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Andy Broomell

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Everything posted by Andy Broomell

  1. Any further word on Windows 10 as it relates to Vectorworks? I haven't heard any horror stories so I'm guessing there shouldn't be any issues?
  2. I believe you are asking about the checkbox that appears in the Viewport Class Properties dialogue box, under "Use embedded design layer viewport settings for:". This is only relevant when your Sheet Layer Viewport is looking at a Design Layer which has a Design Layer Viewport on it. That Design Layer Viewport could have its own class overrides, so this checkbox determines whether those overrides from the embedded viewport should be used. Most of the time this is not relevant.
  3. "Redefine" exists ONLY in the Navigation Palette on the Saved Views tab, by right-clicking on a Saved View. I agree that it should be easier to do. Also, if you have Fundamentals (and therefore no Nav Palette), you have to save a new Saved View with an identical name to overwrite it. Redefine should exist in the view bar dropdown for Saved Views as well!
  4. I've had numerous crashes when changing Fills in the Attributes Palette with simple 2D objects selected. It's a pretty basic operation so even more infuriating when it crashes. I was just curious if anyone else has encountered this. Apologies if it's already been posted.
  5. This is something that has bugged the hell out of me for so long. I've saved so many files to the wrong location.
  6. Yeah I think in this case "unshaded" refers to the fact that it's not influenced by the default lighting, rather than referring to whether the shapes are filled with color. (Un-filled shapes could be accomplished with Hidden Line render mode if desired).
  7. What render style are you using? And are you referring to orthographic views of each side, or a single 3D view where you can see all three sides at once? Perhaps try the "Unshaded Polygon" render style which doesn't include default lighting like OpenGL does, so it might achieve what you're requesting.
  8. What about creating a straight spring then using the Deform tool from the 3D Modeling toolset to add the bend?
  9. Yes please! Since my callouts typically have a specific color / end marker / class, my current process is to create a callout, then hold Ctrl+Alt and click on the callout to pick up its attributes, then hit 2 for the line tool and draw the additional leader lines. Alternatively, you can draw the additional lines then use the eyedropper to tool to grab the attributes from the callout. Besides efficiency of creation, one major advantage of a single callout with multiple leader lines would be the ability to move the callout and have all the leaders lines stick to it. Currently I move the callout then have to manually adjust the additional lines.
  10. In VW2016 (which displays a completed render time in the status bar after rendering a sheet layer viewport), it turns out that if you're using a Renderworks background render style and a hidden line foreground render, at the end it'll only display the time of the hidden line component. For example, I just rendered a VP which took about 10 minutes to render, but the render time displayed at the end said 8 seconds (which is how long it took to compute the hidden line overlay). It should instead display a total time, or only the time for the background render component.
  11. Thanks for sharing, Jim! Out of curiosity, is that your lovely voice we hear in the videos?
  12. I've experienced quite a few crashes related to undo operations after copying, cutting, pasting, etc. This seems to be across multiple unrelated files.
  13. I know there have been requests for the Space Navigator to work "better" in VW. What are its current weaknesses or limitations? I've been tempted to buy one.
  14. The stacking order of objects is per Design Layer. So the order of your layers in the Navigation Palette is relevant because each entire layer will obscure the layer "below" it. The Design Layer stacking order can be changed by dragging the number column in the Nav Palette. When you send an object forwards or backwards it's only in relation to other objects on that layer. So Classes aren't relevant when sending forwards/backwards, but Layers are
  15. Interesting workaround! To do that more efficiently, right click the class in the Navigation Palette and choose Visibilities (or go into the Organization Dialogue Box, Classes tab, and click the Visibilities radio button in the upper righthand corner). The class you're altering is selected in the lefthand column, then in the Viewports & Saved Views columns, hold down Alt (PC) or Option (Mac) and click in the desired visibility column to make the selected class appear or not appear in all the Saved Views & Viewports. Hope this helps!
  16. When "Horizontal Text Alignment" was introduced for Callout objects in 2015 it was quickly noted and posted somewhere on these boards that there NEEDS to be an "Auto" option just like there is for "Horizontal Position". Currently you have to manually change the text alignment every time the orientation of the Callout changes, which is incredibly annoying when annotating sheets. It used to automatically flip before the new text alignment option was added. (Note this is only relevant when the Callout is more than one line). I'm surprised to not see this fixed in 2016; it seems pretty simple and honestly I think it was poorly conceived in the first place. Having an Auto alignment option seems a bit obvious, no? I know this can't be patched in a SP since it's working "as designed", so I'm crossing my fingers for 2017
  17. With complex 3D models I'd personally hate to have all of the 3D objects have a fill in Top/Plan. The expected behavior is for it to display in wireframe, as it does. I do understand your viewpoint, though, particularly for simple 3D objects like shapes extruded upwards. For more complex 3D models I'm not sure what a solid fill would look like or how that'd even work. But there might be an elegant solution somehow.
  18. This would be great! Currently I place all of my Light objects on a particular class, because if you turn off that class so none of the lights are visible, then you get back the default lighting. This is particularly useful when working in OpenGL because I've found that anything more than a light or two and OpenGL starts to look like crap, often over-exposing (plus there's an 8-light limit). Perhaps an additional request would be under OpenGL Options to have a checkmark for "Use Lighting", similar to how you can choose whether textures are used. Then I could leave all my lights visible but be able to switch into OpenGL and have the default lighting. Since OpenGL options are saved into Saved Views it would be very versatile.
  19. Changing the attributes of the Symbol itself won't change the attributes of the objects contained inside. (There's no functionality in VW like AutoCAD's "0" layer). So you need to double click to Edit the Symbol, choose 2D component (I presume), and then select the text object you want to change. You can confirm in the Object Info Palette that you have a Text Object selected. Then you can change its Attributes in the Attributes Palette and they should affect the text.
  20. Mine takes much longer than 2015 as well. I'd guess 2015 takes 15-20 seconds, while 2016 often takes a minute or two.
  21. In VW2015, draw two rectangles. Give them a hatch fill. Select both of them and make them a symbol. Go into the symbol and use the attribute mapping tool to scale down one of the hatches slightly. Exit the Symbol. The rectangle with the local mapping is suddenly at a weird really large scale. It's a bug I've encountered before and now it's causing headaches for one of my students and I can't figure out the cause. In VW2016, creating a symbol in the same template using the same hatch doesn't produce the bug. The scaled hatch looks as expected. I've attached an image to illustrate the problem. My VW2015 is up to date. Any ideas? Doesn't seem to have anything to do with Page and World unit settings...
  22. Also, looking at the Vectorworks 2015 Software Features Comparison Matrix, there's a line for "OpenGL Options" which is checked for Fundamentals. There's no indication that it doesn't include the edges functionality, so either the matrix is misleading or there's something wrong on his machine.
  23. I'm currently developing a 3D model in VW2015 Designer w/ Renderworks. The head designer with whom I'm working only has VW Fundamentals. As we've been looking at and working on the design on my computer, I've had OpenGL Edges turned on. The model isn't very helpful without those edges. Now the designer needs to be able to look at and present the model from his computer at a meeting on Tuesday; however, the ability to use OpenGL edges is disabled on his machine. Why doesn't Fundamentals include this? Would adding Renderworks to his Fundamentals package give him the ability to see the edges? Does RW = OpenGL edges? That seems strange. (Obviously this would also allow the other designer to utilize textures as well, but before upgrading he wants to make sure RW is the answer.) This would also be solved if the VW Viewer were actually useful and incorporated OpenGL Edges (exactly as per digitalmechanic's recent request).
  24. The fact that the VW Viewer doesn't include textures, at least in OpenGL, is pretty astonishing and takes away most of its potential usefulness for me. I agree with your other points as well.
  25. When modifying an existing Extrude's thickness value, it would be incredibly helpful to have the ability for it to get thicker or thinner from the center of the current extrusion, rather that just modifying the top side of the extrude. This would mean both faces would move outward or inward, keeping the extrude's center aligned where you had it. (I tried to mock up an example, showing the result in orange).

 

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