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3D object attributes


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I am using VW 8.5.2

After creating a 3D object and giving it a fill or texture, performing an action such as Convert to Mesh, Solid Subtraction, etc., resets its fill/texture back to None. The program seems to treat the altered object as a container object, starting its attributes from scratch. This is extremely annoying, precluding altering an object without undoing carefully oriented texture setups. Has this behavior been corrected in any of the 9.x versions?

Correcting this would be especially useful for walls, etc., which can have different textures for right, left, and center. If a Solid Subtraction is done on such a wall, the resulting object reverts to None, but on entering the object to edit it, it is apparent that the original wall still has its original attributes. Why can these not be expressed in the final object? As before, has this been fixed in any of the 9.x versions?

Thanx in advance

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Different types of 3D objects have different mapping systems defined inside the program. If you convert from say an extrude to a mesh. It could either attempt to reapply texture from an arbitrary side or point, or simply remove the texture and force the user to reapply it.

Rather than have the texture be wrong, removing the texture forces the user to correct it rather than have his drawing be slightly off when he inspects the rendering later. From our perspective it is better to do this than have the user say "Hey, it was right yesterday... what happened?" when he goes and shows it to someone.

Things like color and line weight which look the same as different object types, should in fact be preserved when you convert the 3D object to a different type.

Matthew GiampapaTechnical Support

quote:

Originally posted by Antone Cepernich:
I am using VW 8.5.2

After creating a 3D object and giving it a fill or texture, performing an action such as Convert to Mesh, Solid Subtraction, etc., resets its fill/texture back to None. The program seems to treat the altered object as a container object, starting its attributes from scratch. This is extremely annoying, precluding altering an object without undoing carefully oriented texture setups. Has this behavior been corrected in any of the 9.x versions?

Correcting this would be especially useful for walls, etc., which can have different textures for right, left, and center. If a Solid Subtraction is done on such a wall, the resulting object reverts to None, but on entering the object to edit it, it is apparent that the original wall still has its original attributes. Why can these not be expressed in the final object? As before, has this been fixed in any of the 9.x versions?

Thanx in advance

[ 11-09-2001: Message edited by: Matthew Giampapa ]

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  • Vectorworks, Inc Employee

quote:

Originally posted by Antone Cepernich:
After creating a 3D object and giving it a fill or texture, performing an action such as Convert to Mesh, Solid Subtraction, etc., resets its fill/texture back to None.

There are multiple issues present here, but essentially it's just a question of not having had the time to support everything you would like.

Meshes, as currently implemented, are limited to a single texture with a single mapping. Thus converting more than one object, or an object with a mapping incompatible with meshes (an extrude with a perimeter mapped texture, for example), would not work with meshes as implemented. As of 9.0.1, at least, the texture itself -- if not the mapping -- is maintained if you convert a sphere or extrude to a mesh.

Solids, as currently implemented, have similar limits. Maintaining the three textures of a wall would be nice to have, but not having this was not judged essential enough that we should hold back supporting walls as solids until textures are preserved.

All a question of programmer time and priority, really.

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