Jump to content

Nicholas Kargel

Member
  • Posts

    66
  • Joined

  • Last visited

Everything posted by Nicholas Kargel

  1. A workaround that might work, which I think I learned of on this forum: there's a little app called "stay" that will remember window locations for different combinations of external monitors, and recall them on command.
  2. I use a method similar to Kevin's (also for theatre. hm). Just a note: I tend to do it the other way. I build the element in the composite layer, and turn it into a symbol. That way I'm building it in context of the other elements. Then I make a unit-1 layer, and put a symbol in at 0,0. Duplicate the layer and replace the symbol with the next. Then I can have "template" viewports with all the views and visibilities I want for each unit, which I can duplicate and point at different unit layers. I agree that being able to point a VP at a symbol would clean up the navigation pallet.
  3. I too find this frustrating. However, if you add the fixture using the symbol insertion tool rather than lighting instrument insertion tool, it won't kill the default lighting. Or you can convert an existing light to a 2D/3D symbol using cmmd-K "ungroup."
  4. How is the learning curve on C4D? Currently I model and render stage set designs fully in VW. The renders are OK, but I know they could look a lot better in terms of texture and lighting in C4D. Would I need a few days, a few weeks, or a few months of learning to export my VW models into C4D and make them great?
  5. I like to select all, then cmnd-6 to help me find stray objects causing this issue.
  6. I have sheet layer viewports of layers that contain only 3D or hybrid symbols. I've noticed that if the symbol is edited this does not cause the VP to indicate that it is out of date. I now have a case where all these VPs aren't even rendered (they've defaulted to wireframe) but still aren't indicated as out of date. Which means I'll have to update each individually before a batch export. A big pain. I guess I'll draw and delete a line on every design layer.
  7. This frame appears when you view a perspective camera view in a design layer. I'm sure there are lots of ways to get out of it, but the one I tend to use is cmmd-5 to go to top/plan, then whatever view I want.
  8. Is there any value in having the class of an extrude be different than that of the extruded object? If I need to change the class of several extrudes, I have to edit each one individually to also change the class of the underlying polygon, which can take some time. And if you miss doing this, you can get some brain-teasing visibility issues. Am I missing a way to have a class change on an extrude propagate to the underlying objects?
  9. The eyedropper tool with the proper settings will allow you to fairly easily copy class overrides from one VP to another without affecting class/layer visibilities.
  10. I draw a polygon, or several, and extrude them. Later, if I double-click to edit the extrude, I can see the polygons in their original position, and can edit them in context of other objects around them (even snapping to objects outside the extrude). However, if I duplicate the extrude and move it somewhere else, then edit, I get the polygons out of context with surrounding objects, and can't edit them to fit surround objects. Is there any way to do this? Here's an example. I built the left leg of this arch as a couple extrudes. Then I copied them, rotated and moved to become the header. I'd like to be able to edit the extrude to adjust the spacing, etc to make it connect to the other leg, but if I edit the extrude, the polygons are still where the original leg is, and I can't see any other object around them. [/img]
  11. Is there a way to adjust the lighting in a final shaded polygon render? Any view from the right tends to be unusably shaded.
  12. Pretty sure the answer is "no," but is there a way to change the active class using keystrokes? My workflow uses about 50 classes that I use for good visibility control when I make sheet layers of my 3D objects. I have to switch fairly often and scrolling through the menu is a bit laborious. I'd love a shortcut that opened class drop-down, then I could type the first few letters of the desired class. Any magic work-arounds?
  13. Right-click the light, select "edit light." Is "cast shadows" ticked there?
  14. For a similar, but not identical, workflow I use symbols. (I'm also in entertainment design." I'll build my model of a set piece. Then I make each chunk of it that I want to detail on shop drawings into a symbol. I create a new design layer and put the symbols on it (staggered, so I can look at each from the top, front and side without seeing others behind it). I then make cropped viewports of each of the symbols to put on sheet layers. This way, I can edit the original model and the changes will propagate. (Note that it seems that editing a symbol will not make the viewport get the red out-of-date border, but updating it will work.) You could arrange your symbols on the second design layer into an exploded format, then edit them in either place.
  15. Everyone, thanks for the great advice, and Benson, thanks for the detailed tutorial. I'm going to try these ideas and will report back.
  16. I want to model an aluminum window screen that's been crumpled and un-crumpled. I need it to have the organic 3D wrinkles so I can light it from above and below. Any suggestions as I wade into this? Here's a photo of a real-world implementation.
  17. And I just solved it. One of the polygons in my multiple extrude had an extra vertex, and wasn't closed.
  18. I'm trying to model a lectern, with the shape of a hollow, partial cone. I have most of the shape made with a multiple extrude. Now I need the top to slope down toward the back. I get an error with split tool, and subtract solids. Can't convert my multiple extrude into anything, either. The screen shot shows the extrude I'm attempting to use to subtract. Any advice?
  19. Just found a reason to upgrade to 2013. Although I try to keep classes in check. In previous versions, if you name class with a hyphen, it will nest in the drop down (but not the navigation pallet). Using multiple selection should allow you to turn multiple classes on and off together.
  20. OK, I get that, kind of. Of course if I do that it changes the x an y coordinates of the object. Is there a way to specify where z=0 is in relation to an existing drawing?
  21. Thanks for the replies. I could certain use the investment of time in a manual. Some day. . . For now, maybe someone can help me get my head around this. In this example (file attached) in top/plan I drew a rectangle in the screen plane and extruded it. Switching to front, it's y (or z in 3D) 1' 8.597". Why not 0"? Must be settable. . .
  22. I do theatrical design, and so not only sometimes have options to present, but things that change or in different locations within the same show. I tend to put large units in their own layer (the stage is a layer, the grand staircase is a layer, etc) and use classes for materials (steel frame, sheeting, trim, etc). So I can look at just the stairs, or just the stair frames, or everything together. Sometimes to present options I will create a unit with all its different classes, then select the parts that will change and make them a group. I have classes called option 1, 2 etc. that I only put groups into, so I can turn them on and off. Using symbols adds even more flexibility. If I have a drawbridge, I make it a symbol, insert the symbol twice in the drawing, in the up and down positions, and assign the symbols to classes: option 1 and option 2. Now I can look at the same model in different positions. The different parts are still classed inside the symbol, so I can still look at just the frame or whatever.
  23. I'm the type of user (I'm sure there are a lot) that is self-taught. So while I feel like I know how to do a lot, there are some basic workflow things that I've always just worked around without really learning them. Here's the situation: I have a file into which I've imported a 2D dwg from a designer. I'm trying to make 3D models on top of it. I put the import into a layer, and start my model in another layer. Say I'm making a plywood box. In front view, I draw the rectangle on top of the designer's drawing, and extrude it to be the front face. I switch to plan (or top) and draw the top of the box and extrude that. I switch back to front and the second extrude is 1000' away front the first. It's a big pain to keep dragging things down into place. I've tried setting the working plane to the top of the first extrude, with no luck. I'm pretty unclear about working planes in general--I tend to always work in the screen plane. Any suggestions?
×
×
  • Create New...