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Marissa Farrell

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Posts posted by Marissa Farrell

  1. Okay great! I can definitely try to mock something up for you.

    Just to make sure I have everything correct in my head, could you give me a file with an example of how things should be laid out? It doesn't have to be extensive, just a couple examples!


  2. Hi Diana,

    Are you asking if you can use Marionette to locate an excel file to import from?

    I'm going to guess that no matter what you're actually asking for, it can be done. Worksheet nodes just haven't been implemented in any of our release versions. I'm working on a worksheet node library now, but if you give me a good description of what you'd like done, I can try to put something together for you to use!



  3. Update:

    The golden angle node in this file should allow you to reverse the direction via checkbox (boolean) in the OIP, and it allows you to set where the centerpoint of the spiral is... you can also use the output orientation to set the orientation of the object being drawn to face towards the center. This still needs to get fixed when you check 'clockwise' but I'll have it fixed soon!

    Let me know if you run into any issues with it, or if there's another way you'd like it improved!


  4. Hey Everyone!

    I just wanted to share this node I've been working on as I'm pretty excited about the way it turned out.

    It definitely needs further refining - My descriptions aren't up to par for how exactly to use them, and I will soon include a center point as well as look into a way to define the orientation of objects that may be drawn... Circles work wonderfully, but rectangles, etc. can definitely be improved.

    Let me know what you think!


  5. I just wanted to make it clear that these decisions aren't made lightly, a LOT of different factors come into play and even if it doesn't seem like it, the largest concern, is always you folks. There are passionate people here that stand up for user experience and ease of use on a regular basis and expound the virtues of good design, I really wish that was something I could show you directly.

    I want to second this statement. I work with the Quality Assurance team, as my primary position, and there are a few of us who are obnoxiously passionate about improving user experience. Unfortunately, things take time and we need to get our opinions further up the food chain in order for anything to really make it into the software.

    My personal on-the-side project is improving Marionette as a whole, my current contribution is making sure that the default content that we ship with is up to par, and unfortunately a lot of iffy stuff slipped through the cracks, but we are definitely working to clean it up.

    Version control has been near the top of our list as to improvements for Marionette, and although it won't have been implemented at the beginning as it should have been, we can take the current status of the nodes and consider that our 'first version', once we all decide that's the way to go. Sure, it may not entirely reflect how many times we've edited it up to now, but it at least helps us moving forward.

    I also want to make it very clear that Marionette is VERY MUCH in working condition. There is absolutely nothing preventing a user to create a network and have it do as he/she wishes. I will honestly say that there are currently nodes that aren't up to par, but that in no way prevents usability of Marionette on its own.

  6. Looking into this, I believe there are some issues with the roof nodes. I've gotten close to getting the results I want, but it hasn't been easy. Let me take a look further and see if I can get a working example, and see if the nodes are even working as intended (which I don't believe they are).

    Thanks for your patience!


  7. I'll have to skim through my current resources and notes and see what I can put together.

    I often come across things that I didn't already know and have to track down someone to help me learn what exactly certain lines of code will do, and unfortunately my desk is just covered in sticky notes about Marionette as a whole... I really should sort them out sometime.

    But I definitely plan to compile a list of helpful information that isn't very intuitive to non-programmers!

    Luckily, since I now help with developing new content, I should be able to help you and other users as I learn more on my own. :)

    If you haven't looked at the Marionette Basics or Marionette - Implement a Node, these would be a great place to start while I poke around. There is a lot of information on the second link that will help to show some obscure tricks for custom nodes, although it's not extensive.

  8. It's not necessarily that the node *won't* work, but there's a better node to use.

    Some deprecated functions that were replaced slipped into the nodes for Marionette, including the one that 'Set Arrow Style' uses, but it's better practice to not use that function and use the one inside of the "Set Object Marker" node instead.

    Although those nodes may work as described, they are using outdated functions and will most likely be removed or replaced in the node library in the future, so it's better to get used to the proper nodes now before the outdated ones disappear.

  9. @rDesign:

    Currently, to my knowledge, all default content nodes that produce geometry have SetLinkObjects() specified.

    If someone were to create their own custom geometry node, it is not *required*, but it's definitely recommended, because linking the geometry to the node that produces it will prevent duplicating the output geometry every time you run the network, and will also respectively update the output geometry each time you run the network.

    Think of it this way - by using the SetLinkObjects(), each time you run a marionette network, all of the output geometry is erased/deleted, and everything is completely redrawn. Without the linking of the objects to the node, a part of the created object could be left behind.

    I'll work on putting together a file that shows the difference when the SetLinkObjects() is used versus when it is not. I will also try to put together some useful knowledge for creating custom nodes, since it's apparent that there are some things missing from the public knowledge, and even my own still, from time to time.

  10. An update on Set Texture Size - the node works, but the way it's being used in this network is incorrect. The output from "Texture" is actually still the object that you applied the texture to, and in order to use the "Set Texture Size" node, you must use the handle to the texture resource as your input. I'll work on creating a file to explain how to use it, and potentially get it to work a little better, as while I'm messing around, the size of the texture on the object it's applied to does not auto-update.

    There are some funny things going on with Texture nodes overall, but I can at least move things around a bit for the purpose of an example for this thread.


  11. Through my testing of Marionette, I've encountered nodes that will not (likely) ever work or may use outdated functions. Below is a list of nodes that should be avoided in your networks for the time being, and are being taken care of for future dates to either be replaced or removed.

    If there is currently another node that can do what the node listed cannot, it is mentioned as well.

    Nodes to avoid:

    - Get Arrow Style -> use 'Get Object Marker' instead

    - Get Marker -> use 'Get Object Marker' instead

    - Set Arrow Style -> use 'Set Object Marker' instead

    - Set Marker -> use 'Set Object Marker' instead

    *note: these nodes will produce results, but are outdated, and the Set/Get Object Marker nodes are a better practice to use.

    The following Texture nodes will not work as-is, but we are working on another method to be introduced at a later time.

    - Get Texture Shader

    - Get Texture Shininess

    - Get Texture Space

    - Get Transparency

    - Default Texture Space

    - Set Texture Expanded

    - Set Texture Shader

    - Set Texture Shininess

    - Set Transparency

    - Is Texture Expanded

    - Attach Texture Space

    - Delete Texture Space

    - Edit Texture Bitmap

    - Set Texture Size - this will update the size of the texture resource, but will not apply the changes to the object unless you click "Reset to default mapping" in the OIP, currently. I will look into a solution.

    - Mirror -> will *hopefully* get implemented properly soon.

  12. Kevin,

    I completely agree. Since I've been working with Marionette, I've been trying to at least see which vectorscript calls are still valid for 2016, and I've made a (mostly) comprehensive list as to which functions are usable for Marionette.

    This can be found here, and although it's probably not finished, it should at least help out a bit for those actually writing their own nodes/scripts for 2016.

    I'm realizing now that there must be more functions that don't work as expected, and as those get discovered, I hope to update the linked resource.

    I also hope, like you, that a better maintenance for Vectorscript versions gets implemented as it would help so many people, at this point it's just a matter of how to get that in practice.


  13. Hi Alan,

    Unfortunately during development, some nodes slipped by us that were using deprecated/obsolete Vectorscript functions and made their way into our releases.

    One of those nodes that I'm sure of is the Set Transparency node, and while looking at your file, it appears that Set Texture Size also may have some issues.

    We've already begun looking into a different way to get those nodes to do as desired, but have not reached a solution yet, and the way textures now work do not support those outdated VS functions.

    I'll work on compiling a list of released nodes with known issues, as I'm sure it would be helpful to you and other users to know which ones to not use in your networks, and I will let you know if I can find a workaround for the time being.



  14. SetLinksObjects() links the output geometry to the Marionette node so that if you were to re-run the network, the geometry previously drawn would get replaced with the newly drawn object(s). This is to prevent duplicate objects and allow easier updating if a user were to change a variable/parameter.

    It's good practice to always use SetLinksObjects() when the node produces any sort of geometry.

    I can try to explain further if need be.

  15. It's never too late to start learning! I'm a huge fan of those who never lose the desire to pursue new, challenging activities.

    As for Marionette, all it takes is some exploration and patience (and the willingness to ask for help/direction).

  16. Hi Alan,

    I've edited the code in the "Wall" node in this case to join the walls for you. I am *currently* lacking the joining of the first and last walls joined, but I will hopefully get that fixed up soon.

    I will also work on creating a node that will be separate for wall joining purposes.

    Hope this helps!

    - Marissa


  17. Hi Alan,

    My recommendation is that you use the "Texture" node rather than the "Apply Texture," as it allows you to choose where the texture is applied. I've attached a revision to your file.

    Also, I'm not sure what you were trying to do with the wall footprint and extrude? I'm assuming you were trying to adjust the height of the walls?

    Currently, I'm only aware of changing the wall heights in Marionette by changing your layer height, which is what I've done here. I'll look into other options if you'd like!

    - Marissa

  18. Hi Everyone,

    Attached is a folder that includes light nodes, since currently Vectorworks does not ship with them.

    Let me know what you think and I can continue to expand upon them!

    Since the default library does not have an RGB input node, you can use the "Vec3" node to input RGB values. These values range between 0-65535.

    Feedback is welcome and appreciated!



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