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trashcan

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Everything posted by trashcan

  1. Can't remember how to use Shell Solid without adding to the overall footprint. I.e., if you have a 1" cube and your shell solid is 1/4" it makes the cube 1 1/4" - how do you use Shell Solid so it doesn't add to the cube? I want to subtract from the inside. Obviously know how to do this with workarounds and a cube, but harder to achieve with a more complex object. Running on fumes right now so apologies in advance.
  2. Derp. Easy fix. Definitely didn't change my preferences. Another VWX ghost, spooking me.
  3. The perspective switches from Ortho to Normal Perspective consistently when I leave the Top/Plan view.
  4. This is a new behavior that is driving me bonkers. Using the numpad, when I switch views, it will randomly switch from Ortho to Normal Perspective. I don't want the perspective to change when I change views! Driving me crazy. Any ideas?
  5. @markdd 👋 I had a fever dream and immediately found the tutorial in remarkable renderworks here: https://university.vectorworks.net/mod/scorm/player.php?a=53&currentorg=articulate_rise&scoid=106 - I definitely did not turn this on, so I wonder what happened! Ghost in the VWX machine.
  6. Suddenly, when I switch to anything that is perspective, it looks like my Design Layer has a cropped viewport?? I remember a feature like this that was made obsolete (?) and I have no idea how it became enabled or how to make it go away! help plz
  7. I created a camera in a Design Layer. I then created a Viewport that deleted that camera and moved it to the viewport I created. If I go in to manage that camera (by double clicking that viewport), the camera settings are selected, but if I click anywhere else, I lose that camera and can't find anywhere (I.e., shouldn't it be in the Viz pallet when in the Viewport??) Work around for now has been to class the camera within the viewport and switching to Show/Snap others, selecting my camera class, and selecting All. Am I missing something here? Also after tweaking that camera to my liking, I exited the camera to the main viewport and everything disappeared.... Went back into the camera and it's totally blank. All my stuff is gone although the class and layer visibilities are on. Odd...
  8. I'm guessing since a google didn't find much that there isn't a quick / easy solve for adding hinges to a door-in-wall object. I mean literal hinge hardware, not showing hinges in top/plan. A door with 3 visible hinges. Couldn't find anything in the RM other than hinges as they relate to Truss. Is this an obvious thing that VWX doesn't have? Making sure before I make a custom door 😞
  9. @Andy Broomell google search "attribute tool no handles" led me here. UV mapping doesn't seem to work at all so went with old school plane and that worked after a bit of tinkering. thanks
  10. @Andy Broomell ahaaaaaa, there it is. thanks!
  11. I'm so glad I'm not alone here - this has bugged me for some time. "Vectorworks, there's always a workaround!" That's why it's such a powerful tool!!
  12. Changing the Lights in "ALL" doesn't change the lights for all viewports once you click away. Reverting viewports to no overrides on lighting doesn't change anything. Restarting the program will make it work again. But for how long!? After not using VWX for a minute I forgot how often a problem is solved by just restarting the application. It's more likely the program is doing something wrong than you are !
  13. I'm back to troubleshooting things and writing it all down as I go so that folks in the future, if they stumble on a similar problem, might find this helpful. Oddly, my lights aren't effecting image props / image textures: Thought it was Redshift and then noticed it was happening with Realistic, too. Ahhh interesting, when you import an image for an image prop it automatically throws a glow on as the reflection property... I can see why someone might want that but it's weird to be a default IMHO. Cool that's solved. Next problem.
  14. Good thread here. Very informative. (One note I had re: the vitrines is I'm wondering if you're using a shell should for the glass? That helps in my experience, too).
  15. I'm an every-person, so I use Vectorworks a lot but only in spurts. I haven't used it a lot since the end of 2021 and now I have a project or two I'm using it for. I use a ton of software - and I have many gripes with Vectorworks BUT, it easily has the best user community out there. People respond to pretty much everything and the conversation is always helpful and engaging. Point being, thanks Vectorworks forum. Good job.
  16. Sorry, to clarify - the command I'm using is Create Wall Projection (it creates a wall feature). It doesn't work on objects that span two walls (I.e. a corner) Pillar works but I don't see how that's any different from doing a dummy extrude(?) Was hoping to use Wall Projection so that the feature is married to the wall.
  17. Been out of the loop for a minute and can't remember how to create a *proper* wall feature at a corner: Results in: Instead, do I create a wall feature for each wall? Hmmm that doesn't work either. Guess I'll just do a simple extrude and class it with the walls 😕
  18. (I would second Mark - you absolutely can do all of this with ProjectionViz and it is absolutely worth it!)
  19. I thought that I used to create text as a note and leave it on the screen plane so it's always visible from every angle. Now, I'm looking at the OIP and even for objects that were previously in the screen plane, there isn't an option for screen plane, it's just blank... Once I switch from that nothing plane, I can't switch it back to screen. Sup with that? For new objects, I can't find the switch to switch to screen plane. What am I forgetting or what changed?
  20. Can we get some verification from you guys that 12.1 works properly with VWX 2022 both for M1s and Intel based Mac machines?
  21. Similarly, this is a problem for Scale Objects. Because there's no way to set a 3D anchor point, then scaling 3D objects always goes to the object XYZ center.
  22. @JBenghiat that's really good intel. I guess it is a too-taste / experience based judgement call most of the time. Or you just do some tests to see what is acceptable.
  23. Millumin seems great, but bare minimum spout/syphon/NDI would be a good starting point.
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