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Everything posted by AlHanson

  1. The Set OIP node does not appear to function when the OIP Name has a space in it. Is there any trick to using Field Names with space to get the space to process? EDIT: Figured it out- just a simple underscore will replace the spaces just fine. Great node btw!
  2. It would be great to see the face counts of Mesh objects in the OIP for the mesh rather than having to go edit the mesh or find this number in the Simplify Mesh command.
  3. Is there any way to directly access the secondary units that are configured within a document via Marionette? For example, I'm playing with a script to basically recreate the existing Scale Bar tool, but using dual dimensions (feet on top, meters on the bottom). It's easy enough to build this using basic math conversion for a set secondary unit or manually typing the secondary unit in to convert the dim value, but it would be great to directly tie this to the defined secondary units for flexibility and to see those units displayed properly in the OIP. Digging through the DIM node's code it appears that this could be a simple matter of changing the value in the line "units = vs.GetPrefReal(150)" to "units = vs.GetPrefReal(200)" per the VS:Function Appendix (http://developer.vectorworks.net/index.php/VS:Function_Reference_Appendix_F#Secondary_Units_Selectors) but that doesn't seem to work for me, so I guess it's actually tied to the current OIP Marionette.WidgetType.RealCoord implementation?
  4. I'm looking for a way to have calculated information appear in the OIP, ex making a simple grid object that will display the total number of points in the OIP. For a simple 10x10 grid text like "Total Points: 100" would show. Looking through the Marionette Implement a Node guide (http://developer.vectorworks.net/index.php/Marionette_Implement_a_Node) seems to point toward a Static Value if I'm understanding what I'm looking at correctly. I lack any real python knowledge and my attempts to use other nodes for reference to create a node aren't working for me. Is this the correct direction, and is there a way to implement this function into a marionette object that I'm not finding? Assuming I'm heading in the right direction here, is there any way to implement this as a stand alone node that can get values plugged into it within the network? I'm surprised to not find any current implementation for all the OIP functions in the node library. I was ecstatic to stumble across the Separator Node in @sbarrett's Festoon Strings object, and working with that has been a game changer for a lot of my little projects. It would be lovely to have easier access to similar functions in the OIP. Will nodes like this eventually end up in the main Marionette library?
  5. I've experience all these issues as well working with Marionette. Haven't found any common cause or timing, it just feels like it becomes gradually corrupted to the point of being completely non functional until Vectorworks is closed and restarted at which time everything seems to return to normal.
  6. Thanks for the all the help everybody. Just understanding what to expect makes a big difference in planning and troubleshooting!
  7. I've been encountering this with the If node on many of my marionette projects and I'm struggling to understand if this is normal behavior and the list handling just doesn't work the way I'm expecting it to and I should be approaching my scripts differently or if this is a bug. Any help explaining this to me would be appreciated! I've attached a screenshot with a very simple example to explain. I've been trying to set up simple toggles using the If node and a Boolean or Popup node to control the output. I have 2 different lists of different lengths, one with 10 items and one with 15 items for example. Regardless of the Boolean status the resulting list is always as long as the list with the larger number of items and the last value just gets continued to fill out the maximum list length. Why does the result not just return a list of the 10 items in the True result? Is this a bug or am I just not approaching python script handling correctly? For this simple example I understand that I could just put the if nodes on the input values to the Series node to avoid this, but I there's not always a clear work around on some of the more complex scripts I've been playing with.
  8. I'm having an issue with all the marionette objects I've been building lately where moving a 2D control point resets all other OIP parameters to the default settings. This happens to me program wide and isn't limited to any single file or script. Is this a bug or a 'feature' that I'm just not understanding? Is there a way to prevent this?
  9. The Text Style option would be far more usable if each individual parameter on a text object (Font, Size, Style, Alignments etc) had the option to refer to a font style individually as opposed to the current all or nothing usage. This would function just like setting each different Attribute control to refer to the Class or be manual to allow for more flexibility. It's incredibly frustrating to make multiple text styles just to deal with simple things like needing a slightly smaller font. Having the Text Style be per attribute would solve a lot of this and make them much more flexible without dropping the entire object to Un-Styled for just a single minor change.
  10. I'm trying to do something that should be simple, but I'm struggling to get the desired results. Basically I'm just trying to do a network that will duplicate a symbol along some control geometry, just like working with the built in Duplicate Along Path function. I have the basics working, but what I can't figure out is how to get the objects to to face the correct orientation of the path, which is normally controlled by the 'Tangent to Path" option. Is there an existing node that will do this for me that I'm missing, or what is the process for calculating Tangent at each point that I've divided the curve into?
  11. I'm having a couple issues with some image props I'm using for table details in a render. The meal settings are a combination of some simple 3D plates and image props around/on them which are a single symbol for each individual setting. First issue is that some objects are set to auto rotate and do so properly when in OpenGL, but when I do a Final Render they get revert to the plane of the polygon for the Image Prop. See the Wine/Water glasses in the pics. Second, some of these glasses just disappear when rendering as Final. See the settings around the 5 and 10 o'clock positions. I thought this might just be related to the first problem and merely be a 2D object just not at the right angle to be viewed by the camera, but it persists through rotating around to different angles. Last, there's a few image props that have transparencies that work just fine in OpenGL but get rendered as a solid white fill in the Final Render. See the knives/spoons. The rotation and disappearing issues seem to be related to the symbols as when I convert the symbols to groups and then ungroup everything into individual objects they render fine but this creates a hellish amount of objects and doesn't allow me to tweak the layout for all settings easily as a symbol would. OpenGL Example Final Renderworks
  12. I am also experiencing this issue. There's definitely no dialog box open anywhere. I'm running VWX 2015 SP2 (Build 240846), on Yosemite with multiple monitors. As best I can tell from my experience with this issue is that it seems to only happen to me when my Macbook has external monitors plugged in. It generally happens most frequently when I click the middle mouse button to access the Pan Tool and move the drawing around. Usually clicking the button again does not immediately release the tool and then I'll experience the greyed out menus. I can't do most things including directly saving. The only fix has been to Cmd-Q to close VWX which will at least prompt me to save and then restart. It started out as an occasional thing, but has been growing more frequent and I have to restart multiple times while drafting a project.
  13. I've just added a file with a couple of the mesh symbols. In prepping this file I figured out exactly whats causing it- I have Mesh Smoothing with Crease Angle turned on in the document to smooth out some of the other mesh objects I have in this file like a car. I still don't quite understand why that would cause this to happen however. Turning the smoothing off does fix the problem but it makes for ugly blocky renderings on some of the non native VWX objects I had to import.
  14. In my rendering I have some detailed meshes that I've imported from a client and adapted to symbols and did some flipping/mirroring to ease the pain VectorWorks was feeling. However, when rendering, these flipped symbols render darker. It's happening in all render styles and is very apparent when done as a white model render. Anybody know what's causing this and how to avoid it? I'm sure I can fix this by going back and reworking some of the symbols, but that'll take more time that I'd like to avoid if possible. I'm using VW2013 SP5.
  15. That was it! No idea how that got changed. Is there a hot key for this that I'm not aware of that I accidentally hit?
  16. I have a drawing that recently starting having some issues with the text handling. Text that is standard (horizontal) will display fine, but any text that is rotated 90? will be replaced by an empty rectangle. The text will print fine and is briefly visible when zooming in and out but will not otherwise show when in the drawing. The problem is currently limited to a single file and does not happen in others. Is this a bug or some setting that I'm not familiar with?


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