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Marissa Farrell

Requests/Enhancements

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'div floored' can cause trouble because it returns a float:

def RunNode(self):

self.Params.c.value = self.Params.a.value // self.Params.b.value

Proposal:

def RunNode(self):

self.Params.c.value = int (self.Params.a.value // self.Params.b.value)

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Patrick,

With regards to your suggestion for the Curve node using Cubic/Bezier modes, since this node produces a NURBS curve, I don't think it's as simple to give those options.

I can, however, modify the poly nodes to behave in this manner, and I've already begun doing so.

NURBS Curves use a boolean called "byFit" to determine whether it's a curved index or not, and does interpolation to calculate the line, at least to my knowledge.

I'll attach the modified poly nodes to this post once I complete them.

Edited by MarissaF

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In the german version 'Interpolation Point Mode' is translated as 'Defined by Cubic spline ...' and 'Control Point mode' as 'Defined by Bézier spline - Draws a lin witch looks LIKE a Bézier spline'.

Now I now that 'byCtrlPts' is the option I missed.

thanks.

Edited by Patrick Winkler

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WOW!! I have just wasted HOURS trying to position a 3D symbol ("Symbol" node) with the output from a "Point 3D" node. About half that time was spent before I realized that the "Symbol" node only accepts X and Y coordinates, and not Z. Why in the World of 3D modeling would the "Symbol" node not comprehend the Z axis?? The other half of my time was spent trying to find a precedent script showing how to locate a 3D symbol vertically - not to be found! Then, finally, I found your "Symbol N" node - THANK YOU!

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Hi, You can save a lot of time if you click edit the node and you can see what it accepts.

For instance edit Point2 node you see no Z but point3 you see Z.

HTH

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This Node filters the incoming objects by a criteria. Basicaly it's the ObjsByCrit node which just checks if the matching objs are on the input list.

The Example example might not make many sence because you can combine criterias with '&'.

But it can be usefull in other cases.

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Marissa,

Could you update the Description for the Offset Poly node so it includes information about changing the offset direction (eg. offset - the offset value, positive for outside offset, negative for inside offset).

Thanks,

Kevin

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Hey Kevin,

I'll have to think of the best way to word things, but yes, I can work on making that change.

There are other cases with the offset node - in your case, it seems you're talking about closed polys. It's always important to also consider open shapes - like an "S" shape, I want to believe that it follows the negative = left, positive = right, but I don't want to be incorrect on any information before I share it, and I need to think about cases like 'What if the "S" is rotated 90 degrees?'

I can certainly, for the time being, work on including a note for closed shapes.

Edited by MarissaF

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Thanks Marissa. I hadn't thought about open polys since I was testing it with a rectangle. In testing open polys I think its the opposite to your post. When facing the direction of the poly's flow, left is positive and right is negative. Interestingly this is not true when polys are closed. Positive means outside regardless of whether they're drawn clockwise or counterclockwise.

Kevin

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I tested with both the polyline and freehand tools, both sticking to my initial results of drawing to the left when negative, right when positive.

I've also tested by 'reversing' the polys and get the same results. So there must be more to it. I don't know what determines the sides.

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Benzier Splines can be drawn as attached, which you probable know but it was fun to use line types.
You could make lots of line styles and turn out some interesting lines.
Sorry this is probable not the spot for this post maybe move it.:$

Capture.JPG

Benzier Splines.vwx

Edited by Alan Woodwell

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On 15.1.2016 at 7:29 PM, MarissaF said:

Here's a place to make requests for new nodes/enhancements for existing nodes.

I would like to have a marionette tool that could make 3d voronois, Gyroids, G_SkeletalGraphs, other skeletal meshes or anything like the lattice you get when you give the edges in a mesh a thickness. If you convert theese to subdivision afterwards you can get beautiful organic shapes that are also applicable to architecture and design. In other words more of the same tools you find in Grashopper for Rhino (which is actually node-based) and in Wings3D and TopMod (freeware subdivision modelers)

3d voronoi.jpggyroid (1).jpgG_SkeletalGraph.pngSkeletal mesh.jpgvoronoi1.jpg

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