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SBarrettWalker

Vectorworks, Inc Employee
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Everything posted by SBarrettWalker

  1. Version 1.0.0

    145 downloads

    This is a Marionette object that uses several python libraries - Pillow, NumPy, and SciPy - to create a triangulated panel that takes its colors from the pixels of an image. The color for each triangle is the average RGB value for all the pixels that would fall within that shape if the picture and the panel were aligned. To create this object I used some nodes that @Marissa Farrell created, a couple from this file and one node from this file. As this Marionette object contains external libraries, you may see some prompts to download libraries the first time you make a change. Just click OK when prompted. Unfortunately, this object does not work on PC running Vectorworks 2020. It does however work on a PC running Vectorworks 2021. There are two files in this post, one with just the Marionette object and another that uses the Marionette object in an actual model.
  2. Each part of the scissor lift is a modeled symbol, so those symbols would have to be replaced by ones that are a different size. The way that the script works is that each symbol is named and and each symbol contains a named locus point where the next symbol in the sequence is attached.
  3. @Sebasrougs when you create your list of points to move your duplicates, you need to use the Mix2 node and select the Cross Reference mode in the dropdown. You need to create XYZ coordinates of every possible combination.
  4. Hi @KroVex - The wall height is separate from the story height in Vectorworks. This allows you to draw walls at a specific height that are NOT bound to specific stories, only Layer Wall Heights. If you draw walls that are story-bound, then the walls will adjust with the stories. Since the premise of this script is to create stories so that story-bound wall styles will work, I didn't make any changes to the Layer Wall Height.
  5. What you are talking about is the same idea as this file. This takes loci and nearby text taken from a survey and converts them to the Existing Tree PIO. It could be adapted to the Space object. Because the Space is a path-based object (each Space shape is potentially unique, based on a path), you would have to adjust the script a little.
  6. Most nodes new nodes will work in 2016 because they use pre-existing python functionality, but some nodes have Marionette-specific functionality, such as the Valve node, the Slider node, and the Chart nodes.
  7. Hello, You need to use the node "Get Font ID" between the String node and the iFontID port of the Set Char Properties node. When in doubt, check that the prefixes of the output and input ports match. (They won't always match because of generic prefixes like "item" and "list", but they can be helpful in these situations.)
  8. I am coming in a little late to this conversation but I created a network for Landmark users a while ago that sounds very similar to what you want. Now that you have gotten started, you may not need this, but it might still be a helpful resource.
  9. Once you move the control points of a Marionette object, they will stay that way. What I would recommend is naming the Control Point node so it's values will appear in the OIP of the Marionette object. You can manually reset them there if you need to.
  10. Hi @halfcouple - you are correct in that you have to use a Menu Command to run a network on selected objects, you cannot do it with a regular network or a Marionette object. You can give yourself access to options in a menu command by using the nodes in the User Interaction folder in the Resource Selector. If you replace the regular input nodes with these dialog nodes, when you run the command, dialogs will pop up for each node asking what you want the parameters to be.
  11. Yes, you can use a Control Point 2D node. I have added it to one of your Marionette objects. rectangles with grids.vwx
  12. I have edited the node so that the "result" shows up and the associated data tag is now an output as well. This network will work when running it on a single design layer, but because of how Marionette works (creating groups of objects), placing them on multiple layers at the same time is rather tricky and I don't recommend it. Also, I don't recommend trying to use this with viewports. If you are tagging objects in viewports, I think using the data tag as-is works better than trying to script it. DT_AssociateWithObj.vwx
  13. Hi @Martin Lerch, I tested it and it appears to work great. The issue that you will have is that any geometry created by a Marionette script will be grouped. after the script is run and you ungroup the data tags, they appear to be associated properly with the space. I would recommend having the data tag also be the output of the script, that way you can manipulate it further along in the script (after it has been associated) if you wish.
  14. Version 1.0.0

    180 downloads

    This file contains a Marionette network that converts 2D polys into Massing Models. It reads the Record Format info attached to the poly and uses that information to create the Massing Model. It also transfers all attached Records to the Massing Model. This network is useful for converting shapefile data into Massing Models. To use the network, select the wrapper and make sure that all the fields in the Object Info palette correspond correctly to the objects that you want to convert. All of the info that you want to use to create the Massing Model must be in a single record, but all attached records will be transferred over by the script. Also included in the file is a worksheet that allows you to calculate Floor Usage Data for each floor of a multistory building. If you have one type of usage on the first floor, and a different type of usage on the upper floors, you can calculate that in the worksheet. (If you have more than two types of usage, it can only calculate the first two types.) To change the usage type in the worksheet, just type the name of the usage type, like "Retail" or "Residential" into the top row of one of the Area by Usage Type Columns. The lower rows will adjust appropriately.
  15. You can do this by choosing "Select Eligible Objects Mode" in the Mode bar of the Data Tag tool. If your tag is set to read a field from the Space object, you can hover over a Space with that Data Tag style selected and all spaces will highlight red. This works with any object type that the Data Tag is looking for. I took a screenshot of it using Doors and a Door-specific tag.
  16. Hello Martin, There are no default nodes, but there are a few scripting calls that have been added to Vectorscript and Python in 2019. You can find them here. https://developer.vectorworks.net/index.php/VS:Function_Reference#Data_Tag_Interface_Library In order to place a data tag, you could use the Symbol node and then I imagine you could create a custom node that uses the first command, https://developer.vectorworks.net/index.php/VS:DT_AssociateWithObj, to associate it with a Space. I think this would work if you are placing these Data Tags in design layers, but if you are trying to place them in the Annotation Space of a viewport, I would recommend adding Data Tags manually. There is a way to tag all relevant objects at once, so I imagine a script wouldn't bring much added efficiency.
  17. Yes, there is a node called convert to Poly Group. Here is a quick example of how to use it.TextToPoly.vwx TextToPoly.vwx
  18. Hey @Todd Drucker - I am excited to see you have started with Marionette! The first thing to remember though, is although Marionette is the same type of tool as Grasshopper, it's based off of Vectorworks' functionality and just as Grasshopper is based off of Rhino's functionality. Marionette doesn't really have an equivalent to "Morph" - some people have created arrays along surfaces with it, but they usually have to do it mathematically. There is however a command in the model menu called "Create Surface Array" that pretty much does this. It take a 2D or 3D object and arrays it across a NURBS surface, So I think you might have better luck if you model the column using curves and a loft surface (you can create this with Marionette if you like or just model it manually), the modeled pattern, and then use the Surface Array command. Tip, if you convert the 3D object to a mesh, it will morph around the Surface Array.
  19. I think you could try using a Mix2 node and choose the Cross Reference mode in the Object Info palette of the node. The important thing for list handling in this instance is that there are the same number of values flowing to each input. The Mix 2 node allows you to repeat values in the way that you want. Mix2 Cross Reference Example.vwx
  20. Actually, if you uncheck smooth corners, you don't need the Change Vertex Type node at all, so you can remove that whole section.
  21. also, you should remove the Get 2D Vertex node and instead connect the Series node directly to the iIndex input of the Change Vertex Type node - its looking for integers, not points.
  22. I am not sure what is going wrong here based on the image. Can you send the file?
  23. When you use the "Sel=True" criteria in an Obj by Criteria node, the network will ONLY work once the network becomes a Menu Command. So when you are building that menu command, use a different criteria to test the rest of the network. When everything BUT the Obj by Criteria node is set how you want it, you change your criteria to be Sel=True, wrap it, and convert it to a menu command. As far as your wrapper in that file, I believe it is because the name of the wrapper is only a number. If I delete the name it works fine. When naming your nodes, you can use numbers but only after letters. If you use numbers at the beginning of the names of your input nodes, the numbers will disappear when the network is wrapped and instead be used to order the inputs in the OIP.
  24. Unfortunately it's not that simple. The dropdown from the Solid Boolean node can't be exposed in the OIP of a Marionette object. In order to have the functionality exposed, you have to use a Valve node and place two Solid Boolean nodes in the drawing, where the Valve node would turn on and off the two Boolean nodes, depending on the True or False value you give the Valve node. The True or False value can be made accessible in the OIP. This would give you access to two of the Boolean functions. If you want access to all three Boolean functions, that makes it even more complex - I believe you could do it with multiple Valve nodes, but I would have to test it.
  25. Version 2.0

    1,380 downloads

    This is a Marionette object that creates an array of festoon strings. The Marionette object has four control points (one for each corner) that allow you to place each corner at a specific location and height. You can adjust the number of strings, the number of arcs in the strings, and the overall depth of the arc. The objects arrayed along the festoon strings are symbols so you can use the ones provided or create your own. The symbols provided have glow or light objects in them, so they can be used in renderings.
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