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Carles Olle

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Everything posted by Carles Olle

  1. Hi @Justin Smith, did you ever figure out how this is supposed to work? Thanks --Carlos
  2. Thanks Raymond, It works like a charm.
  3. I don't seem to find the way to do this: I successfully obtain a handle to a bitmap by using #Returns a handle type 93 (KTextureBitmapNode) hBitmap = vs.GetTextureBitmap(hShaderRecord) Then, how can I set the Width and Height of a bitmap in current units or WorldCoord? Help will be appreciated. --Carlos
  4. Hi, I need some help with custom plug-ins. I created a custom plug-in with a custom point object. It seems to work fine Now I need to create a command that will be executed from a menu that invokes the tool to place the custom point object in the document. I've been looking around but I don't seem to find how to do it. My questions are How to invoke the tool for the custom point object from the command script How to set up the parameters for the custom tool (Height, Width, etc.) for the new object I'm about to create Thanks in advance.
  5. The rotation angle seems to be in radians.
  6. Hi @MarissaF, was this question resolved?
  7. Hi Pat, Thanks for replying. Yes, I've tried using the shader record but it does not seem to help either. Please fins attached the files with the source code. It is a tool plug-in so you will need install it and enable it in your workspace. --Carlos Picture.zip
  8. Hi, I'm trying to change the size of the bitmap associated to a particular shader record in a texture. I'm not sure how to do that but I assume that I can do it through some code like this: shaderRecord = vs.GetShaderRecord(texture, 1) bitmapHandle = vs.GetTextureBitmap(shaderRecord) # Get bitmap width and height pixels paintWidth = vs.GetObjectVariableLongInt(bitmapHandle, 530) paintHeight = vs.GetObjectVariableLongInt(bitmapHandle, 531) # Set the bitmap feature to max wdith vs.SetTexBFeatureStart(bitmapHandle, 0, 0) vs.SetTexBFeatureEnd(bitmapHandle, piantWidth, 0) # Set the width feature to the corresponding real world dimension vs.SetTexBitFeatureSize(bitmapHandle, vs.PImage_Width) # Set the bitmap feature to max height vs.SetTexBFeatureEnd(bitmapHandle, 0, piantHeight) # Set the width feature to the corresponding real world dimension vs.SetTexBitFeatureSize(bitmapHandle, vs.PImage_Height) The problem is that bitmapHandle doesn't seem to work for most of these calls. Specifically GetObjectVariableLongInt returns 0 in both cases. I'm sure it is something obvious but I cannot find where is the problem. Helps would be appreciated. Cheers --Carlos
  9. Did you ever get this to work?
  10. after 9 the numbering seems to fail (the script produces errors)
  11. Alan, I'm interested in linking record formats with marionette objects. The purpose is to import a spreadsheet that will create all the objects contained in it. The files attached to this post seem relevant but for some reason they are not available. Do you think you can post them again? Thanks --Carlos
  12. Yes, 8 bounces and ambient occlusion did the trick. Thanks for the help
  13. Hi, I have a problem when rendering interior scenes using Renderworks Realistic Interior Fast. I have included a sample of the rendered scene. I have tried numerous settings on the lighting options but I cannot get rid of these artifacts. I'm sure I'm doing something wrong but I cannot find where is the problem and I would appreciate any hint on how to solve the issue. I'm using VW2017 Thanks
  14. Thanks Alan and Marissa, this is a good solution. I wonder though what's the problem with the Planar Boolean. If you look at the python code: #Subtract elif self.Params.op.value == 1: newObj = vs.ClipSurfaceN(blank, tool) # blank and tool won't be deleted after this operation if newObj != vs.Handle(0) and newObj != None and newObj != tool: vs.Marionette_DisposeObj(blank) vs.Marionette_DisposeObj(tool) blank = newObj I understand that vs.Marionette_DisposeObj() is supposed to delete the precursor objects at the end of the script execution (perhaps not). P.S. Alan, the use of a 2D symbol as profile for the frame is a great addition. Thanks a lot. Cheers --Carlos
  15. Hi, I have a problem using Planar Boolean (Subtraction) in a wrapped script in which the original components are not deleted. I've seen this same topic in the forum but, because I cannot find the file attachments I cannot access to the solution. I have attached the file with the script (Marionette object). The subtraction operation happens in the Matboard wrapped script and it's supposed to generate a hole in the matboard through which the picture is supposed to be visible. I will appreciate if somebody can provide the solution. --Carlos picture.vwx
  16. Thanks Alan, this works perfectly. I shall look to the VS functions more closely. Cheers
  17. I'm sure this a silly question but I'm just new to VW Scripting. I need to create an Image Prop in marionette. One of the parameters is the "texture" that will be used. Looking at the node definition script, this is supposed to be a Texture Reference ID. I got the texture name but that does not seem to work as a input parameter for the "Image Prop" node; How to get a Texture Reference ID from Texture Name Help will be appreciated. Thanks
  18. This is very helpful Alan. Thanks I don't seem to be able to find the attachments. Is there any way I can get these examples? Thanks
  19. I'm having the same problem. Did you find a solution for this?
  20. We are also experiencing high instability issues. Externally referenced objects and specially textures disappear randomly from the master file. Also getting "Out of memory" messages every 10 minutes or so. Don't know if you are experiencing the same symptoms but is getting really difficult maintain a reasonable workflow. I'm reluctant to start from scratch at this point for the reasons you mentioned above. We have a two story building with hundreds of referenced symbols. Hope SP2 comes along quickly and mitigates some of these issues.
  21. That was the missing step! Thanks
  22. Hello, I'm trying to use a python (openpyxl) module in one of the VW scripts. I installed the module as per module author instructions, then I created this script: ------------------------------------------------ from openpyxl import load_workbook from openpyxl import workbook from openpyxl import worksheet wb = load_workbook('mb.xlsm') print(wb.get_sheet_names()) ------------------------------------------------ the script works perfectly when run from command line: C:\>python test.py ['Objects', 'Fields'] but, when I run it from VW menu element, I get this error message window: "Script Error" "Traceback (most recent call last): File "", line 1, in ImportError: No module named 'openpyxl'" I'm sure I'm missing some step but I cannot figure out which one. --Thanks
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