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Everything posted by Dieter @ DWorks
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Working with two Screens
Dieter @ DWorks replied to a question in Wishlist - Feature and Content Requests
My 2nd screen is used for the oip, attributes pallet and the resource pallet, which I put on it really big, but collapsed to view other documents, so yes, a view there would be great, as I know take screenshots to place there.... -
Get a List of all symbols of a symbol folder
Dieter @ DWorks replied to DomC's topic in Python Scripting
I use IntelliJ IDEA, which is great for python. Also check out: https://bitbucket.org/dieterdworks/vw-dlibrary, It's a library for scripting plugins in python for VW. Open-source and everyone is welcome to contribute. -
My top wishes for 2016
Dieter @ DWorks replied to Kizza's question in Wishlist - Feature and Content Requests
Yes please! -
Looking for beta testers for a duct plug-in.
Dieter @ DWorks replied to Hippocode's topic in General Discussion
I have no experience with python. Do you also have a toolkit with wrapper classes available as in the SDK ? You can only use all vs calls, but I have begon to create a library that wraps this to program oo and make plugin development much more easier: https://bitbucket.org/dieterdworks/vw-dlibrary/overview -
It's not broken, just useless. It far more easier and faster using hybrid symbols for this...
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I hope so too, they promised that this time would be big... If they can't deliver, I think they'll never...
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You can do this another way: using those objects in your own. I do this too. For example, I use the table plugin, but I hate those chairs. so I made my own, and I use the built-in table and add my own chairs to it.
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Looking for beta testers for a duct plug-in.
Dieter @ DWorks replied to Hippocode's topic in General Discussion
You guessed right. I made the right choice going the C++ way. Although coding has become much more complicated, at the same time it has become much easier. Object type programming and all the possibilities are just awesome. Python offers the same (OOP), but is much simpler then C++ in many ways imo... (Though there will still be things that can't be done as they are only in the SDK.) -
A decent Human Figure tool
Dieter @ DWorks posted a question in Wishlist - Feature and Content Requests
The human figure tool was added a few versions ago, and let's be honest, its terrible! I can't imagine that its actually being used for production/presentation drawings. Though if it was decent, it would be helpful for presentations. So please make this a decent tool that's fluent and easy to use, ow, and fast to update on changes, I prefer push/pull on the model to edit it. Otherwise, just abandon it! -
Looking for beta testers for a duct plug-in.
Dieter @ DWorks replied to Hippocode's topic in General Discussion
Looks very nice! Is it made with the SDK? -
Bilingual/Multilingual user interface
Dieter @ DWorks replied to Art V's question in Wishlist - Feature and Content Requests
I would like to be able to choose the language of the UI! Have been asking for this soooo long. Even if that would mean that the local added tools are still in my native language. -
++++++++++++++1 Would go very nicely when having a big building, or multiple houses that are all the same on the inside, but have different windows and doors. You could then create the interior with the inner components as an outer wall, and then when putting all together, you could draw the outer walls and have the windows in them, also cutting the walls of the walls in the viewports, oh, wait, that would bring us too far.....
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The ability to have multi-core walls
Dieter @ DWorks replied to Dieter @ DWorks's question in Wishlist - Feature and Content Requests
@Pat: I tried that once, had more problems with the connections then, because when the front elevation walls aren't at the same line, you got the wall between house on a T-shape with the outer walls. Splitting it into two walls results in the inability of making that connection, as VW thinks a connection between 4 walls can't be done in real life.... If only we could do the outer walls with 2 and still have windows and doors substracted for the two, we could do this and a lot more like creating reusable floor plans if you have to draw 50x the same interior, but with different windows and outer walls..... -
Draw that in 2 wall, one for the ground floor, and the second for the first floor. Then use wall peaks (edit the wall in 3D) and you're good.
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The ability to have multi-core walls
Dieter @ DWorks posted a question in Wishlist - Feature and Content Requests
Now we can set one component as the core one, but when you have a wall between two houses, you want two cores, so that the flooring can go to the out side of the first core. Now I have to cut of the floor slab of one of the floors, it's annoying... Oh, this one has been asked before, but why not have something like priority based connections ArchiCAD has? Then I don't have to add any more rectangles where I have doors to let the floor go through it.... -
Hi, I actually got a question about Python support. Which version will be included? Is it still v3.3 or higher? The reason I ask this is because I want to use enums, but they are only included from v3.4.
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Is there a reason why VW doesn't like multiple displays? If there is, I hope that it is something that is going to be fixed (sooner than later) as I am sure there are many of us that have multiple monitors. Could this be why the fan on my MacBook Pro runs all the time whenever I use VW? I wonder why, as the second screen is ideal for all the palettes, especially the resource palette so it can be big...
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Thx for the answer. I can imagine several situations for the first way of working on a design layer, like I once had to made a script to calculate a random elevation, with this, it will be easier and it doesn't have to be a plug-in as it's kind of one-of-a-kind thing. I like the idea of having it a plug-in object, as for some I now make, it will be so much easier to create, thinking of furniture ones etc... Also people with no programming skills wil be able to create simple plugins themself, which will be great. Still I presume that not all functionality will be available compared to coded scripts.
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Hi, We can set level types in a template, but I don't want a full list of level types for existing, new, etc... I would like to be able to import those like we can with layers and classes, that way my template doesn't have to have level types and on creating a new drawing, we can import the ones we want/need. A template is no place for level types and it will be consistent with layers and classes. I know we have default levels and such linked from them, but the import can handle both the level types and default levels.
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Trying to understand level types...
Dieter @ DWorks replied to Dieter @ DWorks's question in Wishlist - Feature and Content Requests
Apologies, it seems I've been mistakenly saved my template in the 2014/.. folder, so the actual used one (2015/..) wasn't updated. The Level types are saved. -
What is wrong with those story levels?!
Dieter @ DWorks replied to Dieter @ DWorks's question in Wishlist - Feature and Content Requests
@Wes, thx for that! Now I get it, though I think it's implemented way to complicated, but I see the reason behind it: - In the layers dialog, you can set the level types, which are the names of all the level types you want to use, each name can only be used once in a story. So it's a unique list of level types, check. - In the story dialog, you can set default levels, which in fact are levels, which have a level type and a certain height, so it's that combination that's unique and those level will appear in the level list of all stories to be used in them. - You can then also add levels for a specific story if you want, and that will only show up in that story, though it has to be used, or it will disappear automagically. So it is: - Level types to set the names to be used. - Default levels, which can be used by each story - Levels, which are story specific. Still think it can be simpler: - Level types to set the names to be used. - Levels, which can be turned on and a height set for each story. Much simples, and if good implemented, editing a level for multiple stories should be easy... I get it that a level type can only be once in a story, which is normal, but the height can be different (but isn't Always) That's why I want to see to just check the level type and set it's level for each story, and make sure we can select a certain type on multiple stories to edit the height for all of the selected. Much more straightforward and simpler. -
All looks awesome! Well done for the theme for now. The Marionette tools seems to be a visual script that creates some object, but is it still linked after it's created, like a 'real' parametric object, so you can change parameters? I'm pretty sure it's that what's been asked for...
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Trying to understand level types...
Dieter @ DWorks posted a question in Wishlist - Feature and Content Requests
I was refining my templates, and I can't seem to find where those pesky level types come from I don't want. When I delete them and save as template, creating a new drawing from it, or just opening the template make them appear again. From where are those comming and how can I have my own ones being taken instead?