Unofficial Update Documentation

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Unofficial Update Documentation

Post by clintonman »

I decided to start a new thread for the Unofficial Update documentation to keep the Unofficial Update thread clean.

Attached is what I have so far. There is the QuickGuide, Shortcuts and Chapter 2 of the manual. The files are previews of the coming final versions. All the new information has been added to the document files and they just need some formatting adjustments.
The shortcuts file does not have the newest shortcuts yet - new shortcuts were recently added.

I'm using LibreOffice Draw to author the changes.

This is a rough map of the changes in chapter 2:
pg 54 hyperlink to shortcuts
pg 63-65 toolbar locations, unlook at, zoom to selection buttons
pg 66 mini 3d toolbar
pg 72 desktop aspect, added new page
pg 76 toolbar image
pg 81 file menu
pg 82 help menu image
pg 87, 88 LE mini toolbar
pg 104 toolbar, 3D unencaps
pg 106 unencaps 2d
pg 158 quad window, uu toolbar
pg 164 rmb command nodes
pg 176 to end is modelspace - nothing todo
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Re: Unofficial Update Documentation

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I just found that the chapter 2 is incomplete

TODO - synchronize and protect workspace new page(s) after pg 74
TODO - select and alphabetize panel - maybe pg 90
TODO - maybe show LE "bookmarks" in scene view window hierarchy
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Re: Unofficial Update Documentation

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Unofficial Update 3D Mini Toolbar page 66
There is much more info about this toolbar not included
If interested, I'll post here about it

Also the Quad Window & New View

Animation shortcuts
K = Next Key frame
Should be:
K = Set Keyframe

+ = Grow selection
- = Shrink selection
Both have an additional command
MeshModifiers.ConvertSelection('','')

Render to File - RB = Open Folder
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Re: Unofficial Update Documentation

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I think it would be helpful if you shared whatever knowledge you have.
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Re: Unofficial Update Documentation

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From the revised trueSpace Beta 7.61 Standalone Unofficial Update.txt

:: Widgets

Object Move, Rotate, and Scale widgets
Custom shortcuts
Rotate
* Ctrl + LMB click rotates selected object +45 degrees
* Alt + LMB click rotates selected object -45 degrees

Camera Move, Rotate, FOV, and Rectangle Zoom widgets
Custom shortcuts
* Shift + LMB click in empty 3D Space deactivates Camera widgets
FOV
* RMB click in empty 3D Space resets FOV
Rectangle Zoom
* RMB click in empty 3D Space resets FOV

Main2 toolbar
* Render to File
RMB Opens the Render to File folder
* Quad Window
RMB Saves Quad Window's user modifications
Not included in the document. Each windows title toolbar is unique.
Uses the window's WinGUID in the commands for the Views, Ground, Scene render attributes, Reset view, and Look at Selection icons. Which means the window does not have to have focus in order to work.
WinGUID_Bar
Added to the main view's title bar in all layouts
Uses the main 3D window's WinGUID in the commands for the Views, Ground, Scene render attributes, Reset view, and Look at Selection icons. Which means the window does not have to have focus in order to work.
Includes:
* Material Editor
* Set Camera - LMB = Set Camera / RMB = Eye view.
* Look at Selection - LMB = Look a selection / RMB = Look at next object.
* Perspective - RMB = Rotates the View.
* Isometric - RMB = Rotates the View.
* Object Move, Object Rotate, and Object Scale - RMB = Exit
* Camera Move, Camera Rotate, Camera FOV, and Rectangle Zoom - RMB = Exit
* Zoom to Selection - LMB = Zoom to Selection / RMB = Zoom to next object.
* Zoom to next Object - LMB = Zoom to next Object / RMB = Zoom to All.
* Reset view - LMB = Reset View / RMB = Resets Perspective 'Unique settings'
* New View - LMB = Opens a 3D Window with a NewViewBar toolbar set to its WinID

NewViewBar toolbar
* Save New View - LMB = Saves the window's current size and location.

New development!
PE Widgets

P + MB click the widget moves to object center and rotates the Axis to the selected Face
This is not working, it activates the following shortcuts

Bars, Triangles, Cubes, & Arcs

MB click the Bars, Triangles, and Sphere activates the Object Move widget
MB click the Arcs activates the Object Rotate widget
MB click the Cubes activates the Object Scale widget


I am going to change it to:
Ctrl + LB click the widget moves to object center and rotates the Axis to the selected Face
This trueSpace Beta 7.61 Standalone Unofficial Update.txt is the same as the trueSpace Beta 7.61 Unofficial Update.txt minus Model info
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Re: Unofficial Update Documentation

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Chapter 2 updated to

include some information from the release notes.

Select and Alphabetize panels pg 92
Synchronize notes - mostly me trying the understand/remember how it works. pg 76

The next release should be cleaned up with actual documentation for the synchronize scripts. Then it's time to start the modeling chapter which should be easier since things haven't been moved around as much and new stuff can all be added to the end of the chapter (probably).
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Re: Unofficial Update Documentation

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The pages are not in sync starting after page 71
Page 71.png
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It looks like you started inserting information on page 72 'Two pages named 72'
Page 71 "2.7.6 Desktop Preferences"
Original information starts here and then continues on the second page 72
Pages are not in sync from here on...

If possible, it seems it would be much easier and better to add pages and insert hyper links just like you did with the Unofficial Shortcuts
TOC.png
Table of Contents 'Page 3'
Add info for new pages starting with page 204
2.15 Unofficial Update - page 204
2.15.1 Desktop Preferences - page 205

And if possible add hyper links to the new pages that go back to the page that has the hyper link

page 66
Set Camera RMB switch to perspective view
WinGUID_Bar Set Camera icon.png
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Re: Unofficial Update Documentation

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Important reason for my suggestion!
Instructions from the trueSpace Beta 7.61 Unofficial Update.txt

Install the PDF Manual for trueSpace. (Optional but required before installing the Update)

* Included a modified ts76_manual.html that links to an included modified tS6help.chm, New in 6.5.PDF, ch30_NewInTrueSpace66.PDF, ch27_PhysicalSimulation.pdf, tS76_MS_Animation.pdf, tS7_AG_3.17.pdf, tS7_AG_Ch_4_NormalMapping.pdf, tS7_DG_chapt1_chapt2.pdf, and UsingBonesToVertex.pdf files.
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Re: Unofficial Update Documentation

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I just noticed a problem. The imported pdf files lost the chapter links, so they don't have a click in the table of contents to jump to the page.
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Re: Unofficial Update Documentation

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Still gathering up the content for the UU manual.
Taking a new direction because of the limitations of my editing/publishing tools.
The UU manual will concentrate on changed items only, with chapters and sections to match the trueSpace manual. This way if you read the manual but it doesn't match the UU release version the information can be cross referenced.

There is no way for me to edit the tS manuals since I would lose the table of contents links and links to the manual videos.
There is no way for me to link from the UU manual to specific parts of the tS manuals. I can only link to the entire document at this time.
I think I can add comments to the tS manuals indicating that updated information can be found in the UU manual.

The shortcuts are no longer a separate file and have been added into the chapter 2 UU manual. These shortcuts have not been updated to the latest release of UU.

This whole thing is in a very rough state at this point in time. The next step is the rough in the surfacing chapter 5.
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Re: Unofficial Update Documentation

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Chapter 5, materials and uv editing, first rough draft.
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Re: Unofficial Update Documentation

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All chapters have been touched now. Includes changes for chapters 7, 8, 9, 10 and 12
It's still extremely rough, but now I have a roadmap to work off of.
Only thing completely missing is the new Show/Hide objects buttons

While looking through the manuals I saw that some information was missing. There was nothing on the text and primitive creation tools, a couple of notes on tS snapping, some polygon draw techniques. No mention of the display mode preset buttons - wireframe, wireframe solid, transparent...
The XYZ locking buttons are not in the manual. The preferences panel that they change is in there but not the buttons themselves.

Next step is to flesh out the information and then start adding new stuff that did not end up in a part of the user interface that is covered in the manual. That's to say things that have been added but did not add to or rearrange what was already there.
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Re: Unofficial Update Documentation

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Here's the latest, still rough, modeling chapter.
I started adding the new tools to flesh it out see how they would fit in.
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Re: Unofficial Update Documentation

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Latest Chapter 5, Surfacing

Also attached are the source odg(Open Document Graphic) format files used to create the pdf files.
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Re: Unofficial Update Documentation

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Changes to Chapters 3,5,7,8 and 9

Attached UUDocChanges_Jan31.zip contains the pdf files, UUDocs_Source_Jan31.zip contains the odg files.
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Re: Unofficial Update Documentation

Post by trueBlue »

OCM.png
Toggle Object Coordinate Mode icon
Use
LMB = Enables Object Coordinate Mode & the Sphere turns Cyan
LMB Select the Object Coordinate system toolbar icon
Note: Same concept as your Quad Menu, when you select the icon, the toolbar closes

Turn it off
LMB = Disables Object Coordinate Mode & the Sphere turns Yellow
LMB Select whatever Coordinate system toolbar icon you want

Toolbar does not have a toolbar handle/menu
The Object Coordinate Mode icon does not close
It is meant to toggle Object Coordinate Mode On/Off
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Re: Unofficial Update Documentation

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BadPopupIn theway.jpg
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I still say yuck to that. Activate the tool, get a toolbar that's in the way. One click command now is 2 clicks, or 1 click plus move viewport to get to the model behind toolbar.
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Re: Unofficial Update Documentation

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Okay, pop up toolbar be gone
I am finding it impossible to see any difference in the widget's behavior when switching to Mesh Object Coordinate Mode in World coordinate or Object coordinate system
Can you give me an example?

Thinking about adding a temp Status Message
Node.Value("/Status Message", "Seconds") = 7000
Node.Value("/Status Message", "Message") = " Object Coordinate Mode is On ... Switch to the Object Coordinate system to change the widget's behavoir"
Activity.Run("/Status Message/Status Message")
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Re: Unofficial Update Documentation

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trueBlue wrote: 01 Feb 2021, 18:22 Okay, pop up toolbar be gone
I am finding it impossible to see any difference in the widget's behavior when switching to Mesh Object Coordinate Mode in World coordinate or Object coordinate system
Can you give me an example?

Thinking about adding a temp Status Message
Node.Value("/Status Message", "Seconds") = 7000
Node.Value("/Status Message", "Message") = " Object Coordinate Mode is On ... Switch to the Object Coordinate system to change the widget's behavoir"
Activity.Run("/Status Message/Status Message")
It's only for object coordinate mode, it has no effect in world coordinate
Maybe video will help

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Re: Unofficial Update Documentation

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clintonman wrote: 01 Feb 2021, 18:36 It's only for object coordinate mode, it has no effect in world coordinate
Exactly!
Finally figured out how to make this a little more user friendly.
RestoreCoordinateSystem.png
Capture users current Coordinate system
Switch to Local when using your Mesh Object Coordinate System
Restore users previous Coordinate system when toggling off your Mesh Object Coordinate System

Can you give me an example where this would not be a good way to use your Mesh Object Coordinate System?
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Re: Unofficial Update Documentation

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in object coordinate
toggle mesh object
do stuff
switch to tangent
remember mesh object mode is not compatible so
toggle mesh object
now you're back in object coordinate
have to switch back to tangent coordinate

in world coord
toggle mesh object
go to object coord
toggle mesh object
now you're in world mode
have to switch back to object coordinate

there are 2 valid places to toggle the mesh object mode, while in object coord and in tangent coord
in object mode to toggle off/on
in tangent turn off
no valid reason to restore some previous coord mode
the only automation that would be useful would be to turn mesh coordinates off when switching to tangent

the other solution would be to find some way to make the mesh object coordinate a true coordinate mode that does not effect the tangent coordinate mode
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Re: Unofficial Update Documentation

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With your ToggleCoordSystem script, I added this to the beginning of the script

Code: Select all

if(Node.Value("/Preferences/Modeling preferences", "Coordinate system") == "Tangent") {
params.SetTerminationFlag()
System.Alert("Tangent Coordinate system mode is not supported!\nSwitch to Object Coordinate system")
return;
}
Also, I am switching to Local
Node.Value("/Preferences/Modeling preferences", "Coordinate system") = "Local"

So in a nut shell, I am restricting the use the Tangent Coordinate system, and restoring the user's current/previous Coordinate system
It seems to work well, except changing Coordinate systems while in Mesh Object Coordinate Mode
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Re: Unofficial Update Documentation

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clintonman wrote: 02 Feb 2021, 16:27 in object coordinate
toggle mesh object
do stuff
switch to tangent
remember mesh object mode is not compatible so
toggle mesh object
now you're back in object coordinate
have to switch back to tangent coordinate
....
How does that stop the first example from happening?
except now it's

in object coordinate
toggle mesh object
do stuff
switch to tangent - still in mesh object mode
remember mesh object mode is not compatible so
toggle mesh object - nope cant do it
switch to object coordinate
toggle mesh object off
back to tangent coordinate again
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Re: Unofficial Update Documentation

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New modification, instead of the annoying alert which breaks the workflow

Code: Select all

if(!Node.Value("/Preferences/Modeling preferences", "Coordinate system") == "Tangent") {
Activity.Run(System.ThisOwner() + "/RestoreCoordinateSystem")
}
This replaces:

Code: Select all

if(Node.Value("/Preferences/Modeling preferences", "Coordinate system") == "Tangent") {
params.SetTerminationFlag()
System.Alert("Tangent Coordinate system mode is not supported!\nSwitch to Object Coordinate system")
return;
}
Now for the PE Widget (WIP)

Code: Select all

if(Node.Value("/Preferences/Modeling preferences", "Coordinate system") == "Tangent" && Node.Value("/Widgets/Edit/Point edit widget/Persp. comp. preferences cs", "Active") == true) {
Node.Value("/Preferences/Modeling preferences", "Coordinate system") = "Local"
}
if(Node.Value("/Preferences/Modeling preferences", "Coordinate system") == "World" && Node.Value("/Widgets/Edit/Point edit widget/Persp. comp. preferences cs", "Active") == true) {
Node.Value("/Preferences/Modeling preferences", "Coordinate system") = "Local"
}
if(Node.Value("/Preferences/Modeling preferences", "Coordinate system") == "Screen" && Node.Value("/Widgets/Edit/Point edit widget/Persp. comp. preferences cs", "Active") == true) {
Node.Value("/Preferences/Modeling preferences", "Coordinate system") = "Local"
RsApp.ClearHistory()
}
Got it :mrgreen:
If Persp. comp. preferences cs is Active, User can not switch to another Coordinate system
Restrict Coordinate Systems.png
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Re: Unofficial Update Documentation

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Re: Unofficial Update Documentation

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Started roughing in the chapter of additions
This was created with Scribus instead of LibreOffice Draw, which was used for the modified chapters because it reads in the pdf format better.

chXX_Additions_UU is the pdf file
GatherSLA is the source Scribus file and linked images.
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Re: Unofficial Update Documentation

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Appreciate all of your work involved in this much needed information!
How will this be incorporated into the PDFMan folder?
Will the Table of Contents/links work?
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Re: Unofficial Update Documentation

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trueBlue wrote: 06 Feb 2021, 20:14 Appreciate all of your work involved in this much needed information!
How will this be incorporated into the PDFMan folder?
Will the Table of Contents/links work?
We'll see....
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Re: Unofficial Update Documentation

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Same roughness as before. Finished getting all the images except for the NURBS buttons and panels.
Will start the text after these last images are captured.

chXX_Additions_UU is the pdf file
GatherSLA is the source Scribus file and linked images.
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Re: Unofficial Update Documentation

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Finished images for buttons and panels for the nurbs tools.
Now time to start writing.
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Re: Unofficial Update Documentation

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First 8 pages of the new chapter.
Information is in flux as I learn what the various buttons and panels do.
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Re: Unofficial Update Documentation

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Truespace Toolbars - use the dropdown
list to select a toolbar then use the small
button to the right of the dropdown to load
the toolbar. Right Click on the small button
to open the toolbar twice.
RMB close all toolbars
You can Open two different toolbars

tS761 Toolbars panel
LMB Opens toolbar1 RMB Opens toolbar2.png
Small button at the right of the Combo Control
LMB - Opens MyToolbarFrame
RMB - Opens MyToolbarFrame2

X - Deletes the tS761 Toolbars.RsObj from the scene
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Re: Unofficial Update Documentation

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trueBlue wrote: 11 Feb 2021, 07:03
Truespace Toolbars - use the dropdown
list to select a toolbar then use the small
button to the right of the dropdown to load
the toolbar. Right Click on the small button
to open the toolbar twice.
RMB close all toolbars
You can Open two different toolbars

tS761 Toolbars panel
LMB Opens toolbar1 RMB Opens toolbar2.png

Small button at the right of the Combo Control
LMB - Opens MyToolbarFrame
RMB - Opens MyToolbarFrame2

X - Deletes the tS761 Toolbars.RsObj from the scene
Thanks, the last line, "X - Deletes the tS761 Toolbars.RsObj from the scene" will show in the next release.
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Re: Unofficial Update Documentation

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First 39 pages started adding some meat to the bones and some corrections from trueBlue.
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Re: Unofficial Update Documentation

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some pages ( 9 - 12 ) on the various view buttons in the blue toolbar
some confusing bits and some of the names got mangled do to my lack of understanding
will try to fix the names and clarify explanations on the next pass and after any trueBlue, the author of the tools, input
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Re: Unofficial Update Documentation

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The Camera toolbar is a simple way to switch back a forth from the Eye Camera and 1 of 7 existing Cameras in your scene

These cameras must be named as follows:
Camera | Camera, 1 | Camera, 2 | Camera, 3 | Camera, 4 | Camera, 5 | Camera, 6
or
Camera | Camera,1 | Camera,2 | Camera,3 | Camera,4 | Camera,5 | Camera,6

Eye Camera
LMB - Eye Camera
RMB - Eye Camera preferences
Shows the current Eye Camera panel in the Stack
Note: This panel will change when you switch to Front, Back, Left, Right, Top, Bottom, Isometric, and Perspective

trueSpace's Eye Camera "EyeCamera_{2C152F81-45A2-4035-8896-9E49D60C8A7A}"
This is the name of the Eye Camera in the main 3D view (most layouts), located in System/D3DView
Note: When viewing from a scene camera or FPN, you are not viewing from the Eye Camera
When you open another 3D Window, an Eye Camera will be created in System/D3DView with a different name:
EyeCamera_
Plus the Frame's WinID attribute located in the Windows Manager Space
Example:
EyeCamera_{7BCDBD9D-E165-4581-A0E0-3240186A8CF5}

The Camera toolbar's Eye Camera LMB command:

Code: Select all

if(Node.SubObjectCount("/D3DView")==0) return;Cam = Node.SubObject("/D3DView", 0);D3DView.SetActiveCamera('/D3DView/' + Cam, '%WIN_ID%');
Note: This command uses SubObject 0 which is the first Eye Camera in System/D3DView
EyeCamera_{2C152F81-45A2-4035-8896-9E49D60C8A7A}
If you created another 3D View, that would be SubObject 1
If you created an additional 3D View, that would be SubObject 2
Screenshot.png
Looks like I need to fix the commands in my first trueSpace creation...
TBC
1) Change the view from camera commands so that it does not change all views. Only the widow that has focus

Code: Select all

//D3DView.SetActiveCamera(Space.CurrentScene() + '/Camera, 1', '%WIN_ID%');D3DView.SetActiveCamera(Space.CurrentScene() + '/Camera,1', '%WIN_ID%');

D3DView.SetActiveCamera(Space.CurrentScene() + '/Camera, 1', '');D3DView.SetActiveCamera(Space.CurrentScene() + '/Camera,1', '');
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Re: Unofficial Update Documentation

Post by clintonman »

trueBlue wrote: 13 Feb 2021, 14:42 ...
Note: When viewing from a scene camera or FPN, you are not viewing from the Eye Camera
...
1) Change the view from camera commands so that it does not change all views. Only the widow that has focus

Code: Select all

//D3DView.SetActiveCamera(Space.CurrentScene() + '/Camera, 1', '%WIN_ID%');D3DView.SetActiveCamera(Space.CurrentScene() + '/Camera,1', '%WIN_ID%');

D3DView.SetActiveCamera(Space.CurrentScene() + '/Camera, 1', '');D3DView.SetActiveCamera(Space.CurrentScene() + '/Camera,1', '');
Thanks for the info.
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Re: Unofficial Update Documentation

Post by clintonman »

trueBlue wrote: 13 Feb 2021, 14:42 ...
Looks like I need to fix the commands in my first trueSpace creation...
TBC
1) Change the view from camera commands so that it does not change all views. Only the widow that has focus

Code: Select all

//D3DView.SetActiveCamera(Space.CurrentScene() + '/Camera, 1', '%WIN_ID%');D3DView.SetActiveCamera(Space.CurrentScene() + '/Camera,1', '%WIN_ID%');

D3DView.SetActiveCamera(Space.CurrentScene() + '/Camera, 1', '');D3DView.SetActiveCamera(Space.CurrentScene() + '/Camera,1', '');
The FPN also switches all open views to it's camera.
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Re: Unofficial Update Documentation

Post by clintonman »

I can't find any information on how to use the Scene Animator FX. Did a forum search and found a description and see it has something to do with the post process plus other stuff.
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Re: Unofficial Update Documentation

Post by trueBlue »

This is all I have
It is the Library description

Scene Animator supports animating
Background color, Ground settings,
Scene Render Attributes, and Postprocess.
Also useful to Save with your scene and the
settings will apply automatically.
To see the attributes in the Animation Editor,
select this object or in the top menu
Open / Dock

Supported in the Default Layout or
similar by default.
If you wish to use this in another layout
you will have to change the path in the
Layouts tab.

Render to File
Set the Play Range
Select the Render button
Select the D3D Render - Start button
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Re: Unofficial Update Documentation

Post by clintonman »

trueBlue wrote: 13 Feb 2021, 22:58 This is all I have
It is the Library description

...
So you didn't create this?
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Re: Unofficial Update Documentation

Post by clintonman »

Extra Chapter as it exists at this moment in time. Looks like the bulk of missing information is in the NURBS tools section. Almost everything else has at least some notes.

chXX_Additions_UU.zip contains the PDF file
GatherSLA.zip contains the source file and materials for this chapter
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Re: Unofficial Update Documentation

Post by trueBlue »

clintonman wrote: 13 Feb 2021, 23:20
trueBlue wrote: 13 Feb 2021, 22:58 This is all I have
It is the Library description

...
So you didn't create this?
Besides the animating part, KeyColor, and the Render button, you set your settings just like you would in the Stack/Setting panels
Save your scene
When you reload the scene, all of your saved settings are Set
For Animating, select the Scene Animator and open the Keying panel
Screenshot 2021-02-13 165232.png
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Re: Unofficial Update Documentation

Post by trueBlue »

Scene Animator FX
Note:
This enables you to apply the Set Postprocess Color Key to a
New 3D Window. Only one.
When trueSpace opens a new 3D Window, the Postprocess
panel does not exist until you select the 3D Window with the
Settings tab opened. If you want to have the new 3D Window
with Postprocess Color Key and not the scene, here is the steps.
1.)Do not apply the Set Postprocess Color Key to the scene!
2.) Open a new 3D Window with the Settings tab opened and
make sure it has a Postprocess panel.
3.) Set the Postprocess Color Key.
If you close the 3D Window, you will have to apply the steps
again.
With regards to the above...
In the UUs/Open - 3D Window icon(s) LMB Command
3D Window.png
3D Window.png (2.12 KiB) Viewed 5322 times

Code: Select all

WindowsManager.CreateWindowFromCLSIDEx('default', 'default', 'default', '[Scene]', 1, '3D');
D3DView.ShowPostProcessing('');
D3DView.ShowRenderAttribsForLayer('');
Node.Rename(WindowsManager.GetWorkWindow() + "/Layer Render Attributes", "Scene");
RsApp.ClearHistory();
The Postprocess panel DOES exist
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Re: Unofficial Update Documentation

Post by trueBlue »

Particle Script Encaps.png
If Ground Plane is checked, pressing the Connect button will Load a Ground Plane and hook it up.
Must have a Camera & Mesh selected
Ground Plane Connect button.png
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Switch to the Default aspect and press the Play button
This example is a Smoke Particle Script that I saved to my Library
Default aspect.png
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Re: Unofficial Update Documentation

Post by clintonman »

Background widget UU docs has the following

Code: Select all

 + drag opens the Default Context widget panel in the Stack/Panel and activates Auto Select NURBS toggles ( Active/Deactive )

Ctrl + x = Cut
Ctrl + v = Paste the last cut object
Is this still true? I didn't see it in the help display.
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Re: Unofficial Update Documentation

Post by trueBlue »

It is actually the Default context widget
DCW.png
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Re: Unofficial Update Documentation

Post by trueBlue »

BTW...
I think I have addressed and or fixed all of your red comments in this latest update(s)
Besides...
Flilpbook2 uses a different Alpha shader
Changed Fix corrupt SDS to Remove SDS
FBG.png
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Re: Unofficial Update Documentation

Post by clintonman »

Here is the final Quick Guide
Cleaned up and all the latest shortcuts are included... as far as I can tell anyway(shrug shoulders emoji).
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Re: Unofficial Update Documentation

Post by clintonman »

Some Animation View information is missing from the manual. This image shows what I found out. I wanted to post here to get any feedback. I'm thinking the labels for "Animation Range Start and End" should be called "Timeline Start and End". Timeline seem to match modelspace animation terms more closely.

Ignore the first red line

The red paragraph is what the manual says. The diagram and black paragraph shows what I found to be the case.
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Re: Unofficial Update Documentation

Post by trueBlue »

Looks good!
Were you planning on including info about the Animation Preferences panel UU.7 version?
Notably, the Shrink Range button that sets the Play Range and Start/End values for the Timeline
Advance Frame by amount Forward/Reverse

Rendering from a Camera view using the UU.7 Cameras?
Notably, setting the inside dimensions (what gets rendered) of the Camera's view using Width/Height

Render to File icon
RMB - Open Folder

Render to File dialog
Save animation from frame - Reset button
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Re: Unofficial Update Documentation

Post by clintonman »

Additions Chapter is up to 74 pages now.
Continue to fill in the gaps and planning to add screen shots of the tools in use. I tried an animated gif but it didn't work, so it will have to be static images. Once all the images and text are in will come the final layout and links.

Everything that I find/discover and understand will go into the manual. If I don't see it or don't understand it then it won't.
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Re: Unofficial Update Documentation

Post by clintonman »

Updated the animation chapter with the timeline diagram and filled in some more of the text.

I also realized there are things missing from the trueSpace manual. Add camera and primitives are not mentioned anywhere. I think there's a few other things missing as well. So the plan is to have a "missing items" chapter to go with the "uu additions" chapter.
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Re: Unofficial Update Documentation

Post by clintonman »

I got a list of things, specifically buttons not mentioned in the original manual and a couple of buttons with the wrong image.
I didn't look closely at the modelspace manual section so I'm sure some of the missing info is in there.

missing stuff
render buttons - but not really
new scene, reset default context
display mode - only in modelspace docs
coordinate system buttons world, object,screen, tangent
XYZ locking - ch3 pg 203 brief mention
undo/redo - only in modelspace docs
copy/delete - only in modelspace docs
primitives including text, camera and entry point(really just a camera)
area light and sky light

ch3 hide unselected has wrong icon
ch8 convert soft selection to skin weights wrong icon
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Re: Unofficial Update Documentation

Post by clintonman »

Updated chapter 2 and 3 with the missing items, mostly just screenshots as place holders.
The shortcuts list was lost during conversion of the file from OpenDocument odg to Scribus sla formats. This is no real loss since the list was out of date.
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Re: Unofficial Update Documentation

Post by clintonman »

This may be the last of the missing toolbar buttons
Now has the show and hide buttons, some notes on how UU is different and primitives including the camera.
Only new/updated pages attached
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Re: Unofficial Update Documentation

Post by clintonman »

I got the primitive creation sections fleshed in. Attached is the modeling chapter primitives section. There's still a few things to figure out about the primitives and primitve creation plus snapping tools. Most of this information applies to the unmodified trueSpace release, not just the Unofficial Update version.
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Re: Unofficial Update Documentation

Post by clintonman »

I finally got the trueSpace snapping stuff figured out. The notes are rough and uncoordinated. The inferences section was especially difficult to understand. In that case I found an undocumented limitation in that inferences only work on perfectly flat faces. So if you say move 1 corner of a cube the inferences won't work on the connected faces. I think I'll have some pages to share tomorrow. This is all basic unmodified trueSpace. I'll also need to run through the Unofficial Update to see if it still works the same way.
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Re: Unofficial Update Documentation

Post by trueBlue »

I can not find "Keep Sizes"!!!
Did that not make it into tS761B8 ???
Edit: Found it...
Primitives Default aspect
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Re: Unofficial Update Documentation

Post by clintonman »

Latest version of chapter 3
page 17 to 33 has the latest updates with new or corrected information on the snapping and inferences. This portion of the manual needs some screenshots.
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Re: Unofficial Update Documentation

Post by the_ant »

Have no words for your (Clinton & Blue) impressive work around this software...

:bananacheers: :worship: :worship: :worship:
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Re: Unofficial Update Documentation

Post by trueBlue »

EntryPoint
An EntryPoint camera is the same as a normal trueSpace camera
trueSpace recognizes an EntryPoint camera by this name when loading a scene as an entry point into the scene and switches the 3D View to the EntryPoint camera
This camera is useful for truePlay scenes/Portals, but can also be used with scenes
If you rename the EntryPoint camera, trueSpace will not recognize it as an entry point and it will act as a normal trueSpace camera
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Re: Unofficial Update Documentation

Post by clintonman »

trueBlue wrote: 02 Mar 2021, 16:32 EntryPoint
An EntryPoint camera is the same as a normal trueSpace camera
trueSpace recognizes an EntryPoint camera by this name when loading a scene as an entry point into the scene and switches the 3D View to the EntryPoint camera
This camera is useful for truePlay scenes/Portals, but can also be used with scenes
If you rename the EntryPoint camera, trueSpace will not recognize it as an entry point and it will act as a normal trueSpace camera
Thanks. If you rename the normal camera to EntryPoint will it be used by truePlay?
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Re: Unofficial Update Documentation

Post by trueBlue »

Yes and it works for scenes too.
It is not just for truePlay
Does not work in Model as an entry point, but you can use Model's View from Object
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Re: Unofficial Update Documentation

Post by clintonman »

Updates for Chapter 2, chapter 3 and chapter XX

Added entry point camera info, moved show/hide information and a little general cleanup. I've decided to settle on the arial font for all new content. Currently it has a random mixture of various fonts. The final UU docs chapters will be combined into one file so it can have internal links to the different sections. The shortcuts list will be a separate document like the quick guide.

I've been bouncing around the various chapters to get a basic skeletal structure worked out. A basic outline of all the info is in place now so.
The next step I think will be to work through the manual start to finish, filling in all the stuff I don't know, cleaning up and adding screenshots of the tools in action also maybe do some videos for the manual.
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Re: Unofficial Update Documentation

Post by clintonman »

First pass of the shortcuts pages. I'll make it look pretty later. Data was copied from the "tS761 Workspace Shortcut List.rtf" file.
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Re: Unofficial Update Documentation

Post by clintonman »

Chapter 2 complete up to section 2.7.6, Desktop Preferences

Table of Contents is a work in progress.
Shortcuts table to be copied into the file later.
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Re: Unofficial Update Documentation

Post by trueBlue »

clintonman wrote: 07 Mar 2021, 05:32 Chapter 2 complete up to section 2.7.6, Desktop Preferences

Table of Contents is a work in progress.
Shortcuts table to be copied into the file later.
2.7.4 Render Preferences Presets - UU7
All icons
RMB - Sets all opened views
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Re: Unofficial Update Documentation

Post by clintonman »

trueBlue wrote: 07 Mar 2021, 15:51
clintonman wrote: 07 Mar 2021, 05:32 Chapter 2 complete up to section 2.7.6, Desktop Preferences

Table of Contents is a work in progress.
Shortcuts table to be copied into the file later.
2.7.4 Render Preferences Presets - UU7
All icons
RMB - Sets all opened views
Thanks, added the note.
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Re: Unofficial Update Documentation

Post by clintonman »

Today's update chapter 2 up to section 2.7.9, the help menu and includes the cleaned up shortcuts pages.
The synchronize pages may be obsolete soon. Have to wait and see.
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Re: Unofficial Update Documentation

Post by trueBlue »

Looking good!
One thing you might want to mention about Synchronize, it is a Camera and it is necessary to be viewing from this camera from within Workspace & Model for synchronization
Adding objects from Workspace after Activating the Synchronize camera will not be Protected
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Re: Unofficial Update Documentation

Post by clintonman »

trueBlue wrote: 08 Mar 2021, 18:42 Looking good!
One thing you might want to mention about Synchronize, it is a Camera and it is necessary to be viewing from this camera from within Workspace & Model for synchronization
Adding objects from Workspace after Activating the Synchronize camera will not be Protected
Thanks added a note. Will wait until the ? Synchronize 2 ? is final before finalize.
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Re: Unofficial Update Documentation

Post by clintonman »

"Finished" chapter 2 and started adding chapter 3, modeling, up to section 3.1.6
The table of content links will be the last thing added. There is a test for the jump from the toc to chapter 3.
Removed the rendering toolbar. It will go in chapter 7.
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Re: Unofficial Update Documentation

Post by clintonman »

Chapter 2 and 3 in one pdf file. The last part of the chapter 3 UU is not in place yet. Those items may go into the Additions chapter instead of in the modeling chapter. Used some update images in the snapping section to replace the images I found confusing. There are still a few icons to add in chapter 3 and some organization needed. For now these 2 chapters are complete.
The last page note has a typo, it should be "more pages in chapter 3", not chapter 2.

Next chapter is number 5, surfacing then 7, lighting and rendering
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Re: Unofficial Update Documentation

Post by clintonman »

Added Chapter 5, surfacing and chapter 7, lighting and rendering up to section 7.1.1(incomplete)
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Re: Unofficial Update Documentation

Post by clintonman »

The entire manual, 199 pages so far.
Pages up to about 114 have had a first pass for beauty and tests to see how things work. The second half is a dump of the Additions chapter with some orphan sections in back.

The manual will be organized into 2 basic parts.

The first will be made of items that have been modified in the base trueSpace layout. So if a new button was added to a toolbar or buttons get moved to other parts of the interface the change will be documented with the same chapters and sections of the original manual. This first section will also have a couple of corrections for the old manual plus new information that was never added to the manual.

New toolbars and such will go in the second half of the manual. If items are closely related to existing items then the original chapter sections will have links into the new sections.
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Re: Unofficial Update Documentation

Post by clintonman »

Draft 2
201 total pages
"Valid" pages up to page 133 covering the red toolbar and the blue toolbar up to the Scene Animator
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Re: Unofficial Update Documentation

Post by trueBlue »

Page 71 - 75
The Camera info (Page 72 & 73) is in between the Text primitive and the Tube primitive


Page 73
View ­ switches the main 3D window to the camera view.
RClick restores the previous perspective view of the window. Does not set previous view if
the window was an orthogonal view or another camera view. Only switches to previous
perspective view.

Same icon as Set camera
The above text in red is not true, this has been fixed
RB - Previous View
Switches the main 3D window to the current Eye Camera
Note: I'll see if I change this to the active window instead of just the main 3D window

Page 25
Activate will open a new 3D view or use an existing 3D view, convert it to a modelspace view and
modelspace will become aware of workspace changes.
Noticed that, if the main 3D view is Model and you press the Activate button, Synchronize does not create a new 3D view and there is no Protection
Workaround is, if the the main 3D view is Model, open a 3D Window first before selecting Activate
But this seems wrong to me!
It really should be closing Model first
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Re: Unofficial Update Documentation

Post by clintonman »

trueBlue wrote: 14 Mar 2021, 14:06 Page 71 - 75
The Camera info (Page 72 & 73) is in between the Text primitive and the Tube primitive


Page 73
View ­ switches the main 3D window to the camera view.
RClick restores the previous perspective view of the window. Does not set previous view if
the window was an orthogonal view or another camera view. Only switches to previous
perspective view.

Same icon as Set camera
The above text in red is not true, this has been fixed
RB - Previous View
Switches the main 3D window to the current Eye Camera
Note: I'll see if I change this to the active window instead of just the main 3D window

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Activate will open a new 3D view or use an existing 3D view, convert it to a modelspace view and
modelspace will become aware of workspace changes.
Noticed that, if the main 3D view is Model and you press the Activate button, Synchronize does not create a new 3D view and there is no Protection
Workaround is, if the the main 3D view is Model, open a 3D Window first before selecting Activate
But this seems wrong to me!
It really should be closing Model first
Thanks, I'll update after your test
The camera is between Text primitive and Tube primitive because it is the last standard truespace "primitive" and Tube is the first new UU primitive.
Clinton Reese

http://clintons3d.com
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trueBlue
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Re: Unofficial Update Documentation

Post by trueBlue »

clintonman wrote: 14 Mar 2021, 15:42 The camera is between Text primitive and Tube primitive because it is the last standard truespace "primitive" and Tube is the first new UU primitive.
Not a big deal but in the UU7, the Cameras were removed from the Primitives
I just find it confusing that Cameras were included the Primitives where you create meshes

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