Marissa Farrell

Marionette Maven
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About Marissa Farrell

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  • Occupation
    Quality Assurance Specialist
  • Hobbies
    snowboarding, macrame, beadwork, embroidery, Binding of Isaac, Marionette, arts & crafts, 3D Printing, reading, saxophone
  • Location
    Maryland :(

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  1. @Corey Verdusco You can download the files here:
  2. I use the forum solely on Chrome and don't have those issues, just to give my experience.
  3. These look like line endings to me. In your attributes palette, check to make sure you don't have one of the line ending marker buttons selected while you have these shapes selected.
  4. none of your scripts should break moving from 2017 to 2018. Everything will stay the same with them because we will no longer be referencing the external python file that controls the script. You shouldn't see any difference between 2017 and 2018 with regards to that.
  5. @the frog I don't think you should be "afraid" of 2018 I'm not sure how your distributor handles content, but if you find that you don't have the same Marionette content that we have over here, I can help you out and get you the nodes you need from our version. That's the best part about Marionette - it's easy to transfer nodes from computer to computer
  6. The removal of the preprocessor when moving files from 2017 to 2018 is intentional because we changed how some of the nodes worked (specifically swapping out input ports for OIP controls) which could introduce broken networks in the newer version. All nodes placed from the Marionette tool in 2018 will still have the preprocessor code.
  7. So unrelated to Sarah's comments, which I think still need to be discussed, here's a way to get closer to what you're trying to achieve. I would recommend not using the Get 3D Edge node, because that won't help you with this problem. Instead, I used the Get 3D Info and Get Bounding Box nodes to locate the correct position. These nodes won't be foolproof when you start changing some values in your script, though. I'm sure there's a better way to do it, but this is at least a step in a better direction. Alkistis_tube_trial_v2017_MFarrell.vwx
  8. Hey Alan, 2018 introduced Marionette Menu Commands which can actually streamline a lot of the stuff you're thinking about. Not sure if you've gotten your hands on it yet, but just wanted to point out that we have a new workflow for stuff like this! I'm hoping to get more examples posted, but I did get one up on the Marionette Gallery that you can take a look at.
  9. I haven't been able to reproduce this one yet, so that's either good news (meaning it's not an issue in more recent internal builds) or my setup is just different enough where it's not affecting me.
  10. Totally possible, as long as the objects being distributed are 3D. Moving planar objects around with Marionette has been my worst enemy lately. Only itty bitty issue is there's a bug with using selected objects in Marionette Menu Commands right now where it counts more objects than you actually have selected, which is messing up the divisions. I'm trying to get around the bug to share what I have going on (and good news is that in more recent stuff, it looks like the issue has been taken care of, just not available to you, yet...) Still working on the orientation part, but here's a sneak peek while I get this figured out... The menu command (when ready and available and ***bugless***) will require a selection of exactly one NURBS curve and then the 3D objects you want to distribute along it. It will count how many objects you have selected for distribution and find points on the NURBS at equal divisions and move the objects to their appropriate position in 3D space. Sorry for making you wait for the final product, but hopefully knowing it's on its way will help out
  11. I think we can actually just get around this by removing the Mix2 node. I'm attaching a revised file, it appears to look just like yours did previously, but if I'm wrong, please let me know and we can work together to find a different solution example-Alkistis_MFarrell.vwx
  12. @willofmaine I'm going to offer an easier way to solve this without having to mess up your existing network too much - after your "Text" node, use the "Get String" node. I'll also try to explain better what's going on with your current network. Your text node is creating a Vectorworks text object, which is not a String type variable, which is what you really want. The Get String node that I am proposing will take the String variable that exists inside of that text object and pull it out just so you get the characters that make up that Text Object. The text object that you created gives a 'handle' (or a unique identifier for an object in your document) rather than the string because we use that handle to edit that specific object (for example, move, resize, change the text inside, etc.) Hopefully that makes at least a little bit of sense, but if it doesn't I'd be more than happy to get further into it (maybe even with a graphical demonstration )
  13. Hi! To start off, you're doing nothing wrong. It looks like the Subtract Solids node is super expensive for this network. That node, by default, will perform a subtraction on each possible combination of the items going into the first port and second port. I attempted to get around this by editing that node to not cross reference the lists, but that ends up removing your trimming on the objects. (it did, however, make the network run faster) I'll keep looking at this, but if you want to try to figure something out, just try to minimize one of your lists going into the Solid Boolean node and that should speed things up.
  14. Version 1.0.0


    Starting in Vectorworks 2018, users can now create menu commands defined by Marionette networks. To do this, select a wrapper in your file, right click, and choose "Convert to Menu Command..." This will open a dialog window where you can name this command. A background process will save your Menu Command to a file in your User Folder. Once that's complete, you can access the menu command by navigating to Tools > Marionette Commands > [YOUR COMMAND HERE] Try this out with the attached file. After creating your menu command (I named mine 'Arrange By Size' when I created it), select some or all of the objects on the drawing area and run the command!
  15. I want to chime in and mention that we also added some new stuff to Marionette for those interested, my personal favorite being the ability to create Marionette Menu Commands which now allow you to use your script on selected objects in your document. There is also now a Valve node that will allow you to toggle whether nodes past that point will run or not (great for debugging or conditional network running) And a small set of other nodes that can help enhance your Marionette workflow were added as well. Feel free to reach out to me personally or on the Marionette Forum to get more details and short examples!