative to the weird angle. Hit Numb Pad 0 twice (if you've go one) and bang--back to world axis.
  5. Well please let me know what you switch too 'cause I've been looking for a better alternative for years. 😉 Anytime I flirt with others 'cause it does something better or faster I find a bunch of stuff that they are worse at.
  6. Lately I've started using the Move by Points tool in Move mode with # of Duplicates set to 0 for just this kind of thing. I can snap to a point on an object and precisely move that object in any direction by typing in the FDB or snapping to another object. That along with disabling Interactive Scaling Mode with the plain old Selection tool allows grabbing and edge or corner and snapping precisely to some other position with out risk of resizing. Sometimes you can do some complicated 3D movement using Duplicate array as well with only one copy and "retain" turned off. This allows you to move in X/Y/Z rotate and resize all in one command. And you know you can double click the rotate tool icon in an Ortho view and bring up a command box to enter in an angle without having to snap to the object? If you do place the rotate icon on a point and run the extension line along the edge it will tell you that edge's angel relative to the Z plane too.
  7. In a basic extrude (parallel to the Z) the elevation can be read and adjusted in the "Bot Z" filed in the Object Info. But yes, the Bottom Z and the rotation angle are not available for an object after it is pitched or rolled about the x/y. But how often do you need to do that? You could draw a construction line along an edge of your object with a mystery rotation and use the protractor tool. (you could probably do something with working planes too) The same with the tape measure tool for elevation and then the 3D Move command could adjust the z height precisely. It only seems like it would be an issue if you are making random rotations or 3D moves to start with. This software pisses me off in a dozen ways every day but in this area I find it pretty useful and parametrically editable long after those controls are lost in a more advanced modeling program. IMHO
  8. Double click on the 3D object to get to its 2D shape. All that stuff, including rotation is in the Object Info
  9. Maybe I'm misunderstanding your question. If so forgive. But you can do all this with the fields in the Object Info. For position of 2D objects, even down to the 9 control points.
  10. There seems to be a lot more auto-generated classes lately. For example, if I insert a stage light to project a gobo or I simply want the instrument body to appear as part of the scenery in my rendering, that auto creates four classes: Braceworks, Hanging Point, Distributed load and Point load. When I try to delete these classes I'm informed that "one of more of the objects I'm trying to delete is a required component..." Even after I have moved the objects to other classes. Same with all kinds of objects and symbols. It makes me not want to import anything in from the RB for fear of cluttering up my document with undeleteable classes. I can go into the Org panel and work my way up the tree reassigning and deleting and it looks like it worked. But exit, and there they are, still in the navigation stack. I go to one of these classes with Layers=S/S/MO and Classes=Active only and Ctrl-A and get nothing. So these are empty but undeletable classes. Is there a way to control the auto-generated classes or at the very least delete them effectively? VW 2020 Windows 10
  11. @mjm Yeah, I've had that problem for years. Not just the last two versions.
  12. @Matt Hall You know, I just remembered something else that is probably the problem. This only works if you do it immediately after you draw a shape in auto mode. You can't draw a shape and then do something else and then select the Push/Pull and do the alt/subtract action. I don't know why but it only works right as you create the shape.
  13. @LeeElston Your second question. You want to draw a line across the top of a cube grab it and pull it up into a gable, a.la SketchUP? I don't think there is a direct way to do that same grab and yank action but you might try multiple extrude. Its under Modify (or model? Wherever the other extrude commands are. I don't have VW open with me at the moment) Draw a rectangle on top of your cube. Draw a line or other shape on top. Then select them both and Multiple extrude and it will ask "how high?" give it a number and you'll get your roof. Adds an extra step but also precision. You can also have multiple shapes and make things like hips and mansards and such very easily. Of course you can always draw the elevation and extrude horizontally as well.
  14. I've always had trouble with this. The trick is when you press the Alt/option. Draw the new 2D shape on the surface in Auto-mode. Left click and pull the shape into the depth you want. Then, while still holding the left-click tap the Alt/opt key. Then release LMB. If you hold down alt at any other point or hold it down as or before you Left click or keep holding after you release Left it won't work. I think in my head: "Extrude, Subtract, Release" and hit the Alt button on "subtract." Good luck
  15. @Claes Lundstrom Of course! I bet that's the issue I'm having. That must be the scale factor 4.16 72:300. I'm just using the default 72dpi VW workspace so its opening at 300dip in AI and therefor a little more than 4 smaller. Thanks I'll try that today. Sean
  16. @Claes Lundstrom Thanks. After reading a few more posts I've switched to PDF export fist and then opened in Illustrator. That managed to get it into an SVG format but even though I am drawing in VW in 1:1 it still opens in AI as a tiny little object that I have to scale up about x10. I haven't figured out the scale factor that it comes in at yet but there must be some consistent scale reduction. Thanks for the Affinity Designer tip but I'm going to try to get a workflow with the software I already have. I was disappointed to not see a native export in 2020 since a lot of the post saying they were working on it go back a couple years.
  17. A lot of old posts talking about SVG in the future or 3rd party workarounds. Anybody found a better workflow for getting drawing out of VW and into a CNC?
  18. @Marissa Farrell How is it going? The export script that is not just life in general 😉
  19. @Matt Overton You need to help the developers re-do the Window tool. Then we could all have an Overton Window tool. 😉
  20. @Andy Broomell Yeah for years I kept my stuff at default 'cause half the time I'm in the classroom with students using there factory-fresh academic versions. But I manage to keep shortcuts for PS, Blender, Unreal, and two or three others straight in my head, so a year ago or so I changed a bunch of hotkeys and menus and I love it. I don't know why I didn't do it years ago. And EAlexander's list just made me realize C is up for grabs to! I don't think I've ever used that to zoom.
  21. @EAlexander Oh that's a good point. Of course you can. The U I O keys change the mode by default. I use those all the time to cycle through wall or double line offsets. I wonder why I never thought to use it for the interactive mode? But I'd never give up my ` key to moment-switch off snapping. I use that all the time. Probably why I don't use the hotkeys for the snapping. I leave everything on all the time and then just tilde them off with they cause trouble.
  22. @rDesign Done. I love that its always the same rabblerousers: You, Kevin, mjm, Zoomer, Andy, Andrew, Markvl. The forum admins must hate us. "These guys always griping about something!" 😉
  23. @mjm Its so easy to change, you don't even need to reload, I change it all the time to suit my mood. If I'm doing a lot of work in Blender I'll switch it to a Blender/Maya warm grey in 3D, but then I'll get sick of that and want to brighten up to a pale blue or something. Whatever. I've never liked the off-white green color of the default. Once in a while I'll even mess with the orange highlight just for kicks and do a Maya teal or something. I like a light taupe for Top/plan as its really easy to keep track of fills or that shape that didn't quite get closed, but not so dark that you loose black lines. But I always go back to default for tutorials because I don't want to confuse my students. Just play with it. Just takes a second and if you don't like it just change back. I also go in and change a bunch of the shortcuts R for rotate P for push pull F for flyover etc. So many of the single key shortcuts are give over to toggling snapping or other weird stuff that you never need to mess with but incredibly useful things like array (Ctrl+alt+Shift+D)?!? have these chords you have to play. I wish I could assign a hotkey to the interactive scale mode. I love turning that off to precisely snap corners. The #1 wish I've wanted for years is some kind of XYZ axis lock. We even have it in the 3D reshape mode. Why only there? And why is the 3D widget only in SubD mode? In Blender when you are doing any kind of transform (move, scale, rotate etc) you just hit the letter (XYZ) to lock it to that plane or Shift letter exclude that plane. HUGELY helpful. Add it to the 2021 wishlist...
  24. @mjm Well, we've always been able to set the page space to whatever color you want in the interactive appearance settings in the preferences. I mess with those all the time. I just noticed today YouTube has a dark setting.
  • Create New...