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GRZEGORZ

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About GRZEGORZ

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  1. Hello there! Tried to create a network that places shapes on input Curve. Shapes have to be perpendicular (placed along curve's normal vector). But somehow I can't see any result. Debugging shows, that last node (Rotate) generate geometry, but it does not show up on screen. Any ideas? Offtopic Is there any progress in finding normal vector to 3D curve/NURBS curve? ShapesOnCurve.vwx
  2. GRZEGORZ

    Input Node for Selection

    It is not important at all. What do you mean by saving as "intelligent symbol"?
  3. GRZEGORZ

    Input Node for Selection

    Hi Pascal. I have a further query in this topic. Is it possible to create Marionette Object that uses selected shape as input? E.g. this wrapper I created, meant to be Menu command. After using it the final geometry loses the "parametric features (can no longer change dimensions)", it is only a group of extrusions. It would be great, if it works like any Marionette Object \, but I have no clue how to do that. Any thoughts on that? ParametricTable.vwx
  4. GRZEGORZ

    Is it possible to "graft" in Marionette

    Great, thank you very much! I think I would never reach to this point without you.
  5. GRZEGORZ

    Is it possible to "graft" in Marionette

    Thank you for your time and answers! I have some more questions according to your files: 1. Why Chunk node works on list of points, but it does not on list of objects (curves)? 2. I wanted to divide list of curves into sorted list of curves (List1[0,1,2,3,4,5,6,7] into List2[[0,1],[2,3],[4,5],[6,7]] where each element is a curve), then divide them. As I understand you divided all curves into segments and then sorted them into lists, am I right? Is there any way to do it "my way"? The thing I want to achieve is to implement nodes from "wicker007.vwx" into the file i uploaded earlier. So in general, full script should work like this: Input solid -> create contours -> for each contour implement nodes from "wicker007". Is this possible to be done? wicker007.vwx
  6. Hello! I have a question: Is it possible to "graft" objects in Marionette, like it is possible in Grasshopper? Example: There is a list of 5 curves. I want to divide each curve into 10 equal segments, but at the same time, keep each division as separate list. The desired output - list of 5 lists, containing 10 elements each. I tried to solve this using e.g. Mix and Chunk List nodes, but it gives strange output. Bonus question. Is there any kind of documentation explaining what nodes outputs mean: e.g. "Vectorworks Handle type: 111"? example001.vwx
  7. GRZEGORZ

    Zig-Zag from NURBS curve

    Fine, it's working I think, thanks for help! Any suggestions how I can do it in more efficient way will be appreciated. wicker007.vwx
  8. GRZEGORZ

    Zig-Zag from NURBS curve

    I know, started working on this just like you have send with "split list". But still I don't understand why every new curve after using offset has different starting/first point. Is it random or somehow predictable?
  9. GRZEGORZ

    Zig-Zag from NURBS curve

    Stephan, thanks for reply. So I created this script, mayby you can help understand why it is not working. It looks like after offsetting curve the first point on each curve is in different place (as circles show), so the final output is "shifted". wicker006.vwx
  10. GRZEGORZ

    Zig-Zag from NURBS curve

    Hello, I'm looking for some hits how to solve the following problem. I want to create a script that converts base curve (any Nurbs in 3D, green curve in the picture) into zigzag line around it, but on the same plane (red curve in the picture). I thought it might work in following steps: Base curve (green) -> Offest on both side -> divide curves into same number of points -> sorting points -> creating nurbs Curve based on sorted list But this fails on sorting step. I had other idea, using vectors: base curve (green) -> points on curve -> Perpendicular Vectors from these points -> every 2nd Vector turn -180deg -> move point along vectors in both directions -> creating nurbs Curve based on moved points But I don't know how to create adequate Vectors in 3D. I will most grateful for any help/hints how to solve this.
  11. GRZEGORZ

    Connecting N-th element from different lists

    Great, it's working now perfectly! Thank you very much!
  12. GRZEGORZ

    Connecting N-th element from different lists

    Thank you for your answer Antonio! I even managed to create 3rd input into Zip node, so it's working nicely. Do you have any idea, why I can not close that loft? Connecting Nth element 002.vwx
  13. Hello! I have question. How can I connect n-th element from different lists? The situation looks like this: there are two circles and equal numbers of points on them. I want to connect points of the same index on both curves (the 1st on one curve, and the 1st on the 2nd one, then pair of 2nds points on each curve, then 3rd and so on). I know that there is a way to do this manually (List Explode node), but how can I do it in more parametric way e.g. if I do not want to specify the exact number of points on curves, or I simply do not know how many of them are needed. Connecting Nth element.vwx
  14. GRZEGORZ

    Generate random number in Python Scripting

    Thank you you PatW and Marissa, it's working now 🙂
  15. Hello, It's my first post here, so please be gentle 🙂 I wanted to create my first script in Vectorworks using Python, simple Random Walker like this: import random size = 50 posX = 0 posY = 0 steps = 100 for i in range(steps): vs.Rect(posX, posY, posX + size, posY + size) r = random(4) if r == 0: posX += size posY += size if r == 1: posX -= size posY += size if r == 2: posX -= size posY -= size if r == 3: posX += size posY -= size How can I create random int number in range 0 - 3 (0, 1, 2, 3). Same code runs in processing. There is this method in python, but it does not work in Vectorworks. randrange ([start,] stop [,step]) Thanks for any help!

 

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