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Posts posted by Marissa Farrell
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Attached is a wrapper for a rectangular array.
Note: If you input a 2D object, currently all repeats in the Z direction will stack on top of each other at the same Z height, 3D objects will move as expected.
I'm working on resolving this.
I will also be writing this as a standalone node.
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V2 will rotate the duplicated objects to uniformly face the center.
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In the attached file is a wrapper that creates a uniform circular array based on inputs of object, center, and number of duplicates.
I will later create this as a standalone node.
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A parametric button - again, simple.
Please let me know if you run into any issues while changing parameters in 3D - there's an inconsistency I'm trying to track down.
Not shown in image - you can choose the number of holes to thread through.
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What about using the Text Along Path command with a straight line as the path?
You can ungroup the resulting Text Along Path object to just use the surfaces.
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I've recently purchased a 3D printer (I'll share more details with anyone who asks ) and decided that it would be fun and gratifying to begin modeling objects using Marionette with the intention of printing them.
My first share is this parametric door hook. Although simple, it was a great drawing project (I actually took much longer on this than I thought I originally would...). Once I get around to printing one (or four) out, I'll happily share the results!
If there are any questions on the best practices for using Marionette to model for 3D printing, I would love to be a resource for you. I'd also love suggestions as to what other objects might be fun to model for print!
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The solid subtraction would also have been my suggestion.
(Other than Marionette, but that would be slightly more time consuming )
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I'm having a hard time understanding what you're hoping to do/where you're running into an issue.
First off, I don't see a "Control Geometry" node in your network. In most cases, this is what you want to use if you're planning to use control geometry (although it is acceptable to continue using the "Name" nodes, it's just important to understand that they won't work the same way that control geometry does)
Where are you placing your soft goods objects? When you wrap your network, are you placing them into the control geometry of the Marionette Object?
(Side note: We currently only have support for a single piece of control geometry, although there may be ways around this, so placing two soft goods objects into the control geometry will likely not behave as you would expect)
Can you give me a better explanation if what you're hoping to accomplish? I'm more than happy to help.
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Kevin & bc,
Out of curiosity,
what layer scale are you using when you see this?
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Hi Chad,
Currently I'm not aware of anything that is foolproof to get this to work. I'm not even really sure what determines the order in the first place.
I'll add it to our list of areas to improve on!
Marissa
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If you want to send it, I'd definitely love to see it!
Hopefully I'll be able to help you troubleshoot and find a solution.
You can email it to me at ---, and I'll take a look first chance I have
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No problem!
The reason you're still able to call objects by name is because that node will look through your entire document drawing area for objects that are of the same name. I'm actually surprised that groups aren't being recognized, to be honest.
So regardless of you putting those objects in Control Geometry, leaving them on your Design Layer, or even copy-pasting them into your wrapped script, they should be located by the Name node.
I'll try to do some further investigating as to why groups aren't being manipulated, since I really think they should have worked just as they would have in your unwrapped script.
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Ruud,
At a first glance, I don't believe you're using Control Geometry properly.
Control geometry is defined with the "Control Geometry" node in the Input category. This node will look for objects in your defined control geometry (where you put your group and rectangle objects)
At this time, there is no simple support for multiple control geometry objects.
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EAP
in Marionette
Also, part of me believes that what Alan found actually solves the issue for using a 2D symbol profile on its own. I'll do some further testing.
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Kevin,
The issue you're finding with Alan's example is due to changing your profile in a 3D view (I assume)
If you change in Top/Plan, the path shouldn't bounce around.
This is due to the Convert to NURBS command in Marionette, we're working on identifying the best fix, because apparently we didn't fix it the way we fix most other "object jumping" issues.
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EAP
in Marionette
Alan and I discussed this when he discovered the fix he just shared. For now I am confident that I can at least get the different 2D bounding box locations as options. I'll look further into using insertion points.
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EAP
in Marionette
I've tried performing math operations on it as well. I'm wondering if including a loci in the symbol might work somehow? Place the loci at an equal but negative distance from the top-right point?
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EAP
in Marionette
Unfortunately I haven't found a way to do this. The symbol always re-centers itself.
I'll let you know if anything changes, though
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Tom,
If you edit while in Top/Plan, it shouldn't jump around.
This is an issue with using converting to NURBS in Marionette and I thought we had it resolved, but it seems we're still missing something. I might try adding some more varied logic and see if any of it makes it a bit cleaner.
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Hey Alan,
Most (there are some that are iffy) of those functions on the developer wiki can be used in Python by just adding vs.FUNCTIONNAME(Parameter1, Parameter2, etc.).
If you follow the syntax of the functions that already have python examples, you should be able to use the rest of the VectorScript functions in python. The wiki just hasn't had all of its python alternative functions updated to reflect that.
If you need more help, let me know. You shouldn't have to know Pascal in this case.
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Just to follow up - I think the issue with your node is only that you included "SetListAbsorb()".
When I took that out, your node ran for me.
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Try the node in this file.
I think I misunderstood you initially.
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Also, the nodes in the "Text" category should already convert the values to strings before creating the text objects, if you plan to use those.
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Brendan,
You should just be able to use
str(self.Params.dim.value)
Writing nodes
in Marionette
Posted · Edited by MarissaF
Alan,
I believe you're aware of the Developer Wiki, which contains our VectorScript API and is often a good place to start looking for the functions you may need.
Another way you could do this, if you have a Marionette network that you'd like to consolidate into a singular node, it's pretty easy to just grab the pieces of the code within the nodes that you'd need. I've gotten into the habit of first writing what I want using the standard Marionette node set, and then I dissect the nodes to find the code snippets required to consolidate it.
There are still functions on the wiki that we haven't introduced to Marionette, though, but most functions have an example posted on how to use them on the wiki, which could also be of use.
Also, since we use Python 3.3 as the coding basis of Marionette, it may also help to familiarize yourself with some standard Python practices. I've always found this to be a useful resource. You can likely skip to Chapter 3, since within Vectorworks it's not really necessary to use an interpreter. (If you'd like to use one for a better understanding of Python overall, that's also fine.)
I actually had never even touched Python before using Marionette, so Marionette has essentially been my Python teacher
Please let me know if you get stuck or need guidance!