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Tom W.

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About Tom W.

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  1. @hollister design Studio the 'Simple Stair' tool might be a better bet for stairs like these. It is quicker/easier to use + you can use 'subtract solids' on the object afterwards to create the configuration you're after: It then becomes a solid subtraction of course but you can still go in + edit the stair if necessary. Simple stair is found in 'Building Shell' tools in Workspace Editor.
  2. You can use loci in the symbols to aid positioning/placement. Put them on 'NonPlot' class so you can make them invisible in the model. Also, you should be able to position the symbol insertion point in such a way that replacing one symbol for another will have the replacement symbol placed in exactly the right place so v easy to switch between different symbols. For example if each symbol is created selecting '3D Object Centre' for the insertion point each replacement will be centred on its predecessor. Otherwise align the insertion point somewhere else but make it consistent for all the symbols. Would attaching record formats to the symbols solve the issue of no object dimensions? So you can look in the O.I.P. + see what it is you're looking at in the model, rather than having to edit the symbol + find out. Oh, and put me down for one bed sofa please
  3. Ok thanks. So on the second floor layer I've drawn a Pillar to form that triangular projection. 1. Draw a polygon in top/plan the shape you want. 2. Use Split tool to cut your wall in two + drag each half back away from the triangle polygon. 3. Select the polygon + go to AEC>Pillar... Enter height for the Pillar (3000). 4. Polygon is now a pillar object. Go to O.I.P. + give it a bottom Z of 6000 to match the walls (you maybe want to set the elevation of your 2nd floor walls in the layer settings). 5. Use 'Wall Join' tool to connect the two halves of your wall up with the pillar. Use the same process to join additional walls to the pillar: stop short when you draw them then use wall join tool to make the final connection. You do get lines in 3D in OpenGL between the pillar + the walls which I find quite annoying but you might not! With the other method I mentioned - create wall feature - the joins are seamless in all render modes so that's always another option you could investigate Addiction project v2020-2.vwx
  4. It's a bit hard without seeing the file to know what are your walls + what is the 2D geometry you're drawing over. I think your file was 2021. I'm still on 2020. Are the triangular sections in the building plans or have they been drawn by you? If drawn by you, how did you create them? Like @michaelk said, you can use the 'Pillar...' command (AEC menu) to create irregularly-shaped walls like that: Walls will join to Pillars. Another option is to use the 'Create Wall Projection...' command (AEC menu again).
  5. You can draw up your window/s yourself using 3D modelling tools + save them as hybrid symbols then insert them in walls using the Window tool by selecting the 'Use Symbol Geometry' option in the settings. This means the windows are still 'Window' objects + you get to use some of the parametric settings associated with the window tool ('Plan Wall Offset', 'Interior/Exterior Wall Detail', ID Tag) but it won't be a 'style' in the sense that you have full control over all the parameters Andy Broomell has an excellent tutorial on this: https://www.andybroomell.com/custom-doors-windows-vwx So if you use many different types of windows this will mean a lot of 3D modelling + symbols but if you try + use the Window tool to model your windows I think you'll struggle
  6. Thanks @markdd yes I was aware of 2D component stacking order but I thought that just applied to components within the same symbol! I didn't appreciate it came into play here so thanks for pointing that out. I just assumed that their stacking order would be correct based on each symbol's relative position in 3D space but obviously not. I'm not sure how VW decides what position on their respective planes to place the 2D components when you create them...? But anyway the main thing here is actually that I merrily made front + left 2D components for these symbols not appreciating it was completely unnecessary to do so as they looked fine as they were, in fact looked better. I only needed a Top 2D component. It's made me realise I don't really understand which objects will need 2D representations in orthogonal hidden line views + which won't. It's only certain types of object that will display in wireframe manner??? Meshes??? I've just kind of muddled through so far Thanks
  7. I'm confused. I have various symbols with 2D components for Front view. In Hidden Line, I see this in the design layer: But in the viewport I see this: The components are 'stacked' differently: for some reason components which should be hidden behind other components are instead in front... These are completely separate symbols, not different components within the same symbol The same VP in OpenGL: Am I doing something stupid? Thanks
  8. @markdd I'd never even heard of it until you mentioned it fairly recently in a post to someone! I had to go look for it! This forum is a treasure trove of useful info so many thanks to people like yourself for taking the time to share your knowledge + experience ūüĎć
  9. Thanks @Hans-Olav I think you're right. However I also realised that if I did want to work with the 3D tubes rather than extrude a profile the easiest way is just to trim the tube ends to the correct angle separately (using trim tool in orthogonal view + setting the angle in the floating data pane) then drag them together Not sure why I made such a meal of it thank you! Having said that it was good to play with the analysis tool
  10. Hi @AlanW see this thread:
  11. Hi Pat thanks that was the first thing I thought but I couldn't get the tools to snap on the line where the two pipes intersected... However I've had another go + if I use the analysis tool to generate a disc where the two pipes intersect then in orthogonal view I can snap onto this with the trim tool + cut the mitres on the pipes. This feels a much better method than how I did it before
  12. Hi could someone tell me the best way to get from this to this?: I ended up extruding the pipes so they overlapped, using the analysis tool, putting in a working plane, drawing a rectangle + extruding it then running subtract solid to trim each pipe end in turn: This was fine but rather long-winded + I'm sure there's a much cleverer way to do it, I just couldn't find it! Thanks

 

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