Benny Keyaerts 0 Posted August 24, 2017 Hello, I have a problem with the node 'convert to polygon' I' m using this node in a network and it works just fine but when I make a marionette object from my network the node doesn't work anymore. I've uploaded a little example with only the objects you need to see the problem. Is there a way to work around this problem? Benny convert to polygon.vwx Quote Share this post Link to post
Marissa Farrell 461 Posted August 24, 2017 Hi @Benny Keyaerts Try throwing in a 'delete' node after the rectangle. It looks like both the rectangle and polygon are being kept instead of just the polygon. I'm not quite sure why this is, but it's a start! convert to polygon_MFarrell.vwx Quote Share this post Link to post
Benny Keyaerts 0 Posted August 25, 2017 Hi Marissa, I tried this but it didn't work. I've added the complete network so you get a better Idea of where I'm going. I left the different steps to make the network in the file. I'm sorry everything is in dutch, if you need me to i'll translate in bad english stone_division.vwx Quote Share this post Link to post
Benny Keyaerts 0 Posted August 25, 2017 Hi Marissa, I've changed the 'convert to polygon' node into a 'convert to polyline' node. This works perfectly so I think something is wrong with the 'convert to polygon' node. But for the moment being I can continue my work. Quote Share this post Link to post
Marissa Farrell 461 Posted August 25, 2017 I found the problem, and it is within the Convert to Polygon node. For some reason, we're setting the planar reference again and then trying to move it, which I believe in most cases is unnecessary, though I'm sure it was included for a reason, it just seems to not work when in a Marionette Object's coordinate space. (Likely because in a Marionette Object, planar objects default to screen plane, and we try to move it's location in the Z direction which does not exist in screen plane, whereas when you run a Marionette Network on your drawing area, all objects are drawn to the layer plane.) I'll see if I can insert some logic in there to remedy this. Thanks for pointing it out! Quote Share this post Link to post