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About AlHanson

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    Entertainment Designer
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  1. AlHanson

    Scaling Mesh

    Has anybody had any luck scaling Meshes? I'm really struggling to make this happen correctly on the Z plane. I've tried a bunch of different things with the results being middling at best. 1: Scale Node By design the existing Scale node will not recognize a Mesh as a 3D object. It is check for type values 24 (Extrude), 84 (CSG Solid), or 113 (NURBS Surface), therefor the object is assumed to be 2D and will only scale on the XY axis out of the box. I've also attempted grouping the mesh first prior to scaling as i found this to solve some wrapper issues I had with the scaling node on previous projects, but this doesnt help either. 2: Scale Node Modified Attempting to add mesh as an option by modifying the node to include t == 40 still doesn't work. Mesh is only scaled on the XY axis. Going even further on the modification to this node and stripping it of all conditions and forcing the handle straight into the vs.HScale3D vectorscript command still will only scale on the XY axis for me. 3: Set 3D Info Just doesn't seem to work with meshes at all as far as I can tell? 4: Setting the Mesh Vertex Partial success here.... By getting the list of all the vertex points in the mesh and giving them new coordinates that were doubled values works... sort of. It will function just fine for a smaller simpler example like shown here, but is slow and very often breaks in weird ways when I attempt it with substantially more detailed mesh objects I'm importing (around 30-50k polys). 5: Scaling Rotating Scaling and Rotating... What finally seems to be the best solution is obnoxiously more involved and just copes with only being able to scale on the XY axis. Scale once for the XY, rotate 90 on X, Scale again for Y, then rotate back. It's getting the job done but this is way steps and code than should be required to do this... Anybody have any thoughts or observations on this matter? Am I missing something here, or is the scale function just broken in script?
  2. Version 1.0.0


    Very simple math nodes that cover frequently used math in networks. Mostly just to keep things cleaner with fewer nodes. Think Add 1 and Sub 1. Half - Divides by 2 Double - Multiplies by 2 Squared - Value to the power of 2 Cubed - Value to the power of 3
  3. Version 1.0.0


    Produces text that justifies and resizes itself to fit within the bounds of a provided rectangular object.
  4. Version 1.0.0


    Restricts the output value to the minimum and maximum ranges provided
  5. Version 1.0.0


    Nodes to convert color temperature in Kelvin (K) values to RGB
  6. Version 1.0.0

    1 download

    A set of nodes that converts between RGB and HSV colors and allows for adjusting RGB colors by HSV Values using the Python Colorsys library
  7. Version 1.0.0


    Calculates the required font size to produce text of the desired height.
  8. Version 1.0.0


    Quickly converts a single value to a vector
  9. The Procedures list in the Script Editor would benefit from a search function to more quickly find commands when you aren't sure exactly what you're looking for or which category to find a command under.
  10. This should be a simple addition- It would be nice to get a static text note in the Object Info for a Viewport on a sheet layer that lists the resolution of the rendered viewport. Simple math based on the dimensions of the viewport and the DPI of the sheet layer. I often catch myself not paying attention to the size of renders I put on a large Arch D or E page and sometimes set the DPI way higher than it needs to be for the page. Having the capacity to quickly see the output resolution for that viewport would be very useful to determine a proper DPI for the page based off the content being placed on it.
  11. I'm attempting to pull the name or handle of the Texture that is assigned to an object and I can't come up with a working method. Get Texture Set (vs.GetTextureSet) looks like it should do this, but I can't get it to return anything beyond a 0 int. Any insight?
  12. Is there any way to pull the height or aspect ratio from a texture resource? I'm struggling to find any vectorscript or existing marionette commands that can get texture information beyond the width, which is not useful when a texture is not a square image.
  13. The strangeness has to do with your network structure through the IF nodes. The IF wants two data set options versus functioning as a post node downstream routing control like you're attempting. Rather than 2 IF and 3 Separate Symbol/Move commands, you can do this with a single IF, Symbol and Move command. Use the IF to determine if it should insert 1 or 2 pillows as you are but rather than directing the symbol name string, have it direct either the single insertion point, or a list of insertion points for multiple pillows. The symbol node is able to process the list of multiple points, so a single node will run twice if a list of 2 points are sent to it, and then the move command will handle the list of both pillows. I've attached a tweaked version for you to check out. bed v4B.vwx
  14. Found this old post while working on my own batch importer, so maybe you've figured this out by now? I can't find any information or the existence on this vectorscript command anywhere online though so maybe it's somehow an outlier that wasn't documented, but it's in the Procedure List and is working for me in 2020/2021 (maybe wasn't around for 2019 when this was in question?). BOOLEAN = vs.Import3DSFile(fileName, atOrigCoords, position) Were you successful with your batch importer? I'm running into some complications with the OBJ command processing lists of objects to import and retrieving handles for the imported objects that I'm slowly working my way through; would be great to get some help from somebody who's done it successfully.
  15. I second all these points (the integer restriction on the parameters is super annoying!!) and have more to add: -The Focus Point hasn't been terribly useful for me (Didn't even seem to work for me the times I tried it in 2020?) as this appears to automatically snap focus to the 3D center of the object the framing isn't always great. Would possibly work better if you could independently lock the Pan or Tilt to the Focus point so the pan always looks to the object but the tilt can be adjusted as needed? Or vice versa depending on the scenario. -The Tripod needs to be parametric. There's been many times that I'm trying to line up a shot and its too low with the 48" stand, but too high with the 62". Sometimes I can get away with just cheating this on the Z height but I generally am showing camera position in my renders, not just the shot framing and cant just have cameras floating in the air or poking through the floor, or go to the effort to make custom tripods for various heights. -The 2D Field of View line line are definitely way too short in most instances and should be configurable. Just make the line length a parameter and we're set. -Need text options! I can give a camera a name and position but I have no means to insert that text by the camera for identification? Simple Text Options like the ones included with the Television tool would work just fine here. -Need a PERMANENT link to viewports. This has been a frustration of mine with Vectorworks forever. It's not enough to convert a camera to a viewport, I need to have a viewport that is always connected to this camera object and updated automatically with changes. I do a lot of projects that show camera shots and story boards so if a camera position or focus changes I need to update it in multiple sheets and this is irritating. -It would be great if there was some kind of saved view preset option here because I'll often need to show multiple shots from the same camera but it can only ever have one focus at a time. I generally just solve this with multiple layers/objects but its frustrating to be talking about camera shots with a client and have to hop out of one camera and into another to show a different shot. This could tie into the permanent viewport too, with the viewport referencing a specific camera and a specific focus configuration -This would probably need to be another tool but it would be great to have a configurable Jib option as a stand type -This is probably getting too overkill for one tool but it would also be great to have the Camera Path tool baked in in some fashion to more directly create jib motion and dolly shots -a minor annoyance: Why are is the VariCam 35 Body white? I'm not doing anything that requires the exact camera bodies that are going into production so I tend to just wind up with this as the default, but it's white and sticks out like a sore thumb and I have to change it in classes or the symbol or change the body. White versions of this don't seem to exist in any half assed Google image searches I do. 😄 I also have a heap of bugs I've been needing to file a proper report for but was waiting to see if 2021 magically fixed any of these.... They hit a couple, but I still have some doozies here if they're of any worth to anybody else to jump on. -I'm still encountering Symbol ghosting when using the tool. Example, insert any symbol (a chair symbol for example), switch to the video camera and it will show the outline of the previously used symbol as if you're inserting the symbol. Click and it will insert the camera but it will also leave behind the symbol outline which does not register as an actual object, cannot be interacted with and will only go away when you close and reload the file. (see image) -Layer Height isn't being factored into tool at all and having a camera on a layer set to anything other than 0 will make viewing anything through this camera completely wrong. -Mirroring a camera will break the Aim function because the object is mirrored. I end up with this whenever I'm quickly trying to mirror cameras across a center line if I don't remember to correct the flip. -The Aim function is helpful in getting started but doesn't seem to give me a usable tilt in any attempt I make. In 2D it always sets tilt to -20 and 3D seems to always go to +20. -The tool just does not play nice with the Multi View Panes and Mutli View Panes are made for this tool to see everything in 2D but have your camera views in other panes. I try to use this with a 2D view and a 3D camera view via the Activate Camera button and it will work fine at first but making changes can mess up the view panes. Like activating a camera in 3D and then trying to use aim in the 2D pane will completely break the view of the 2D pane and put it into 3D mode with a weird configuration. -Field of View has some general wonkiness. Again with Multi View Panes. The 2D FOV will not get drawn if the 3D is active. I generally only use 2D Show Field of View and it will not show when a 3D view is active which is very unhelpful when considering sightlines. -I just encountered this a few times in my 2021 tests, but haven't nailed down an exact cause to replicate it- Sometimes the drawn FOV breaks free of the plug in object and I had both 2D and 3D versions getting drawn as just individual line objects on the design layer not even lined up to their intended camera positions. These were entirely separate objects that I was able to delete so there's that at least. Old issues that were MAYBE fixed from 2020 to 2021 since I can't seem to replicate them with my limited tests: -The 3D Geometry of some of the camera lenses will end up in renders and block the shots. That was a super frustrating 2 hours of troubleshooting until I realized my renders were coming out solid cyan because it was rendering the camera lens. Looks like this might have been fixed or I just haven't hit the right settings to trigger the problem again. I was able to fix this by just turning off the camera classes in the viewport but sometimes I need to see other cameras in the shots to show when things aren't well hidden and this can get deceptive -The imported camera symbols were Purgable and made a mess of your cameras if you purged the symbols out of the drawing. This one looks to FINALLY fixed in 2021.


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