Bas Vellekoop Posted September 20, 2015 Share Posted September 20, 2015 Is it possible to duplicate lets say a column over a polyline? Cant find how to do something like that. Thanks! Quote Link to comment
Kevin McAllister Posted September 20, 2015 Share Posted September 20, 2015 (edited) I don't think there's a stand alone node that does this. You might be able to create a network of nodes. I was looking for this and one to do circular arrays. It would be nice if it was this simple (Grasshopper example) - I've been experimenting with trying to build a circular array one. I've attached where I've gotten to if you're curious. It contains a couple of custom nodes I made. I'm not a programmer so I've cobbled them together by starting with existing nodes. There's more scripting involved than I had hoped. Kevin Edited September 20, 2015 by Kevin McAllister Quote Link to comment
Bas Vellekoop Posted September 20, 2015 Author Share Posted September 20, 2015 Thanks for the example! Visual scripting is for me hard enough at the moment Its a shame that the standard commands like duplicate along path aren't part of marionette. It would be easier if they where available. Quote Link to comment
Vectorworks, Inc Employee SBarrettWalker Posted September 22, 2015 Vectorworks, Inc Employee Share Posted September 22, 2015 Hi guys, we are happy to take suggestions on new nodes. We definitely have more in the pipeline. When I started using Marionette I was very well versed in Grasshopper but not necessarily in coding. I have really liked being able to access the code behind the node and I have been experimenting with some of my own nodes. I have attached a file with some of the nodes I have created so far. Granted I am still an amateur at coding but this file does include some array nodes. If you have any suggestions on how to improve these nodes it would be greatly appreciated! Quote Link to comment
Kevin McAllister Posted September 22, 2015 Share Posted September 22, 2015 Thanks for sharing Sarah! I look forward to trying some of these out. Kevin Quote Link to comment
Kevin McAllister Posted September 23, 2015 Share Posted September 23, 2015 Sarah, Your radial array generates the same extra geometry as mine originally did (the circle generated initially by the circle node). See this thread https://techboard.vectorworks.net/ubbthreads.php?ubb=showflat&Number=215801#Post215801 While its working as designed I can see an issue with extra geometry polluting things down the line. Say for example the next step was to extrude the array into a group of columns. When you render, the overlapping geometry will cause unwanted affects. I think a solution to "duplicate along path" is a big wishlist item. With curved paths there's some complex math involved. I would like something as simple yet powerful as the equivalent in Rhino ( ). Kevin Quote Link to comment
Vectorworks, Inc Employee SBarrettWalker Posted September 23, 2015 Vectorworks, Inc Employee Share Posted September 23, 2015 Hi Kevin - my node was missing one line of code. Here is an updated version. Now it should create the right amount of objects. Quote Link to comment
Kevin McAllister Posted September 24, 2015 Share Posted September 24, 2015 Thanks Sarah. That's an interesting line of code - vs.Marionette_DisposeObj(obj) I am assuming it disposes of the initial input object which makes it very useful. Is there documentation for these types of commands somewhere? I searched the VW Developer website but came up empty. Another question about the Radial Array node. When you run it with the Marionette Debug Mode the exit port says it output 0 objects. Why is this? (See attached image.) This is all very helpful. Kevin Quote Link to comment
Vectorworks, Inc Employee SBarrettWalker Posted September 24, 2015 Vectorworks, Inc Employee Share Posted September 24, 2015 (edited) Here is the node with the proper output - it gives the memory location of the object instead of the handle type, but it works properly if you try to parse it or manipulate it later. The vs.Marionette_DisposeObj() is code I snagged from another node - this entire node is a Frankenstein of other node parts - it is one of the earlier ones I made. It may not be pretty, but it works! Edited September 24, 2015 by sbarrett Quote Link to comment
Mark Flamer Posted September 24, 2015 Share Posted September 24, 2015 vs.Marionette_DisposeObj() flags an object to be deleted...after the entire network has run. This is a really important difference from vs.DelObject() which immedatly deletes the object. If you use vs.DelObject(obj) in a node, and then have another node that operates on the same object after it has been deleted, you can say goodbye to VW.....crash! Once you are in the script and working with object handles, you are no longer protected. You have to be careful and abide by the same rules as we do. ;-) Quote Link to comment
DomC Posted October 13, 2015 Share Posted October 13, 2015 Great Job Sarah, Your nodes are exactly this kind of stuff I like to see here. Thanks. Too bad I recognised but now :-) Quote Link to comment
DomC Posted January 10, 2016 Share Posted January 10, 2016 Another (universally usable and flexible) linear Array node. It does not handle the objects itself. It just calculates values, which can be used for creating, moving duplicate etc. objects by the values from this node. Quote Link to comment
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