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M5d

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About M5d

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  1. I think I know this bug, viewports appear to lose their class visibility / override settings after clicking through the 'Edit Design Layer' function from within an annotation space. Once you return to the viewport, things look pretty messed up. I suspect it's a graphics conflict, because the overrides don't respond after it happens, but the settings are still there. I stopped using it, but Martin is right, why have the function in the context menu if you're not supposed to use it? Fortunately, after panicking that my file had had a meltdown, I found a restart returned the override setting on screen.
  2. M5d

    Worksheet loosing row height

    Yes, but this thread is even older.
  3. M5d

    How to Rollback to VW 2019 SP3

    Nice to know. It is kind of clandestine however, I assume there’s a good reason for that? And that some caution should be exercised in reverting to older Service Packs?
  4. M5d

    Why these glitches?

    The graphic's 'glitches do seem to be getting worse, though many have been around for as long as I can remember; but this particular glitch, I find , only occurs once you've opened a second document and performed a few graphic's orientated actions in it.
  5. Coincidently, my renewal notice arrived this afternoon. From the FAQ's it links to, it looks like there will be a transitional arrangement for current MSA holders and the option to purchase an MSA for one last time. www.maxon.net/en/products/cinema-4d/new-in-release-21/faq/
  6. Yep, good teaser / feature. And since it has been mentioned, I would like know if there will be a coordinated approach from NV with Maxon on their licensing changes. I just contacted the distributor I purchase my Visualize MSA's from, and yep, Gerhard's right, the price is effectively double / year. *Edit (of course, you get the whole package, but that doesn't add any real value to what we used it for)
  7. Projects imported from 2018 are rendering differently in 2019, it appears the Environmental Reflection Saturation Level is stuck a 100% no matter how it is set.
  8. M5d

    Mac Pro release date Fall 2019

    It's a shame about Lumion. When the Livesync version was released, I searched their forums for any hints on the possibility of a Mac version only to find a definitive never!! https://forum.lumion.com/general-discussion/for_mac On the other hand, last week's Epic / Graphisoft announcement makes Twinmotion's future look very bright on both platforms, they appear to be positioning themselves to become a default package across the industry.
  9. M5d

    WWDC 2019 - Mac Pro Hopes

    Apple Insider has mentioned, in a couple threads, that Apple had indicated to them that there will be a basic stand; (Reply 38) , but as yet haven't been able to re-confirm it. Another interesting article on a new collaboration between Graphisoft and Epic / Twinmotion has popped up at Architosh which, perhaps, provides perspective for Apples Mac Pro. My take, once you've purchased Apple's "modular" mac pro, you've likely purchased a chassis, power supply and cooling system to take you through the next 3 or 4 generations of internals, hence "The Power to Change Everything" and "Through and through, Mac Pro is built to change with your needs."
  10. I'm yet to try it, but I went through the Unreal Engine FAQ's, there's a few answers / links there that may be helpful: www.unrealengine.com/en-US/faq?active=twinmotion www.youtube.com/playlist
  11. architosh.com/2019/05/epic-acquires-twinmotion Nice promotion.
  12. There's a crashing file in a direct message, which I think I've sent, if it's not there I'll try again.
  13. Hi Marissa, I'm on a bit of a learning curve here and fell down a few rabbit holes. I tried to create a simplified example of the problem to post, without the maths and in a single configuration, but the behaviour changed. So after some trial and error I eventually found the wrapped networks were forming into separate groups due to the use of Valves where I wanted part of their outputs stopped. I also tried Filters combined with Delete nodes, but that caused Vectorworks to crash. Anyway, what I've learned, is you need to pass a like object along in place of any parts that are no longer required, then the outputs of the separately wrapped networks can be formed into a single group, I'm using tiny polygon triangles placed at the apex as a solution for the moment. For those of us who lack proper programming knowledge, Marionette is an enticing and more intuitive tool, but getting a handle on the various nuances of when and where its similar, but different, nodes can and should be applied, like Valve, Filter and IF nodes, is difficult from the available information. The other thing I'm wondering, after managing to crash Vectorworks quite a bit from poor usage / understanding, is shouldn't the Debug mode also act as a kind of sandbox mode for finding such issues?
  14. Is there a way to prevent or reverse the default groupings that marionette creates from wrapped objects and operations? I have a truss object that is the composite of polygons created within separate wrapped networks (and sub-networks) for organisation. At the final stage I would like to include an option to extrude them as a single object, but the ungroup node doesn't appear to work on wrapper groupings or on the nested groupings that result from internal wrappers.
  15. And in earlier versions too, but transferring between files never worked. As you've discovered, the class settings would get messed up. I'm pretty sure Viewport Styles, or something akin to that, has been wish-listed a few times.

 

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