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Everything posted by trashcan

  1. Am I the only one who is constantly changing my Viewport Name to match Drawing Titles? What is the use case for those being independent, discrete titles???
  2. Yes - simplify polys! I find the deviation is too aggressive and the return isn't great. For example, I ran it on the 305 points and made the tolerance an inch and it only brought the count down to like 260 so meh.
  3. Another work around is to tweak the render settings in the OIP or use the texture attribute tool - but then you need to scale the poly independently afterwards.
  4. @Dave Donley Any other ideas here? Running into another image prop that is slightly off scale and I don't want to have to go through bringing it back in, positioning it from scratch etc.
  5. I regularly need to bring a shape from Illustrator into Vectorworks, and I hate redrawing things. I thought it would be helpful to explain the whole thing here so others can comment, or to see if other folks have different methods. VWX interprets vertices totally differently then Adobe Illustrator. 75 vertices in the adobe world becomes 305 points in Vectorworks. Massive bloat. In illustrator, make sure your path is/are as simple as possible. Similarly to Vectorworks, there's an Object-->Path-->Simplify function. If you hope to do anything with those objects in VWX, make sure your paths are closed (I.e., "joined" in Illustrator) Save the illustrator file as an AI just to be safe (if you haven't already) File-->Export As-->DXF default settings are fine Set up a scratch VWX file so you're not importing garbage into your VERY IMPORTANT PROJECT. In VWX, File-->Import-->Import Single DXF default settings are fine Cool ! Now you have your object and it comes in as a polyline. Make sure it's "closed." If for some reason you get overlapping paths, you can try to repair it using this method You can also use the paint bucket tool (2D polygon) to fill in the shape if it came in all junky. Sometimes this results in less vertices. Sometimes it doesn't. Scale it to the appropriate size. Congratulations!!!!
  6. I google this every time I forget how to do it and it still works great.
  7. I've only been able to find it on double clicking. If you search the help field it "smartcursor" yields nothing 😞
  8. oh man @mjm if you don't have any ideas we're screwed !!!
  9. "Soft Shadows" is never really soft enough for me. In the real world, I'd jus throw some diffusion on a light to soften it up. In VWX, at the very least, I thought I could emulate that by putting frosted glass in front of a spot light, but all that seems to do is DIM the light. I also thought maybe I could crank the spread up really high and bring the beam angle really low, which, in real life, would soften the shadow as well. But that doesn't work either! Any ideas?
  10. Another brain dead moment If I want to search just my active document (I.e., not the VWX libraries), is there a way to do that? Clicked the little gear - no dice. Ahhhh figured it out, the search icon has a dropdown
  11. I get that - all the other software I use is adding Sherlock like capabilities with a hotkey and it is amazing how much it's improved my workflow. Quick search kind of does that, but it doesn't verify against existing data (ditto for Vectorworks scripts). Like your amazing RECLASS script, if it had verification, as you filled out the class it would autocomplete against existing classes. Takes a little of the guess work out of it.
  12. @Pat Stanford - Modify-->Scale Selected Objects results in the behavior I'm talking about. It'll scale the plane that the image prop is on but it won't scale the texture. When brought in, I set the image prop as 10' x 10' Oddly, you'd think a quick change in the texture edit would be the obvious solve after you scale it up, but 1) That would effect every use of the texture which we don't want. 2) The data in the Edit Texture has the size defaulted to 1" - so even though it's appearing correctly at 10', if you choose to reuse that prop texture, it will show up as 1" @Dave Donley converting an image prop to a nurbs surface wipes the texture from the image prop and doesn't allow any texture mapping at all. Before you turn the prop into NURBS, you have to extrude it, which you can't do with an image prop. You would have to create the image as a texture first, then extrude the object, then apply the texture to the object. At that point, you are circumventing image props completely.
  13. When you scale an image prop's 3D polygon, it doesn't also scale the image. I understand why that's the case and I know how to solve it fairly easily, but is there a way to scale the image and 3D polygon simultaneously?
  14. @Pat Stanford amazing. great work. have tried it on groups (which is my intended use case). works great. thank you. If VWX added this functionality and it allowed for verification (to reclass to a pre-existing class), it would be incredible.
  15. @Pat Stanford to clarify: my goal here is the ability to use the quick search function in order to quickly class new objects or groups. Anything that goes into a menu via workspace editor can show up in quick search. So using this script is a work around to achieve some thing else 🤪 If I use the script as built (not the VWX packaged version) on a single item, it somehow makes the fill style None for that new class. If I use the script as built (not the one now packaged with Vectorworks) and I have attribute overrides on objects within a group (i.e., an object in the none class but it's yellow instead of white), then they revert to the attributes of the none class. If the objects within a group are already classed before the script is run, then it works as I would hope ✅ If I use the script as included with Vectorworks, the script doesn't work at all. Nothing happens 😢 @Peter Vandewalle I couldn't get this to work in VWX 2022. Added it to the plug-in directory and it failed to launch. Maybe I'm doing something wrong. Either way though, not sure if this is what I need - but it looks super useful nonetheless !
  16. Create Class with Selected Attributes works as a work around but there are some obvious caveats to it - like if you have objects in a group with multiple attributes, then it's not the droids you're looking for 😢
  17. Polyline bucket tool is the winner for me ! Nice call
  18. Ahhhh - just creating a renderworks texture that has glow attached to it and then applying it to a solid that is your "bulb" (like a ring light)?
  19. Quick question - how would one modify the script so that the items in the group do not switch to the None class? Using "New Class From Object Script II" jk
  20. This does the trick ! And some other amazing goodies in this thread.
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