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  1. I kind of feel sorry for the people who write these apps and other tools; a lot of work must get put into them, and then they just never get used properly presumably because the powers-that-be divert resources away from them after they've been presented as a new-feature selling point. It's such a waste. If that Nomad app worked well, and was being updated and improved I'd probably use it quite a lot in client meetings and so on. One thing I've realised during the past year is that on Zoom meetings I can share my screen and walk people round the VW model - something that's actually harder to do at a face to face meeting but it would be possible to do it on an ipad or similar, given a better version of this app.
  2. I tried this app out a bit, maybe 2 or 3 years ago, as a way of showing 3d models to people on an ipad or phone. It was sort of ok-ish but not great. Then didn't use it again. I tried it just now, to see if it's got any better. Put a VW2021 project onto cloud services, and then tried out viewing it on my mobile and on an ipad Android app (recent, relatively high spec phone, latest version of android) - it sort-of loaded part of the model, which I could orbit around. Trying to activate saved views was erratic and I couldn't get it to show the whole model. It crashed the phone several times. Ipad (admittedly quite an old ipad) - no luck at all really, black screen with no model visible at all. So at first glance it looks a bit like it's another Vectorworks thing that was launched, hasn't been updated for some time, maybe never will be and is now not much use to anyone. Am I wrong?
  3. I find the navigation a bit frustrating too. I'm used to flying around with a 3dconnexion spacemouse in VW. I see that TM have 3dconnexion support on their 'roadmap'.
  4. Thanks for comments. Useful to know I can have several VW exports in the same TM file. This is a fairly common layer setup for me. 0F EXG is ground floor existing (I'm often doing renovation/extension), 0F PROP-A is ground floor proposed option A, and so on. You can see I've got 4 options on the go there. While I'm working on stuff, I'm quite often copy&pasting stuff between layers. So, let's say I want to copy and paste a bit of furniture from option B to options C and D. Then I go to my sheet layer with all my render viewports. If I want to update 3 views of option C, and 3 views of option D so that the new furniture appears in them, it's a very simple matter of updating them. So...having made the change on the sheet layer, the operations are 1) Switch to render views sheet layer 2) Highlight the six viewports 3) Press 'update'. That's it - done (apart from the render time obviously). And I can see all 6 viewports next to each other. So would the equivalent process using TM would be something like... 1)Export the version C layer 2) Export the version D layer 3) Open TM 4) Import the version C layer 5) Import the version D layer 6) Make only version C layer visible 7) Export 3 presaved views 8 ) Make only version D layer visible 9) Export 3 presaved views 10) Then I have 6 jpg files or suchlike that I can view alongside each other in a file browser? Or is it more efficient than that? (I am thinking here about a working process - that is, I'm working on the design and making constant changes, rather than the process I'd go through at the point I want to present the images to someone)
  5. I'm currently working on a project at early design stage. Trying out different versions, jumping between working on stuff in openGL and a sheet layer that I have a load of renderworks viewports set up on. I can make some changes to the design, and then see how it looks in any of the preset viewport viewpoints I want, just by updating the viewport. It allows me to look at two versions of the same design, from exactly the same view, alongside each other (I can just duplicate viewports and adjust layer/class visibility as necessary). I can also quickly see the same view with accurate sunlighting at different times of day/year, again by duplicating viewports. I've only fiddled a bit with TM but I don't see that there would be an easy way of duplicating this kind of workflow/method. For every small change to the model I'd have to re-import into TM. And I assume that for each version of my model, I'd have to export that as a different file to TM? For example, if I have two versions of a design for part of the ground floor of a multi-storey building, in VW have duplicate ground floor layers, version A and version B and so on, with the appropriate ground floor layers turned on or off in my RW viewports. I think to see this in TM I'd have to export two copies of the whole model, one for each version. Is that right? I assume TM lets you save preset viewpoints where you can also save the time of day and so on? And then you can export these as image files? There's something very convenient about being able to have a sheet layer with a bunch of RW viewports that you can look at all at the same time, move around the page and so on. Would be interested to hear if anyone has worked out a similar type of workflow using TM.
  6. Certainly +1 from me. This thread is highly relevant: https://forum.vectorworks.net/index.php?/topic/55522-smoothing-nurbs-curves/ In particular, for anyone looking for work-arounds to the problems caused by this faceting, have a look at the last post on that thread; @axhake has done a lot of work in working up a method that may be very useful for various situations. I would say there are two concerns and I don't know enough to say to what extent they are interlinked. - one is mainly about the visual consequences of this faceting (ie, the rendered geometry looks rubbish but we suspect the underlying maths is sound) - one is about how sound the underlying maths is, when you do things like splitting off a portion of something like a NURBs curve and rely on that portion following *exactly* the same path as the one you have derived it from. And there are going to be problems even if the underlying maths is preserved perfectly, if the two curves are rendered with their facets in different positions. These things are mentioned on that other thread.
  7. Thanks - its a kind of spare-time project that is modelling as-built context as well as reconstructing previously existing historical versions. It proceeds in fits and starts and is gradually becoming more refined. It's been good practice for me in improving my 3d modelling skills... if I'd known from the outset how tricky it would be to get some victorian era brick viaducts right in VW I might not have started...
  8. This would start to get very complicated if your foundations stepped or sloped in levels, either along their length or in profile. I tend not to use DTMs at construction drawings stage for this reason, often preferring to use a mesh type surface to represent the ground surface and then do all the backfilling manually in section viewport annotations. The DTM would become a lot more useful if it could at least automatically subtract from itself wherever it intersected with a solid (that would cover any building that didn't have internal space below ground level - for those that do, the DTM would have to become more intelligent but it would be a start).
  9. VW2021 SP3. I have found that if I make a clip cube sectional view in OpenGL, in a sheet layer viewport, and then I go back in to edit the clip cube extents, that when I return to the sheet layer, the clip cube extents have been changed but there is a major graphical glitch which appears to make the whole model in wireframe plan view flash in and out of view. This makes things unusable and I have to close and reopen the file to solve it. I *think* this only happens when I also have a "floating view pane" open. This is not the first problem I have noted appearing when I have a floating view pane open; having one open seems to cause multiple issues, some of which I have reported in the past. Screen Recording 2021-03-29 at 17.55.12.mov
  10. line-weight

    Rooflights

    More rooflight problems. I have my own custom modelled rooflight symbol and it's inserted into a roof face. Same one as described above in fact. I'm finding that I'm unable to snap to any of the symbol geometry ; that is, the rooflight in its inserted position. I can't get the working plane to find any of its faces and I can't seem to snap to any part of it in any form. Dunno if others can replicate this problem or whether it's specific to this file/instance. I'm going to have to convert it all into 'dumb' objects I think. The roof face will be a generic solid and the rooflight a symbol manually moved/rotated to position in a manually cut hole. Otherwise it's impossible to work with it in any useful way.
  11. I wonder if that's how it is supposed to work though.
  12. Thanks. So it includes non-structural elements of walls etc. And I'd not really paid attention/noticed that option in the OIP of extrudes etc - very useful to know.
  13. I like also to tick the "merge structural objects with the same fill" as it often helps get rid of unwanted 'junction' lines between wall sections etc. I've never been entirely clear what count as "structural objects" for this feature; all I know is that ticking it usually gives me something closer to what I want.
  14. Well, I never knew you could create a detail viewport by this method! I would normally do what @Tom W. describes - duplicate the viewport, rescale and crop. And also agree, you should be able to pull more detail into the wall buildups by adjusting the 'advanced section properties'.
  15. It's a bit of a joke that when you look at the VW promo website it has stuff like this: and meanwhile in the real world here we are wondering why we can't even have a proper rooflight tool. Not to mention a working regular window tool.

 

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