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scottmoore

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  1. I’ve used image props for SFX with varying degrees of success. Not nearly as nice as most visualizers, but it’s do-able.
  2. That is strange. I might suggest considering using data visualization instead for truss lengths so that you have the option of having colorized on non-colorized truss depending on the sheet layer in question.
  3. That is why VWX has hybrid symbols. For me, that was a major selling point for this program.
  4. The Design Layer Viewport process is not overly complicated. I should mention that this works best if you still rely on classes for much of your drawing organization. For me, I use layers for departments and classes for details. It basically works like this: 1) create a specific layer for each of the requisite rotated production structures. 2) draw the structure and production elements as you normally would. In my case, I have classes for all the necessary items; truss, lights, video, scenics, etc so I assign those elements to the proper classes. 3) with nothing selected, create a viewport and place that on a standard and appropriate drawing layer. In my case, I have a series of DLVP classes on the rigging layer of my template. It’s ideal to place the viewport on an appropriate class as well. Important tip: either when you create the viewport or when editing the classes of the viewport in the OIP, make sure that you select the checkbox in the bottom left that is labeled “use current visibilities” or something like that. This allows the viewport to act just like the rest of your drawing. 4.) now the viewport can be raised, lowered and rotated in any way you would like. To make adjustments, just go back to that specific layer and then your changes are done with structures sitting flat and at Z=0. So changes, updates, etc are very simple. ADVANTAGES: - updates and changes to the rotated structure is extremely simple - you always have the option of displaying a duplicate viewport to show the detail of any rotated object so your plan views can be free of any wireframe objects. - it’s very easy to raise and rotate truss structures. Just use standard rotation tools. No need to set roll and tilt angles in the OIP. - if your project includes automation and that truss structure will be used in multiple configurations during a performance, you can display each position by simply duplicating viewports and put each iteration on its own class. This is a HUGE advantage as you only have one set of geometry, one set of asset counts and if you need to change the structure, again, you just do this on the dedicated layer and then every iteration of automation positions are updated. (This is also very helpful for scenic wagons and rolling set pieces.) DISADVANTAGES: - rigging doesn’t work directly to the viewport. That said, if you are rotating a truss object, it would be preferred to have the production rigger(s) to calculate the structure at all necessary angles as all those various loads matter. - when exporting to a visualizer or a third party rendering program, these elements need to be exported separately and then rotated into place in the third party program. Once you wrap your head around the process, it’s not much of an issue. I’ve spent a lot more time working with natively rotated trusses than exporting a single layer. - there is a bug in the last few versions of software that will often flatten out your viewports if you save and close the file in top/plan view. That is indeed a big issue. I have a class in my template that has “jigs” and notes about how to rotate viewports back in place should that happen. Tip: in my template, I have ten default classes “DLVP 1” through “DLVP 10”. Even though those layers are blank, I’ve already created a viewport for each one and those classes are assigned to their own respective classes “VP 1” through “VP 2”. Therefore, when I start drawing something that includes automation, moves or rotations, I just place them on the first available DLVP. Once I am done, I just turn on the related class which makes the viewport visible, and I move it into place. So the whole process literally takes seconds. Not for everyone, but that is how I do it. By the way, this whole thing was Andy Dunning’s brilliant idea. I just kind of ran with it.
  5. Not a solution to your particular issue, but this is why I still use Design Layer Viewports for these kinds of things. You never have to worry about getting your geometry right. All the drawing is completely straight forward and just like you would draw any other instance. You just need to come up with requisite strategies for exporting to other applications if necessary. I find that export process to be simpler than dealing with all the compound angle issues you are dealing with, ESPECIALLY when it comes time for the second, third and fourth revisions.
  6. This file includes both a standard and ADA style portalet. Portalet SYM.vwx
  7. Here is a 2025 VWX symbol that I drew natively in VWX. That will keep the geometry relatively simple. I'll try to get around to an ADA portalet at some point. Portalet SYM.vwx
    Very nice work! I putzed about with it fora while. I did run into a few issues but none were repeatable. One where I disabled all show arc/show circle/show loci toggles and the plug in stopped showing any data in the OIP. I don't recall what the other was. I am on a Mac with 2025 installed. Also, is there a way to create a convex display? entering a negative number in the angle seemed to break the OIP. Regardless, well done.
  8. I assume you included the scenic “downlight lighting” in your textures. I do that a lot as well. Nice work. I think you are right in that one needs to consider rendering and how you will accomplish it when modeling.
  9. I agree with Jeff. Renderworks can output really great renderings but it all comes down to accurate modeling, detailed textures, and great lighting. All are artworks in their own right. Spend some decent time experimenting with textures. Understanding reflectivity, transparencies and bumps and how they interact with their environment is crucial. Keep in mind that reflectivity doesn’t exist in a vacuum; it requires something to reflect. Then how do those textures respond to lighting and rendering options? Angle and type of lighting make a difference. Selecting the right number of max reflections, and appropriate number of light bounces all matter. Then the rendering settings all matter. The various quality levels will have a significant impact on overall results. There is no magic button to press for great renderings. It is an art form and skill that has to be developed.
  10. By the way, I went ahead and bought the SideshowFX package for VWX / Streamdeck integration. Very interesting product. It uses the search function to allow pretty much EVERTHING in VWX to become a button push. It does not rely on hot keys. I will say that hot keys are faster (immediate), these work really well. You see the search window come up for a split second and then the function is activated. Pretty cool to press a button to activate the softgoods tool, add a drawing label or just about anything else. https://www.sideshowfx.net/products-vectorworks
  11. I would be curious as to who the users are that mess with VWX inventory. Maybe I am wrong, but I can’t imagine how this is really useful as an inventory package.
  12. It’s the little things Kevin… the little things.
  13. Mark is absolutely correct. Design Layer Viewports are a great way to do exactly what you have described for exactly the reasons you stated. I use that all the time.
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