RDS Casa

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  1. Thanks so much, I'll go through these next week. Your previous post have been absolutely instrumental in helping me progress through marionette, so I'm rather excited about going through these! Thanks again for all your posts, they have been fantastic.
  2. Thanks, I'll take a look next week. Thanks again
  3. ah, I am actually using 2017, sp4. I've now down loaded 2018 and will install tonight. If its a bug, while frustrating, it makes me feel a bit better as its not the way I built them. Thanks so much for the prompt reply. I'm going to try and find a way to definitively reproduce the issue, and will then post a screen cast or something. Indecently, ultimately I think I might take the marionette objects, covert the wrapper to a python script, then using your fantastically helpful video https://www.youtube.com/watch?v=bBiai3iD-W0 (thank you again by the way), convert them into a plugin point object. I seem to have more control on the OIP display this way, and I think it suits what I'm trying to do better. I don't suppose you know the nature of the bug above? and whether this convert to plugin object method might ultimately stop it? Thanks
  4. Hello, I'm getting some strange behaviour on some marionette objects I've made (but please understand I'm new to this). They are simple objects, made from extruded rectangles. Sometimes, when I play with the parameter slider bars, the objects randomly jump position. Its as if they are jumping back to the origin. Then when I change something unrelated to the script, say the fill of the object, they will jump back. Some of the origin inputs of the rectangles have a small positioning translations to put them in the right place, but these all calculate back to a default 0,0 origin (i.e. I've not defined any origin). I.e. there is no defined insertion point like in a symbol? Then, sometimes when I go into the script, come out, it jumps position again? Most frustrating is its inconsistent, Some time I can't get it to do it at all? It might be a display issue. I.e. when I make changes, it displays the object somewhere else, then, at some seeming random point it updates, and moves it back to where it really is? Has any one else experienced this? Is it the way I have built it? Is there a way to tie it all to an insertion point? or something to do with the display settings? I've not messed with the user defined origin in these files, so it should be the same as the real origin. Thanks for any help
  5. Hello, this was posted 2016. Any further advice on the button node? any examples? DomC video moves pretty quick for me! I can't really follow it . What I'm really hoping for is a way to get the button in the OIP for a marionette object, so it maybe just brings up a text box with guidance or a web link? Any ideas? Thanks.
  6. Thanks
  7. Actually I do have a very quick question: If I had a marionette object, with a valve node from 2018, and I tried to put that object into 2017 for others, I'm guessing it simply would not work? Thanks
  8. Hello, Thanks so much for the suggestions. I've been through this and it is incredibly helpful. I feel 75% of the way through. I need something slightly different, and I'm hoping its as easy as adding the P into to the script. I have the a python script Point object now in my work space (its a point object script in my case, not a tool script) - this is all worked out from the example. In Alan's example, he is able to call on the parameters at creation, but if you look 6:04 in the video, it does not bring those parameters into the OIP for change after creation? For my point object, this is needed. Also, I have set up several sliders and pop ups in my marionette script. I really need these to come through to the point object, as they appear in the marionette object? Is this possible? I think its the sliders that are will not work? Thanks again for any help.
  9. Actually, that exactly what I need. I'd love you to go through my script and engineer out the bugs, but I should get VW2018 in a matter of days, and by the sound of it the valve will stream line the process quite a bit, so that's probably going to save us both quite a bit of time. A kind offer though, thank you.
  10. Thanks. So I hoped this might work in other scripts, but it does not (at least for me) . For example, I need to group all the objects at the end, but if the object is deleted, the group node returns an error., or if a parameter is zero, a rectangle is not formed (ok) but then the extrude node falls over (not ok) I'm hoping this valve node resolves all these. Does it work like a stop? And why is there no if/else node?
  11. Hello I thought I would share this. I have tried to hack the slider code, so that it inputs a dimension in mm, not an integer.... It only goes and works!!!! at least it appears to? I tried it in a imperial inches and a yards file and it worked. No one is more surprised than me. Use with caution... because it might cause problems. If someone wiser than me would like to check and correct, please do. Edit the slider code, remove the #grey text at the top. Replace the whole content with: #fjs 05.12.17 @Marionette.NodeDefinition class Params(metaclass = Marionette.OrderedClass): this = Marionette.Node( 'Dim Slider' ) this.SetDescription('An dimension value corresponding to the location on the slider. The range of the slider is defined by the two last values in the Int variable within the script.') #NOTES ON USE #Marionette.OIPControl( '[NAME]', Marionette.WidgetType.Slider, [DEFAULT VALUE (integer)], 'description', [MIN VALUE], [MAX VALUE]) dim = Marionette.OIPControl( 'Dimension mm', Marionette.WidgetType.Slider, 620, 'description', 300, 900) dim.SetDescription('An OIP slider') d = Marionette.PortOut('Dim') d.SetDescription('A slider OIP control that accepts unit indicators') def RunNode(self): units = vs.GetPrefReal(150) self.Params.d.value = self.Params.dim.value/units
  12. No, or at least I can't get it to work by adding it to the start of the extrude script.
  13. Hello again, I've been playing with the delete node at the end of an if node should the test prove false. Its fine when the tick box (include additional geometry) is not ticked as the geometry is deleted. But there is an error message when the button is ticked (i.e. the additional geometry is to be included), because the delete node has nothing to delete. What I have discovered is that the modified delete node at the end of this discussion does not return error message https://forum.vectorworks.net/index.php?/topic/42671-quotifquot-node-question/& (the only file still on there to down load?, at the very end) Thats fine, but I like to understand why these things work and I don't? The only difference in the code: def RunNode(self): #this is as per library node if self.Params.obj.value != vs.Handle(0): #this is the additional code vs.Marionette_DisposeObj(self.Params.obj.value) #this is as per library node Clearly I'm not a python coder: is this single line saying only run the delete (disposeObj action) IF there is a object being operated on (a handle) And if so, should this work for any other nodes which are falling over due to a lack of things to process?? Because then I might fit it in to the extrude node when there are no objects to extrude? I'm guessing, any advice gratefully received. Thanks
  14. I've just found this discussion https://forum.vectorworks.net/index.php?/topic/42671-quotifquot-node-question/& I'm working my way through it, but none of the older files are attached so its difficult to follow. Does the valve node resolve all this? is there any guidance on this? Thanks again
  15. Thanks. I'm trying to sort my vss for 2018, might have it sorted by end of week, but I'd still like to understand the example in 2017 because there are a few other scenarios in similar problems I need to resolve. So if you can, it might really help. Thanks so much