Unofficial Update Documentation Manual

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trueBlue
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Re: Unofficial Update Documentation Manual

Post by trueBlue »

Chapter 9.2.7 Error
Note however that updating the fields on this panel will not redraw the Animation Editor window
Why is Chapter 9.2.7 an Error?
The above quote does not seem to be correct
The Animation Preference panel's Play Range - Start & End (scrubbers) update the Anim View's Play Range
Play Range.png
Shrink Play Range : set the timeline start and end to match the scene minimum and maximum
keyframe times

|< : set timeline start to 0, does not effect the play range
>| : set timeline end to 300, does not effect the play range
Spell check effect
The buttons do set the Play Range's Start & End

The new Shrink Play Range script, gets all of the scene's animated objects

Code: Select all

var scene = Space.CurrentScene();
var newSelection = "";
for(var i=0;i<Node.SubObjectCount(scene);i++) {
var subobj = scene + "/" + Node.SubObject(scene, i);
if(Node.ConExists(subobj, "AnimTrack"))
newSelection += subobj + ";";
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clintonman
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Re: Unofficial Update Documentation Manual

Post by clintonman »

trueBlue wrote: 13 Jan 2022, 18:01 Chapter 9.2.7 Error
Note however that updating the fields on this panel will not redraw the Animation Editor window
Why is Chapter 9.2.7 an Error?
The above quote does not seem to be correct
The Animation Preference panel's Play Range - Start & End (scrubbers) update the Anim View's Play Range
Errors in the UU manual refer to the original manual errors.

This is not correct in the original manual it's quoted in the UU manual
"Play Range Start and End – This defines the start and end of the animation. Note that this is the same as
setting the start and end points using the numeric fields at the bottom of the Animation Editor window.
Updating those fields in the Animation Editor window will update the fields here on this panel. Note
however that updating the fields on this panel will not redraw the Animation Editor window."

This is the actual behavior documented in the UU manual
It is not the same as setting the start and end points using the numeric fields at the bottom of the
Animation Editor window. It is the same as dragging on the play range handles and it does redraw in the
Animation Editor window when updating the fields.

trueBlue wrote: 13 Jan 2022, 18:01
|< : set timeline start to 0, does not effect the play range
>| : set timeline end to 300, does not effect the play range
Spell check effect
The buttons do set the Play Range's Start & End
[/quote]

I don't think "does not effect the play range" can be blamed on spell check. It' just plain wrong.
trueBlue wrote: 13 Jan 2022, 18:01 The new Shrink Play Range script, gets all of the scene's animated objects
Don't know what you are referring to. I don't see anything in the manual that contradicts that. Give me a page number and I'll fix it.
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trueBlue
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Re: Unofficial Update Documentation Manual

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|< : set timeline start to 0, does not effect the play range
>| : set timeline end to 300, does not effect the play range
All I am saying is, both of the above buttons reset the default Start & End frames and the Play Range's Start & End frames
So, it does affect the Play Range
Don't know what you are referring to. I don't see anything in the manual that contradicts that. Give me a page number and I'll fix it.
I was just pointing out that the Shrink Play Range script has been changed
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Re: Unofficial Update Documentation Manual

Post by clintonman »

trueBlue wrote: 13 Jan 2022, 21:03
|< : set timeline start to 0, does not effect the play range
>| : set timeline end to 300, does not effect the play range
All I am saying is, both of the above buttons reset the default Start & End frames and the Play Range's Start & End frames
So, it does affect the Play Range

...
I was agreeing with you. The UU manual is wrong. "Does not effect the play range" is wrong, not a spell check error. The UU manual will be corrected to fix the error you pointed out.
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Re: Unofficial Update Documentation Manual

Post by trueBlue »

Okay, thanks! :bananathumb:
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Re: Unofficial Update Documentation Manual

Post by trueBlue »

Page 153
Can also be used to bake workspace animations to modelspace animation via the autokey setting in modelspace
and for rendering command script based animations.
Bake Model view keyframes:

turn on AutoRecord in Model view
uncheck the Render to File
uncheck Disable Model View Autokey
press the Render button
I do not think the above is possible
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Re: Unofficial Update Documentation Manual

Post by clintonman »

trueBlue wrote: 13 Jan 2022, 22:38 Page 153
Can also be used to bake workspace animations to modelspace animation via the autokey setting in modelspace
and for rendering command script based animations.
Bake Model view keyframes:

turn on AutoRecord in Model view
uncheck the Render to File
uncheck Disable Model View Autokey
press the Render button
I do not think the above is possible
Looks like you're right. I even checked the original version from 2012 and it didn't update the objects in the model view so it can't autokey them.
I'll add a note or something saying synchronize is required to bake keyframes.
Last edited by clintonman on 13 Jan 2022, 23:17, edited 1 time in total.
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Re: Unofficial Update Documentation Manual

Post by trueBlue »

I am pretty sure you could create an optional Model Record Keyframe
The object would need to be selected!!!

tSBridge.SuggestTSStateByAlias("RecordKeyFrameButton")

This would not work with Special Meshes because Model selects them
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Re: Unofficial Update Documentation Manual

Post by clintonman »

trueBlue wrote: 13 Jan 2022, 23:14 I am pretty sure you could create an optional Model Record Keyframe

tSBridge.SuggestTSStateByAlias("RecordKeyFrameButton")

This would not work with Special Meshes because Model selects them
Problem is model has to update from workspace. I'll add something saying that synchronize is needed to bake from workspace to model.
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Re: Unofficial Update Documentation Manual

Post by trueBlue »

clintonman wrote: 13 Jan 2022, 23:09
trueBlue wrote: 13 Jan 2022, 22:38 Page 153
Can also be used to bake workspace animations to modelspace animation via the autokey setting in modelspace
and for rendering command script based animations.
Bake Model view keyframes:

turn on AutoRecord in Model view
uncheck the Render to File
uncheck Disable Model View Autokey
press the Render button
I do not think the above is possible
Looks like you're right. I even checked the original version from 2012 and it didn't update the objects in the model view so it can't autokey them.
I'll add a note or something saying synchronize is required to bake keyframes.
I tried adding:
tSBridge.SynchronizeObject(Node.FirstSelected())
but trueSpace defiantly does not like it with your D3D Render script
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