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Everything posted by jeandm

  1. I see, I misinterpreted your intention! I'll do some more digging.
  2. Hey, It's dirty but it works if you input enough accuracy... For some reason it says that it returns as many POLYs as the number of vertices, but in the group there is only one... Go figure NURBS TO 2D POLY.vwx
  3. Any news on this? In fact, being able to manually control on which side (or both) the tag shows would be very useful.
  4. Thanks for you reply Cberg! This again seems like a big workaround for such a simple task. You can always insert multiple objects, but why cannot VW handle one single proper curtain wall? Finding workaround is not a problem but its clunky and cumbersome when it needs to be edited. Thanks J
  5. Pat, Thanks for your answer! This is really too bad, it seems like such a simple thing. Thank you. Jean
  6. Hey Zoomer! You can integrate curtain walls in wall no problem if you convert the curtain wall into a symbol. The version that you see on this image is actually a symbol composed of multiple window objects which have their mullion overlapping each other. It could be done with multiple CW objects (as a single curtain wall does not allow stacked vertices, see above) but I find the window objects a lot more precise and reliable even though less easily editable. The symbol also has a 'hole component' which takes into account the difference between frame dimensions and rough opening. My reason for using a symbol rather than just windows is that I want the clerestory windows to show at dotted when in plan and full cut when showing the reflected ceiling plan. So with a hybrid symbol and a game of class visibility in the 2D definition of the Symbol, I can get the whole thing to display properly. But all this is just a workaround for something that Vectorworks should be able to do... The Curtain wall tool is very clunky and pretty slow and glitchy. It often crashes VW too. You can however locate the single elements very accurately if you set up your view as elevation with a rotated 3D view if necessary and define a local working plane. From there you can just work on screen plane pretty comfortably... but yes, all this for that, right.. Stepped window example.vwx
  7. Hi Wes, Thank you for your reply. Yes, in this case that works as the door comes down. But if you try to have the brick come up in the opening instead of the door (see image), I cannot make it work as well unless I juxtapose multiple curtain wall objects side by side. As shown on the screenshot in the previous message, the handles are always off by one millimetre. Thank you.
  8. Hi Alan, Thank you for your response. I did have an issue in the sequencing of the nodes. I recreated a CW the way you suggested but I still get a 1mm difference... Do you get the same thing? A subsidiary question would be: Is there a way to have the opening in the curtainwall larger at the top than at the bottom? Thank you so much for your help! Stepping CW.vwx
  9. Hello, I addition to not being able to create a stepping curtain wall with vertical steps, I do not seem to be able to create a curtain wall object that is only represented with dashed lines in Plan view. There is always solid black lines that show under the dashed lines. Has anyone encountered this issue in the past? Would anyone know how to resolve the problem and get rid of those under-lines? Thank you. DASHED CW.vwx
  10. Hello, I don't seem to be able to create a stepping curtain wall. It appears that you cannot have vertical curtain wall edges other than the start and bottom frame. Anyone know how to do that without creating multiple curtain wall? I attached a file with the question pointing at the problem on sheet layer. Thank you. Stepping CW.vwx
  11. Hello, I need to run a script on a large number of objects and think there must be a better way than duplicating the script for each object, hence my question: Is it possible to input multiple objects using the Name Input node? Thank you! J
  12. Thank you! That's great!
  13. Hi Marissa, Thank you for your reply. Yes, that makes sense, it is pretty often that you would want to modify large lists of points and multiple poly at once though. So having the possibility to input as many lists of points as the number of polygons would be very useful. Thanks!
  14. jeandm

    Loft Surface

    Hi all, Does anyone know how to loft by list of curves rather than by group? I am trying to loft between the rectangles located along the Red curves here. Thanks!
  15. Agreed, yet it should output a list of 1 polyline... not a list with as many polyline as the number of vertices it modified. The node has a data flow issue.
  16. Alan, Thank you for your help. Yes, the output geometry is one polyline, but if you look in debug mode there are as many objects in there as the number of vertices you modified. In your example, 11 and 21, respectively. So when I am running 100 polylines at once in there and modifying 100s of vertices at onces, the data flow gets a bit out of control.. Do you see what I mean?
  17. Alan, Do you have any idea why this node returns n polylines if you modify n vertices and not only one polyline? Thanks
  18. Thanks Alan, How is that working when you have thousands of these curves? Because I cannot go back and forth in Word... Thank you for your help!
  19. Hello, I am trying to figure out a way to output a 2D polyline from a list of 2D points. I do not want to use the Bezier vertex mode or have to add vertices to my list. I want it to be interpolated as a cubic curve directly from the list. The curve needs to be closed or not. Similar to the polyline tool (see image) Any idea? Thanks!
  20. Does anyone know if there is a way to convert a contour into a 2D bezier curve. Since a contour is by definition 2 dimensional, it should be possible to convert it into a 2D curve and then use the "Get Point On Poly" on it? Am I missing something? I cannot seem to find much 2D curve functions in Marionette, is that normal? Thank you.
  21. Thank you Marissa, I tried this node, but I am struggling to remap the domain and get the (U,V) for specific points on the NURBS surface. I cannot seem to find a node that takes a 3d point as input and returns the closest point on the surface with its UVs. Thank you. J
  22. Thank you all for your help! I am currently looking into all these. it seems pretty heavy handed though considering Marionette is technically able to extract a local perpendicular plane to a NUBRS surface, as it is able to SHELL it. We need a node where you simply feed in a NURBS and a point on the NURBS and it returns a 3d vector normal to the surface for which you can specify a direction. There is no need for any other parameter really. It seems that there is a lot of 2D-3D back and forth because of the 2D oriented nature of Vectorworks. When modeling, there is no difference between x, y and z and the Top/plan view seems kind of reductive for marionette.
  23. For sure! Yes, I think I am having a hard time grasping the 2D-3D workflow in VW. I attached a small definition below. Basically, I have a base NURBS surface, from which I extract the contours. Then, I would like to distribute a set number of squares along these contours (same number of squares on each contour) and have one side of the squares oriented tangent to the contour. So, where I am having trouble is to orient a 2 dimensional polygon in 3D to be normal to have one of its sides tangent to the contour line. Thank you!
  24. Marissa, I am very thrown off by the fact that a 2 dimensional object located in 3d space is does not seem to be interpreted as a planar object.. is that correct? Planar does not mean in XY plane.. It means contained in a plane somewhere in 3d space. It seems that vectorworks can only perform a lot of the operations on objects that are located only in the XY plane and is not able to switch to local systems to perform in 3d space on 2dimensional objects. It seems very cumbersome to have to convert the geometry back and forth. Contours for example are 2D objects which exist in space. Your thoughts?
  25. Hi Marissa, Thank you for your reply. I was curious about how the Shell node works then, because in order to produce a shell from a surface it must find the local perpendicular vector to the NURBS surface, doesn't it? Then if it is possible to find the vector perpendicular to a surface, finding the tangent to a contour curve taken on that NURBS isn't too much of a stretch. Mhh, I will keep digging... Worst case scenario, I can always draw a line between two points located on either side and extremely close to the point I am trying to analyze and get an approximate tangent from there. I think I will start digging into the Shell node definition first though. Thanks!


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