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Andy Broomell

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  1. I think Fundamentals supports internal DLVPs, and external references via Import method, but not externally referenced DLVPs. https://app-help.vectorworks.net/2022/eng/VW2022_Guide/Viewports1/Creating_a_referenced_design_layer_viewport.htm#h
  2. Does anyone have any suggestions for when the DWG/DXF import results in curves that are no longer accurate? See screen grab below, in which the blue linework is the imported geometry from Illustrator, and the black linework is what it's supposed to be. If I re-import the exported DWG directly back into illustrator it looks correct, so the issue is not with the exported DWG (and I've tried different combinations of export options in Illustrator). Vectorworks seems to be interpolating the bezier curves incorrectly upon import. Not sure if there's a more reliable way to do this. For now I'll correct the curves manually, but this leaves a very bad taste in my mouth. Test files: https://www.dropbox.com/sh/49j36yz1lp33mkl/AACuDT1D68mlI-CASPN1j_BWa?dl=0
  3. I've noted in my VB-173105 entry that I still experience blue handles disappearing at least one a week. I still haven't figured out the context of what causes it though...
  4. Can you attach a screenshot of the desired result?
  5. You can also add a space at the end of a Sheet Name to make it technically different than an existing sheet. "01" vs "01 ".
  6. The problem is that I've pulled out this geometry from a separate file, where the main focus of the original Section Viewport is the extents below cut plane (it's a Flooring Plan using Shaded mode to display the textures in the model). I can't have the lines there because it looks like a threshold, whereas the flooring runs continuously through. I hate that I'll probably have to resort to using stacked Viewports...
  7. Can someone help me figure out where the two lines indicated in screenshot below are coming from? This is a Section Viewport cutting horizontally through the geometry shown on the right. There's no geometry below that should be creating those lines... Arches_SVP_ExtraLines.vwx
  8. In 2022 you should be able to double click, right click, or click-and-hold on any of the icons with the triangular flyout icon in order to see the pop-over with additional settings related to that category (which is similar to double clicking on the old snapping palette which would take you to the category that you double-clicked on). And the "general" snapping settings are in the new gear icon.
  9. To elaborate on the above, what's happening is that the black "frames" component is literally protruding through the textured "screen" component, presumably due to the two curved components getting faceted at slightly different intervals. One workaround I found is to click the Classes button in the OIP, put the Frames on a class, then turn that class off. This leaves just the textured screen without the black frame, eliminating the stripes popping through. That being said, I then can't get the "Edit Screen Image" function to work as I'd expect...
  10. Using classes is one approach and should work reliably. Using Materials is another (assuming you're using Component Textures; doesn't work in a By Part workflow). Then you change the texture of the Material definition in the RM, analogous to changing the texture of a Class. However at the moment there's a bug where walls seem to not refresh upon changing the Material texture, and need to be regenerated before the new texture displays. Another approach would be setting up a Data Visualization that tells all objects which have the brick texture (or material) to display a different texture. Wow, this seems to be buggy as well. In my quick test the Data Vis is overriding the texture on entire wall objects instead of just the relevant components/parts. Another approach would be to find the brick texture in the RM, right click, choose Delete, then select a texture to replace it with. This should replace the texture in all component and class definitions. This is a bit more 'destructive' but as long as you have the original texture saved in a Favorite or Library somewhere, you can always get it back by deleting the replacement texture and replacing it with the original once again. So maybe the Classes approach would be the best?
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