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CipesDesign

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  1. The process for Orbit Animation has been modified for 2020. (I also had a hard time with it at first). It used to be that I would create an object in the desired center of rotation, then set the animation to orbit around that object. Now, in 2020, I do this: start out with a RW Camera View at the desired distance, height and perspective; Select the entire floor (or create a 3d object that covers the entire floor area you wish to view) then go to Model>Create Animation>Create Orbit Path. In the next dialog choose 360º and Around Selection. Give it a minute or so and you'll see that a new object has been created (an "Animation Path"). It's a Camera attached to a path (nurbs object I think). When you choose Play from the preview options you will notice the camera moves around the path (like a drone shot or dolly shot, sort of) but that the view does not change (FWIW, this part is bad programming as it doesn't really give you a preview). In order to actually see the result, run a short and low frame rate animation. Although there are some odd things in the new process, the cool thing is that you can actually select the Animation Path object and move it up/down; add vertices to it to make it conform to a user chosen path; etc. Once you get an acceptable result in a lo-res, low frame rate sample, then you can create a higher res version... I think I got it all in the explanation, but let me know if there are followup questions. P OH PS, to the Original Question: try using a perspective instead of an orthogonal view. You can move the camera (Animation Path ) up and change the angle of view.
  2. Note: Perhaps this is beyond the scope of what the OP asked, but... (also see below*) This is a really tricky problem in VWs. There are many ways to fake it, for renderings and visual presentation, but I have never found a way to create an anatomically correct road (with curvature, camber, drainage, etc), or other such object. Even though you can create a Road which accurately follows user-defined slope parameters on a Site Model, the Road will be flat in section, which is obviously an over-simplified result. I have to accept that this is the limit of what we can do with VWs, therefore my solutions are usually two-fold in order to serve the two general results I am after. First, I need to show the client(s) a pretty picture which is more or less accurate; second I need to show a (road) builder exactly how to build it. The first can be accomplished by using the Road tools (for complex roads I like Nurbs Roadway for this, for simpler items like Pathways or Driveways often the Roof Face object can be used, sometimes in combination with Floors, etc.) with textures for paving, etc. Sometimes Walls are added where they will needed in real life. Sometimes cars, people, trees are added depending on what my goal is. When done using an accurate (survey based) Site Model, this approach gives me two important results: it generates the visual for the client, and it gives me the basic locational, elevational and curve data for the builder. What it lacks is the ability to generate an accurate Road Section (Profile). This can be done fairly easily in two ways: one, just draw the profile as we used to in the "old days". Two, cut a Section through the road and draw the road profile in Annotations. Both entail pretty much the same thing. Not a terrible compromise in my opinion. Hopefully that gives you some ideas! *If a driveway is your goal, try a Roof Face object. It's the simplest method I have found (with all the above caveats included).
  3. Late to the party here... One observation: when opening the "unwanted holes in walls sample file" (the first one posted, above) in VW's 2020 I notice two things. First, the "updating walls" portion of the file translation takes a long time; second, when the file finally opens, there are no unwanted holes. P
  4. The standard way to do this would probably be in Hidden Line, and with various different views (Plan; Front; Side; Section(s)) to show design intent. If you need to hide the shading on the curve (in the front view you posted) you could just draw over it in Annotations.
  5. Try using the Fit Walls To Object command. 1) create the rounded geometry as a 3d object, making sure that the object completely covers/overlaps the Walls. Put this new object on a new Design Layer (different form the Walls). 2) Select the Wall(s) to be reshaped, then choose the Fit Walls to Objects command; select the new Design Layer as the "Fit To" Layer. This should result in the Walls following the contour of the rounded object, although as a note, the curves on the Walls will actually be a series of segmented flats (not a true curve).
  6. cberg, there is probably some way to do it, but I just create my own in the VP Annotations.
  7. Thanks Wes. Yes the stair tool has been through many many versions none of which can actually do everything that everyone wants. That's the main reason that I developed my own very simple solution(s). Additionally I really dislike the UP and DOWN arrow graphics and text in the Plug In and prefer to use my own . Graphics snob? Who me??
  8. There are two ways that I use: 1) duplicate the stair and paste in place on the other layer, making sure to move up (or down) so that the stairs are exactly aligned in all views. 2) Place the stair on the lower of the two layers, then use a Floor (or slab) on the upper layer, with a portion cut out to show the stair below. The second method is closer to being anatomically correct but requires that the lower layer be "on" in the VP of the upper layer. Depending on what is on the lower layer this can be difficult. Sometimes the first method is just quicker and easier.
  9. I have found that I can create Pads that are extremely close to each other, but not touching. The Pads should be surrounded by the same Boundary. Also, I often use other objects like Floors (slabs) or Roof Faces (yes I use Roof Faces for sloping walkways, driveways, etc) to cover the slight anomalies which the Site Model leaves due to non-intersecting Pads. This gives me the 3d visual presentation I'm after. I usually enhance or cover these shapes in annotations for clean 2d plan views.
  10. Yes it's good to have a viable workaround, but the tool still needs to be fixed.
  11. This thread might be helpful (ignore the text in the alert that is embedded, just click on it and you will see the entire thread, not only that portion):
  12. Correction: the tool I mentioned is actually called the Mullion tool. In my (US; Architect) workspace it is in the Building Shell tool set. Sorry for the confusion! And just FWIW, I prefer to model these using extrudes as stated above. Ultimately it's easier to get what I want that way.
  13. Yes, and don't forget that you can create Muntins either with the Muntin tool, or sometimes even easier by going to a frontal view and (in screen plane) drawing the Muntin configuration as a closed polygon, then extruding, then move into place in Top/Plan. Of course these can be selected with the window and made into a Symbol.
  14. One additional thought: it is possible to accurately dimension a 3d view, but the dimensions need to be in the Design Layer(s). When I do this I usually create a special Class for the dimensions so that I can control visibility in different views/Viewports.
  15. There have numerous problems reported with the Parking Space PIO, many of which seem to be errors in math (or math as it relates to programming?). I am hoping the engineers are fixing it, or perhaps starting over from scratch. Fingers crossed.

 

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