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Found 7 results

  1. Any thoughts as to why Absolute Address would not be visible as an available field when exporting the *.xml for Lightwright exchange? In a new drawing it appears correct, but is missing in my working file. New Drawing Missing in my working file.
  2. I wish the DWG Export had an option to convert all Extrudes to Generic Solids before exporting. Currently all my Extrudes, a Geometry Type I really like, inside VW, get exported as lose DWG Polyfaces. (Even only when "Triangulate to preserve Fills "activated, otherwise just un-filled Polylines) Currently, to avoid that, I would need to : - "save as" File Ccopy for export - check and set Layers/Classes visibilities - Select Similar > Extrudes - Convert to Generic Solids - Export - Close Export File - re-open VW File Same wish for FBX Export.
  3. Hello, I have large Problems in C4D with my Exchange Geometry from VW. C4D runs smoothly for a while but at a certain points there starts some beach balling for simple steps like renaming an object or that a simple view change needs a redraw. It feels like every new beach ball needs double the time than the one before. Very soon you reach minute long intervals and have to restart. C4D will not need more RAM or much CPU. In that case even closing C4D needs much longer than normal. After restart I can work again for a while until that problem starts again. I tried everything like cleaning Materials, Settings or renounce Advanced OpenGL + lowest settings. Im on nMac Pro, Sierra, VW 2017 and C4D R18, (but R17 doesn't help either). Temp/Backup Files are on local PCI SSD, Files on the external SSD. I use "by VW order" to keep Story Visibility control. What I notice is, if C4D starts these freezes and intervals are still realistically short, If I'm able to switch the whole VW Import Group Folder invisible for Viewport, my C4D gets back to a normal state without any lags. I have no problems with my C4D-only geometry like landscape and plants, which are far more complex than VW Architecture (at least concerning Poly Count). Also Rendering is not a Problem. The only way for me to work is by setting whole VW geometry to invisible for Viewport. So I think this is related to GPU and OpenGL together with VW geometry. Has anybody seen similar ?
  4. 1. Auto Rotate When I use many (20-60) image Props inside a Symbol which is distributed over the file and have "Auto Rotate" on, All of their instanced copies will come in to C4D in a special Folder (Auto-rotating Image Props), by every single element separated. About 560 pieces in my case. However they won't work in C4D as they don't get a "Look at Camera" Tag. This is pretty useless. It counteracts the new Symbol Import System in C4D Exchange. So I vote for either : a) "Auto Rotate" in Image Props setting getting deactivated or ignored when Exporting to C4D or b) Providing a "Look at Camera" Tag in C4D so that they work as in VW with "Auto Rotate" If "Auto Rotate" Off, Image Props will stay in their Symbol as expected and each Symbol package will be instanced only at least, as Render Instances. (Which is ok in my Planters example)
  5. Hello, I realize it is a bit unrelated but I just wanted to give a try if there is anyone looking for a Adobe Creative Suite Design Standard CS5 PC version. I'm willing to sell it for $500 or exchange for a CS5/CS6 MAC version. Just looking if anybody else out there having platform problems since Adobe prohibited platform change for suites below CS6. Let me know if you're interested.
  6. Thanks a lot for C4D Exchange updates. Now for the first time I can do a nearly lossless exchange by C4D Exchange and even by FBX. There also were so many silent Bug Fixes that have a huge impact. I am so happy with it now. Nevertheless I have some Wishes for Improvements : 1. Export Units : In VW 2017 the Files still exports in Millimeters. I would like to have Centimeters. Centimeters are a quasi standard in C4D. Most Plugins (e.g. VRAY) just expect Centimeters. Therefore you have to set these to other Units manually each time, if you can at all. Often they don't use real Units but System Units, were they also expect Centimeters. 2. Option to Save different Export Settings like for DWG/DXF 3. Export > Render Mode : This is much better than the need to Render a View before Export. And we could even set one or more Render Styles just for Exports. But if there is also an Option to edit these Settings on the fly, why not just include all relevant Settings directly into the Export Option Dialog. (Tabbed Layout) 4. Export > Scene Organisation : Also I these new Options are far more useful for FBX, in special cases even for C4D than standard VW mode. I realized, for FBX I would like to have the new Option "sort by Textures" + grouped by Layers, to keep Flexibility with Stories. 5. Export > Export There are now Layer Options in the Export Dialog. I think I will need nothing but "All Layers" But still it needs some Layer+ Class Setting before Export. I see Class+Layer Visibility as a Modeling help only and not as a Export Setting. But even if I use a "Saved View" Set before Export, I had to manually Reset everything afterwards for working again. Couldn't there be at least a Saved View Setup selectable like the Render Style above does ? So that the Saved View will control the Geometry Export but not interfere with my working visibilities ? 6. Or better a Dialog like Viewport Organisation under Visibility Mode to control Geometry Export completely from Export Dialog itself. To be able to do the whole Export from Publish Manager like Exporting DWG's ? 7. Or even better, add Options into Class and Layer Settings to set these to a) Export to C4D or not b) Render in RW or not 8. Geometry > Face Orientation > Extrudes Please allow C4D + FBX Exports to have all Face Normals pointing to the outside: This works for Generic Solids, Meshes, ... and Solid Additions Substructions - even when these include Extrudes. Just not for Extrudes. And this effects also most plugins like Stairs, Slabs, Windows, Doors, Structural Components, ... that seem to use Extrudes in their geometries. Can't these be fixed by simply by using the "Reverse Direction" command for Face of the initial 2D Geometry, after Extrusion ? E.g. for a Rectangle, all other faces are correctly oriented. Just the Base Face is flipped. Thanks a lot so far.
  7. 1. I think it needs a way to export Story and Level settings from one File to the other. And in current state, an Error Message when you try to send Story/Level bound Objects into another File, that this will not work. 2. Default Level should keep Linking. I think it is not good when you do changes and end up with lots of duplicates of Levels with same name, that will only disappear when you activated the current ones manually for each story, if you can ever keep overview. 3. Also I do not understand the Default Levels Naming hidden under Layer Organisation while in Story Settings you can edit their Z Values only.
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