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Bas Vellekoop

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Posts posted by Bas Vellekoop

  1. 29 minutes ago, shorter said:

     

    Why do you do that?

     

    In my case i do this because I design allot of products / furniture.

     

    For example: when i design a table with a wooden table top  I create  part symbols and assembly symbols.

    Each part, in this case a screw, piece of folded sheet metal, a wooden table top, etc, gets his own part-symbol (P_01, P_02, P_02)

    Each assembly gets his own symbol as well: main assembly > A_01, sub assembly > A_02, A_03, A_... etc.

    Al these individual part-symbols and assembly-symbols have there own individual design layer, and there own individual sheet layer that all correspond with the symbol name.

    The separate design layers are needed to be able to create sheet layers with views of each specific part or assembly.

     

    I would be amazing to just be able to drag-and-drop symbols on sheet layers for the creation of viewports (left, right, top, bottom, back, isometric, perspective)

  2. If u use the compose command (modify menu > compose) you get one nurbs curve, then create a nurbs surface from that (model menu > 3d power pack > create nurbs surface).

    A nurbs surface can be shelled (3d tools in pallete) 

    This will give you an extruded nurbs 🙂

  3. Hi all,

     

    When working on design proposals I make extensive use of design layer viewports.

    This is great for the creation of different options, styles and colors.

     

    Now to my question: Is it possible to 'import' the geometry shown through the DLVP on the layer where the DLVP is on, like an ungroup/decompose or an old fashioned autocad explode 😉 ?

  4. 34 minutes ago, Andy Broomell said:

    Regarding full screen preview (from a reference guide I wrote for a class that I teach):

     

    When this checkbox is enabled, the entire render will start coming into view at once, starting blurry at first then improving with subsequent passes. This function allows you to more quickly get a general sense of what the rendering will look like, so you can make judgments sooner. Conversely, when this is unchecked the viewport renders small squares starting at the center of the image and working outwards, but each square is the final state of the render. It is personal preference whether to utilize this function, but it should only be used for test renders and not final renders, because even though you can see an overall low-quality image sooner, it actually takes slightly longer to finalize the rendering process compared to if the function were turned off. Therefore it’s useful only if you’re actively “watching” the render happen.

     

    Ahhhh, can we please have this text in the help file of Vectorworks 😉 @Luis M Ruiz 🙂 

    In C4D this is the progressive mode I think.

    • Like 2
  5. 2 minutes ago, fabrica said:

    this one in option menu ? 

     

     

    1017946749_Screenshot2019-06-18at15_16_10.thumb.png.10f522dae44d84d9213e3d0016336842.png

     

     Yes indeed, explanation in help is a bit cryptic in my opinion (but English is not my native langue)

  6. 31 minutes ago, line-weight said:

     

    This is the part of making models/renders I find the most painful too... also because many imported furniture items come in in way too much detail, and then you either have to spend time simplifying them, or find ways to stop them making your model become completely unmanageable and slow.

     

    For me the ideal workflow would be:

     

    1. import the furniture item into a fresh file (so my working file does not get 'dirty' of all the imported symbols, textures, geometry, etc)
    2. able to force all symbols and geometry to a specific class of my working file (even geometry/symbols in nested symbols), in my case 'aankleding'.  
    3. able to force all geometry to a specific texture that is not linked to a class (even nested geometry) (I do not want to maintain 40 different classes for all the different furniture items/colors/fabrics I imported, they should be a in generic class, like 'seating', 'kitchen' or 'furniture')
    4. exploded al nested symbols in the 'master'/top-symbol so my working file doesnt get twenty new symbols.
    5. if needed change some texture through editing the symbol.
    6. if needed clean up some geometry.
    7. import the clean symbol in my working file.

     

    Step 2 / 3 / 4 are as far as I know not possible.

    • Like 1
  7. 2 hours ago, zoomer said:

    Also there came a Symmetry Option, with a bicycle saddle example,

    where you model one half only and activate the mirrored half later.

     

    The object I want to model is less 'mirrored' then it seems, so I would like to do it without mirroring.

    Bridging the object works, only it seems that the bridges flips over to the other corner in this case so you get this strange cross you see in the screen cap above.

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