Jump to content

Marissa Farrell

Marionette Maven
  • Posts

  • Joined

  • Last visited


545 Spectacular

Personal Information

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

Recent Profile Visitors

12,637 profile views
  1. At this time, if a valve is "off", any nodes downstream of it will not execute. I haven't tested, but I think a filter node or an if node could be used instead? I'll check sometime today.
  2. Are you manually moving the object? Do you have the "Reset On Move" checkbox deselected in the OIP? I'm kind of lost on where you say Can you elaborate on this? Also, I'd be willing to take a quick look at it if you wanted to directly message me with the file.
  3. The Move node has a radio button in the OIP to allow you to set to either relative or absolute coordinates. To move the whole created Marionette object, you'll need to use the Marionette Object node (previously named Parent PIO/PIO Handle)
  4. I would use a Valve node to suppress the display of the dialog. You may need to modify this a little (possibly a pop front node, or just comparing the first value in the outputs of Loft Surface) I'm not positive without creating a full-fledged test file, but I believe the "Int" node should be set to 113 (for surfaces) Let me know if this doesn't work/if you need more guidance.
  5. @gplumb I don't have the nodes that were created when mentioned before available right now, but here is a file that includes what I believe you're looking for. Newer versions of VW come with a small set of worksheet nodes, you can use Get Cell Value to return the subrow value. I created a node to get you the subrow count. I also saved it as a resource so you can save it to your library if you'd like. (If you need directions on how to get it to show up in the Marionette resource popup, let me know.) Please let me know if you need a version prior to 2023. Subrow Nodes_MFarrell.vwx
  6. Currently the Surface from Curves node can only be used in a Marionette Menu Command. I haven't figured out a way to allow input of curve handles, as the function requires the curves be selected, and Marionette does not allow you to act upon selected objects when not in Menu Command form. What's your final goal with this? What do you plan to do with the surfaces? There may be a way to bypass that step.
  7. The most similar behavior we have for this is the "Print Debug" node in the debug category. This node will create a text object that displays the values passing through the input wire(s) and the order they are received.
  8. No, Marionette scripts are still entirely open and editable.
  9. Yes, there's a missing line of code. In the #inputs section, add bComplex = self.Params.bComplex.value You'll also need to delete the first line in the script that begins with #COMMAND This has already been fixed for next service pack.
  10. Currently I'm unaware of a way to do this, even with styles. Right now the only value available to set by style/instance is the Reset on Move checkbox. We haven't exposed Marionette created variables at this time (I am unsure if it's because the capability is not there or if it will come at a later phase, I'll look into it.)
  11. The solution to this would be to set the settings of your data tag style to have 'Use world-based units' checked and 'by style' instead of 'by instance'.
  12. This appears to have to do with your active layer scale. My best guess is that the script is referencing the layer scale of whatever is active when it runs, since your data tags are set to be a certain way with regards to world-based units, the scaling is layer dependent. This can be tested by changing the active layer scale on your design layer to 1:1 and running the script (then pan or zoom to refresh the screen) The script DOES reset the objects every time it's run, it just appears to have a dependency elsewhere.
  13. You can just ungroup the Marionette object using the keyboard command (ctrl+U, cmd+U) and that will leave you with just the geometry 🙂
  14. My approach to this would be to generate your paving pattern, overlay a grid of points which would correspond to the individual pavers, and use the image processing technique shown in this example to color the pavers: Of course, the complete process may be more complicated than that, but I think it's a good starting point.
  • Create New...