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Benson Shaw

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About Benson Shaw

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    Public Artist
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  1. just throwing this in here. Mesh objects, eg pyramids, have two edit methods: Reshape tool ( double click) - this gives access to the individual 3d polys that comprise the mesh. eg move a vertex and it disconnects that vertex and associated edges from surrounding polys. requires snap the other vertices to new location to complete the edit - lotta work! Reshape tool also facilitates adding new edges to a mesh. Select tool - drag a marquee around the vertex to move. this essentially selects ALL the vertices stacked at that location. drag to new location. all the associated faces stay connected and adjust/move with the selection. this is the best method for moving pyramid points. -B
  2. @Robyn SA welcome to the forum! here is a rough idea. may need some refining: 1. Solid subtraction can work, but NURBS loft will be required. 2. Model the plain bottle, slice it in half to create a front and back side. probably best to store them on separate layers. 3. in front view screen plane draw 3 cutting surfaces, probably extrudes of 3 rounded “V” shapes: the low swoop, the high swoop and a middle one which represents the deepest intrusion. 4. duplicate the bottle front half and Solid Intersect it with the 3 surfaces. or use the Project tool with the. sourcecurves instrad of the surfaces. result either way is 3 NURBS Curves. 5. low and high swoop curves rest on bottle surface and need no edits. middle curve - duplicate and edit to move vertices to represent deepest part of the intrusion (pain in the neck, but the orig will help you orient the edits. 6. loft the three curves, rail mode -Edit: oops, i meant Ruled option in the Loft Surface dialog - and apply Fillet Edge (variable if needed) to smooth the deep part. 7. Solid subtract the swoop shape from the bottle half. 8. Fillet Edge at intersection of the bottle and the swoop volume. 9. if front and back bottle are same, mirror the front and Add Solids. if front/back are different, create appropriate v swoops and intersect or project to a dupe of the back side and repeat steps above. add the front and back bottles Note: your choice, but I like to duplicate source objects so I have easy access when needed, and some vwx modeling processes destroy the sources. dupes can be placed in separate layers and/or deleted later. post back with questions! -B
  3. Certain site model edits, maybe any site model edit, causes the contour elevation labels to duplicate. Maybe simply opening the edit contours dialog? Sorry i can’t remember the specific trigger(s). I will try to test. regarding delete then finding them regenerated at reopen. - was there a Save action? did dupe labels propagate in both exist and proposed? The dupes are vexing (vextorworks!) -B
  4. Methods described above are probably best, but, just in case . . . Another way to project the line onto the site model, assuming the dwg property line is 2d lines and/or polygons: •Select the dwg objects that comprise the property line. •Compose them to become a single object. •Duplicate in place if desired, otherwise the source object may be lost. •Then - Terrain>Send to Surface. Result is a 3d polygon residing on the surface of the site model. This is quick, but has no relevant data for the segments. -B
  5. i wonder if the .laz files import to vwx with a consistent scale offset or if it’s random. -B
  6. Also, pad z value can be adjusted in the OIP. and pads can have tilt, with controls in OIP
  7. probably all layers individually , or set layer and class status to ShowSnapModify then select all and fit to objects. but main point is how far things are from internal origin. can you verify that everything is within a half mile or so of the origin? or is the bulk of geometry way out there?or a stray or two? if everything close to origin, then slowness is some other issue. another common culprit is many vertex heavy objects. could be hundreds of screws, or chairs made of detailed meshes, or plants, ... another is several or many pdf or bitmaps. these should be reduced in pixel/file size, or referenced in as design layer viewports. another is system hardware. try setting the vwx pref for graphics display to “best compatibility“. image textures can be problem if source image is too big in pixels. sorry. maybe you could describe contents of the vwx file? anything other than the import? -B
  8. how far from vwx drawing origin is the dwg geometry? dwgs geometry often imports in a galaxy far far away. or has a few errant object way out ther. vwx gets slow trying to deal with it. try this layer by layer... select all fit to objects. might find something in one screen corner (eg most objects) and something else in opposite corner (eg a bit of text or a viewport or other) or some arc with infinite radius (should be a straight line), or ??.. if thats the case consider moving any outlier to the main mass, or delete them. and then move everything close to drawing origin - same move vector in every layer. or adjust vwx user origin close to the geometry. many users do not like this origin adjust. post back if this is not issue -B
  9. no but might be worth a shot. no time right now but will try to look into it. seems mansard roofs can be formed this way. maybe something tricky with a zero depth dormer would add to the fun. design wise a question would be whether to make vertical windows or slope them. sloped doors would be a bit strange, like a hatch.
  10. have not attempted this, but would this go a ways on the path?..... roof faces instead of walls and customized skylights for doos and windows? -B
  11. It is sooo much fun to whine about the compromised product of prior efforts! I oft envision malleable elements that work like the straight/flat smart objects. A way to use modeling tools - extrudes, shells, lofts, deforms etc to create a shape with appropriate twists, bends, bulges, leans, sags, etc - then assign components to it. or build the stack of various components (may have some spaces or compressions in the bulge areas) and somehow associate them as an assembly that can be cut or otherwise affected doors, windows, stairs, and other smart objects. should also aggregate with the usual components in worksheets. Pretty big ask! Meanwhile one can just model and make workarounds.
  12. Just a thought - My experiments with the aligned hardscape show that the texture stretches to stay confined within the shape. At least that's my interpretation. eg if you apply a brick or other grid texture it pulls the image around like a rubber sheet. The "grout" lines become wider or narrower. Interpolated option for the hardscape smoothes the hardscape shape, but does not correct the texture stretch. One workaround is to extract the top surface of the hardscape and apply texture to that new NURBS surface. Or extract the long edges and loft. Might require disable texture and fill on the hardscape to prevent z fight interference between the new NURBS and the orig. -B
  13. @line-weight i have felt the pain! I once drew asbuilts and paper drawings for a houseboat remodel then performed the construction. uneven log floats, everything always moving. first you throw your level in the lake, then the string line and square, and finally settle on tape measure plus outstretched thumb. project was a great success (after tarping the whole building during a big snowstorm ... anyway it IS POSSIBLE to work successfully in low precision . But it’s a pain -B ps - maybe “low precision“ is wrong words. lets try “a non orthogonal and improvised manner”
  14. @jeff prince did you find those prop lines from your county GIS shapefiles? l’m trying in a georeferenced vwx file to reconcile some Seattle area prop lines and plss quarter section lines from county GIS portal with property legal description bearings. Missing some of the legal points by a few feet. Those gis prop lines might be estimates of convenience, or I’m messing up, or CRS imprecisions [HARN] or other. I’m planning to post all this in forum soon, but maybe you have experience to relate? really super work in this thread! many thanks 🙏🙏🙏 -B
  15. @bekpalmer Glad you made it work! Yes, Push/Pull would make a depression or hole part way through if not "pulled" all the way to or past opposite extent of the solid. -B


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