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Wes Gardner

Vectorworks, Inc Employee
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Everything posted by Wes Gardner

  1. You can also purchase additional 3D trees per species from VB Visual. They are not small (polygon count wise) but they do render nicely. Vectorworks ships with a a couple of examples
  2. Can you help us by letting us know what version you're using and what computer hardware you have?
  3. Hi Christian, Can you do us a favor and put your computer specs and version of Vectorworks in your profile. It'll make it easier sometimes to figure out issues (and it'll avoid us having to ask "What OS are you on, etc.) Wes
  4. Somebody must have a big bag of money if they're specing curved glass :-)
  5. Russ, Hey, if you can get it to produce the elevations in the style that you need, then it looks like you're good to go! Wes
  6. Keep in mind, it appears that you are rendering in "Unshaded Polygons" as your rendering style for your viewports. Is that an issue?
  7. Yep, that's the same Attribute Mapping tool that'll let you create custom hatches, pretty cool!
  8. Hey Rob, can you post up your file?
  9. The solid line default lives in the Attributes Palette under the little pencil drop-down, it's called "Solid". So if you want to convert a dashed line to a solid line, just click there... I typically have my default behavior set up to drawn solid lines
  10. The way I have set up the Auto-Hybrid is to "Use Class Attributes" for the three "Variables" - Below Cut Plane, At Cut Plane and Above Cut Plane. If you "Convert to Group" you'll get three groups that represent those variables. Any one of those could then be added to your existing symbol to create the look you're after.
  11. Someone mentioned profiling the outline of a drawing. The "automated method" is to enter Annotation space and using the Lasso mode of the Polygon Tool, draw a great big circular shape around the building (it doesn't even have to be a closed shape, just roughly enclosing) and Voila! Here's an image using that technique
  12. Yes, Classes define WHAT is placed and Layers define WHERE it is to be placed. So the kitchen sink is in the Plumbing-Fixtures CLASS and ON the First Floor LAYER. Simply put, layers have elevational implications - think "platform framing", Layers stack on top of one another. There is a third organizational element - STORIES, but start with the concepts of Classes and Layers first, build yourself a simple project. And please, do EXACTLY like you've described - CLASS EVERYTHING. This will result in the most flexibility in controlling the "look and feel" of your objects as you develop your set of drawings. This is accomplished via CLASS OVERRIDES within the individual viewport. In the actual "model space" or what we call Design Layers, you can use LAYERS to view the various floors of the building. By creating First Floor Layer, for example and a second floor layer, you'll be able to turn the first floor OFF to see only the walls on the second floor. Walls will all exist in the "Wall-Exterior" CLASS but be viewed separately via turning the LAYER in which they are placed ON and OFF. Make Sense? This same scenario holds true for ALL objects. I've attached an example file of a wall that has been altered slightly from what ships with Vectorworks. It has been set up in the Wall Style to "Use Class Attributes". The Wall Style is found in the Resource Browswer. Use the "Saved Views" to explore how/why this was done.
  13. Here in the States you may ISSUE a Construction Set (as opposed to a Permit Set or whatever) and then later create a REVISION to that Construction Set
  14. To me, Level Types more clearly define the use of the Story Layer. So you could have a Story Layer called Slab Top with a Level Type called Top of Slab, you would then bind your wall or any other "story aware" object to "Top of Slab". Taking this further, you could then also have a Story Layer called Slab Bott and a Level Type called Bott of Slab where you could bind your story aware object to "Bott of Slab". You could also use names like Top of Steel to further delineate the use for that Story Layer.
  15. The stacking order of the Story Layers is set by the Elevation of the layer (Elevation Offset of the Story Layer) It's expressed as an offset relative to the zero height of the Story (local zero)
  16. Here's my thoughts...for ease of explanation, I tell folks that Stories are a container for Layers. What we know is that a story is really nothing more than a plane in space...how's that
  17. Individual components of the wall can be displayed in a worksheet. IF the Wall is modeled with offsets for the individual components, then that's the data you'll get. The number of bricks, sticks, whatever will be derived from square footage.
  18. Walls are bound to a Layer Level Type - this is set up in the Insertion Options of the Wall Style and shows in the "Height" section of the OIP. Gaps need to be dealt with by offsets in the various wall components.
  19. There must be PERFECT alignment between your first and second floor walls - a test is to take one of the first floor walls and copy/paste it up to the second floor, then run your Hidden Line view and you won't see a line. Hope this helps Wes
  20. Hey Jeremiah, Two things - could you post your computer specs in the signature space? It may help get to the issue quicker. The Roof Face Tool typically creates a roof face, not a generic solid. Can you post an example file? Wes
  21. Maybe like this? This is Clear Glass set to Reflectivity - Mirror - 100%, Transparency - Glass - 90%. You can tweek these as required...
  22. You may be able to grab something from 3D Warehouse
  23. The window you use to create your dormer will be a Symbol. Therefore you can "Edit Symbol" to change the shape & size of the window
  24. There are a couple of ways to cap the top of a wall - none of them are "automatic". You can create a wall style called Wall Masonry Cap or Wall Framing Cap or something similar (DO NOT call it Wall Cap as that name is used elsewhere) set up components that match the wall you intend to cap and basically place a wall on top of your main wall (The wall cap wall will only be a couple of inches high. The other method is to create cap flashing just like you'd build it - use Extrude Along Path. I believe the answer to your other question might be that you'll need to create a wall style for every change in texture/color/paint.


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