
Tom W.
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Everything posted by Tom W.
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Dumb Question about Z height and ruler in front view
Tom W. replied to Mark Aceto's topic in General Discussion
In 2022 the rulers were removed from non-orthogonal 3D views. Perhaps they should only display in orthogonal views when the User Origin is coincident with the Internal Origin. In a georeferenced file the Y ruler is pretty meaningless in a front/side view. As is the X axis too except I suppose in Front view...? -
New tool for modelling cavity barriers
Tom W. replied to Christiaan's question in Wishlist - Feature and Content Requests
This is a cavity closer as a hybrid symbol with wall hole component inserted in a wall: So far so good. But what I haven't been able to do particularly successfully is insert a window as well + get the wall closures working as they should. The best I could achieve was when I ran Command-K on the window + turned that into a hybrid symbol too but even then the wall closures aren't showing in Top/Plan: I feel like wall closures are a massive step in the right direction for allowing us to create the kinds of details we want but the feature's still in its infancy + needs developing further, which I'm sure is happening... (have been improvements already since first release). I'm sure my custom cavity closer symbol could be made parametric using Marionette if I had the patience + brain power to pursue it. Otherwise if using standard door/window sizes it's just a matter of spending 20mins knocking off a few different-sized versions. I'd be quite happy inserting the wall closer + the window as two separate objects (+ moving/adjusting them separately). The main stumbling block I think is in the wrapping controls. And the horrible window sill of course... -
Now it's gone down to 14GB! It never used to go down again: once it was up it stayed up + just got higher... I am on Big Sur but perhaps it's time to upgrade to Monterey?
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Toggle direction by keyboard when moving a symbol in a Wall
Tom W. replied to Tom W.'s question in Wishlist - Feature and Content Requests
I never realised that thank you!! That'll do fine -
I'm cautiously optimistic it's a bit better. My memory frequently hits 20+ GB then 30+ GB in the course of a day, until I have to shut everything down + start again. Today it's stayed under 20 until just now when I updated a load of references: it went up to 26 GB whilst the update was taking place + went down to 22 GB on finishing.
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This is a pathetically small request but literally EVERY time I use the Move command to move a symbol inserted in a Wall... ...my hand reaches over the keyboard wanting to toggle the direction by hitting a key before I remember the only way to do it is by clicking on the button with the cursor. I summon the command by hitting CMD-M on the keyboard, I type in the offset on the keyboard, I can execute the command by hitting return: it would be great to be able to set the direction on the keyboard as well + not have to find the mouse + navigate the cursor over to the dialog + press the button. Thanks!
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Should we use Landscape Areas for 'all' hardscapes?
Tom W. replied to hollister design Studio's topic in Site Design
This class controls the visibility + appearance of the LA tag. Similarly Hardscapes generate the 'Site-Hardscape Comp-Spec' class for their tags. Stair objects also auto-create a couple of '-Spec' classes too for the walk line + headroom outline. -
Change the number in the 'Extr' setting in the OIP from positive to negative + the objects will Extrude in the opposite direction
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Sections in viewports appear with dashed lines
Tom W. replied to Flair-Studio's question in Troubleshooting
What are your settings in the 'Attributes' tab of the 'Advanced Section Properties' dialog? -
The other way is to use a Data Tag instead where you have control over constraints:
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Ok I played around some more + this time got it to work. This is a Decal applied to a Wall with components: But the way I did it was to first create a generic Wall with the textures applied by object; used texture overrides to apply the Decal to the right side of the Wall; then replaced the Wall style with the component-based Wall of my choice + the Decal remains on the Wall in the model although it is no longer shown in the OIP... So you have to do all the sizing/rotating/positioning of the Decal in the 'first' Wall before converting it into a component Wall because once you've done so you no longer have access to edit it... (Edit: actually the correct way to look at it is, you take your By Component mode Wall, change it to By Object mode, add the Decal, then change back to By Component mode. Then any time you want to edit the Decal switch back to By Object again. Simple 🙂) Which brings me to another thing which is really confusing: most times when I apply a Decal it's nowhere to be seen + I have to randomly adjust the H + V offsets in the OIP until I catch glimpse of it. Because Decals don't display in Shaded this means using Fast Renderworks so you're not seeing the results in real time. The H + V directions don't seem to follow any logic which further adds to the confusion + the time it takes to 'find' the Decal... But anyway good to get there in the end...
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HELP! Trying to create a nurb between nurbs or line on face
Tom W. replied to blanger's topic in General Discussion
The Analysis Tool method works for me. Very quick. Unless I've misunderstood the intent -
Very nice! Yes PNG with alpha transparency prepped in pixelmator Pro. If you can get a decal to work with Wall components let me know...
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This would be very useful! Or somehow to make a Clip Cube automatically align/rotate to a selected object on creation (I am forever activating the Clip Cube, rotating it to align with the model then creating a Saved View). As a secondary point, @MarcelP102 you are making scripting look really easy it is very inspiring well done!
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- clip cube
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HELP! Trying to create a nurb between nurbs or line on face
Tom W. replied to blanger's topic in General Discussion
If the solid tapers inwards, can you Extract the top surface, lower it the required amount then use the Analysis Tool in first mode to create NURBS Curves on the sides of the solid where the Surface intersects it? -
@rjtiedeman I remember your posts now. I hadn't used Decals at that point. Like I say I found it ok applying them to 3D solids, albeit quite fiddly to get them arranged the way I wanted them, but had hoped to be able to apply them to Wall objects as well. Apparently not. This was another one I did: Here the Decals are applied to the orange parasol but for some reason they stopped displaying. I had to edit the decal + mess around with it a bit + then it came back... As I said elsewhere be great if they would display in Shaded.
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I still think it would be great to be able to subtract a profile from an edge rather than add it e.g. Pat's router tool
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Be good to know also (as posted earlier in this thread) about the Draw Handrails Tool
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I can apply the following Decal to a textured extrude + all is fine: But when I try to do the same on my Wall - where I really want to put it - the decal's nowhere to be seen. Is it because the Wall is textured by component? I didn't try texturing it by object because I don't want to change that. I ended up applying the image to a rectangle + placing the rectangle on the wall: Is this the only way to achieve what I want or should I be doing something different? I also tried applying the texture to a NURBS Surface + placing that in front of the Wall but that didn't look so good for some reason Thanks
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Window sill improvements
Tom W. replied to Christiaan's question in Wishlist - Feature and Content Requests
Sorry yes that's what I meant. I think Timber is the only configuration I've ever used (for concrete/stone/timber sills) - is it different with other configurations? I never use the Stool either, for the reasons you outline in 1. above. Plus with a traditional timber window board I want it to have a bullnose profile not square edge! -
Window sill improvements
Tom W. replied to Christiaan's question in Wishlist - Feature and Content Requests
The back edge of the sill needs to align with the back of the jamb/frame rather than extending all the way to the right wall edge by default. This would mean you wouldn't need to edit the sill parameters each time the PIO is inserted in a new wall (i.e. a wall with a different thickness) as long as the PIO has the same offset from the face of the wall. Even better, you would be able to link the front edge of the sill to the left edge of the wall + give it an offset: this way you could specify the front edge of the sill relative to the wall + the back edge relative to the window + the depth of the sill would adjust automatically. Interestingly, the WinDoor sill DOES stop at the back of the frame + so WILL allow the wall closures to function as they should in 3D: However it's the same issue in 2D unfortunately - the sill sits on top of the wall components + obscures them: I discussed all this with @Matt Panzer recently - he said he is aware the sill needs redesigning + was tempted to do it for 2022 but was too much work to get Wall Closures up + running. So hopefully being worked on now for 2023...?