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SamIWas

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  • Occupation
    Entertainment Lighting Programmer/Technician
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    sam.samandemily.us
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    Atlanta, GA

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  1. Thank you! Took me a minute to decipher what you were saying, but I ended up finding the call to kObjXPropSpecialEditSpecial in the code. I had seen it only in the constants and missed it in the code. Yes, it was code recycled from learning examples...
  2. I have noticed that after changing my 2d Poly PIO to Event-Enabled, it no longer allows me to edit th poly-line when double clicking. I'm assuming that follows from the variables below: kObjXPropSpecialEdit = 3; {Used in setting up PIO Double-click} kObjXPropCustom = 1; {Used in setting up PIO Double-click} (I think those are from @Jesse Cogswell's example scripts which I used to learn from) Does anyone have an example script which uses a double-click to edit the polyline which I could break down to learn how to apply that? Does it involve calling EditObjectSpecial in some way?
  3. I couldn't get your method to work, but it did lead me in the right direction, and I got it working! What I ended up doing was creating an array that stored all the vertex points of the two offset polylines, then created a new polyline using all of the points into a single object. Took a LOT of experimenting, but it appears to work now. Next thing is to work this into a separate procedure/function that can be called multiple times to create 1, 2, and 3-track versions from a single poly.
  4. That's for 3D, right? The 3D portion is working perfectly. That was easy with an ExtrudeAlongPath. It was the 2D I was having trouble with. But, I got it working!
  5. I have been writing a PIO to draw curtain tracks that we use in film/tv a lot. It's a 2D Path Object which takes the path, and makes a thicker outline of it, and a 3D track. Works a lot like the lighting pipe tool and the soft goods tool, but much simpler and faster and has multiple track styles. I don't know exactly how the lighting pipe tool draws its 2D variant, but I'm using the OffsetPolyN to offset the main polyline 1" in each direction, then subtracting the shapes from each other. This seems to work fairly well, but it can fail if the poly line is open, and I draw in a certain direction because it puts the bigger poly on top. Two questions then... First, does anyone know how the lighting pipe tool draws its 2D portion? Because it closes the ends which is nice, and is probably more efficient than my clip surface idea. And second, if not, is there a command that determines the direction a poly line is drawn in so that I can make sure the correct poly ends up on top. Attached are images showing the end results of drawing the same shape in opposite directions, both open and closed.
  6. That's just it: I didn't make them from specific cameras. I just go into "Walkthrough" mode in my design layer to get the view I want, then choose "Create Viewport" from that. It creates a 3D viewport from that view, and I can edit the "camera", but there is no actual camera object. The only thing I can do is position the camera when editing.
  7. I don't have specific renderworks cameras in the document. I just position a view using the Walkthrough tool, then make a viewport out of that, then duplicate each viewport and edit as needed. Is the only way around it to create renderworks cameras over and over?
  8. Can you post an image of what you are getting and looking at that image describe more what you are hoping to get? I do a lot of lighting rendering, so I may be able to help you out.
  9. For the love of god, this has been driving me insane. I am working on a project with a ton of viewports for 3D renders. All of the viewports use Custom Renderworks as their render mode. Whenever I need to adjust the camera position of the render, I double-click on the viewport, choose camera, and go into editing. But while editing the position of the camera, the system is in Custom Renderworks mode and constantly tries to start a full render as I move the camera. There is literally no reason I would ever, ever want this. I want it to be in shaded mode every time I enter the camera editor. In the 3D preferences, there is an option for setting the default render mode of 3D views, but not for viewport editing. Is there any way to define that?
  10. They do have to be strings. I converted them. But, I have it working now. When I switched one of the options from integer to real, I must have missed one line of code somewhere. Because I just switched some stuff around, and it started working as expected.
  11. I use a lot of lighting devices (several hundred per plan), and I have not seen this happen. I'm on a Mac though.
  12. I've got a script which has the user enter several values in a dialog. Most are Integer values, but one is a Real value. I started using SetSavedSetting and GetSavedSetting so that values would track between each usage of the script. All of the integer values track through, but the one real one almost always returns as zero. Sometimes it will return once if I input an integer value, but only once. I use this line to get the value from the dialog: IF GetEditReal(id,cChanEnt,1,rTest) THEN lchan:=rTest; I have tried both of the following to write to Saved Settings: SetSavedSetting('OffsetFieldInfo','Channel',num2str(3,lchan)); SetSavedSetting('OffsetFieldInfo','Channel',concat(lchan); Both of these enter a 0. The script does run with the value entered into the dialog, so I know that lchan receives the correct number. Anyone have any insight on this?
  13. It's definitely possible by looping through all classes, determining if there's anything on that class, and hiding the class if not. But it wouldn't be very efficient. I don't know if there's a simpler way to do that. Real quick off the top of my head: num:=ClassNum; count:=1; WHILE count<=num DO BEGIN classname:=ClassList(count); NameClass(classname); SelectAll; objcount:=NumSelectedObjects; IF objcount=0 THEN HideClass(classname); count:=count+1; END; {while count} This would work only on visible layers. You'd have to add code to make all layers visible and show/snap/modify.
  14. What is the best way/software/app to create SVG icons? I haven't delved into that yet.
  15. They are generally not made using Renderworks cameras. I almost always make them by going into Walkthru mode, setting up my view, then creating a viewport from that angle.
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