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C. Andrew Dunning

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Posts posted by C. Andrew Dunning

  1. Greetings!

    I'm having difficulty understanding mapping images to meshes.

    For example:


    The single image on the right is the texture mapped to a single 3D polygon. The block of 4 rectangles on the left are 4 3D polygons converted to a mesh, with same texture applied.

    Why the difference? What am I missing?

    Thanks for any hints....

  2. Chris and Matt -

    Actually, there IS something easier. Go to http://www.landrudesign.com/VWPlugIns.htm and download our curtain tool. Install per directions. You'll end up w. a command that is used to transform arcs into curtain objects - with adjustable settings. Applying a texture to the curtain will map the image to the curtain - at full width. One of the options is "Simple 3D" - which will create a flat (non-pleated but curved) surface that should work beatifully for what you're needing.

    As to translucency, just give your image a little transparency in the texture editor box.

  3. Greetings!

    Please forgive this shameless promotion. I sent out a notice to all of our users and several of the messages bounced.

    For current VideoScreen users, version 3.1 is now on our servers. This version gives compatibility with Vectorworks 2009, as well as a few feature additions, like side-to-side projector shift. Use your VS3 download link and password to get this version.

    If you are not a current user, but would like more info about this Plug-In suite for Vectorworks, visit http://www.landrudesign.com/VWPlugIns.htm .


  4. Actually, there might be 2 answers here:

    1) If you're using symbols, Chris' advice is what you'll want to do.

    2) If you're using SpotLight Instruments (which are Plug-In Objects), use the "Rotate 3D" settings toward the bottom of the Object Info Palette. Try entering "180" in the "Y" box.

    You can edit the symbol on which the PIO is based, but then you'll break one of the conventions VW and ESP Vision use to talk to each-other.

  5. Download one of the collections of preference toggle scripts from VectgorDepot.com. You'll still be changing a preference - but instead of doing it through a menu item you can use an easily accessible script. I keep a small palette of toggles like that open in every VW session. A huge time-saver...

  6. I know this is an old thread, but I have questions that I think continue this discussion:

    1) It is my understanding that this new 3D rotation functionality applies to Symbols, as-well - and not just lighting device PIOs. Am I correct?

    If so...

    2) Most of the time, when I try to do any rotation about either the X or Y axis I get the "Hybrid objects can only be rotated about the Z axis." error box. There are times that things do rotate as I think they should - but I can't figure out what I did to enable that. What am I missing?

    3) For my workflow I really prefer to have separate symbols for different fixture orientations. That way, a) the 2D representation on the plots show the person building the rig how something needs to hang (w/o extensive notations) and b) when a symbol is placed the 3D part is automatically oriented a certain way w/o any extra steps. My question: Is there a way for the 3D rotation/orientation info to be stored in the Symbol definition w/o having to make OIP changes every time a Symbol is placed? This would allow users who work as I've described above keep their workflow, save all users a step, allow for flexibility this new functionality offers, and allow for links to ESP's Vision to work as they should.

    Make sense?

  7. Nate -

    I'll take a stab at what I think you're asking...

    Creating Symbols:

    I typically create the 2D part first, making sure that the insertion point (0,0) matches a hanging point or, if a given fixture uses multiple clamps, a logical half-way point. I then place a 3D Locus at the insertion point. I then edit the 3D portion, either creating geometry from scratch or pasting in geometry. When doing that I make sure the geometry gets placed properly relative to the 3D Locus I had previously placed. (I'll usually also double-check that that 3D Locus is still @ 0,0,0.)

    As to Booms:

    I use a combination of "dumb" (no data) symbols in-place and "smart" symbols (with all data) to the side.

    Also, stop by http://www.vectordepot.com/drawings/ . Chris Dopher has posted a drawing demonstrating his approach.

    Did that help??

  8. Michael -

    IMO, whether you're a Spotlight user and choose Sam's AutoPlot Tools for Spotlight or you choose AutoPlotVW, the $ you drop w. him will be some of the best per diem you'll have ever spent...

  9. Michael -

    Layer Linking... The reason I asked about that was to try to figure out how you dealt with light sources working across Layers. Though many other folks have the opposite experience, I have never seen that work.

    Inventory... I don't use the "Key" tool. For getting counts I have VW check the "Type" field which, in the example I posted yesterday, is the same for every fixture, regardless of orientation. (FWIW, I'm using the AutoPlot data structure.)


  10. Nate -

    Using multiple Symbols for the same fixture, though requiring more work at the front-end, can actually make your drawing/designing process much easier. For example, see the attached graphic. The Loci are at the insertion points of the PARs. The 2D and 3D parts of the fixtures are drawn relative to those Loci so that when the symbol is placed, and they not only "look" correct in 2D, but "hang" oriented correctly, as well. Also, "Z" values are relative to those Loci. If a fixture has a "Z" value of 24' and is placed on a piece of truss, also with a "Z" value of 24', the fixture will hang as it should.

    Regards -

  11. A few thoughts:

    Michael is quite right; it is a matter of taste. He is also right in that stacking order is much easier using Layers.

    A curiousity question, Michael: How do you handle lighting a model and rendering? Do you use Layer Linking?

    As to opacity, in 2008, individual objects now have an opacity setting in the Attributes palette.

    As to "Z" values, in my approach that is on an object-by-object basis. It is extremely rare for me to have a design in which all of the flown elements are at the same height and the floor elements at the same height.

  12. Nate -

    You might be interested in reading http://techboard.vectorworks.net/ubbthreads/ubbthreads.php?ubb=showthreaded&Number=86857 or http://www.lightnetwork.com//?msg=24755.1 . Both threads discuss the question you're asking.

    In a nutshell...I'm fully in the "Single Layer But Many Classes" camp. (I tend to work on a single Layer with 100+ Classes.) With few exceptions, I've yet to see compelling reasons to work a different way. In fact, for most entertainment applications, I find the "Multiple-Layer" approach to add comlexity that is unneeded and makes drawing much more difficult than it should be.

    Please forgive me if I sound a bit dogmatic. This is my opinion - is what works best for me - and is what I believe would be a much easier approach to learn.

    As to your question about symbols containing multiple Classes, most of mine take advantage of that:

    - Truss Symbols are created with both complex and simple geometry - as well as rigging guides - each in different Classes. Different Class visibilities can be set depending on what I'm wanting to see in a given instance. Am I creating a rigging plot? Am I placing fixtures? Am I needing a quick/simple structure layout at a tiny scale? Etc.

    - Some fixture Symbols have both complex and simple geometry and all have the different data elements in separate Classes, giving me different visibility options based on a particular need.

    - All of my Symbols contain loci in their own Class, allowing me to display or hide reference points using a simple toggle script.

    My $.02...somebody else's turn...

    Regards -

  13. Good morning!

    Over the years there have been multiple inquiries about the availability of Genie symbols. We now have a small Plug-In Object for VectorWorks that is an answer to that need. Called "StageLift," it is a hybrid object that builds lift models - and that allows the user to change a few parameters, like fork position, width, and height. Attached is a rendering of one of the models.

    If you're interested in more info, we have a little posted at http://www.landrudesign.com/VWPlugIns.htm .


  14. Would you consider adding the same functionality to polygons?

    At this point, probably not. Your best approach for that is probably to use the "Convert To Lines" command and then run "Curtain From..." on the selected lines.

  15. Not an issue - so don't worry about the screenshot. It IS a tool and IS behaving exactly how it should. It is just not a stand-alone tool.

    I've now updated the brief instructions that come with these files to try to clarify installation.

  16. And what I'm trying to say is that the tool (LandruCurtain) is not supposed to go on any tool palette. It is not written to be a stand-alone tool. It's sole purpose is to be called by "Curtain From..." If the menu command is working, then both things are, indeed, working as they should.

    That help?

  17. The tool works in VW 12.5 or newer - including 2008.

    The only questions that I'd have have to do with how you went about installing and running the files. Did you put both in your Plug-Ins folder? Did you only add "Curtain From..." to your WorkSpace? Are you running that command on a selected arc or line? The only way I get invisible (non-existent) objects is if I try to run LandruCurtain by itself - which it was not created to do.

    Does this hep at all?

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