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Tom W.

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Everything posted by Tom W.

  1. Although it should be said that excavating the site model around those foundations will be nigh on impossible + if it's just for sections - and not cut + fill calcs - you might be better just using one VP (of the building) stacked on top of another VP (of the site model) to get the drawing you want.
  2. Have a look at this video on the University re the Title Block Border Tool: https://university.vectorworks.net/mod/page/view.php?id=492
  3. With the Rotation Tool selected you can temporarily hold down the Command key to select objects. This applies to various other tools too. Also, in other contexts, hold down the Space Bar to suspend the tool you're using + use another tool then release to return to original tool.
  4. I thought this University video was very good too: https://university.vectorworks.net/mod/page/view.php?id=492
  5. The other thing to bear in mind is that you generally need two joints to get a handrail round a corner: Something the VW Stair Tool doesn't understand unfortunately:
  6. @Boh @Michael H. thank you! I did look at those settings but hadn't delved deep enough. The detail levels for WinDoor objects works differently to the VW Door + Window where sills/thresholds show by default on the design layer unless you have 'Auto Display Detail Levels for Design Layers' enabled in the Doc Prefs + the layer scale is set to something small. It seems to me that if I uncheck 'Auto generate Detail Levels for Top/Plan view' for the individual WinDoor object, that object displays in High Detail in Top/Plan regardless of: - What the Layer Scale is on the design layer - Whether 'Auto Display Detail Levels for Design Layers' is enabled in the Doc Prefs - The geometry I have checked-off in the '3D Part' list - The Detail Level selected in the OIP for a viewport So you get High Detail across the board + no control over it. That can't be right...? If I leave it checked but I enable 'Auto Display Detail Levels for Design Layers' in the Doc Prefs - and set the layer scale appropriately - then I can view the sill on the design layer + still have control over the detail levels in viewports. Hmmm.... My other question: is there a trick to get the Frame Members Sill to display with a different texture to the Jamb/Head? Or they are all on the same class + that's it? Thanks!
  7. Much appreciated @Boh I've attached a file although I'm using VW2022 + the version of WinDoor available to non Aus/NZ users via 'Install partner products...' so I wonder whether it's some kind of glitch with that version? Here's a VW2021 version of the file anyway. Has anyone else using the partner products version of WinDoor in VW2022 had the same thing? @Matt Panzer? Thanks WinDoor 2D sill.vwx WinDoor 2D sill v2021.vwx
  8. Is the 3D component for that symbol visible when you edit the symbol? Edit the 3D component, make sure the class the geometry is on is set to visible, then when you exit the symbol it should show up again in the thumbnail. The worst for me are loci that I place on NonPlot. I always have to remember to make NonPlot invisible before exiting the symbol otherwise you get massive loci showing in the thumbnail...
  9. I'm looking at WinDoor for the first time + am wondering how I get my Wall Sills to show up in 2D. 3D view: Top/Plan view: Settings in both cases: The only Wall Sill 2D setting that seems to have any effect is 'Wall Line' - the others change nothing about how the object looks in Top/Plan. Is it possible to get this kind of look with the sill + wall lines? (this is a VW Window): Thanks! Also: is it possible to assign a different texture to the Frame Member Sill for the door? I'd typically have this an aluminium colour + not the same colour as the frame. Can't see a way...
  10. Ha ha but you got me wondering. Would such a hatch actually be an issue? Compared to some of the other hatches out there e.g. stone hatches with 798 levels...? My hatch is very simple in comparison: I tried that too, before moving onto doing it with the line. I guess Hidden Line literally just does lines...? And for that reason I don't think Data Viz will work. Data Viz will allow you to swap the texture displayed on an object to a different one but that won't change the fact that Hidden Line won't support the display of a solid fill colour. You could use it to swap the surface hatch displayed but would still need to use a thick coloured line hatch like above to have it look solid...
  11. Create NURBS path + place working plane on end: Place profile on working plane at desired position relative to path: Run command. EAP is where you want it. No need to edit profile: Not appropriate to all contexts I know
  12. Cheers @E|FA I started that video but didn't finish it... Same with several of the others! But yes I'm aware you can now use Data Tags to label component names which is great! See: But in that thread @Nikolay Zhelyazkov confirmed that there wasn't yet the capacity to do what I want with the Material Property data fields. The new function would allow you to label a component's product name, manufacturer, lambda, etc etc with a Data Tag plus the Description/Mark/Keynote fields which would essentially allow you to add whatever info you wanted to the Material + have it display in a tag... Lots of new possibilities for labelling walls/slabs/roofs...
  13. The more I use Materials the more I wish this functionality was available - hope it's not too hard to incorporate soon?? To be able to use Data Tags to label Wall/Slab/Roof components with any of the many Material Property data fields would be amazing! Thank you
  14. This was just for fun because I wanted to see what happened but these are surface hatches consisting of tightly packed solid lines which to all intents + purposes create a solid fill colour in Hidden Line:
  15. Also I believe this setting only relates to the segmentation of curved surfaces, of which there are none in the VPs, so shouldn't really make any difference? Or perhaps I misunderstand how it works
  16. What I often do, depending on the context, is make sure the path object is a NURBS Curve then place a Working Plane at the end of the path (it will automatically be positioned perpendicularly to the NURBS) then place the profile object on the Working Plane, positioned precisely where I want it relative to the path. Then when you run the EAP command the resultant EAP will be exactly where you want it + you don't have to go back in + edit the profile to reposition it
  17. Tom W.

    Open GL

    The plants will be Image Props in Shaded/OpenGL so will only show as a cross in Top view
  18. I think you need to Convert to Group (Command K) to un-auto-hybrid it so to speak. But be interested to know why it's displaying transparent in 3D - do you have it set to display only in 2D in the OIP?
  19. Cool. On VW2020 if you create your own custom doors/window symbols they could incorporate wall hole components which cut the walls with the curved edges. Or if you used standard VW doors/windows you could probably apply separate Wall Recesses to each opening to do the same. Or separate Wall Hole symbols. But this would be a bit of a faff... Out of interest what is the proposed wall construction that will result in the rustic look + how pronounced will the curved edges be? How will they be formed in reality? I've had some involvement with lime rendered hempcrete which gives a similar look. The openings/edges are literally hand sculpted.
  20. The terrain is a Site Model created from the topo survey
  21. I recently modelled a crooked building from a point cloud but it is just modelled from 3D solids rather than BIM objects. Is it critical your model consists of Walls/Slab/Roof objects? It is very hard to do anything that deviates too much from straight/level/square/plumb with those tools...
  22. Sorry for butting in here but I was interested in trying this out for my own use being someone who also has the joy of modelling lots of old buildings...! Assuming you're using the Wall Tool + not modelling this from 3D solids, the window openings you can do with the new Wall Closures feature if you're using VW2022. The Wall corners you can do using a 'wall hole cutter symbol' which is a little bit fiddly because at the corners you're effectively cutting two walls so require two symbols but not sure if there's any other way to do it, would love to know... See this thread for info on wall hole cutter symbols: I used a uniform extrude for the cutter symbol but you could use a tapered irregular shape if you really wanted to go to town on the rusticity!
  23. @jantopol would making a straight tapered ramp first then using the Deform Tool to bend it work for you? Like @line-weight says this might not give you the accuracy you require but it will certainly give you the shape.
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