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Andy Broomell

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Posts posted by Andy Broomell

  1. It seems as though "Unified View" is turned off, which is something that you'd typically only want for legacy/outdated workflows.

     

    Which version of Vectorworks are you using?

     

    If in 2022 or 2023, go to File > Document Settings > Document Preferences, go to the "Legacy 2D" tab, and make sure "Turn off unified view" is unchecked. You can also then try unchecking the first "Enable legacy 2D features" option, though it might not let you if there are already Screen Plane objects in the document. But the unified view thing is the important part.

    • Like 1
  2. Unless it's change in recent years, I believe it always uses the first Line Type from the current file's Resource Manager, that is, alphabetically. There have been requests over the years to be able to specifically choose which linetype it defaults to, but nothing has been implemented.

     

    One workaround is to simply re-name the linetype you typically want so that it falls first in line (such as "1. Medium Dash"), though I realize this may not practical for everyone depending on naming standards and/or resource sharing.

  3. There have been many wishes over the years to address this sort of situation, where a viewport could look at a particular object as opposed to dealing with Class/Layer Visibilities to isolate something. Typically the request is to add the ability for a viewport to "look at" a particular Symbol definition instead of at a Design Layer. However, this has not been implemented, so in the mean time there are a few other ways to approach it:

     

    The way you're doing it works fine, but another similar approach would be to make a separate Design Layer for each item, instead of separate Classes. That way, Design Layers are used solely for visibilities, and you don't have to worry about Class Attributes, nested classes, how classes relate to Auto-Hybrids, etc. You'd still be able to use Classes if/as necessary, but it wouldn't be tied into the idea of isolating items for drafting. One drawback in this workflow is that stacking order becomes a slight pain (if you care about 2D representations in Top/Plan and have lots of overlapping objects). Stacking order in this scenario can only be addressed by rearranging Design Layers. That being said, for 3D-centric workflows, this Design Layer approach might be slightly friendlier than doing it with Classes.

     

    Another approach some folks use is to have one master Design Layer with all items assembled. Each item is a Symbol. That way you can place another instance of each Symbol, each on its own separate Design Layer, for the purpose of isolating that item for drafting. Since they're all symbols, when you update an item in the context of the combined master Design Layer, it ALSO updates on the isolated Design Layer, and vice verse. This workflow is advantageous in workflows where units might be "moving around" in the master Design Layer as the design evolves (such as stage scenery), since problems arise when you move objects after creating viewports. In this workflow, since viewports are looking at separate isolated Symbol instances which don't move, this problem is avoided. This workflow is also useful when each item might have multiple instances duplicated throughout a design, but only needs to be drafted once.

     

    I don't believe there's currently a way to isolate objects in a viewport bases on Object Name, but that would be an interesting suggestion to tie into future improvements as mentioned above (for example, perhaps you could create a Viewport from scratch and get a list of Symbol Names and a list of Named Objects, then choose one of these as the basis for the viewport). Some day...

     

    Hope this helps. Others might have additional workflow ideas.

    • Like 3
  4. Just echoing what Pat said - it seems to have to do with it being a Lighting Device for some reason. There's nothing wrong with your render settings or sweep settings.

     

    While I have no idea why it's doing that, if you'd like a workaround, just edit the 3D component of the Symbol, navigate to the knobs and select them, then do Modify > Convert > Convert to Generic Solids. Hopefully this helps.

  5. 8 minutes ago, line-weight said:

    This just doesn't really work for projects where output drawings might range in scale from 1:5 to 1:100.

     

    You could still choose one of the most common scales and gain some advantage.

     

     

    12 minutes ago, line-weight said:

    I set all my design layers to 1:1 because otherwise I have problems using my 3d navigator device.

     

    You might try turning down the "overall speed" within 3Dconnexion settings. For example, I default to 1/4"=1'-0" scale for my design layers, and have my overall speed setting like this:

     

    347591365_ScreenShot2022-12-16at11_49_35AM.thumb.png.27f733bc7a147220ba85f88ebc0dd460.png

     

    • Like 1
  6. I think most of your hunches are correct. The precise positions of the little handles in the OIP beam angle widget don't mean anything, they're just a way to interactively adjust the Spread & Beam fields, which are the only two values which have an affect.

     

    "Smooth" & "Realistic" falloff are just names that someone came up with, sort of like presets. I'm sure each correlates to some underlying value that we don't have direct control of, but regardless, all three options are just varying "amounts" of falloff.

     

    The "look to" handle on the Light object itself doesn't control anything other than the general direction of the light.

     

    I too have issues with adjusting Lights directly in the drawing window.  The interface for working with Lights is indeed generally awful and antiquated. As far as I recall, Lights haven't been touched or improved in my 15 years of using Vectorworks.  The rendering output is fine, but it's a pain to get them set up since we're dealing with an ancient GUI.

     

     

    • Like 4
  7. Unfortunately, yes, there's been an issue for a number of years where having Image Effects checked for a viewport causes the issue you describe, but seemingly only when the viewport bounding box changes sizes. I have a bug report filed for this with repeatable steps, so hopefully a fix will make it into a SP at some point.

     

    For now, you have uncheck Image Effects, render again, then re-check Image Effects.

    • Like 2
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