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Kevin Allen

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Everything posted by Kevin Allen

  1. In the OIP, select the Texture Tab and look to add the texture on the left and right sides
  2. They do not, as I recall, address framing and weights. IIRC, they are simply wall thicknesses and heights. On a more complex level, brought up earlier. If you bold a wall on site, for a building and it is 20' long, you build a 20' long wall. If one of us builds a 20' long wall, it is likely built somewhere else, put together, taken apart, trucked somewhere and put back together. It is most likely five 4' lengths. If I am doing a film/commercial set, I might use last that exist on a sound stage, typically 4' 3' 2' or 1' and assemble them as needed. They are likely a 5/4 frame with a 1/4" fir plywood skin, but the overall wall is likely re-skinned with 3/16 Luaun.
  3. The platform tools are designed for events, so they make the most sense for hotel ballroom or touring shows; concerts. I would think they could be adapted for a more stage/screen need. I *think* if you save a door as a symbol, the insertion options 'stick,' but I have to check that. To me that sometimes makes editing more difficult. KIf it's any consolation, the wall framing tool for architects needs love. That love could also mean an update for entertainment. Ideally some kind of style implementation. I think if a Material can be applied to a wall used as a flat, that would give the object weight. Attaching to a rigging object would add the weight in Braceworks calculations. In the meantime, pencil and paper and the load object...
  4. Not just 4' but stock dimensions. I'd like to be able to create a 'curved' wall out of 4' (or other) straight sections
  5. Well, that can be done, but it is currently a bit tricky and not universal.
  6. It would be great to be able to have wall styles, that were flats and used the materials functionality.
  7. So, exporting to DXF/DWG? I would try to select. all, make one symbol and export. IIRC, a block is a symbol.
  8. In this file, I don't see the bridle lines, I do see 3D loci for the motors and the truss
  9. Don't the lines represent cables? Can you take one piece of truss and rigging, put in a document and post?
  10. yes. On. the design layer, I would create anew class. In the class creation dialog I would choose which viewports in which you want the class visible. You can also turn the class on and off in the OIP with Viewport selected when viewing the sheet layer. I would use the Magic Wand tool to elect all of the bridle lines. Alternately, shift select the individual items. Then in the OIP, assign the class. I am forgetting if there is a dialog that lets you automatically adding classes to the rigging objects.
  11. don't the bridle lines, by default, have their own class? Turn that off in the Viewport.
  12. IIRC, VWX once supported Box, but I assume each service brings its own set of programming challenges.
  13. I do this, and have done exactly what you want to do in either Photoshop or VWX. In VWX, I choose the transparency Shader and then use the eyedropper to select the white areas as transparent. In Photoshop, I'll do a similar approach, or create a luminosity mask, save the channel, and then use the channel in the transparency shader. Sometimes it helps to save the file as a TIFF rather than a PSD file.
  14. You can export the sheets using the Cloud to process. Similarly, you can use the Publish Command on the Cloud to export saved views from the design layers into image file format.s Not sure that answers your questions
  15. The panorama view has to be viewed through a browser of Nomad. There's scripting that the Panorama needs to make that image into a usable view. This can only be done through the design Layer. Sheet layer Viewports are a 2D view of the 3D model, the Pano is 3D.
  16. Well, the lightbox, I wouldn't use lighting as much as a glow texture on the image. Similarly, I would add a white glow texture to the downlighting in the ceiling. In this case, the texture would have "cast Shadows" turned off so that the VWX lIght Objects above could pass through.
  17. That's a really good question. I've neither seen nor figured out any documentation on this kind of thing.
  18. Once imported can you use the Scale command and the scale to dimension option?
  19. Create two sheet layer Viewports. Use class over rides to redefine the textures for a class. Obviously, your design has to be set up with classes.
  20. toy need to make a sheet layer viewport of your design layer and put the virewport omg a sheet layer. When you make the viewport, you can assign a scale. On the sheet layer, with the viewport selected, you can change the scale in the OIP
  21. you can add folders to any type of resource, I might be somewhat wrong there, but in general, that's true. So, if your furniture has been saved as symbols, you can add a symbol folder for the 1059s furniture. In turn as you bring those symbols into a file, you can also add a textures folder for that furniture. I would create a file for that furniture, add folders as needed, then save the folder in my library which is a directory on my hard drive. I would then add that file as a favorite in the RM

 

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