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About MarissaF

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    Quality Assurance Specialist
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  1. not positive that it's a bug at this moment, but the best way to get around this is to extrude the rectangles first and then perform a solid boolean operation on them instead. That will give you the results you want. It's not because of the hybrid nature, though. There may just be a problem when running the Marionette_DisposeObj() function. Our office is closed today, but I'll take a look tomorrow and see if I can learn anything as to why those objects aren't being disposed of properly. Marionette Object vs Network_MFarrell.vwx
  2. There are two ways you could do this: 1) instead of naming the actual node, put a pass node between that node and the one you were going to wire to and name the pass node. This will allow you to see what's passing through the pass node in your script without exposing it to the object. 2) edit the script of the node and rename it on the Python level. This would require that you remove the first line of code from the script editor that references the external python file, but would allow you to rename the node (for example, you could rename a "string" node to "Name of Class" I would suggest using the first method just to prevent the need to edit the guts of the nodes, only drawback is slightly more clutter in your network.
  3. Not right now, but this is something I've been discussing with the developers of the Resource Manager.
  4. @wingchudesign check this post out, it should help you.
  5. Check this thread out:
  6. @PonyB If I recall correctly (I don't have a 5k to check for sure), if you reduce your window size down to a portion of the screen, maybe around half(?), the video should export. Jim might be able to verify this ahead of time, but give that a try. I know it's being looked into here, but for now resizing the window should(?) work.
  7. I can try to generate a list for you. As for changed nodes, unfortunately there isn't a list of changes from 2016 to 2017. We didn't have the capability to save the script as a text file back then, and there is no way to see changes in binary files. I work directly on the Marionette content, so it's unlikely you'll find anyone with a list that I don't have, at least on the official level. I can say that not too many things were changed from 2016 to 2017 nodewise, and anything that was changed wouldn't likely affect your networks. The most important thing is that the Mirror node works in 2017 when it did not in 2016. Moving forward, it WILL be possible to see the changes made between versions since scripts are now being stored externally as python files. When updated, they are also being tagged with comments saying which date they were modified, and sometimes if a big change is made, there will also be a comment in the script noting what it was.
  8. From 2016 to 2017, there's no way to bulk update. You would have to rework the networks since 2016 didn't use script referencing. This may change moving forward.
  9. I would use "width" instead of summing the cells, since you're querying the same roof style throughout. It would get trickier once you start introducing other styles, though.
  10. Hey Alan, Currently when I create new nodes for Marionette I often use the Python version of the Vectorscript calls, as you're thinking. Pat's feedback about error handling is very important, though. Right now, since you can wire a node to any other type of node, it's really important to check that the type of data is compatible with what function you are using. A lot of nodes handle this now, or at least have been tested to be sure that it won't crash Vectorworks if a user were to wire the wrong thing to it. I also agree with Pat on his suggestion to modify the guts of existing nodes so that you don't start from scratch. When I went through every node this past spring for testing/fixes, it was very apparent that they were created that way as well. Many nodes have the same variable structure inside to simplify the creation process. This will eliminate some of the time it will take to implement a new function. I would also like to suggest that if you want to see some sort of functionality in our shipping content that you post a request for it somewhere on the forum. I'm working really hard to get some new things in for 2018, but the approval process takes time, so the sooner I know, the more likely I can slip it in. Another thing I want to point out - not all of the functions available on the Vectorscript wiki are compatible with Marionette, and some of the ones that do work may not work as you anticipate. I actually had to go through and remove/modify a handful of nodes because they were written with outdated Vectorscript calls and slipped through the cracks during early implementation stages. All in all, if at any time you have any problems, I'm here to help. I'm very well versed at this point as to what can and cannot be done with Vectorscript in Marionette.
  11. Hi! You may want to look at Model > 3D Power Pack > Unfold Surfaces. I'm not positive of the accuracy on complicated shapes, but I think you should be okay with triangles. Just make sure you've converted your object to NURBS surfaces first.
  12. Hi @Jab_be! Unfortunately, the link you provided won't be of any help. Marionette uses Python code, and what you're referencing unfortunately is in a different language. I'll check with some people here in the office once they get in (I, of course, am an early bird) to see if we have anything in Vectorscript that we can use to accomplish this task, but I'm not sure that we do at this time.
  13. This shouldn't cause any script errors, the only downside is that you may not know what order the values are running through the next node. I usually use an 'Ordered List' node when I'm doing something like this, just to be sure I know which order the wires are being passed to the next node.
  14. Hey Alan, I'm not sure! The only thing I've noticed is that it only seems to do it with your negative integer values. I'll see if I can learn anything else.
  15. I looked at your file and one thing that stands out is that with your Marionette object selected, the Attributes palette shows your Fill Style and Fill Color are not set to be "by class" That helped to remedy some of the things you're seeing. Another thing, you have a note on an object that says it should be "blue pen with no fill" however the class that object is in doesn't have those set as the class's attributes. They are currently set to white fill with black pen.