Jump to content

jayden.s

Member
  • Posts

    9
  • Joined

  • Last visited

Everything posted by jayden.s

  1. I'm looking for a solution to accurately render the pixel pitch of a LED screen within vectorworks. I need to be able to show how content will be displayed on different screen resolutions to ensure the correct product is used for a project. At the moment adjusting the resolution in the LED Screen Tool OIP does not affect how the content is displayed when rendered as 'Final Quality Renderworks'. Is there a way to change this or a work around that might help? In the below screenshot, the pixel count on the 500mm tile works out to a 10mm pitch but the image displayed is just showing the full resolution of the Texture. I'm thinking I might need to create the content at the matching resolution of each screen and then mask the pixels within the content. A bit of a slow workflow and makes screen changes difficult though.
  2. @Peter Neufeld I'll try updating and see if I can replicate the issue. It's happened quite a lot in the past so hoping it's just a bug! Thanks
  3. @Peter NeufeldThanks for the tip - added! Had a read of the Help link. Here's how I work with point clouds: My primary method is to clean up the point cloud in Recap first so I only have the necessary info for a particular project. Aim there is to save file size and speed things up when imported to vwx. I then use points isolation if i'm working on an area of the cloud on a long term basis as it's a pretty slow operation to change this. For example, if spend an hour or so working on modelling the stage area of a theatre, i'll isolate just that area. I use custom working planes on any object that's not set parallel or perpendicular to the page. For example, if a set of stairs runs at 45 degrees, i'll set a working plane to that angle. Then when I jump to right view i'm looking at the stairs side on and not at an angle. From there i'll use the clip cube to focus on certain objects in that isolation. For example, if i'm modelling all the legs on stage right, i'll clip down to just that area. I model on a layer seperate to the point cloud and have layer options set to 'Show Others' I find that snapping to point clouds is not the best method for achieving clean modelling results do to the millions of available snapping points. So i effectively trace over the point cloud and use my snapping options. Here's where my issue is: If my user origin is set to somewhere that gets clipped out when i'm modelling the stage right legs, then my snapping options don't work - meaning I can't snap to a degree or to another object on the layer i'm working on. I'm assuming this is because the working plane centre is now outside the clip cube. If i were to set a working plane for every movement of the clip cube, my drawing time would increase dramatically. - is there a better way around this? FYI - on a complicated drawing I might adjust the clip cube over a hundred times so it's not really a case of just setting a working plane every so often. Any ideas would be appreciated! (I'd love to be able to clip just my point cloud layer and have other layers unaffected)
  4. @Andy Broomell Thank you! While we're at it, are you aware if clip cube can be applied to specific layers? I'm guessing it probably can't... I find if I clip out the user origin when drawing from a 3d view, I lose my snapping functionality. At the moment i'm using custom working planes to get around this but it too is a bit tedious.
  5. Simple question i couldn't see an answer to yet - Is anyone aware of a keyboard shortcut for clip cube? I use clip cube a lot when working from a point cloud for reference and find myself spending half the time diving through menus so a shortcut would speed up my day!
  6. @Alex Sagatov Here's a couple videos of the fly through after reducing the speed at each keyframe to hopefully better explain the jarring movements i'm experiencing. Plan View.mov Fly Through.mov
  7. @Alex Sagatov thanks for getting back so quick! I've had a read through the help article and another play around with speeds, unfortunately I don't see much improvement. I've reduced the speed % but essentially get left with a slower version of my initial problem. I think this is really coming down to a problem with the way the views are recorded. The current setup is more of a 'point the camera in a direction, then move it, then point the camera somewhere else' method, rather than 'point the camera at this target, and edit target and camera positions over frames' approach. It would seem to me that the second method I've mentioned would removed the jarring movements of the camera animation (which is making this feature unusable for me at the moment..). What you've suggested above essentially has me recording camera positions per frame to get something close to the result we should be getting with a fly through, but even then it's still a bit of a guessing game. Unless i've missed something? I guess that could just be point down as a feature request at this stage?
  8. @ASagatovVW did you have any suggestions for this?
  9. @Alex Sagatov Is there a way with this new animation method in 2020 to edit the transition speed of the camera orientation between keyframes? I have created an animation using the Walkthrough From Path Selection, but my camera movements between each keyframe are not smooth. See attached screenshot of the path and video of the animation. FlyThrough-Model-2.mov
×
×
  • Create New...