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EAlexander

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Everything posted by EAlexander

  1. Hmmm, not sure Charlie. I don't usually bring obj into VW and try to preserve texture mapping, so outside my wheelhouse. I didn't think VW dealt with uv projection outside of Cubic.... Is that true?
  2. Orbit via the mouse with right click and move the mouse. Pan with middle mouse button and move the mouse. W A S D to move your body /camera. Q E to move vertical up and down. So, think less like cad and more like first person video game.
  3. Have to register, but with it : https://designsmithco.com/venue-library/ e.
  4. I don't know if it's specific for drafting, but I use Squarespace for my website. Great templates and easy to use. My wife uses Wix and likes it. Lots of options out there now.
  5. Mark is correct. I would say setting up fix profile and getting everything aligned first is more work then adjusting the profile after running the command.
  6. Maybe this helps? You just have to click to drop your pivot point before you orbit. Seems an extra click, but you get used to it. I don't even think about it anymore. Fly over tool starts at 6:00 minutes.
  7. I have found if I export lighting devices, they export in the correct position, but each fixture is its own unique geometry (I. E. Not instances). If I convert the lighting devices back to symbols and export, they come in as a master symbol and instances, but lose their focus and default to the "home" position of the light. Frustrating. I usually do this and refocus the lights in Cinema. You could try Michael's STAGE plug in for Cinema as suggested. I have also rigged a Mac viper with a movable focus point, but it was a custom set up and not part of moving a whole system from VW to C4D. Don't know that helps much. e.
  8. I would make two pyramids and then add solid them together. Draw a square the right size and put a 2d locus in the center. Select both objects and run MODEL-MULTIPLE EXTRUDE. When the dialogues comes up, pick the height of the pyramid (half the height of your whole finished object. Switch to front view and mirror the pyramid below using the mirror tool with the hinge point being the base of the first pyramid. Select both pyramids and run MODEL- ADD SOLIDS.
  9. Yes please! EAP is not just for molding - some of us use it as a major modeling tool for all kinds of things.
  10. You can select all those lines and COMPOSE them together into on line. That line, however, will have hundreds of vertices along the curves. So technically, it will be one object, but made up of hundreds of little segments still. I don't think there is any way to get it back to it's original points and curves without redrawing it, though I'd love to be proven wrong on that one.
  11. To me it's about file size on really large scenes. You can really cut down the weight of the file this way. Most of my show files are 300MB+ Not sure if performance gains - I get just fine performance overall. Should mention I still run 2019 and stay a full year behind development.
  12. I always convert to generic solid once we are happy with the object and think we are mostly done modifying it. That said, I ALWAYS keep a parametric copy of everything in a separate file.
  13. I wonder if there is anything in creating the base shapes in 2d, then floating some 3d locus points above and using Extrude multiple. I would rough in the base shapes like this then draw 3d polygons to connect spots that need it. Sorry for no example, I'm not at a computer.
  14. I don't think you an do this internally, you'd have to do two renders, comp it in photoshop or after effects and then import that back into VW. I haven't played with image effects yet, but I think this is beyond their scope.
  15. As far as I know, there is no way to bend the 2d plans like you want to. Even if there was a tool/command for that, it would distort the front to back relationship of your walls (the wall thickness wouldn't stay consistent as you bend it. What might help you speed up the redraw though is to look at the options for the Offset tool. I'm not at my computer, but in the Offset tool settings (the wrench at the top of the viewport) there is an option to offset and connect the arcs and make it a closed polygon. So you'd only have to draw one arc and then offset. Hope that helps some. e.
  16. Not sure, but I assume the tightness of some of your grooves would make for self intersecting geometry and VW doesn't like that. You could duplicate the geometry, scale it down slightly, raise it up, convert both to nurbs and then Loft them together. That might work better.
  17. Well I can't help your issue - just here to say the model looks great! Good luck.
  18. Sadly no - the 2D and the 3D are still separate pieces of geometry. The Hybrid part just keeps the 2 locked together in position and only shows the 2D when in Top plan view and the 3D in all other views. They are not parametrically linked. You should take a look at Autohybrids through - these generate the 2D for you from the 3D and you can use classes to control the attributes of the 2D. I'm too much of a control freak and like to control all of the 2D myself. But worth looking up in the help files/you tube. e.
  19. I build everything as 2D/3D hybrid objects - so I get the full 3d model, but I have a solid 2D ground plan of each object that lives with the 3D. So best of both worlds. Yes - it takes more time to model everything, but think that all your elevations and sections can be made from that model, so you gain a lot of time back that way - especially for revisions. Free tutorials here: http://www.evanalexander.com/training - these tutorials are from the POV of a production designer. e.
  20. I don't believe so, but are you using Custom Selections and or the Select Similar tool? Both these things will help speed up your selections of the unwanted hatch objects. Check them out in the help files. e.
  21. Perhaps I'm being daft...... I have Spotlight on VSS. I can't for the life of me find a model of an escalator in the RM or on the VSS download section.... does this not exist or am I just missing it? Thanks in advance. e.
  22. Ethan - I believe (and please - someone from VW tell me if I'm wrong) you are trying to go a from polygonal based modeled objects (Blender, C4D, Maya, basically all 3D DCC Apps) into a CAD program that uses Nurbs/polylines (and math) to create objects between points. So I don't think you are ever going to get anything but meshes coming into a CAD program. The reverse is easier since faceting those nurbs into polygons is an obtainable (destructive) workflow. It's not perfect (hence the triangles we deal with), but it works. The reverse - not so much. e.
  23. Great - there is no substitute for just playing with the software yourself. Feel free to ask Corona questions - there are a few of us on here that use it.
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