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C. Andrew Dunning

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  1. Happy September 17th! We are happy to announce that all of our tools have been updated to make them Vectorworks 2021®-compatible. In addition to getting things ready for Vectorworks 2021®, we've been working on the usual "under-the-hood" refinement and on adding a few features. Here are a few things to note: All of the tools run in ALL "flavors" of Vectorworks® - not just Spotlight® or Designer® - 2018 > 2021. Several of the tools have new data fields, like "Position," "Purpose," and "Drape Clips." The OIP "lb" and "kg" weight fields have been replaced with the easier-to-use Structural Units fields. The VideoScreen tools and SoftGoods 2 are now Braceworks®-aware. SoftGoods 2's "Raw Materials" weight system has been greatly simplified and a new "Raw Materials Options" dialog has been added, enabling raw material weights to be managed much more simply and resulting weight estimates to be seen more easily. The Audio ToolSet tools' "Symbol"/"Library" system has been refined, making the feature much more straight-forward to use. The tools now take advantage of the Vectorworks® Resource Selector, allowing you to download and use Cloud-based Resources (like speakers and Textures) on-the-fly. For current license-holders, updates are available free-of-charge for licenses purchased on or after March 1, 2019. For older licenses, we believe that you'll find our upgrade offers to continue to be quite generous. All license pricing (new and upgrade) remains unchanged relative to last year. See our VW Tools page for more info.. Feel free to Message me directly if you have questions regarding the tools.
  2. The solution @Pat Stanford offered up is a great one. You can even replace the cell reference with "('Soft Goods'.'TTLSGLngth')" if you'd like so you don't need the additional column if you don't want it.
  3. Question: If a VWR file needs to be stored in a folder other than "Plug-ins," what is the correct path syntax to use with GetVWRString? (The WIKI page makes reference to the path but doesn't provide this info...)
  4. Food-for-thought...: might you be open to sharing those PIOs w. others on your team(s)? For me, outside of my commercially-available tools, I've got several simple PIOs that I frequently include when sharing files. That may or may not make sense for you depending on the tool(s) but is at least worth considering.
  5. From the GFX you posted I gather you're meaning the outline of the dispersion/coverage area, right? If so...in 2D the weight of that line is controlled by the overall object line weight (set through the Attribute palette) -or- by Class Attributes if the object is set to use them or you are Classing parts and the Class for the given Dispersion Range is set to apply attributes By-Class. The Line Type (what you perceive to be "dots") is hard-coded as "Pattern Type 3" (the 3rd Pattern Type in the Pattern Pop-Up). So...yes, you can change the weight but the Pattern is fixed.
  6. Once you get a feel for things adjusting these basic settings isn't all that bad. For me, the real trick was figuring out when VW is expecting drawing units and when VW is expecting MM. Below are some code snippets that might help. As you look @ them, reference the Image Picker for any of the video tools (Landru Design's or VW's) to see what the code is doing. kTexturePartID = 3; {overall object} kTextureLayerID = 0; SetTexMapBoolN (ObjHan,kTexturePartID,kTextureLayerID,1,TRUE); {initialize} SetTexMapBoolN (ObjHan,kTexturePartID,kTextureLayerID,3,TRUE); {tile horizontally} SetTexMapBoolN (ObjHan,kTexturePartID,kTextureLayerID,4,TRUE); {tile vertically} SetTexMapRealN (ObjHan,kTexturePartID,kTextureLayerID,3,(SCALE/100)*WIDTH/GetObjectVariableReal(TEXTUREHANDLE,511)); {set scale w. 100% matching object width} SetTexMapRealN (ObjHan,kTexturePartID,kTextureLayerID,1,(WIDTH*(SHIFTHORIZ/100)*(25.4/GetPrefReal(152)))); {set amount of horizontal shift IN MM relative to percentage of object width} SetTexMapRealN (ObjHan,kTexturePartID,kTextureLayerID,2,(HEIGHT*(SHIFTVERT/100)*(25.4/GetPrefReal(152)))); {set amount of vertical shift IN MM relative to percentage of object height} { 'SCALE' is texture scale in terms of percentage. 'WIDTH' is object width in terms of document units. 'HEIGHT' is object height in terms of document units. 'SHIFTHORIZ' is horizontal shift in terms of percentage. 'SHIFTVERT' is vertical shift in terms of percentage. 'GetObjectVariableReal(TEXTUREHANDLE,511)' returns the Texture's width. '*(25.4/GetPrefReal(152))' translates a dimension in document units to MM. }
  7. Be sure to look into the different SetTexMapRealN and SetTexMapBoolN selectors. In addition to scaling you can control things like tiling, X&Y offset, rotation, etc.
  8. Sam - The Symbols the Spotlight Lighting Device PIO uses do not contain Light sources - and, yours shouldn't, either. The PIO code is looking for the 3D Locus that is top-most in the stacking order - more than likely at the fixture body pivot-point - to use as a reference as to where to place the Light source. (I have multiple Loci in my fixture Symbols - all assigned to the NonPlot-Loci Class - Insertion Point, convenience snaps, pivot point(s), etc. - and all works just fine because of where they each are in the stacking order.) There really isn't a way around the large lens/small source issue. Making the lens glow will fix SOME of that but projected beams will still show the difference.
  9. Like @JBenghiat said, you're needing to create a Plug-In Object and have 3 options to do that yourself. A 4th option is to commission someone to do that for you. What you describe doesn't sound all that intricate so the cost should be pretty reasonable. FWIW, I just created something along these lines for an exhibit client for their in-house use...
  10. Good call, Pat! While I'd love a single DV solution, that works quite well!
  11. I do have the Criteria box but it doesn't (that I can tell) allow me to do a series of ANDs and ORs like I'm wanting. I do see a space in the dialog that shows the "long-hand" result of the dialog but I can't edit that the way I could w. Reports. I was really hoping someone had figured out a way to do that...
  12. RigPoint is a production rigging PIO. I want to mark each instance w. a load that is over-spec. So...essentially...I want to mark instances with a type of 1-Ton and a load weight of > 2000 lb or a type of 1/2-Ton and a load weight of > 1000 lb etc. That help?
  13. Is there any way to use Boolean operations in the Data Visualization system? I'm wanting something like this (copied from a Report): =((('RigPoint'.'Type'='1-Ton') & (VALUE('RigPoint'.'LoadWeightLB')>2000)) | (('RigPoint'.'Type'='1/2-Ton') & (VALUE('RigPoint'.'LoadWeightLB')>1000))). Thanks for any help...
  14. 2 things: 1) A Speaker instance's Insertion Point is the bottom-center of the speaker cabinet so you'll have to move the Speaker into position once-placed. 2) There is a known bug with where the Braceworks Load Point is placed so that yoked speakers that look like they're properly hanging on truss may not connect correctly.
  15. 1 of 2 things is likely throwing things, here: 1) The Symbols may not be built correctly. 2) The data in the attached Record might be incorrect. Download the VideoScreen 4 manual from here: http://www.landrudesign.com/VWPlugIns.htm. In the latter pages is info on building projectors, TVs, and projector stands. That might help you.
  16. Not a theatre but you might really like this: https://www.edgelightrgb.com/shop-2
  17. 1) The Landru Design tools and the stock Spotlight tools both use the same body of resources - in the folder(s) I cited and in the "local" VW file. So, in-general, the approach and process are the same for both. (This applies to projectors, TVs, stands, and screen content). 2) One thing that the Landru Design tools handle that the stock tools do not is an alternate reference difference. Some manufacturers base calculations on the front of the lens and others base them on the front feet of the projector. The stock tools only recognize the former. 3) Yes, to "unlock" the VS4 instance in the file I shared you'd need to have a license for the Landru Design tools. 4) Presently, both VS4-Blended Screen and Blended Screen only do horizontal blends. I hope that helps!
  18. Answering some of your "content" questions...: 1) You can create/use custom projectors. The tools will "see" projectors in your current file and in any VW files found in "\Libraries\Defaults\Video Screen\Projector Models." 2) You can find more detailed info on creating models in the manual found @ http://www.landrudesign.com/VWPlugIns.htm. You might also find this video to be helpful: https://youtu.be/ceP2MOpkGMI. It is several years old but the information is still quite relevant. 3) While I don't know of any extensive commercially-available projector libraries, I do know of several users who have developed some pretty impressive models. You might try inquiring here or in the Facebook Spotlight group. With the current state of our industry, I wouldn't be surprised if some of those users started baking their libraries available. 4) Creating unconventionally-configured projectors is definitely possible - no hacking necessary. It is simply a matter of how Symbols are created. I've attached a quick sample of what might be possible. I hope that this helps to answer at least some of your questions. UST Demo.vwx
  19. Agreed 100%. That is, by-far, one of the biggest things I've learned from the VW engineers who have worked with me along the way. With the initial licensing of the video tools came A LOT of work aligning them. In looking back, WELL worth the effort...
  20. You pose some good questions. As the developer of two of the tools you cite (and, a vocal critic of things that bug me, too...), I'd like to offer up a little food-for-thought: For the most part, Video Screen (or, VS4-Projection) lends itself well to being an "OIP-driven"/"one-wrapper" tool. For each object instance, individual parts are relatively few and dealing with the "whole" is fairly simple. Speaker Array (or, Audio Array 2) is another animal, entirely. An array can contain a bumper and 3 different speaker types - which, together, can comprise 40+ array elements, each inserted at different angles and tracking different data. This would be INCREDIBLY difficult to configure through the OIP alone - and, would be a huge time-hog as you'd need to wait for each and every adjustment as the OIP makes changes real-time - not to mention not being able to see the whole assembly until you had done that waiting over-and-over. Also, because a populated array is a "parent/child" or "master/slave" assembly, you can do such things as display dispersion for individual cabinets or easily create reports like hang sheets or circuiting charts - with each speaker being entries in the reports. Granted, not necessarily ideal, but I hope that sheds at least a little light on some of the "whys" behind those 2 tools. As to the stock audio tools not inserting actual Symbol geometry, you are quite right. In their current form, the tools don't do that. If inserting Symbols is important to you, you might want to take a look at the Landru Design version of the tools (links in my sig).
  21. The "Convert to Group" Command (Ctrl-K) is different from Grouping objects. That command "disconnects" the object geometry from the code that created it. If you evoke that command while in a 3D view, you'll end up with rotatable 3D geometry. That caveat is that you'll also be eliminating all of the Plug-In Object functionality. Make sense??
  22. At-present, the only way to do this without converting the LED object to a Group is to use a rotated Design Layer Viewport.


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