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switching from player to modeller: models gone in modeller
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switching from player to modeller: models gone in modeller // Archive: Tech Forum
Post by frootee // Sep 1, 2006, 4:51am
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frootee
Total Posts: 2667
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I have a problem. The bridge is set to ON, BridgeSync is set to 30.00. I need to add text, but that is only in the modeller. When I switch from player to modeller, the models disappear. I tried toggling the bridge off, then on, and selected Sync from Player. Still nothing. I am dead in the water here.
Any help would be most appreciated.
Thanks!
Frootee |
Post by Steinie // Sep 1, 2006, 5:09am
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Steinie
Total Posts: 3667
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Your not using layers? |
Post by Norm // Sep 1, 2006, 5:13am
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Norm
Total Posts: 862
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Does this happen with simple primitive shapes or is this specific to some models you have onhand? You may not be giving trueSpace time to do the math on the objects before you switch around. If the objects have animation and keyframes. it can take longer for them to register with trueSpace and the KFE editor. |
Post by stan // Sep 1, 2006, 11:14am
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stan
Total Posts: 1240
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frootee..if all else fails, just create your text items in model, save them to the new library system, then reopen your player scene ..load the text objects from the library..:) |
Post by frootee // Sep 1, 2006, 11:16am
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frootee
Total Posts: 2667
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Hi Steinie and Norm. Yeah, I am using layers. And, I did wait for a long time for the objects to get sync'ed. The model is quite compex, apparently because there are a lot of text objects.
As far as syncing and waiting for the system to catch up, I have found that, as long as I cannot use the 3D view widget, truespace is busy with syncing the player and modeller. When I can move the mouse over the 3D widget, and the green rotation part turns yellow, then truespace is done with syncing everything. Well, when I had this issue (now resolved), and I changed from the player view to the modeller view, I could instantly use the 3d view widget. It appears then, in this situation, that the modeller side simply did not get the information from the player via the bridge.
BUT, to resolve the problem, I created a copy of each of the objects in the player view; then, when I went the modeller view, the copies were there, but not the original model. Only the copies.
Early on during modelling, I had the bridge turned on, even though all the modelling was being done in the modeller. The response time became slower and slower as I added text objects. I was also performing a lot of Glue As Sibling operations. To make sure all the objects were glued correctly, I would perform a move of the entire object, then an undo, to ensure I did not leave off any objects I wanted to glue. These undo's were taking a lot of time, which is why I turned the bridge off, then worked exclusively in the modeller.
Perhaps the turning on and off of the bridge caused a problem; perhaps I had it turned off at the wrong time. I don't know. The good news is I found a workaround.
Thanks!
Frootee |
Post by frootee // Sep 1, 2006, 1:34pm
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frootee
Total Posts: 2667
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Nope. Tried finishing this, same thing.
And, there are no objects listed in the scene editor.
Frootee |
Post by frootee // Sep 1, 2006, 2:16pm
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frootee
Total Posts: 2667
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Actually, Norm, this only happens After I Encapsulate The Objects using the LE.
I tried this very thing with plain cylinders and it happened in that case as well.
thanks,
frootee |
Post by Cayenne // Sep 3, 2006, 10:46pm
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Cayenne
Total Posts: 144
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Hi frootee,
when you encapsulate there are two buttons , one will encapsualate an object , but will not give it a transform or mesh representation, useful for making panels and other objects that do not need to be represented in 3d space.
The other icon option in the LE is encapsulate in 3D .
If you are encapsulating in 3d and your objects are not showing in the model window, could you please send me the scene and instructions prior to encapsulation so I can test it out.
Also a good tip when using text in model window window or for any objects with hierachy as the player does not like deep or complex hierachy is to use the mesh collapse plugin from your tsx folder to create a single object from your multiple hierachy objects.
This plugin works best on objects that do not have different parts of individual meshes in the hierachy touching each other, for example text.
You may find using this method will help to improve performance issues.
If the individual parts of the mesh hierachy have parts touching then a boolean operation will result in the mesh.
thank you
Paul |
Post by frootee // Sep 4, 2006, 5:10am
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frootee
Total Posts: 2667
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Hi Paul. Thank you for the info. I actaully used the Encapsulate Objects icon, used for creating panels. I should have used the Encapsulate objects in 3D.
Thanks!
Frootee |
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