-
Posts
2,013 -
Joined
Content Type
Profiles
Forums
Events
Articles
Marionette
Store
Posts posted by Kevin Allen
-
-
I don't know of any native VWX sites or many options.
-
Pretty sure I have VE'd love for the workspace editor publicly and private over the years. I guess it's not sexy enough.
- 1
-
5 minutes ago, Jesse Cogswell said:
The icons themselves are stored in a Vectorworks Resource File or .vwr. What you want to do is open up an Explorer window in your main Program Files\Vectorworks 2024 folder. In there, you should find a file called Vectorworks.vwr. Make a copy of this somewhere convenient, then change the .vwr file extension to .zip. This will allow you to extract the contents of the file using whichever software you prefer (I generally just right-click and select Extract All). This will give you access to a whole collection of things but what you're looking at in particular will be in the Images\ToolSets folder.
This is way too complicated for the average user. Computers are supposed to make the complex easier to deal with. Part of what makes Vectorworks is the ability customize.
-
this seems be yet another reason the workspace editor needs love.
- 1
-
something would have to give, either the space between the objects or the sizes of the objects themselves.
-
2 minutes ago, bjoerka said:
i can control the gaps from one to another element
not sure that's possible. Think about the math.
-
It would be ideal for Mac users to have the system spell checker and dictionary.
- 2
-
Surface Array Command
-
5 hours ago, Tom W. said:
I use all my own textures
I sometimes start with a stock texture, but always modify.
- 1
-
13 hours ago, Mark Aceto said:
The whole "RW" quagmire could use a little love. Not rearranging vegetables on the plate instead of eating them. Not overhauling it with something polarizing. Just lose the legacy artifacts, and streamline it...
Can we crowd source a task document? There are a number of ideas in this thread (and others) about workflows and simplification. @markdd that probably need task documents created to communicate the right paths to the engineers.
Serious Question, I think the users need to define their own needs.
- 1
-
3 hours ago, bcd said:
I agree with this and that while Textures represent the look of the exposed surfaces of an object Materials represent its full materiality of an object, it's texture, mass, thermal properties, tensile strength etc....
I've experimented with materials, but haven't, as yet, found them applicable to show business. I might have several different uses for plywood and/or MDF. Each with a different finish. That said, It would be nice to be able count sheets of plywood/MDF/laminate, as well as calculate paint.
-
In theory that has been true for several versions, not in top/plan.
- 1
-
42 minutes ago, markdd said:
That is essentially my workflow. It is also something that I would very much like Vectorworks to develop into a new tool that would bridge this gap between Lighting Devices and Rigging Positions. Ideally, I would like something that combines the functionality of the Lighting Device and a Point Load into one new object that can respond to changes made to Rigging Positions and Rigging Loads such as Lights, Speakers etc.
another tool? Why on earth?
I think rigging objects and hanging positions need to be combined. Gear needs weights and that should be included in the gear; lighting devices, speakers, screens, etc. Simplify.
-
41 minutes ago, acdeslx said:
@Kevin Allen What I'm replacing it with is an actual lighting device (Generic 2m Emissive RGB Sphere). I basically need to create a glowing ball that I can program in Vision which I know how to do on it's own but I'm trying to avoid manually replacing all the ones in the current drawing.
you should be fine
-
Sounds like both are symbols. You have to make the new one into a lighting device. Use the convert to lighting device command. Not sure what you’re after, but you will add rendering time. Often a glow texture is most efficient.
-
I would suggest that these types of 'bases' need the same type of parts record used with lighting device and speakers. The nomenclature should be the same. @MrTemplate @Mark Aceto @C. Andrew Dunning @markdd
-
On 9/16/2023 at 12:27 PM, Kevin Allen said:
this is simply brilliant and needs to everywhere in spotlight!
to elaborate and be less vaguebooking, There are now more 3D loci and records in the symbols offering greater control and precision placement of the speaker symbols. These would be great to have in lighting devices and likely other places where modeling complex rigging is required.
- 4
-
Or in the Shader Render Settings
- 2
-
- Popular Post
- Popular Post
1 hour ago, C. Andrew Dunning said:- "Yoke Up" and "Yoke Down" have been replaced by a single "Yoke" option with a variable tilt angle.
this is simply brilliant and needs to everywhere in spotlight!
- 5
-
28 minutes ago, Mark Aceto said:
What about this combo:
I think I looked at that combo, again, earlier today. I don't think Large or Medium matters much here. I do not mind two rows. I do mind not being able to really move things around and/or resize.
- 1
-
I don't think so but you can have a second SLVP on top of the original with only the one class visible and the VP set to hidden line.
- 4
-
17 hours ago, E|FA said:
Are you using the View Bar's compact mode? You gain vertical drawing space and it spreads things out horizontally.
For me, the problem was and to some extent remains, I wanted the text in the OIP to be larger. So,I have not been using compact mode.
-
6 minutes ago, Tom W. said:
What about 3. Greater choice of settings/controls you can add to View Bar in order to make use of empty space?
I have the typographic controls all turned off. Unless there are advanced typesetting/page layout controls coming sometime soon, I see no need. I am very used to these controls being menu commands and available in the OIP.
As such I have a huge amount of available space center screen.
- 1
-
Like Mac Window Toolbars, the arrangement of controls should be fully customizable.
- 3
FRP Floor Grate Transparent Texture
in Rendering
Posted
the difficulty will be in the thickness. A texture with transparency is easy enough. You need a photo editor and ideally (to me) an alpha channel. So the mask is just a black and white image as you described. The texture will be planar when applied.