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Everything posted by AndrewG

  1. Hi @Elite Exhibits To answer your questions from a couple weeks ago: - If you're looking for a way to select your orbit point like in Vectorworks, we do not have that functionality within the Web View. The orbit point is chosen based on the geometry that's viewable in front of the viewer when we orbit. We do have a way to "teleport" onto a surface by clicking/touching a surface you see in your view. Then you can move around with WASD if using a desktop or use the joystick provided if you are using a mobile device. - In first person mode, the only things you can do at this point are look around and walk around if you're on a surface. The way to get "off" of a surface is to teleport onto a surface, and then press the eye-button again to switch into orbit mode. At this point, you can zoom out and orbit in that area. - When I'm referring to the "in-app help", I'm talking about the instructions that pop-up when you press the big question mark button (looks like ). The instructions should also be contextual, so if you're in orbit mode, instructions should pop up for orbiting, and so on. Hope this helps! Andrew
  2. Hello @Elite Exhibits To answer your questions: - Please make sure you export from Perspective View for best results. If you export the model in orthogonal or top plan Vectorworks will choose a perspective view for you. - The point of the home button is to place you in the location where the model was originally loaded. When you're in first-person, you need to make sure you are walking on a surface. You can touch or click on a surface to get to that point. We could add an improvement to allow for walking in "mid-air" without a surface if enough clients want that. - The orbit view center works similar to what the "view center orbit mode" does in Vectorworks; we orbit around the object that we intersect first, thus creating a similar "view center rotation" effect. We can change this as well if enough clients wish to be changed. Please consult the in-app instructions for more information. Hope this helps! Andrew
  3. Hello @Rick, If you have an android device, please follow the instructions in this help article listed under Daydream with regards to turning on the WebVR flag in mobile Chrome. You'll have the best experience in cardboard VR with those settings. The plan is to basically retire the old VR code (which runs for Android/iPhone devices when WebVR is unavailable) which rotates the position weirdly on some devices, but we plan on making a fix which loads the new cardboard settings automatically if the WebVR API is available in the browser. As for the blurriness in VR, this is caused by the old VR code, which probably won't get addressed unless we have plans on fixing that old code. Most likely, you'll get the best experiences from VR by using one of the following: Chrome on Android phones with WebVR turned on Vive with Firefox Oculus Rift with Firefox Daydream There are other devices that we plan to support in the near future. Please stay tuned! I hope this answers your question! Best Regards, Andrew
  4. Hey @Kevin McAllister, To answer your questions: 1. I do not believe Auto Hybrid objects do not take advantage of VGM ODT Threads. This is because a lot of the time is used by old drawing functions that are not VGM functions. We already have a report about this and we are considering on whether on fixing this in the future. 2. I haven't used the operations previews that you are speaking of, but if it doesn't use VGM or if generates a stale preview, it is probably not taking advantage of the ODT threads. Everything else involving dynamic drawing (loading objects in wireframe, OpenGL, Hidden Line, and top plan design/sheet layers) should be using the new ODT threads.
  5. Hey @Itchy the default walking height is about 2 m and cannot be changed for 2018 web views. We used to have an option that adjusts the height, however we decided to take it out last release since no one seemed to be using it. We can add this option back in if there is enough demand for it. Let me know if you are finding any other issue and we can address those ASAP. Thanks! Andrew
  6. @michaelkdo you have a sample web view I can look at that replicates this problem? I haven't seen this on my end as of recent. @BohCan you send me your vwx file? Some of these issues have been fixed with web view in VW 2018. We are no longer supporting fixes for VW 2017 web view. I can export it with 2018 and take a look at it for you. Thanks all! Andrew
  7. Hello all, What you can do at the moment is execute the "Export Web View" option within VW 2017/2018. In VW 2017 Web Views, you can only use Google Cardboard devices. In VW 2018 Web Views, you can view them using Google Cardboard and Gear VR. For the Gear VR, you need to turn on WebVR within the viewer. Please see this link for more info: https://samsunginter.net/docs/webvr . Hope this helps! Andrew
  8. Hey @michaelk, Are you using SP2? I have seen issues like this in the past. Could you give me the vgx file so I can examine it? Thanks! Andrew
  9. Hey everyone, If you are using Safari 11 and attempting to use the preview/viewing Web Views locally, right now there is a black screen when this happens. Unfortunately, reading local files in Safari 11 is not something that we program to circumvent. Here is a short blurb of how to get this working on your side. Andrew Web View Safari 11 local workaround.docx
  10. @Kevin McAllister, No problem. I'm glad this has been helpful for you!
  11. @barkest, Can you attempt to export to the server again and attempt to ping the server via the terminal if that doesn't work? I think we may have fixed the issue server side since www.vectorworks.net is now pingable. Want to be sure this fixed it or not. Thanks for all of your help!
  12. Hello everyone, It has come to my attention that this is a problem on the Vectorworks side, but thankfully it has nothing to do with the application itself. This is a server-side problem. I hope I can provide a plugin for you to use that doesn't use this check within the next day or so as a workaround for this. We hope to fix this problem very soon. Sorry for the inconveniences. Andrew
  13. Hey @Kevin McAllister and @barkest, Do you get the same result when you type in "ping www.google.com" into the command prompt? If you do, that means that you computer is silently dropping packets when sending the request to the server or packets are being dropped on the way back to your machine. I will look more into this and see where the problem may have arisen in the first place. Andrew
  14. Hey@barkest, Sorry to hear you are having this problem. If you open up a terminal on windows/mac (whatever console you are using), and type in "ping www.vectorworks.net", does this fail? If it does, then that is why the message is popping up. We use pinging as roughly the best indicator to tell us if you are connected to the internet or not. We don't want to be able to upload models if your internet is not connected or else bad things will happen. In some cases (i.e. firewalls and such), this will fail. It is a little curious that this is failing from your house. I'll look into this more and see if there is anything I can do. Thanks! Andrew
  15. Hey @Kevin McAllister, To answer your questions: - Both of the preview bugs will be fixed for an SP release. - Not sure about this behavior. I would have to look into it. - You would have to send me a model that exhibits this behavior. We attempted to emulate the draw edges rendering behavior within Vectorworks, but there still might be a couple problems with it depending on the model. Thanks! Andrew
  16. Hey@Michel Buchner I am sorry you did not have a great experience with the Web View. We made it very clear to our users that the current version of Web View (in Vectorworks 2017) only supports Google cardboard. We are aware that WebVR is available, and we are trying our best to address this in the coming months. Hope you can hang tight for a little longer. Thanks! Andrew
  17. @MRD Mark RidgewellUnless you are involved with the Vectorworks Beta program, I cannot say anything in relationship to those improvements on this forum. However, I can say that we will have some improvements that should address some of these problems (lighting, dark environments, etc.) in a future release. Thanks for understanding!
  18. @MRD Mark Ridgewell The model that you are currently looking at seems to be all indoors. In the Export Web View, the only default light source is a stationary directional light (https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/LightTypes/Directional/ ) with a constant added ambient light. If your model is covered, the default light source in the model won't reflect very well. We are currently looking into addressing this. Hope this helps!
  19. @michael john williamsSorry for the late response, but you want to position yourself on the model before going into 360 mode. First drag and drop from the eye cursor onto the model. You will then be placed on a surface. At this point, the 360 controls should work. Please check out the in-app help (press the eye, and then press help when you are in first person) for more assistance. Thanks! Andrew
  20. @michael john williamsDo you have a link to share? You might want to consider lowering the size of your model. Thanks! Andrew
  21. @Kevin McAllisterThe problems mainly have to do with timing out and model sizes. For some models, the web page will time out since it is taking such a long time to download the model, and the web page is not being updated. Also there is an issue where if you attempt to view the entire model full screen, there is significantly more lag than if you resize the window to a smaller size. Chrome and Firefox do not seem to have this problem. We hope to address these problems sometime in the future. Andrew
  22. Hey @VerhoevenJ, I'm not sure about the system requirements for Nomad, but for the Web View it mostly depends on the size of your model and the device you are using. On my Samsung Galaxy S6 in Chrome, I am able to display models that are over a million faces. There are problems at the moment viewing these files via Safari, so I would stay away from that at the moment. There is the option to export locally, in which those files in the local export can be placed on a server. I have seen some customers do something similar to this. But whenever you view the file, the device always downloads the content whenever you open a link. So the GPU that will be used to view the Web View will be the GPU of the device the client is using, not the one of the server. Hope this helps. Good luck! Andrew
  23. @Kevin McAllisterThe point of the Preview button is to view what the web view would look like without having to choose a location. This is considered a temp location for all files that are written here. It would write out correctly if you chose to export to the specified folder. Now looking at it, it probably should just always write this to another folder. We hope to address this in the future. Thanks for the feedback! Andrew
  24. @Kevin McAllisterThanks for asking these questions. 1. In the current Web View, the background is chosen based on what current Renderworks background you have in your model. If you do not have a Renderworks background in your model, there is a default skybox. 2. Not exactly sure what you mean by an infinite floor, but Web View will render what is currently within the scene. I don't believe Web View has such a capability at the moment. 3. The radial boundary space should be limited. This is probably an experience bug that will be addressed in the future. 4. At the moment, the center of orbit is initially 0,0,0 for every model, but can be changed by panning the scene. This is also a problem which will be addressed in a future release. Let me know if you have any more questions. Thanks! Andrew
  25. @barkestHere is what directional lighting is: https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/LightTypes/Directional/ . Most web viewers have this as the default behavior. We are planning to address this issue in a future release. Thanks for understanding! Andrew


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