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Andy Broomell

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Everything posted by Andy Broomell

  1. I recently saw that too and laughed. Theres also a "© 2018" and then two lines later "© 2019".
  2. Hi Grant! In the 2D part of the symbol, add two 2D Locus points, one for each side of the window where you want it to break. It's also helpful to assign these loci to the NonPlot class, though not essential.
  3. Fantastic tool! Vectorworks needs to buy this and replace the terrible existing Break Line tool.
  4. In your TBB Style, turn on the checkbox for "Use Automatic Drawing Coordination"
  5. The Extract tool indeed seems to work intermittently in the file you posted. Not sure why... But I'm not sure that you need to be extracting surfaces in the first place. I'd recommend selecting the Walls you'd like to texture and in the Render tab set the "Mode" to "By Object" rather than "By Component." That way you can simply choose the Left or Right side of the wall and apply the appropriate texture: Hopefully this helps, though I realize there might be other reasons why you need something different in your particular workflow.
  6. The grey part of the chair is presumably a "Mesh" object. A Mesh is a special type of object that contains multiple "3D Polygon" objects within it, sort of like a group that glues all the 3D Polygons together. Accordingly, if you double click a Mesh you end up "inside" the mesh container and you can select individual 3D Polygons, which is what I'm seeing in your screenshot. Try exiting the Mesh (the button says Exit Group), then apply a texture to the overall Mesh itself. Vectorworks won't let you texture the internal 3D Polygons individually (though if it were necessary to do this, you could select the Mesh and explode it using the Modify > Convert > Convert to Group command.)
  7. Remember also that "Project Data" fields populate across all title blocks in a file, even if they're different Title Block Styles. I've used this in the past to have two different Title Block Styles that have data in common between them.
  8. Personally, I would blur the image BEFORE making it a texture so that's just baked in to the object before you render. Not sure if this works for your particular situation, but if so, it saves you from the render time mentioned above for blurriness, plus you don't have to do anything in "post."
  9. Agreed. I'm sure there are folks who'd feel strongly about "AS NOTED" vs "As Noted" - plus I've seen plenty of variations such as "As Indicated."
  10. If the Drawing Label is in Viewport Annotations, turning on all the classes in the Navigation Palette won't fix it. Instead, exit Annotations then turn on all the classes for the viewport with the Classes button in the OIP. Hopefully your Drawing Label will then appear.
  11. Same here in 2020 - still irks me every time...
  12. It might vary by industry, but in entertainment "As Noted" would be common for multiple scales on one sheet (assuming each view has a drawing label that indicates the scale).
  13. My favorite that I've added: DOUBLE CLICK (mapped to a single mouse button, the one near my thumb). There's so much double clicking in Vectorworks that this has really helps reduce the number of clicks each day, and in return reduces wrist pain. It's even useful outside of Vectorworks, such as opening files and folders in Finder.
  14. Absolutely. There's a laundry list of improvements that should be made in regards to texture mapping (even if they don't take it to the point of UVW mapping). For the example in your original post, I'd definitely use the Attribute Mapping tool to get the image into place.
  15. Trying turning on all your Classes in the Navigation Palette before converting the viewport. It could be that the Viewport had classes visible that are actually turned off in your document.
  16. I just came on here to ask the same question but it seems like the answer is no. In my opinion "Batch Convert" should be able to convert to any of the last few versions, not only the current version. I need to share a boatload of files with a 2019 user and I have to convert them manually? 😕
  17. With all those odd angles and thicknesses I'd absolutely just model the walls as an extrude as Pat suggests. Then Subtract Solids to remove areas for windows and doors. Then perhaps use the AutoHybrid function for the 2D representation.
  18. By default, holding Ctrl while invoking the Club Cube command will restore the previous Clip Cube. My guess is that because Ctrl is part of the shortcut it's causing that behavior. Unfortunately it looks like you can't assign a shortcut that doesn't include Ctrl, so either use the menu item, or what I recommend is turning on the QuickPrefs button so it's handy:
  19. "Rotation" rotates the texture from the center point of the image, while "Offset" is the relationship between the texture mapping origin and the lower-left corner of the texture. It's a bit dumb, but that's how it currently works. It might be easier to see what's happening if you play around with the Attribute Mapping Tool.
  20. Also when you're inserting the symbol, check the mode bar along the top to make sure you're in the mode that uses the symbol's Insertion Point:
  21. A lot of the "SketchUp Texture" sites actually just give you images, usually jpg files, that you make your own textures with. If that's what you're referring to, simply save the image to your hard drive somewhere, then in Vectorworks go to the Resource Manager and click the New Resource button. Choose Renderworks Texture, then in the next pop-up give it a name. Under the Color shader, choose Image, then find the image file you just downloaded. (Note that it gets imported into Vectorworks; it's not referencing that image file anymore.) Give your texture a size then click OK.
  22. I have the same question. It's super annoying that they're not alphabetical any more.
  23. I can confirm that this bug still exists as of VW2020 😕
  24. What filetype are you trying to export to?
  25. Yes, the problem is that when any Light object is inserted into your document (including the one embedded within a Spotlight Lighting Device), this causes the "Default Light" to turn off / disappear. There have posts on this forum requesting control over this for years, yet nothing has been done about it. It's particularly problematic with Lighting Devices since there's a Light embedded in every single one that you don't have much control over. For now, try adding in a Directional Light to use as work light. Of course, this remedy is plagued by the fact that OpenGL can only display 8 light sources at once, and there's no control over which 8... So no perfect solution unfortunately. If control isn't given in another way, at the very least Spotlight Lighting Devices should be programmed such that the embedded Light objects are universally placed on a class that can be made Visible or Invisible, while retaining the rest of the Lighting Device geometry. That would you could turn off that class and get back the Default Light.


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