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Wes Gardner

Vectorworks, Inc Employee
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Everything posted by Wes Gardner

  1. @Kristin Proeger...you may be able to get into the class structure of the viewport and do a Class Override for the class that object is in.
  2. @Kristin Proeger, you can try increasing the Smoothing Angle in the Object Info Palette for the viewport. Wes
  3. @J.Samuel...here you go...the instructions, a Word doc, can be downloaded from the OP. You may want to read them first. Wes Layer Bound Simple v2017.vwx Layer Bound Special Slab v2017.vwx
  4. @Eric Marin, yep, because you're using curtain walls...it's a know bug...sorry Wes
  5. As @Rob Nykolaishen says...it's probably a Unified View issue that you've accidentally toggled off. In the future, you may want to consider turning the icon that allows you to toggle Unified View on/off OFF in your viewbar so you don't accidentally activate it...For me there is NEVER a reason to turn Unified View off... Also, be careful in your Saved Views as they have the ability to toggle Unified View on/off so you may want to check your settings there to... Wes
  6. The two things that come to mind are: no fill in the "Glass" class or the "Glass" class is turned off in your viewport?
  7. @ Eric Marin...here's a Hidden Line rendering in a viewport which I believe is the default setting for "Create Section Viewport". Is this what you're trying to achieve? Wes
  8. @JulieK, you may want to try restarting and see if the viewport still renders incorrectly. Wes
  9. @MaltbyDesign...glad you got it to work out...I guess mine defaults to that....another issue is don't forget, when the roof command is run, it MAY place the roof in a class that is NOT on therefore making it seem as if nothing happened...
  10. Hi, Slabs can be linked to walls such that when you move a wall, the slab (floor system) will expand or contract accordingly. Wes
  11. Rob, Yes, spaces can respond to sloped roofs...
  12. @HSP DanS...two things to do - First, the container class that those walls are in (01 Lines) has no fill - giver it a fill. Second, select the walls and then under the Render tab, in the OIP, in the Mode drop-down,choose "By Component" rather than "By Object". This will let you see the textures of the components in your walls That will fix it... Other classes have no fills...that's why other objects appear in wireframe even when you're in openGL attached are a couple of screen shots and an updated version of your file. Let me know if you have troubles. Wes SECTION TEST v2019.vwx
  13. @line-weight....what's changed in 2020 is that you can visualize data in both sheet AND design layers 1) You can view your data with "the other stuff" grayed out - see screen shot - at the bottom is a drop-down providing "Draw All Other Objects" either Normally of Greyed 2) Soon 3) Yes
  14. @Dick Jenkins...Here's a tag that lets you enter whatever you want... Tagger v2020.vwx
  15. @Dick Jenkins...oops...yep, the Number Tag is set up to ONLY allow numeric characters...no ALPHA (text) allowed...sorry...
  16. Obviously Kevin's and Andy's method is more efficient as you end up with a polyline (with WAY few control points) ūüôā
  17. @Dick Jenkins...yes, I understand...that's why I chose something like the number stamp tag style as it doesn't require any object...it's sort of like a "dummy" tag. And you can get into the tag in the Resource Manager and edit it to look like whatever you want...below is an example where I replaced the circle with a polygonal shape. Here's the file as well... Tagger.vwx
  18. Hi All, An often overlooked feature is the ability to take a hatch from the library and modify it to suit then save it as a new hatch whereupon it becomes available in the Resource Manager. The steps are: Hatch some shape with a "standard" hatch Select the Attribute Mapping tool from the Basic Tool palette Alter it as desired (corners change size, midway points provide rotation) Right-click and from contextual menu, choose "New Hatch from Locally Mapped Hatch" Voila!
  19. @Dick Jenkins...what version of Vectorworks are you running? Here's a file from 2019...it seems to work there... Tagger.vwx
  20. @MaltbyDesign...how about this...set the door on your First floor Layout layer and then in the door dialog, create a threshold with "0" in most of the fields except the "Z-Offset" field where you can enter 3/4". In this example, I've exaggerated it a bit...this gets the head heights correct.
  21. @Dick JenkinsYou could use something like the "Number Stamp" tag that'll let you tag anything...you can then input whatever number you want into its data field. The image is a "tagged" rectangle... Wes
  22. @mgebel...something like this??? Operation was done right-to-left... Covert to Poly.vwx
  23. @mgebel...here's a bit about NURBS in Vectorworks I wrote a little while ago... Wes 18_VW00279_Workflow_Doc_NURBS_101_horizontal.pdf
  24. Another idea for rendering in viewports is to set the sheet layer resolution really LOW so you get a quick initial rendering making sure all objects, the view, etc. etc. are set up correctly then jack up the DPI of the sheet to get final good-looking renderings.


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