Model/Workspace?

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.

Model/Workspace? // New Users

1  |  

Post by Ajax // Mar 31, 2009, 5:22am

Ajax
Total Posts: 9
Hi

Im just learning with the manual and i am wondering:

in the viperfish tutorial I made averything in the workspace, so why am i now working in the modelspace?

This is confusing me slightly and i hope you can help me.

Ajax

Post by TomG // Mar 31, 2009, 5:29am

TomG
Total Posts: 3397
A forum search on the two names will turn up this discussion several times :)


Model side would be better named Legacy. It is tS6.6, the old version of the software, embedded into tS7.6 as a "giant plugin". This gave established tS users a way to use the hundreds of plugins they had accumulated over the years, and access to tools like NURBS which don't currently exist in the workspace.


The workspace is the new tS7.6 code, totally re-written, from scratch, nothing of the old tS code was reused. This is why incompatibility with old plugins, and old tools disappearing, and that's why we retained the old stuff in the Model (think Legacy) side.


The workspace does everything, from modeling, to animating, to texturing, to being a delivery system for real-time scenes as well as the authoring system. One day, once workspace has more tools, and more plugins, the Model side will be removed.


The Model side also gives access to the render engines from tS7.6, Lightworks and Virtualight. The workspace would need an offline engine in it before Model (think Legacy) side could be removed too.


So, you'll find yourself in the Legacy side (err Model) for rendering using a raytracing render engine, for NURBS, and for old tS plugins.


HTH!

Tom


PS - the Model (Legacy) side contains ALL of tS6.6, so you'll find duplication, eg Model side has its own (inferior) bones system, its own (inferior for the most part) point editing tools, etc. The manual does cover those still. However, where there is duplication, you are generally better in the workspace side, using the new tools, as they are usually the better of the two toolsets. Things like mirror modeling, subdivision surfaces, point editing, skeletons, keyframing, etc, are best on the workspace side of things.


For painting materials to be used by the offline engines like Lightworks, I do still prefer the Model (Legacy) side myself as it happens - the workspace side is best if you are texturing for real-time use, though.

Post by Ajax // Mar 31, 2009, 5:33am

Ajax
Total Posts: 9
so i can do the same thing in both?

thats good, be cause i have the felling that modelside dosend work probperly at my pc...

So ill try to use the workspace as much as i can.

thx

Ajax

Post by spacekdet // Mar 31, 2009, 7:06am

spacekdet
Total Posts: 1360
pic
Tom, you really should add post #2 to the FAQ.
It'll save you a lot of (re) typing.

As an aside, every time you (re)write up one of your long, wonderful explanations, you should copy it into the FAQ section.

Post by Ajax // Apr 1, 2009, 6:07am

Ajax
Total Posts: 9
super!

if i hadnt known this i would have had a lot of more work^^!

:jumpy::jumpy:

Post by larjun // Apr 6, 2009, 8:26am

larjun
Total Posts: 18
Thank you for this explanation!!!


/Lars
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn