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Object Render Attribute Panel
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Object Render Attribute Panel // Archive: Tech Forum
Post by Emmanuel // Sep 3, 2006, 3:29am
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Emmanuel
Total Posts: 439
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In tS7's Player, if I want to switch between a solid view to a wireframe view, I have to :
- clic the tiny Preferences icon to show the Object Render attribute panel,
- drag the surface opacity slider to the opposite,
- drag the edge opacity slider to the opposite,
- clic the advanced button,
- clic the show hidden line setting
In tS6.6, I just have to clic-drag the toolbar Draw Object As.
:rolleyes: What a progress in user interface ! :rolleyes:
More seriously, when I discovered the Object Render Attribute panel in tS7, I was delighted by the level of customization this panel offers. But at use, I realized that I would work more efficiently with some quick-use presets in the toolbars.
I would like to give a try to re-create the Model side "Draw Object As" icons bar to work in the Player view.
I remember I found a panel showing the same content as the Object Render Attribute Panel somewhere in the Link Editor but I can't remember where it was.
Does someone know where it hides ?
And how could I extract from it the settings I am looking for to create a new icons set ? |
Post by splinters // Sep 3, 2006, 5:46am
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splinters
Total Posts: 4148
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Not sure how to get what you want in player side but I have all the icons you might need save trying to 'extract' them. Just PM if you need them. Oh, and as long as the boss approves-after all they belong to him...:rolleyes: |
Post by stan // Sep 3, 2006, 6:27am
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stan
Total Posts: 1240
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Emmanuel, the global render options can be found by clicking on the player window with the stack open to"preferences" section..on the "player rendering" panel is the "show object attributes" button it will open the per object panel for the selected object.."object render attributes"
then record a macro of the event..with this :icon_MacroRecord_JS or this :icon_MacroRecord_VB ...
hth Gord :cool: |
Post by Emmanuel // Sep 3, 2006, 6:56am
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Emmanuel
Total Posts: 439
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Thank you Stan, but this is not exactly what I am looking for. I simply want to add the five icons - Draw Object as Wire, Draw Object as Transparent Outline, Draw Object as Transparent, Draw Object as Solid Outline and Draw Object as Solid and - in the Player toolbars.
Of course, the per-object feature should be accessible through icons too, but let's start with the global display first :) |
Post by stan // Sep 3, 2006, 7:03am
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stan
Total Posts: 1240
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Emmanuel, I know what you mean..but these icons don't exist so a macro script would need to be created for each one..in the last few minuite I have managed to record a macro to change the global setting, but can't yet figure out how to make the icon run the script when pressed..Gord :cool: |
Post by stan // Sep 3, 2006, 7:09am
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stan
Total Posts: 1240
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import this icon button node to button library..then take a look in it by putting it in the LE, press run on the script node inside, it will alter your global render setting ..
Norm..we need RsBtn on the upload list |
Post by trueBlue // Sep 3, 2006, 8:13am
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trueBlue
Total Posts: 1761
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Emmanuel: This thread should give you an idea on all you questions.
http://forums1.caligari.com/truespace/showthread.php?t=896 (http://forums1.caligari.com/truespace/showthread.php?t=896) |
Post by stan // Sep 3, 2006, 2:01pm
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stan
Total Posts: 1240
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ok..I created a button as per the thread trueBlue posted and it only seems to take one command, it's not able to change two or three settings at once..it does work when running the script the macro record creates..
first create a macro while changing the player rendering options..
what I did is put my script node into system/ preferences [because I was hoping it would work in more than one layout, but doesn't seem to] ..got a button from library ..put my new command into the button node command editbox and now it runs the script..
here's the command -> Activity.Run("/Preferences/Test1" )
unfortunately the path to the "player rendering" panel changes in other layouts from the one in the macro, so it only works in the layout you created it in..
here is a sample for default layout..import the button to button library and script to activity library ..then put the script node "Test1" into system/preferences and drag the "transparent wire" button from the library into a toolbar.. |
Post by Emmanuel // Sep 4, 2006, 2:36am
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Emmanuel
Total Posts: 439
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I tried that. Thanks for the explanations. I think I've learn something new !
But I just realized that the "Player - Rendering" panel and the "Object Render Attributes" panel can be found in the DX library :
Clic the tiny Libraries icon in the stack view, then the big DX Components icon just above, then select the "View" tab. Now you can drag them in the LE for edition.
I don't know how I could extract the Edge Opactity=0 and Surface Opacity=1 commands to unify the settings into one icon though.
Any idea ? |
Post by stan // Sep 4, 2006, 4:10am
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stan
Total Posts: 1240
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I don't know how I could extract the Edge Opactity=0 and Surface Opacity=1 commands to unify the settings into one icon though.
Any idea ?
you use macro record..I used the jscript macro record in my example..first get the player - rendering panel showing in the stack..then press record on the macro recording toolbar..
then go to "player rendering" panel, alter multiple setting, then hit stop on the macro toolbar..go into the LE, into your scene..there you will now find a node called "recorded macro" ..in it is the jscript..
by running the macro again is how you get the multiple settings to all change to those recorded in the macro..
by customizing a button [from the button library] as shown in previous post, using the command as shown in my image..you now have an icon that runs the script , not just one command..
I tried putting those render attribute panels [the ones in the DX section of library] in other places, like in LE system/preferences but they do nothing..
hth Gord :cool: |
Post by Emmanuel // Sep 4, 2006, 5:09am
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Emmanuel
Total Posts: 439
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I see... no way to do this unless I record a macro for each action...
Thank you very much for the tip. Now, I just have to rebuild the Draw_As toolbar for Player :)
Oh, Splinter, no need to ask the boss regarding icons : they are all there ! |
Post by stan // Sep 4, 2006, 6:38am
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stan
Total Posts: 1240
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in the dev guide ..look in class hierarchy for ->
IRdRenderAttributes Struct Reference
you can write a script from scratch..I get the empression that this ->
HRESULT SetForceAttribs (file:///E:/devguide/DataObjects/structIRdRenderAttributes.html#a1) ([in] BOOL bMode)
would let you use it in any layout :D |
Post by Emmanuel // Sep 4, 2006, 7:59am
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Emmanuel
Total Posts: 439
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I did it :banana:
The files and procedure are in the zip file. |
Post by spacekdet // Sep 4, 2006, 10:35am
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spacekdet
Total Posts: 1360
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Roman should put a little something extra in your paycheck next week! |
Post by Mike // Sep 4, 2006, 6:22pm
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Mike
Total Posts: 121
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How cool is that?
:banana: |
Post by splinters // Sep 4, 2006, 9:51pm
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splinters
Total Posts: 4148
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Great, but extracting the icons the way you do-they are not at the same resolution as the rest of the UI. When I get a minute (or work out how to replace them) I will try to put the correct icons in...:rolleyes: |
Post by Emmanuel // Sep 4, 2006, 10:24pm
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Emmanuel
Total Posts: 439
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Thank you Splinter :) |
Post by splinters // Sep 5, 2006, 12:15am
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splinters
Total Posts: 4148
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Sorry about the blunt reply Emmanuel, I was dragged off to a meeting.
I did not mean to sound condescending about the icons used there rather I was implying that you did such a good job in making a useful feature and, as I expect every TS7 user to make use of this (and possibly Caligari in a future release), it might be better if I got to you the best quality icons possible. This is a much needed new feature and, given the popularity of the large toolbar I did-I may revisit it as there are some artefacts around the icons due to the way they process transparencies.
Hope that makes sense...:D
By the way, it all works for me but there seems no difference between wire view and point view-they look the same. However, when I go to solid mode-I see little white dots where the points/vertices? are...:confused: |
Post by stan // Sep 5, 2006, 4:08am
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stan
Total Posts: 1240
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Splinters, not sure Caligari would use them..they don't work in every layout [do they work in any other layout other than default for anyone?]..the icons are not extracted but in a folder that came in ts7, guess they are the old ts6.6 ones..
you should be able to go into the script and change the value to a point size you like..something like this ->
,"Points opacity") = 1
"Points Size") = 6.08 |
Post by Emmanuel // Sep 5, 2006, 4:49am
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Emmanuel
Total Posts: 439
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Ooops, it seems the files in the zip file were not the latest ones :o
The new zip below should work better :)
I did not set any Points Size in the macro though. Just show/hide points.
User must set a point size in the Object Render Attribute Panel... but we don't change points size as often as we switch from solid to wire !
And, yes, Stan is right : these tools are layout-dependent. Switch to Full Layout or Anim layout and they're gone. You can add them to these layouts and replace them though :) |
Post by stan // Sep 5, 2006, 4:56am
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stan
Total Posts: 1240
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Emmanuel, are the paths the same in those layouts? [I haven't checked] it is also dependent on the player rendering panel having the same path.. |
Post by Emmanuel // Sep 5, 2006, 5:03am
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Emmanuel
Total Posts: 439
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Great, but extracting the icons the way you do-they are not at the same resolution as the rest of the UI. When I get a minute (or work out how to replace them) I will try to put the correct icons in...:rolleyes:
After all, I think I like the 30*22 pixels icons for these Draw_As tools.
I mean, I like icons to come in two sizes : one for small screens like laptops or heavy loaded layouts.
Of course, the tiny icons in the title bars are definately too small and I am currently learning voodoo magic to make Roman abandon them:D . But the 30*22 are big enough to be used and can make a distinction between edition tools and display/rendering tools.
What do you think ? |
Post by Emmanuel // Sep 5, 2006, 5:13am
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Emmanuel
Total Posts: 439
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Emmanuel, are the paths the same in those layouts? [I haven't checked] it is also dependent on the player rendering panel having the same path..
Humm, there is something strange : it worked for me yesterday when I made the toolbar. I checked it several times.
And now, I reload it and it only work in my customized layout and in the default layout : in Anim layout I get an error message.
I have to investigate some more... |
Post by Alien // Sep 5, 2006, 5:54am
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Alien
Total Posts: 1231
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Of course, the tiny icons in the title bars are definately too small and I am currently learning voodoo magic to make Roman abandon them:D .
Get him to hurry up with putting back the ability to maximise all toolbars as well. :D |
Post by splinters // Sep 5, 2006, 6:28am
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splinters
Total Posts: 4148
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Emmanuel, I have the icons available at 30x30-I saved them over the existing images in the scripts/ui/images etc. folder and managed to change the button image but when I drag them over to the new toolbar-they are the same 30x22 old ones you specified.
Any idea what I am doing wrong?
30x22 are Ok but I can imagine Stan would like them bigger. For smaller monitors the best thing would be to have then at 15x15 like the other tiny toolbars...or is that too small? |
Post by spacekdet // Sep 5, 2006, 6:47am
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spacekdet
Total Posts: 1360
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This is a much needed new feature
Wouldn't that be a much needed old feature, seeing as he's trying to reinstate what is already a fast, simple function in 6.6 ? You know, just askin'.:rolleyes: |
Post by Emmanuel // Sep 5, 2006, 7:34am
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Emmanuel
Total Posts: 439
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Get him to hurry up with putting back the ability to maximise all toolbars as well. :D
Problem is that without a single hair from his head, the magic will not work... and I am 6000 miles away from California! |
Post by stan // Sep 5, 2006, 10:02am
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stan
Total Posts: 1240
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30x22 are Ok but I can imagine Stan would like them bigger.
Splinters, I already took the bitmaps from the large toolbar ..so they are already the proper size ..the only one I don't have that size is the "points" one..but I think I going to make that a right click option on all the wire ones anyway....I need to make my own scripts anyway for my custom layout....
but when I drag them over to the new toolbar-they are the same 30x22 old ones you specified.
Any idea what I am doing wrong?
are you changing them in the LE? you can drag an image from the library onto a toolbar in the workspace but it doesn't change the image.. |
Post by splinters // Sep 5, 2006, 10:31am
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splinters
Total Posts: 4148
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Stan, the icons I have are 30x22 and are from the scripts/UI etc. folder which are definitely not the new ones which are 30x30-trust me, you know your own work. Are we talking about the same icons here?
Emmanuel's diplay options use these old 30x22 icons-I made a point icon put it in that folder but it still finds the one Emmanuel did. As for the LE-trying to edit any of the activity objects that re now visible in the LE just opens up the script screen-there are no bitmaps visible like there was with the top toolbar.
Still, not a problem either way-the function is there...;) |
Post by stan // Sep 5, 2006, 10:46am
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stan
Total Posts: 1240
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Splinters the toolbar nodes are in "project/ Windows Manager Space" change the images there.. the scripts are in "preferences/"
I pulled the images from the new large toolbar added them to a new bitmap library folder..
icon on the right is the one from Emmanual's button [from scripts/ui]..the middle ones are from the large toolbar and the one on the left it's just scarey |
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