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Posts posted by willofmaine

  1. On 5/15/2022 at 9:11 PM, blanger said:

    2) Scale Hatch 

    In a top plan viewport you are able to scale not only line type and weight but also hatch style.  When Sectioning the Hatch Scale does not appear in Advanced Properties Display options.

    This is critical as hatches, especially in a full size detail, can become very tight and need to be scaled.  Choosing an appropriate hatch for the object can work well for one scaled viewport but not another and should be adjustable for each viewport.

    In the meantime, might it help to use World scale-hatches instead of Page-scale hatches?

  2. 4 minutes ago, Tom W. said:


    Ok I think I understand now: any change you make via the camera will take effect without activating the camera first, because like you say you are kind of activating the camera by default by the act of manipulating it. But any action which involves moving yourself as the viewer (walkthrough, flyover, etc) you need to pick up the camera first + take it with you so to speak which is where the activation comes in. Otherwise you might be just going for a stroll + want to leave the camera where it is...

    Right, and that's why "Fine Tune Camera" updates the view as expected, because you're explicitly manipulating the camera.

    • Like 1
  3. My experience is as follows:


    I right-click on a Viewport that's linked to a camera and select "Edit Camera."


    Upon reaching the design layer, I manipulate the view as desired.  Upon returning to the Viewport, if I failed to manually Activate the camera, my view is not updated as desired.


    So "Edit Camera" is misleading and most certainly counter-intuitive.  If it's working as designed, maybe it should be changed to "Edit Design Layer with Camera Selected" (which currently appears to be the only difference between "Edit Camera" and "Edit Design Layer;" they're practically redundant).  Alternatively, and maybe preferably, the design should be changed so that when editing a camera the camera is automatically activated... 



    • Like 3
  4. Wow, I do believe I've just solved the problem of the inability to disable legacy 2D features... ... ... (or at least I seem to have discovered one solution...)


    The warning dialogue box says "Cannot disable legacy 2D features because the drawing contains screen plane objects and/or saved views with unified view settings."  Yet even after deleting all objects and all saved views from the file, it's still impossible to disable legacy 2D features.  And even after deleting absolutely everything (classes, layers, sheets, resources, etc.) from the file, it's still impossible.


    'Cause it's not an object in the file or a saved view.  It's a document setting.  Cropped Perspective.  Turn off cropped perspective, and then (assuming the conditions of the warning dialogue are met, and assuming there aren't other rogue settings), then legacy 2D features can be disabled!  Hallelujah!


    Well, except that now, evidently, we can't frame our perspectives in order to compose them... ( https://forum.vectorworks.net/index.php?/topic/87782-no-screen-plane-in-2022/page/2/#comment-434018 )  (VWIS233)


    • Like 3
  5. On 9/22/2021 at 12:15 PM, Andy Broomell said:

    -and lastly and most important to me personally, is the deprecation of Cropped Perspective view (this should be solved by fixing the RW Camera tool's useless blue corner crop marks and making cameras cropped by default like any other respectable software). Cinema 4D handles this perfectly - a shaded rectangular border which you can set the opacity of under preferences.


    I'm finally getting going with VW 2022, and I've just realized that "Cropped Perspective" has fallen victim to the (mostly welcome) "removal" of Screen Plane.  It's bad enough that I originally had to seek out "Cropped Perspective" (why wasn't it the default??) so that I could frame my camera views.  The blue corner crop marks are indeed useless; beyond useless.  Am I missing something, or do we really, still, after 9 months and with SP3.1, not have a way to frame and compose perspectives???  VWIS233

  6. 9 hours ago, Christiaan said:

    Some resources can be. Symbols for instance can have objects that are set to Screen Plane or Symbol Definition.

    Well... I think planes only apply to planar objects.  3D objects and symbols and hybrid objects and symbols can never be on the "Screen Plane."  And 2D symbols can only consist of planar objects, and those have to be on the "Screen Plane."  But... 2D symbols can either be on the Screen Plane or a 3D plane.  But that's meaningless when they're just a resource in the RM, because it depends entirely on how they're placed in the drawing itself.


    Of course, in Vectorworks 2022 there no longer is the "Screen Plane."  Or so they say...  "2D Component," "That which will only display in Top/Plan view"... call it what you will, "Screen Plane" is a fundamental requirement of Vectorworks' hybrid environment and it is still very much with us.


    Open a brand new blank file.  Draw a rectangle, duplicate it, extrude the copy, and make a (hybrid) symbol out of both.  Edit the 2D component of the symbol.  In the OIP the rectangle has no plane option associated with it.  Exit the symbol, enable legacy 2D features, edit the symbol again, and you will find that now in the OIP the rectangle does have a plane option, which is "Screen."


    So, with Vectorworks 2022, all they've really done is remove the ability for us to optionally draw in the screen plane (thus the new ability to set the working plane parallel to our computer screens... ("Align Working Plane with Current View")).  Otherwise, Screen Plane still persists "behind the scenes" in all hybrid objects, and is the only way to draw in the 2D Component of a hybrid symbol.


    So the inability to turn off legacy 2D features in older files, especially when there are no screen plane objects in the drawing space, and very especially when everything has been deleted from the file, definitely seems like a bug.


    I contacted Tech Support about this in December and sent them files, and I submitted it as a bug in January.  So, you know... good luck.   

    • Like 1
  7. I couldn't get that to work, though I'm not sure I understand exactly what you did.  It doesn't seem like planes ("3D or Layer Plane") are associated with resources (in the Resource Manager; i.e., a 2D symbol can be placed either on a 3D plane or the Screen Plane... in the RM it's "plane-less" if you will...).

  8. 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)...

  9. 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


    • Like 1
  10. 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

  11. 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)



    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

  12. On 2/7/2022 at 10:29 AM, line-weight said:

    You can run into all sorts of problems if you edit the path in such a way that you move its "start" point because it changes the origin.

    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...

  13. 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...




    *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.

    • Like 2
  14. @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!

  15. 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



  16. @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. 




    • Like 1
  17. 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!!

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