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Andy Broomell

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Posts posted by Andy Broomell

  1. If the viewport has a Renderworks Background then the viewport will be fully opaque and obscure other viewports. However if there is no RW background, then any blank area should be transparent... assuming the Viewport Fill is set to None and this checkbox is checked under the Viewport's Advanced Properties in the OIP:

     

    343575663_ScreenShot2022-09-22at4_58_44PM.png.18a1fa990ec5f96644dd340621159dbd.png

    • Like 4
  2. Perhaps an even better solution would be to make the "Save View" window more versatile (since it already exists in all relevant locations including the View dropdown, so a hotkey can be assigned). In this window it could easier to directly update existing views; currently you have to perfectly retype the name of an existing view from memory.

     

    The "View Name" field could start blank, as it does, if you want to make a view with a new name. But it could also have a dropdown arrow to choose from a list of existing saved views. So if you choose an existing saved view name then you're effectively Redefining it. (Perhaps the "OK" button changes to say "Redefine" if you're overwriting an existing view).

     

    121830583_ScreenShot2022-09-22at12_29_47PM.png.65c4d4d0f59c69c95c46d3a45944413e.png

     

    This would allow you to assign a keyboard shortcut to the existing Save View command under the View menu. Just adding a bit more versatility to an existing command without complicating anything.

  3. 3 hours ago, Elite Exhibits said:

    ¿ Is there a way to, with Google or (?), search directly in the VW/RW HELP that is associated with your current version ?

     

    In case you indeed want to use Google to search the Help files, I believe it should work if you use the following URL (I've only tested briefly...)

     

    [keywords] site:app-help.vectorworks.net/2023/

     

     

    No clue how may versions back this URL syntax goes...

    • Like 2
  4. @Basher – If you're talking about the thumbnail in the Resource Manager, this is a bug that's been around for a couple years and unfortunately hasn't been addressed.

     

    The bug occurs if you edit a texture while inside a Symbol (and perhaps other containers? can't remember). It also has something to do with the location of the symbol versus the document origin, but beyond that this bug is fairly predictable.

     

    @Gunther I happen to know this bug is one you've entered into JIRA as VB-175705, as it was an offshoot of my VB-172583 which was 'fixed' but only solved the issue in the texture editing window but not the RM thumbnails. Any chance you could check in on this?

     

    For now... to fix the issue, simply edit the Texture while not inside a Symbol and it should regenerate the thumbnail.

    • Like 4
  5. 26 minutes ago, Matt Panzer said:

    There is a technical reason why this cannot currently be done:  A Saved View is actually a command rather than a set state or mode.  Think of it like a script.  Once it's run, it's done.  IOW, I Redefine View command would not know which view to redefine.  Sure, we could store the last Save View that was run, but this could cause unintended behavior as well.  I'm not saying we cannot ever do this, just explaining why it's not there now. 😉 

     

    Couldn't a command initiate a pop-up asking which Saved View to redefine? It could auto-populate the most recently-used Saved View since that's likely the desired choice, though you could still choose a different one.

  6. Also... If you want to create multiple new objects with a particular adjusted mapping/scale, I'd consider making a new resource that reflects said mapping, if possible. For example, for complex linetypes, just duplicate the original linetype resource, then edit it and scale the contents as needed. Now you always have it as an available linetype without having to deal with local mapping.

     

    Or if the resource happens to be a Hatch, there's a handy right-click command called "New Hatch from Locally Mapped Hatch" which will create a new hatch that matches the mapping of the object you clicked on. This allows you to easily make more objects with that hatch without having to resort to the eyedropper tool. (I don't think other attribute types have this contextual command though.)

    • Like 2
  7. I've also noticed that local attribute mapping doesn't ever get picked up with Create Similar Object. I assume is because you can't 'set' the attributes palette to have local mapping in the first place, because there isn't a local object. So to me it makes sense the way it currently works. And as you said, the eyedropper will get you by.

     

    That being said, if the color and weight are only 'similar' (but not the same as the source object) then that sounds like a different issue. Could you post screenshots or a file to demonstrate this?

     

     

  8. 6 hours ago, Tom W. said:

    Other than the three new 'Hi-Res' commands in the right-click menu which basically duplicate the drop-downs on the preview pane but now allow you to apply changes to more than one resource at a time, I don't think anything else has changed. The preview itself - size + resolution - look exactly the same to me. But the new right-click commands are very welcome.

     

    This is spot on.

     

    There are new commands to update the high-res thumbnail in the preview pane for multiple resources at once, but nothing else has changed.

  9. Yeah, I predict that future waves of folks entering the Theatre, TV, and Film industries will no longer choose to adopt Vectorworks. SketchUp was already an enticing alternative for many people based not only on price but also ease of use, but now I fear SketchUp will be the winning choice even more frequently. 

     

    $300/yr for SketchUp Pro vs $1530/yr for Vectorworks Spotlight/Architect? That difference is insane.

  10. Sadly, you can only do limited modifications to Mesh objects with Imported texture mapping. If you want to retain the texture mapping you can only do things on the "outside" of the mesh, but you can't double click to enter its contents without destroying the texturing.

     

    What you can do on the "outside" of the mesh is to use the Selection Tool to marquee over vertices, then either hit the Delete key to remove them, or you can click and drag to move them (adjacent faces will stretch as needed). But that's about it.

     

    When per-face texturing was introduced last year, and because imported meshes inherently already have per-face UV mapping, I would've hoped that they would've improved Mesh editing so that it doesn't discard texturing info. At this point it seems entirely unnecessary, and it seriously inhibits workflows that include imported meshes, which these days is most of us. Whether it be models purchased from the web or Lidar scans of a location, we need to be able to edit meshes!

    • Like 1
  11. It should be improved such that you can click anywhere on the polyline (not just on an existing blue handle) to add a new point. This is how it works in most other competent vector editing programs, and would solve the issue raised by @Peter Vandewalle.

     

    There are numerous improvements that should be made to basic 2D reshaping, such as indicating the different vertex types with different handle shapes:

     

     

    • Like 2
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