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ASag

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  1. After messing with it for a bit, I think I did find a way to avoid it, but I'm not looking forward to retro-actively doing this on my 4,000 node network. I added a wonky count function to the script. If anyone has any alternatives (or just a setting to make the errors not appear), let me know! Otherwise, I'll start adding this retro-actively to my huge network next week 😅
  2. Hey Forums! I have a complex marionette network now (Over 4,000 Nodes!) and it does work; however, I get this error that pops up and I can't figure out a way to avoid it. I am attaching a much smaller example (in 2025 format) to hopefully figure out how to avoid this. I'm pretty confident the issue is that part of my script can potentially pull zero results. Setup: This script would ideally become a single button/node once wrapped. Top 'Objects by Criteria' looks for anything with "ExampleRecord" attached. (the top 4 squares) Bottom 'Objects by Criteria' looks for anything with "ExampleRecord-2" attached. (the bottom 4 squares) Steps: 1. If you change the INT value to 3 and run the marionette, you will see it works fine, no error. 2. Delete the bottom 4 squares on the left (you will not have no objects with "ExampleRecord-2") and change the INT value to 2, and run it again. You will now get the error I'm trying to eliminate, but the script will still work (the squares on the left will still update as expected). Any ideas on the best way of avoiding this? ErrorTesting.vwx
  3. Update: I have discovered an alternative workflow/logic that seems to work well for what I need!
  4. The Set Layer node in the library appears to only take the object input, and then an existing layer needs to be selected from a drop down within the node. I need to push different objects to different layers and I can't figure out how to do this with the existing node. As an example, I might have 3 floors of a building (3 different design layers), and my script pulls objects from all those layers, but the resulting objects need to go back to the layers the original object pulled from... It seems that when I run the script, all resulting objects end up on the active design layer. Is it possible with the default node? If not, is there another way to do this with the default nodes or could someone help direct me to edit the default node to allow this? While I've become pretty solid with Marionette over the past year, I still need to learn more about making or editing the scripts directly.
  5. This forum is fantastic! Every time I've posted here, I get such great answers so quickly! I apparently overcomplicated this after I couldn't get it working. You are right; that gives the exact result I am looking for! In the past, I've had to do a bunch of oddities (at least, in my opinion) with the other rotation options and symbols. Thank you so much!
  6. The other oddity that is throwing me off is that if I debug the bottom one, the connecting between ADD and ROTATE LINE is the exact value I'm expecting the resulting line to be on. This reports back 128, which is the angle of the green line/wanted result, but the resulting line isn't that.
  7. Hey Forums, I'm trying to rewrite a working (but super slow) script using a new methodology. I spent about six hours today making little progress, and I believe I have narrowed down my issue at the front end of my marionette network. When I initially built the start of it, I thought I had it working, but after seeing issues later, I noticed the rotations were not actually correct. In the end, I don't care which 'rotate' node/method (Rotate Line, Rotate, Set Entity Matrix...) is used because I have now tried a combination of all the ones I have used in the past without success. I am attaching a copy of the file along with 3 example scripts. I have rewritten these multiple times today, so they probably aren't at their best state right now 😅 In the white box, you will find two circles. I want to find the midpoint of those circles and have a line that bisects it (if you draw a line between the circles, a line that ends up perpendicular to that). The green line is the result I am trying to get to. Can anyone point me to where I'm falling flat here? I'm attaching a copy of the above screenshot in VWX 2024 and 2025. I haven't felt this stuck in a number of months, especially on something that seems like it would be easy... LineRotation v2024.vwx LineRotation2025.vwx
  8. @Antonio Landsberger @Letti R - I wanted to report back. I dove into both of your examples yesterday for a bit. The example of getting the sum of the areas was a simplistic example of where I was getting stuck. By reviewing your replies and repurposing some of the logic ideas, I got my network working successfully! Over the past few months, I've been able to connect a bunch of these networks together to automate a lot of my workflow. I still have some work to do before I will consider it completed, but the progress has been so exciting! Thank you both again!
  9. The few times I've posted here, I have received excellent and helpful feedback in learning how marionette works! Thank you both for your responses! I am going to go through them in detail here in the next day or two! I do not have a programming background. Marionette has been a perfect way to mess around with what could be possible with more advanced programming knowledge. Both times I've posted here, the answer seems to be that it would be significantly more straightforward to solve where I am stuck with coding it directly... May be time to try learning code again...
  10. I should also specify - I realize that getting the above answer through a worksheet/report is very simple; however, the goal for the project involves pushing values into further networks, so I am trying to solve this through Marionette as opposed to using worksheets which is how I've typically done these types as asks in the past.
  11. @Antonio Landsberger Thank you for the reply! I downloaded and looked through the exact example you posted yesterday, but I wasn’t able to determine a solution from it. If I tracked this correctly, this example works in a way where 1 object gets a single object output which I have gotten working successfully in other node networks I've created. (Please tell me I’m wrong if I traced my way through the above example improperly…) In the example document (in my 2nd post), I intentionally didn’t include a network cause I felt like I might be attacking the issue incorrectly, so I didn’t want to start off the discussion on the wrong beginning logic. I have attached a new copy that includes a bit of what I’m trying, but I’m kind of stuck and might have attacked it incorrectly. In this copy, you will find that I am getting all 17 objects, and I am getting their ID from their record format. I’ve tried attaching another set of IDs to them, but I think I’m running in circles. In the end, what I want the script in this sample file to do is sum the area of all the shapes with t he same IDs. Thanks for any feedback! Example v2022.vwx
  12. Alright, so I've been messing with more simplistic examples for the past few hours. What seems like it should be so easy is proving to be stopping me in my tracks. I am attaching a simple example (saved back in v2022). If I can get assistance solving this one, I think I can apply the same logic to my main problem. In the attached example, there are multiple shapes with a record attached. The record is an ID that matches the number (1-5) shown on the shapes. I want to create a marionette network that says, "Sum/Add together the AREA of any shapes with the same ID". The network needs to support if the number of input shapes is different though (If you duplicate or delete some of the shapes, the same marionette network will still work. It will also work if you add ID 6 or higher...). I am confident this is possible, but the "looping/repeating" methodology required is breaking my brain. Any help would be greatly appreciated. Example v2022.vwx
  13. I have an almost completed nod network that works so well, but the final step is causing problems for me. I do not understand how to loop the logic to run through a full list. Attaching a screenshot showing part of the area: In short, I have a dynamic number of possible inputs. It could need to be done once, 5 times, or 500 times. I have a portion of my marionette that tells me how many times I need to run it, but I can't figure out how to loop the network that many times. In the attached screenshot, you will see that I have manually done it to work 3 times by using Pop Front / Split List, but there has to be a better way? With this method, it "works" with less than 3, but gives an error about a blank list, and then it doesn't work over 3... but it works exactly as I want when it is 3! Any suggestions would be awesome.
  14. @Letti R - You are the MVP! You are the one who replied to my other topic last week! Thank you so much again for this reply. I'm going to dig into it more today to understand what you did here. It is incredible that you are able to make the solution this fast! I was stuck on this for 20+ hours... As a Marionette newbie, I am proud that I almost got the same thought process through step 3, but then I had no idea how to use it. Attached is an example network I had built yesterday that was somewhat close to your first few steps. I built this same thing using Zip, Unzip, etc. nodes too trying to sort out how to do it. haha Once again, thank you so much!
  15. Hello, Forums! I got some incredible help on here last week, and the direction I was given has allowed me to fix up a number of the networks I was stuck on building! I’m now running up against something I haven’t specifically done before, and I’m stuck again. I don't need a complete network built, but if someone could point me to the nodes/general logic on how this would be built, it would be awesome! In earlier parts of a larger network, the following geometry was made (I did the coloring after the fact to explain better - It’s usually just all black lines). In each green circle, there is a point where line objects go out from, and they run an intersection with other lines in the drawing. This intersection provides the locus points you see scattered about. I am then using those locus points to draw the lines I want to work with. I am getting extra lines (black in the above image - I only want the red lines) that make perfect sense based on how it works… The issue is that I have no idea how to remove them successfully. Here is the workflow in my mind: 1. Determine the Start Point of Each Line (Start Points are found inside the green circles). 2. Somehow group the lines so it understands the lines starting at that point are “grouped” or to be compared further. 3. Take that group of lines and compare line rotations and further group the lines based on line rotations. 4. Only keep the shortest line segment in each direction from each start point. I'll attach a 2022 copy of the base geometry shown if its helpful, but again, I really just want some direction on how the above would work in marionette and then I kinda want to figure it out myself 🙂 BaseGeometryExample.vwx
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