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Everything posted by willofmaine

  1. Benchmark elevation in a sheet viewport: for Elevation Display (in the OIP), select "Y value relative to reference elevation". You can then set the Reference Elevation to whatever you like. For example, if the First Floor of your building is 216', set the Reference Elevation to -216'. (This assumes your First Floor is at Vectorworks' Z=0, which I highly recommend: if you need to change the vertical elevation of your building, move the World, not your building/model). When creating the Elevation Benchmark, you can click on the Wrench/Pencil icon at the top to set the Reference Elevation and other settings for future creation. That Wrench/Pencil icon applies to other tools as well, and may address some of your other questions. Not sure what a "Control Point" is (at least as a VW tool)...
  2. I have found that the problem appears to be the presence of Floor objects with a Pen Style (Line) of "None." If there is just one of these on any design layer that's visible in the Viewport, ALL objects in the viewport (naturally and logically...) will be represented at the cut plane as if they have a Pen Style of "None." It really doesn't seem like the 2D attributes of an object should affect its 3D display in a Section Viewport ( https://forum.vectorworks.net/index.php?/topic/91244-why-are-3d-objects-subject-to-a-2d-attribute-fill-of-none/#comment-416165 ), let alone affect the 3D display of all objects in the viewport. VWIS232
  3. In my project file, my section viewports have no lines associated with the cut plane (which uses the Section Style) class (but the fill displays and can be controlled entirely as expected). I've checked viewport settings, class visibilities, class overrides, and everything else I can think of, all to no avail. Maybe most telling is that when I copy one of these viewports into a brand new blank file created with my template, the issue is resolved. And when I copy a viewport from the brand new file into the project file, that viewport then fails to display any section plane lines. Which makes me think it's a file issue, and not a viewport issue. And I can't think of any file settings that would affect or control this. So now I'm thinking "corrupt file?...". Or maybe I'm being dense and completely missing something obvious. Any thoughts, anyone?? Thanks! VWIS232
  4. Is it just me, or do Materials and Auto Hybrids not work with each other in Vectorworks 2022?.. In both Vectorworks 2021 and 2022, in brand new blank files, do the following: 1.) Create 4' x 4' x 8' extrude. 2.) Apply "Brick Clay Modular MT" material to the extrude*. 3.) Duplicate the extrude, and change the height of the second extrude from 8' to 2'. 4.) Create an Auto Hybrid from both extrudes (use the default settings). 5.) Create a Horizontal Section Viewport (use the default settings, including for the Sheet creation). (Files attached) Issues: 1.) In Vectorworks 2021, in Top/Plan view, the Auto Hybrid displays the "Component Brick HF" hatch, as expected. But in VW 2022, the hatch is not displayed; just a white fill is shown. Why?!? 2.) In both Vectorworks 2021 and 2022, in the Horizontal Section Viewport, the "Component Brick HF" hatch displays for the cut plane, as expected, and, even better, the "Brick Modular Running Bond HF" surface hatch displays for the extrude that is below the cut plane. It kinda seems like Auto Hybrids similarly should show the surface hatch below the cut plane, and not the cut plane hatch... Is there a new feature or setting that's necessary for Auto Hybrids to properly display materials in Vectorworks 2022 that I'm missing?? Thanks! VWIS230 *Brick material can be found in the Resource Manager at: Vectorworks Libraries > Defaults > Materials > Materials.vwx > Masonry > "Brick Clay Modular MT". 04-VW 2021-Material.vwx 05-VW 2022-Material-00.vwx
  5. Most likely that's due to a fixed profile. I highly recommend avoiding the "Fix Profile" option whenever you can! Often the fixed profile is a quicker and easier way to initially create your EAP, but it then haunts you forever afterwards...
  6. Unless you have a very compelling reason to do so, absolutely do not use the "Fix Profile" option when creating an EAP (tempting as that may be). This literally establishes a 3D relationship between the path and the profile. It's possible when editing the profile, but easier and probably much more common when editing the path, to create a "temporary" situation in which the profile and path define geometry that simply doesn't work. While YOU and the rest of us might know that you're trying to create legitimate geometry, sadly, you can't get from the path to the profile (or vice versa) in order to coordinate the profile and path as would be necessary to ultimately create your geometry. In an ideal world, we'd be able to edit the path and profile simultaneously, in the same workspace, just as they are created. Then it would be a non-issue. Also avoid "Lock Profile Plane" unless you know why and for what you're using it... I highly recommend the following for working with EAPs: 1.) Always draw both the path and the profile in Top/Plan view. Paths should be (and usually are by default) clockwise; keep that in mind when creating the profile. 2.) Usually I'll leave the path at Z=0, and in a side view draw a rectangle to represent the displacement of where I want, say, a crown molding with respect to the path (typically edge of wall at floor), and then I'll copy that into the EAP's profile, select everything, Zoom out*, and use "move by points" to move everything. 3.) When drawn in Top/Plan (or even Top) view, rectangular paths can be temporarily converted to groups** in path edit mode to easily change their width and/or height numerically (in the OIP, in Top/Plan view). That's even when the EAP has been rotated in 3D space. 4.) To edit more complex paths, I always just decompose them (Modify > Decompose), move whichever pieces I want, reconnect things, and then recompose them again (Modify > Compose). Sometimes it's necessary to make sure they don't change direction. EAP paths are always NURBS curves (and thus annoying to edit). They can be created from planar shapes (squares, circles, etc.), polygons, polylines, 3D polygons, and, well, NURBS curves. When creating with 3D paths, it's time to start thinking about "Fix Profile" and "Lock Profile Plane." But that's another realm of misery... HTH! *Sadly, it seems impossible to paste something into the profile of an EAP where you want it, so it's necessary to zoom out to find it. Also, it's impossible to paste-in-place between EAP profiles because, evidently, while things like solids and auto hybrids annoyingly have their own origins, EAP's for whatever reason annoyingly don't share their paths as a common origin... **Of course, I often forget to ungroup before exiting, but if you pay attention to the dire warnings, you're given an opportunity to go back and ungroup.
  7. @Shengxi Wu Did you try a simple extrude with a single texture applied? In your first video you're showing an object with multiple textures which, as it turns out, seems to alleviate at least the specific issue described in my original post. Given the issues I've had and the long list of issues that @Andy Broomell is experiencing, it seems safe to say that the attributes mapping tool just really isn't working as one would expect it should. It's a fairly simple tool that does a fairly simple task, at least in terms of user interface (maybe not so much in terms of code writing or engineering or whatever...). Textures, at their core, are simply repeating, or "tiled," images, yes? (Plus optional shaders, hatches, etc.). "Non-Repeating Mode" and "Original Repeat Mode" just control whether one tile is displayed, or repeating tiles. So it doesn't seem like that mode should have anything to do with whether or not there's a surface hatch. Given that it can take years for bugs to be addressed, I wouldn't assume that a behavior is as it should be simply because it was that way two years ago... In trying to further troubleshoot and confirm your theory, I edited a grass texture and added a surface hatch to it. But when I re-rendered in Hidden Line, the grass texture previously applied to one surface of an object failed to display the surface hatch. So I created an extrude and applied the grass texture to that, and the surface hatch showed up fine. But when I tried to use the attributes mapping tool on that extrude, the interface became pretty nonsensical; the relationship between manipulating the grips and what actually happened with the texture was pretty much non-existent. So I'm quitting now before I can't escape the downward spiral that this is turning into... Thanks!
  8. 1.) Create a brand new blank file. Place a default door. It's in the None class, as expected. 2.) Go to File > Document Settings > Standard Naming... and click "OK" (to use the default "VWArch" standard, and don't enable auto-classing). The three "-Stds" worksheets are added to the file (sort of as expected, though it seems nothing, really, has changed...). 3.) Place another default door. Again, it's in the None class, as expected. 4.) Repeat step 2.) above, only this time select "User 1" as the standard. 5.) Place yet another default door. This time, it's in the "Sills" class. Why?? In both the Standard Naming Details dialogue box and in the ClassNameStds worksheet, the door class Door-Main is used for both standards. And Auto-classing isn't even enabled. So why doesn't the door just go to the None class? VWIS231
  9. @Andy Broomell Thank you, so at least it's not just me. I think I'd had at least half a thought that the default mapping type might have changed with the new per-face textures, so thank you for clarifying that. Correct me if I'm wrong, but if you do change to "Plane," then the texture is as expected on one face of a cube, but "stretched depth-wise" on the other faces. Which I guess then means you need to individually apply the texture, even if it's the same one, to each face. Which I guess is an improvement over VW 2021, though it seems to defeat the purpose of having an Overall texture and/or Surface UV Mapping? I have found that if I apply a texture individually to one face, even if it's the same texture, the attributes mapping tool then seems to work, even with the "Surface UV" mapping type for all textures. So maybe that's a workaround of sorts for what really seems like a bug... And the attributes mapping tool itself seems entirely squirrelly. Sometimes I can't get the " + " icon. Sometimes I have to move the cursor two or three times faster than the selected tile will actually move. And it seems necessary to sometimes, or maybe always, double-click to exit the attributes mapping tool and immediately reactivate it to get it to, finally, behave as expected.
  10. Ha ha... You're worth a LOT more bananas if you can do all of that with a single drag & drop!!
  11. Me? Confused? I'm sure that, deep down, I knew my question was entirely rhetorical...
  12. In the Design Development preview video here https://www.vectorworks.net/en-US/architect , we are shown the creation of a new wall style that is dragged & dropped onto the model. The instant that is done, not only are all of the walls using that style immediately updated, but the projections, the penthouse, and the doors and windows also all inherit textures. Later, a window style(?) and a curtain wall wall style are dragged & dropped onto the model, and all of the windows immediately inherit the properties of what I guess is the replacement style, and all of the large glass windows are instantly updated with curtain walls. Then a fence/railing object is dragged onto the penthouse's balcony, where it appears to automatically adopt the width of the balcony. All this for a single drag & drop action that a monkey could do? I can't even get multiple selected walls to be replaced by another wall style when I drag and drop the replacement style, let alone get the entire building to update with textures. So I'm assuming the video represents an extremely and highly compressed process, yes? Or am I just really missing something??? Maybe I need a monkey...
  13. I did too!! But it seems the "Universal" field names were also necessary to get it to work. So, a big thanks to both of you @Pat Stanford & @michaelk!!!! It was a bit of a knock-down battle, partly thanks to another formula looking at the wrong cell, and partly thanks to my somehow getting it into my mind that $0 made sense as "no custom cost for this room" instead of simply an empty string. But now it seems to be working beautifully, and even better than I'd envisioned. So, thank you!!
  14. Thanks, Pat! I thought I understood your code, but I can't get it to work. Attached is a file with some spaces and the Worksheet; in the Worksheet are both the formula I was originally trying and a formula that I thought was according to your suggestion, but that seems to just return " #NAME? "... What am I missing?? Thanks!! 02-Cost Estimate-01.vwx
  15. It looks like there are no cost fields (such as "cost per square foot") associated with the Space object, so I named one of the User Fields "Cost per SF" and, per @Pat Stanford, because user fields are string values only, in my worksheet I used "VALUE(CELL)" to convert a numerical string into an actual, usable number. My worksheet is set up to report on each space, so that different square foot costs can be entered for each space. But I've also set up my worksheet to have a default cost per square foot so that, unless a cost is entered for any particular space, that space uses the default cost. This is done with an "if then" statement (i.e., if the Space object's "Cost per SF" is 0, use the default cost, otherwise, use the cost entered for the Space). But unfortunately, when a Space object is placed in the drawing, it seems its "Cost per SF" value is empty, rather than 0, AND, I can find no way with a worksheet formula to report on an empty string (such as, to say, if "Cost per SF" is empty (rather than if it's 0)). So! Is there a way to assign a default value for the user field of a Space object? OR Is there a way to report on an empty string in a worksheet formula? Or any other solution to achieve what I'm attempting... Thanks! VWIS229
  16. Is it possible, especially with the improved functionality of Worksheets in Vectorworks 2022, to report on both a symbol and a PIO that that symbol contains? (Or even vice-versa?). @Pat Stanford? For example, say I have 100 doors, 25 each of four different sizes, one of which has lites (and all of which have custom modeled geometry, such as for the trim). I want to make just four symbols, both for global control over each symbol's 25 instances, and for file efficiency as well. But each door needs its own unique ID number, and maybe different hardware sets. But of course the Door PIOs in the symbols, because they're in symbols, can't have different ID numbers or hardware sets. So the solution is to attach a record to each symbol: then each door can have its own unique info, and linked text or data tags can even be used to display that information. But I've yet to figure out how to make a Worksheet "see" both the records attached to the symbols and the Door PIOs inside of those symbols (so that, at the very least, the actual sizes of the doors can be reported on). This question actually also applies to Data Tags; I think they also can't simultaneously report on both symbols and PIOs in those symbols. VWIS228
  17. Midnight ramblings of a madman. Or is it midnight ramblings of a Vectorworks user? Or... is there a difference??? Ha ha...
  18. I wish Vectorworks had a class similar to AutoCAD's Layer 0 - or maybe better yet the ability to make any class like Layer 0 - where whatever you put in that class just uses the attributes of that class.
  19. Oh... no, I guess I was wrong... even with a sill, the sill itself is now opaque, and uses whatever color is assigned to the Demo class's fill, even when that fill is turned off for the class. So I set the sill's depth to 0", which reduces it to just a single dashed line. So, I guess I was actually kinda right, after all. The sill needs to be turned on to make the window transparent. Then the sill needs to be reduced to nothing so that it doesn't generate an opaque representation. My head's spinning... ... ...
  20. My Demolition class is a light dashed line with no fill. When I put windows in that class, in Top/Plan view, the area representing the jamb depth and the window's width (to the outside of the frame) has a solid fill that I can't seem to make go away (otherwise, the window's attributes, such as for the trim, are as expected). In Window Settings > 2D Visualization > Set Attributes By:, > "Object" is selected. And I've tried messing around with the "Visibility Classes," all to no avail. I've just discovered that if I temporarily turn on the Fill for the Demo class, change its color, then turn it back off, the Fill of the window then uses that new color. Leading me to believe that windows use a class's fill, even when that class's fill is turned off. Oh, just found that if the window has a sill, then the opaque fill can be made to go away. So, part of a bigger, super counter-intuitive issue that I've encountered before, where you need to have a sill in order to not have a plan representation of the "sill"... ... ... *sigh* Luckily new windows are on the horizon, yes?!?... VWIS227
  21. I wish that 3D objects were not subject to a 2D fill attribute of "None." For example, an extrude with no fill and a texture should display its texture in OpenGL and, if applicable, its surface hatch in Hidden Line... and not just a transparent wireframe view of the object. I just wasted a solid hour trying to get my footings to show up in a Section Viewport because, evidently, walls using a Material that has a fill of None do not show up, at all, in Section Viewports. According to the Help manual, "Attributes are characteristics that can be applied to 2D planar and screen objects in a drawing, including fill style..." So, please, really, actually, liberate a 3D object's representation from its 2D fill attribute settings!!! VWIS226
  22. I still wish textures with grains, particularly wood textures, would be automatically oriented with their grains parallel to the axes of framing members and parallel to the paths of EAPs. Maybe it's in the works with the introduction of per-face textures?... VWIS032
  23. In Vectorworks 2021, in a blank file, I create a simple extrude and apply, say, a brick texture. When I activate the Attributes Mapping tool, I'm asked to convert to "Plane." For whatever reason, the reshape grips are at the file's origin, but there's a hand-with-rectangle icon that lets me click on any surface of the extrude, after which the mapping plane is applied to that surface, and I can manipulate the reshape grips as desired. I can even click on the 3D axes if I'm looking for a little extra misery; getting back to the reshape grips from those axes can be a bit of a challenge. But in Vectorworks 2022, when I repeat the process, things seem quite different... When I activate the Attributes Mapping tool, there's no request for "Plane." Instead, a set of reshape grips appears on each face of the extrude, along with the hand-with-rectangle icon. After which the happiness comes to an abrupt end. Wherever I click, the extrude becomes fully rendered (instead of just the single tile associated with each set of grips); the reshape grips are nowhere to be found; the 3D axis can't be selected; and what appears to be an attributes mapping plane remains visible. What am I missing??? VWIS225
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