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Wes Gardner

Vectorworks, Inc Employee
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Everything posted by Wes Gardner

  1. @Tom W. ... you can add some elevation to your drains to get them to seat correctly, however, you are correct, they do NOT cut the slab. You can do this manually by creating a solid and then use "Clip Surface" to clip the slab at the drain - see screen shots
  2. You can also create the recess by adding nodes to the wall using the Reshape Tool...also good for stepped footing, etc.
  3. Also, keep in mind, the line that you draw to create the elevation (or section) does NOT have to run the full length (or width) of the project. You can choose - see screen shot Wes
  4. @TessF, I think if you just hatch a rectangle with something that's close to what you want, then you can right-click and use the "New hatch..." command Wes
  5. @aa.schump Here's a screen shot and a copy of your file - the Window tag (the one embedded in the Window tool) seemed to work - it DOES require you to have "Display Planar Objects" turned on for that particular viewport. I also placed a Data Tag (one that's intended for windows) in the viewport, you'll see that when you open the file, it's the lower one. This was done in Service Pak 4 of 2020. Untitled 5 wg.vwx
  6. @aa.schump... I'm sorry I wasn't clear...I need an actual wall (or a part where the tag isn't working correctly) and yes, I recommend using the Data Tag in viewports as it will scale properly. Wes
  7. @aa.schump, can you post a piece of wall where this is occurring? Are you using a Data Tag or the "old skool" door/window tag? Wes
  8. Here ya go, there are three versions, the original, one that displays as 36 80 and one that displays as 36x80. Yes, Data Tags are set up to work best on Sheet Layers so that the WILL scale properly. I'm not experiencing the lag you mention. Door Dims on Leaf.vwx
  9. @MediaArtsDad, the short answer is no. You are doing the right thing by modeling them. You can model one, save it as a symbol and attached data to it. Then repeat at whatever interval you need down the length of the building. Wes
  10. I work in a single pane in Vectorworks and multiple panes in Rhino...just personal preferences Wes
  11. @NickMac, yeah, go ahead and tear into that file and see what makes it tick...it's one of the training files from the two posts up at the top of this section "No Stories, No Problem" and "Model Set Up" - I'd recommend a quick read through No Stories, No Problem just for shucks and grins. Good luck Wes
  12. @barnes2000, choose "edit Curtain wall" from the ToolSet, choose the "Panel" option in the mode bar at the top left, right click on a panel you want to edit and choose Edit. In the dialog, place the panel in a Class - choose to "Make All Attributes by Class" Set up some classes with textures FIRST. Watch this short video. Wes Panel by Class.mp4 Panel by Class.vwx
  13. @NickMac, check out this file...go to the Resource Browser and find the door style - right click and select Edit. In the dialog, those items with the bent arrow are "locked up" in the style, those with an icon of a couple of slider controls are set up to be "by instance". In this example you can see that WIDTH and HEIGHT are set up by instance so that once the door is placed in a wall in your file, you'll be able to adjust those parameters but NOT the parameters that at set "by Style". Go to the "Leaf" tab and you'll see that things like the number of muntins is locked up in the style, so is the width of the Top rail and the L/R stile as I want those to be consistent throughout this project. In the ID Tag, the label needs to be adjustable so that you can label doors separately, it's set up "by Instance". Clicking on one of those icons toggles it from "by Style" to "by Instance". Try going back to the Resource Manager and setting parameters by either style or instance and then go to your file and check out the implications of your changes. Let me know if you have difficulties. Wes Door Test.vwx
  14. You may have to go to Document Preferences and check the box that says "Auto display detail levels for design layers" and change the settings so that your 1/4" scale design layers will display a "High" level of detail which includes the sash lines below. See if that helps. Wes
  15. @Robert Darden, here's your model back...I switched the exterior wall style from being a Level Bound wall style to a Layer Bound wall style. That wall style will now respond to LAYER WALL HEIGHT as defined in your design layers. You can go through and switch out the other ones. As you've defined it, this project does NOT use stories. You will find that you can build a perfectly fine model WITHOUT stories. Just make sure your wall styles are set up to be LAYER bound. It also appears that some of your doors appear in wireframe, that's because they have no fill. Simply choose a white fill or some other color from the Attributes palette. My advice is to read the tutorials at the top of this section so that you'll have a firm understanding of the difference between the two model set up schemes. Wes 2019 6th Ave wg.vwx
  16. @Robert Darden, you're in luck... There are two tutorials pinned at the top of this section - Model Set Up and No Stories, No Problem. - one explains the use of stories, the other does not require stories when setting up a model. When you say you used to be able to...the behavior you're experiencing is a wall style set up to use Layer Wall Height - this is called a Layer Bound wall style. What you may have done is grabbed a Level Bound wall style from the Resource Manager. These won't work unless you've set up stories/levels for the various wall components to "look for." Best advice - read the two tutorials. I'd also suggest building a Layer Bound model first (one without stories) and get familiar with controlling individual wall component heights by using offsets (and by using the Component button in the OIP) Wes
  17. @Tom W., the last part of your question first - the framer creates extruded elements for studs, plates, blocking, etc. Therefore, they can be edited as any extruded element, relocated either by grabbing and dragging or by using the Move command. They can be duplicated, deleted, shortened or lengthened as mentioned using the editing function. The Wall Framer is a very old tool and has not received much love in the recent past and was never designed to be able to create a twin-stud wall or wet wall or any of those types of configurations. There may be some workarounds that you could explore but nothing "out of the box" comes to mind. For example, you may be able to create two walls, an inner and an outer and have the framer frame both of those - Wes Double Wall Framing.vwx
  18. @P Retondo, could it be that you accidentally toggled "Show Page Breaks" on? See short video below... Pag Breaks.mp4
  19. @P Retondo you might also get some mileage out of this... Wes Level of Detail.mp4
  20. @Markvl, it seems if I set the thickness of the jamb extension to LESS THAN the width of the jamb, I can get that "pocket" to occur. Wes
  21. @Markvl, can you post up the offending window file and I'll submit a bug. Dunno if it's a trim issue, jamb extension issue, stool issue or some combination. If you could include in the file, set up two scenarios - one where it's broken and one where it works OK. Wes
  22. @Markvl is this what you're referring to? Mine seems to work...my jamb extension is set to 3/4" to match the jamb thickness.. (test file included)...maybe it's a particular window config? Wes Window Issue.vwx
  23. @Mitchell (the other one), my suggestion is Door Styles. For any given project, you can create a style and "lock up" (By Style) those components that are common for that project. As an example, the height might be the same throughout so that all the head heights align but the door size would be allowed to "float" (By Instance) so that you can have different width doors. The texture, etc can also be "by style" so they remain constant. Since these are resources, they can be shared and reused (with any necessary tweaks) for the next project. Wes Example Door.vwx
  24. @vassen, I use the automatic dormer creation sequence to build a conceptual dormer getting it close in size and location on the roof. I then ungroup the dormer resulting in roof faces and walls. From there you can use wall styles, etc. on the dormer. Wes
  25. @trashcan, I got lucky that day when I was shooting that sequence...now, when I try to reproduce it, I get what you get...hmmm. In my opinion, if you have it set to Overall, when you drop a texture on a wall, it should do just that...bug! Wes
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