Display full version of the post: AutoCAD Rubble Linetype

prnv_5
28.02.2023, 11:01
Hi all,Autocad 2019 user here.Looking for a custom linetype for Autocad. Require a broken line, almost like a rubble wall outline. 

prnv_52023-02-28 11:08:04

Kent Cooper
01.03.2023, 15:37
Image, please.  It sounds like something that will require Shape inclusions.

prnv_5
02.03.2023, 11:41
Hello, Thanks for your reply. Attaching an autocad file here for your reference. uploads/926537/Rubble_sample.dwg

Kent Cooper
02.03.2023, 17:36
That would definitely need to be done with Shape inclusions, but I don't think you'd like the way it would work at bends, straight walls that are not just the right length, curves, etc.  It's just not in the nature of custom linetypes to work well in that kind of situation.  See the image at >this post<.And if you want both the upper and lower edges in one linetype, you would need a repetition in the lower edge [I don't see any] at the same interval as the apparent repetition in the upper edge.For the lower edge independent of the upper edge, you can try the WPL command in WobblyPline.lsp, >here<.  But it doesn't use a custom linetype -- it just makes a Polyline that wobbles randomly relative to the defined path.

prnv_5
03.03.2023, 05:47
Hi, Sorry, I am unable to view or download either of those links in your post. But in principle I think that's correct, even if there's a polyline that wobbles randomly relative to a predefined path, that would work for me. I think I came across another post on the Autodesk community forum (https://forums.autodesk.com/t5/visual-lisp-autolisp-and-general/draw-a-quot-fuzzy-quot-line/td-p/2340241) where you posted a similar solution? I would still like to try the WPL command in the WobblyPline.lsp but can't access the file so far.Thanks for your help.

Kent Cooper
08.03.2023, 13:36
uploads/353260/WobblyPLine.lsp

And here's a portion of the image from the other link, where the shape is a sort-of straight thing that doesn't behave well on curves, and its length doesn't always fit lengths of Lines or Polyline segments:
Kent Cooper2023-03-08 13:49:06

Kent Cooper
10.03.2023, 13:38
[QUOTE=prnv_5]Hi, ....  I think I came across another post on the Autodesk community forum ... where you posted a similar solution? ....[/QUOTE]
Yes, the last offering there is the same routine, but the one I uploaded here (link in my previous reply) is a slightly newer version (I don't recall what was changed).

ptolar
12.04.2023, 21:00
Dear Kent,I hope this message finds you well. I am writing to request your assistance in modifying your Wobblypline. Specifically, I need to be able to make multiple selections at once using the Lisp.The Wobblypline Lisp has been an incredibly useful tool in my work, allowing me to create hand sketch-like curves and shapes with ease. However, as my projects have become more complex, I have encountered a need to select multiple entities at once, and a window function would be outstanding!I understand that modifying the Lisp to allow for multiple selections may require some time and effort on your part, but I would be very grateful for any help you can offer. If possible, could you provide instructions on how to modify the Lisp or send me updated code?I would be happy to discuss any questions or concerns you may have regarding this request. Thank you for your time and consideration.Best regards,
Philip

Kent Cooper
12.04.2023, 21:19
My biggest question:  Would the multiple objects always be of at least similar length?It would not take much to make the current version allow selection of multiple objects if they can all be wobblyized into the same number of segments.  But is that going to be appropriate for all of them?  For a source object A that is five times as long as object B, the wobblyized segments in the result would be five times as long for A as for B, and the randomizing of vertex positions five times as large.It would be more work, though certainly possible, to change it so that it uses a given (rounded) average segment length, from which it would need to calculate the number of segments separately for each object, leaving the wobblyized "look" similar for all of them.