Final trueSpace 7.61 Beta 8 Unofficial Update

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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

stan wrote: 15 Sep 2019, 21:48 the problem is they both use left click. right click closes edit and the widget.

The pe selection is dyna pick and uses left mouse button state so a drag works to select.. It's not that easy to get right each time, rather finicky to use that way. I had a system alert in your script to see if it was firing with or without a selection.
Unfortunately the RMB click to end PE editing toggles the Axis tool off. No way around that, that I can tell.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

trueSpace 7.61 Beta 8 Unofficial Update

Revisions:
July 06, 2009
February 21, 2010
November 01, 2012
May 23, 2019
September 18, 2019

File removed due to update
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

Has a button for D3D Render but no script.
toolbar_words.jpg
Toolbar manager toolbar, text is all messed up shortened instead of full words.

My first time seeing and don't know how the axis panel works. Looks like Grid button is for convenience. Axis makes the axis appear and disappear. Can't tell what PE and Obj do. Don't really know how to use it at all.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

New upload...
Toolbar Manager 'fixed'
D3D Render 'fixed'
Axis widget is a work in progress.
Axis, PE, and OBJ buttons toggle widget visibility on off.
Select an Option, select an element, and then the Snap button.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

trueBlue wrote: 17 Sep 2019, 02:33 New upload...
Toolbar Manager 'fixed'
D3D Render 'fixed'
Axis widget is a work in progress.
Axis, PE, and OBJ buttons toggle widget visibility on off.
Select an Option, select an element, and then the Snap button.
Looks good now.
Attached modified D3D Render:
changed create python toggle button to an ordinary button
moved code out of button into the script
changed text message to "Python file was created - " plus the current date and time
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D3D_Render.RsObj
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

Nice touch on the date!
Uploaded your change.
YafaRay4tS.RsScn 'fixed'
Changed the Auto Run script to:

Code: Select all

Node.Copy("/Yafaray Folder/YafaRay4tS", Space.CurrentScene());
Node.Delete(Space.CurrentScene() + "/YafaRay4tS,1")
Node.Delete(Space.CurrentScene() + "/YafaRay4tS, 1")
Node.Delete(System.ThisName())
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by the_ant »

Wow...this tread looks like an "Un-Final Un-Official Update"...following your posts day by day and thinking you're Un-beliavable!!! Can't wait the very last version to re-install tSp7.61b8 :bananacheers:
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

New update uploaded...

@Clinton - This is a test/demo to see if you like it.

YafaRay4tS
Fixed the Animation aspect

Removed Status messages from the ProtectWorkspace.RsObj

D3D Render
UpdateStatus.RsObj
Changed the Status message to:

Code: Select all

	if(Node.Exists("/Status Line")) {
			Node.ConRemove("Status Line", "Model")
		if(!Node.ConExists("Status Line", "Rendering"))
			Node.ConCreate("Status Line", "Rendering", "string", 4);
		Node.Value("/Status Line","Rendering") = "Frame " + (startFrame + iter - 1);
	}
Added a script that is hooked up to ActvLoop_frame.RsObj's Control Out attribute that runs:

Code: Select all

Node.ConRemove("Status Line", "Rendering")
//Next part is not neccessary because tS7 recreates it automatically, including if you delete the Status Line.
if(!Node.Exists("Status Line"))
return;
if(!Node.ConExists("Status Line", "Model"))
Node.ConCreate("Status Line", "Model", "string", 4);
Node.Value("Status Line", "Model") = "";
The above changes stops the flashing/changing Status messages during rendering!
D3D Render_LI.jpg
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

ProtectWorkspace:
removed light color logging
Added "Emanuel" fixes, doesn't affect operation but may fix the problem he has with light color errors.
Added these changes and your ui changes to my website version.

D3D Render:
Altered Status line to be "D3D" instead of "Rendering" I figure the status names can be Model, Vray, Workspace, YafaRay and D3D
Deleted the code that removes the Model status, the Vray screenshot you showed me didn't erase the Model status.
Once removed the Model connector doesn't work anymore. Can see by hovering over modelside buttons - get no Model status messages. I think restore default context fixes it, but not sure, tS crashed just before I was going to try it.
Added 1 more Protect run so if modelside window is closed any changes can be reverted
Added all these changes to my website version as well.

I have no solution to the flashing model text. It must be happening because of the odd way of updating modelside frame number. I have to set the frame to the previous frame then press the next frame button to get the frame I want and make it all to work.

Edit: I just got an idea to fix the jumpy modelspace status. Maybe the model status can be captured before it disappears. Will give it a shot tomorrow.
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ProtectWorkspace2d58.RsObj
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D3D_Render0da7.RsObj
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

New Update uploaded - September 18, 2019

ProtectWorkspace.RsObj - Updated 9/18/2019

D3D_Render_Grp.RsObj - Updated 9/18/2019
@Clinton - I notice that the Floating Panel uses the D3D_Render in CustomCommands instead of the one in the scene. Could this be a problem if for instance the D3D_Render.RsObj is saved with the scene?
I had a dream that Auto Keyframing worked with D3D Render! :)
Wonder if Bake Keyframes would do that? I'll try that today!

YafaRay4tS.RsObj
UpdateStatus - Changed status message to be consistent with D3D Render:

Code: Select all

Node.Value("/Status Line","YafaRay") = "Frame " + (startFrame + iter - 1);
Status Message.RsObj
Changed from using Model to Workspace string

Removed the Old Layouts
Removed all of the Buttons except the Render buttons
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

trueBlue wrote: 18 Sep 2019, 13:19 ...
@Clinton - I notice that the Floating Panel uses the D3D_Render in CustomCommands instead of the one in the scene. Could this be a problem if for instance the D3D_Render.RsObj is saved with the scene?
...
Removed the Old Layouts
Removed all of the Buttons except the Render buttons
I don't see the D3D using the panel in the CustomCommands, it only updates the scene D3D_Render node. It does seem to only be half way connected in that you can remove the node from the scene and the panel remains. I think the panel stuff needs to be moved to the inside of the D3D_Render node

Removed all the Buttons and Old Layouts sounds like you gutted trueSpace and left an empty shell. :o :shock:
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

:lol: The Buttons and Old Layouts were removed to save space. The old layouts were not that easy to switch to and some of the button commands were changed. You still have all of the buttons from the default installation.
Can the Bake Keyframes be changed from First Selected to Node Selection, so that it can include more then one selected object? Maybe even an option for every object in a scene?

Correct me if I am wrong but I do not think your pivot To Center With Rotation is working correctly.
Steps
Use P + MMB on a selected Face
P MMB Selected Face to Center.PNG
P MMB Selected Face to Center.PNG (16.2 KiB) Viewed 3946 times
Notice that the Axis Widget is different from the PE widget with the Bars and Arcs?


Then Reset Axis
Reset Axis.PNG
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

trueBlue wrote: 18 Sep 2019, 16:25 :lol: The Buttons and Old Layouts were removed to save space. The old layouts were not that easy to switch to and some of the button commands were changed. You still have all of the buttons from the default installation.
Can the Bake Keyframes be changed from First Selected to Node Selection, so that it can include more then one selected object? Maybe even an option for every object in a scene?

Correct me if I am wrong but I do not think your pivot To Center With Rotation is working correctly.
Steps
Use P + MMB on a selected Face
P MMB Selected Face to Center.PNG
Notice that the Axis Widget is different from the PE widget?


Then Reset Axis
Reset Axis.PNG
It's possible to change Bake Keyframes to do more than one object or the whole scene. I don't know what the motivation to do so would be though.

Maybe you are in world coordinate mode. Try object or tangent coordinate and see if it works.

Note to myself: Add axis widget to the standard color script
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

trueBlue wrote: 18 Sep 2019, 13:19 ...

Removed the Old Layouts
Removed all of the Buttons except the Render buttons
I'm looking and have no idea what was removed.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

clintonman wrote: 18 Sep 2019, 18:43
trueBlue wrote: 18 Sep 2019, 16:25 :lol: The Buttons and Old Layouts were removed to save space. The old layouts were not that easy to switch to and some of the button commands were changed. You still have all of the buttons from the default installation.
Can the Bake Keyframes be changed from First Selected to Node Selection, so that it can include more then one selected object? Maybe even an option for every object in a scene?

Correct me if I am wrong but I do not think your pivot To Center With Rotation is working correctly.
Steps
Use P + MMB on a selected Face
P MMB Selected Face to Center.PNG
Notice that the Axis Widget is different from the PE widget?


Then Reset Axis
Reset Axis.PNG
It's possible to change Bake Keyframes to do more than one object or the whole scene. I don't know what the motivation to do so would be though.

Maybe you are in world coordinate mode. Try object or tangent coordinate and see if it works.

Note to myself: Add axis widget to the standard color script
Roger on the Bake Keyframes.
Using Object or Tangent coordinate does not make a difference.
Maybe your code is using Standard coordinates?
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

Downloaded latest test so can see truespace colors now. The mmb p pivot rotation is working as far as I can see except that it has no sense of up, so only the face normal/z axis is guaranteed to line up with the axis. You can also see the rotation if you enable object coordinate and run it on the sides of a cylinder.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

clintonman wrote: 18 Sep 2019, 18:59
trueBlue wrote: 18 Sep 2019, 13:19 ...

Removed the Old Layouts
Removed all of the Buttons except the Render buttons
I'm looking and have no idea what was removed.
They were the modified layouts from several revisions ago.
If you want they are here temporarily.
viewtopic.php?t=3732#p37396
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

This is what I'm seeing. Only the red z axis will work 100% of the time, other times the green and blue may swap.
worldNoPivot.jpg
world coordinate default pivot

objectNoPivot.jpg
object coordinate default pivot

mmbp1.jpg
mmb + p result 1

mmbp2.jpg
mmb + p result 2
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

Okay gonna go with the face normal/z axis, is the way it works. Thank you for the explanation!

Small update to the Axes Widget
Capture.PNG
Capture.PNG (5.57 KiB) Viewed 3939 times
* LMB click on the Sphere (Pivot) - Opens a panel for changing the Axis
* RMB click on the Sphere - Closes the Axis widget
Grid toggles the Grid snapping On/Off
Exit closes the panel, Axis widget, restores the Grid, and the Axis, PE visibility to visible 'true'.
PE Widget toggles the PE widget On/Off
Axis toggles the Axis widget On/Off
Snap snaps the Axis widget to selected element using the chosen option.
Keyboard Key - Enter = Snap
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

trueSpace 7.61 Beta 8 Unofficial Update

Revisions:
July 06, 2009
February 21, 2010
November 01, 2012
May 23, 2019
September 18, 2019

Removed due to update
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

D3D Render - no longer copies to the scene and moved the display frame panel to inside the node.
Also altered the way modelspace time is set so frame 0 is not skipped and the frame is only updated 1 time per loop cycle.
No luck with removing the flashing modelside status.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

Looking good! :D
What Flashing?
If you were referring to what I was saying, I was referring to the Protect Workspace Model Status Line messages at every keyframe. :mrgreen:
Do you think a Reset Defaults script is needed?
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

trueBlue wrote: 19 Sep 2019, 03:07 Looking good! :D
What Flashing?
If you were referring to what I was saying, I was referring to the Protect Workspace Model Status Line messages at every keyframe. :mrgreen:
Do you think a Reset Defaults script is needed?
I don't think so. It's just 1 small panel.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

Is all of this still relevant?

Render a sequence to files
Check the Render to File
Press the Render Settings button and
uncheck "Save animation from frame"
check "Save sequence starting with"
enter a starting frame number
set the file name
press the "Save settings" button and close the dialog
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

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trueBlue wrote: 19 Sep 2019, 03:36 Is all of this still relevant?

Render a sequence to files
Check the Render to File
Press the Render Settings button and
uncheck "Save animation from frame"
check "Save sequence starting with"
enter a starting frame number
set the file name
press the "Save settings" button and close the dialog
Yep.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

YafaRay
removed Model status messages from animation render
modelspace frame set now works with frame 0 and only updates modelspace frame once per loop.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

The YafModelspaceTest.RsScn crashes trueSpace761 as soon as I close Model, after successfully rendering the 20 frame render with the included YafaRay4tS.RsObj or replacing it with the newest version.
Maybe I need to render something before I try that scene. I do remember some lag on the first render on a fresh install.
I will try that.
Edit: That did not work.
I am sure I am doing everything correctly.
Any suggestions?

Also noticed that there is still Model status messages from animation render
Also noticed that you are changing the Bridge to On.
I thought that Auto was better?

Noticed if I click on Txt res for Workspace the scene lights moved but Backup Restored them. :)
Capture.PNG
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

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trueBlue wrote: 19 Sep 2019, 17:38 The YafModelspaceTest.RsScn crashes trueSpace761 as soon as I close Model, after successfully rendering the 20 frame render with the included YafaRay4tS.RsObj or replacing it with the newest version.
Maybe I need to render something before I try that scene. I do remember some lag on the first render on a fresh install.
I will try that.
Edit: That did not work.
I am sure I am doing everything correctly.
Any suggestions?

Also noticed that there is still Model status messages from animation render
Also noticed that you are changing the Bridge to On.
I thought that Auto was better?

Noticed if I click on Txt res for Workspace the scene lights moved but Backup Restored them. :)
Capture.PNG
Lag is normal for the first YafaRay render of the day.
Don't see any model status from animation here.
Bridge setting is not touched by any of the code.

I've narrowed it down to the python special mesh processing. When off I get no crash when closing model window after render. If turn it on, render and closed model window I get the crash.
Maybe some tSBridge command will fix it.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

clintonman wrote: 19 Sep 2019, 19:50 Lag is normal for the first YafaRay render of the day.
Don't see any model status from animation here.
tB That's because the scene has the previous YafaRaytS panel
Bridge setting is not touched by any of the code.
tB Must have been the D3D Render then, I'll check later
I've narrowed it down to the python special mesh processing. When off I get no crash when closing model window after render. If turn it on, render and closed model window I get the crash.
Maybe some tSBridge command will fix it.
tB Yeah!!! I can confirm that.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

Only found 1 way to stop the crash when using special mesh processing. Exit truespace after the render

I tried bridge command, flush.
bridge off - no crash, but slow crashed after reopening model view and syncing from workspace
bridge off - ... same result sync from model
new model scene after render
new workspace scene after render
undo clear and set to zero - crashed before I even got to rendering

Final conclusion:
Exit trueSpace after render is complete when using special mesh processing

Plan:
1. add warning message when using the special mesh processing
2. add camera to yafaray camera converter
3. Space.Unselect() after creation of ms_flags_object and move it out of sight
4. confirm that special mesh processing only needed for vertex animated NURBS and metaball objects to better define when to use it
Last edited by clintonman on 19 Sep 2019, 20:53, edited 1 time in total.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

I have been loading a new script which deletes the other.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

D3D Render does not alter the bridge settings.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

I commented out all of the

Code: Select all

#GNode.Select()
And it still worked.
Is there a way in this script to call a new blank script?
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

trueBlue wrote: 19 Sep 2019, 21:51 I commented out all of the

Code: Select all

#GNode.Select()
And it still worked.
Is there a way in this script to call a new blank script?
Not that I know of.
"#" is a comment in python, so it doesn't do anything

Edit:
Wait a minute, what? Call a blank script? I don't even know what that means.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

YafaRay4tS Node changes:

Added a dialog when special mesh processing is enabled telling the user to exit trueSpace after the render is complete
Added a convert camera button to the Camera aspect
Did not Space.Unselect() the ms_flag_object because it is only created when special mesh processing is enabled and the modelspace python script will just select it again.
Could not position ms_flag_object in the link editor because it is built from component nodes.

Note: As far as I can tell the special mesh processing is only needed for vertex animated NURBS and animated metaballs. So it shouldn't be needed in most cases.

Edit: One more note - modelspace autokey needs to be off or you can end up with a bunch of unwanted keyframes
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Last edited by clintonman on 19 Sep 2019, 22:16, edited 1 time in total.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

For me there is a little more to the process then just shutting down tS761, after rendering this test scene.
I have to first create a new script in the Script Manager to get rid of the python file or Load another scene.
Because if you just shut down and re open tS761 the python file is still there which crashes tS761 when you close Model.
Or even easier you just Reset the Default Context.

I have discovered that if you load the python file and save the scene in this state, the python file will be locked and loaded when load the scene.

I might add that when you are satisfied with the final render, you should save it before you do the above.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

trueBlue wrote: 20 Sep 2019, 01:32 ...
Because if you just shut down and re open tS761 the python file is still there which crashes tS761 when you close Model.
...
I'm not seeing that. I get no crashes after restarting truespace and just the existence of the python isn't enough to crash, you would have to run it.
I'll do some more tests. I recommend you restart your computer, when tS crashes a lot it seems to remain unstable like something is stuck in memory.

Also, just in case, attached is an updated file I've been using.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

OK, I think I see the difference now.
When I restart the first thing I do is close the model view. If I open the script editor then close model view it crashes.

Another test,
render animation,
closed tS,
reopen tS,
close model,
open model,
open script editor,
close script editor,
close model - crash

Same test as above, except clear the script when the editor is open - still crash

Note: need to add an alert at the end of animation render to restart truespace immediately.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

I think what the difference between what's happening with me and you is, watch out for the sneaky crash when you close tS761 in your test. For me if I close Model before or after rebooting tS761, it crashes and without opening the script Manger. I was just sharing that tid bit incase it was of help
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

You are immediately closing model view after the restart and it crashes?
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

Yep
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

Wild, not happening to me at all in that case.
I just did a test with the main window as model view and a new floating view as workspace and it did not crash.
Verifying now...

It still ran with no errors. I'm going to try running model in a larger floating window to see if that makes any difference.
Last edited by clintonman on 20 Sep 2019, 02:46, edited 1 time in total.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

Here is your first test scene with your newest yaf panel.
I changed the animation a bit.
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YafModelspaceTest.RsScn
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

Just ran a test with model view full screen on second monitor and no crash.
Right now I believe a small model window is causing the crash.

Update: it refuses to crash ever since I ran model from the main window. Window size does not matter.

Reset to default context
loaded the scene
opened model small view and crash
(did same thing again and no crash)
(did same thing yet again and crash)

Reset to default context
loaded the scene
opened model main view and no crash

All tests point to using the main view for model view to avoid crashing.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

You know that kind of makes sense because Workspace does not sync with Model.
Maybe you need to add some Synchronization code with your Send Keys?
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

trueBlue wrote: 20 Sep 2019, 02:45 Here is your first test scene with your newest yaf panel.
I changed the animation a bit.
The hierarchy is a little off. Protect Workspace is a part of Model Processing. Now it looks like a separate thing.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

trueBlue wrote: 20 Sep 2019, 02:45 Here is your first test scene with your newest yaf panel.
I changed the animation a bit.
One more thing, careful about sharing scenes with modelspace special mesh enabled. If python script is not loaded into model the animation just freezes. Spent a lot of time trying to figure out why your scene refused to animate and render.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

trueBlue wrote: 20 Sep 2019, 03:17 You know that kind of makes sense because Workspace does not sync with Model.
Maybe you need to add some Synchronization code with your Send Keys?
What Send Keys are you referring too?
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

clintonman wrote: 20 Sep 2019, 02:49 All tests point to using the main view for model view to avoid crashing.
That's great!
I can confirm that this works too.

The new Yes No question about using the python script is troublesome.
As you know most of the times it is hidden behind tS61.
If you really think this is necessary, maybe you could change it to a Console Alert like you are doing with the Errors?
ConsoleFrame.PNG
ConsoleFrame.PNG (5.87 KiB) Viewed 4067 times
I have uploaded your newest changes and I have changed:
YafaRay4tS.RsObj
ConvertCamera
Added:

Code: Select all

	if(Node.Exists(sel + "/Yafaray Camera Data")) {
		return;
	}

	Node.SafeRename(NewYafCamera, 'YafarayCamera')
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

trueSpace 7.61 Beta 8 Unofficial Update

Revisions:
July 06, 2009
February 21, 2010
November 01, 2012
May 23, 2019
September 22, 2019

Removed due to update
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

YafaRay Updates - not thoroughly tested

D3D Material Converter

added status line for yafaray material conversion
added limits warning for the convert d3d to yafaray materials to help prevent crashes - limits to processing 200 materials at a time, 3 runs for a total of 600 is somewhat safe and 4 runs for a total of 800 may or may not crash, anything over 800 guaranteed crash
no limits were added to the convert d3d compiled to d3d shader - should be good for any number of materials
yafaRay render now works with d3d shader, so d3d compiled to d3d shader may be good enough or at least a starting point for a full conversion


YafaRay4tS

alert for the create python file is restored
will read plain D3D materials as simplified yafaray glossy material - for more control use the material converter yafaray tab
removed bold from anim tab Protect Workspace so it shows as part of the modelspace processing section - still looks a bit sloppy
removed camera renaming when converting to yafaray camera
Attachments
YafaRay4tS11.RsObj
(967.58 KiB) Downloaded 214 times
D3D Material Converter21.RsObj
(753.05 KiB) Downloaded 202 times
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by Emmanuel »

Many thanks for the new updates.

It is good to know the limits of the conversion. We can take care of materials and objects optimization while building new scenes.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

One quick change to Protect Workspace

Made it so protect position does not affect animated items. This makes it safe to protect the Matrix without interfering with animation.
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ProtectWorkspace6c28.RsObj
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

clintonman wrote: 21 Sep 2019, 06:19 YafaRay Updates - not thoroughly tested

D3D Material Converter

added status line for yafaray material conversion
added limits warning for the convert d3d to yafaray materials to help prevent crashes - limits to processing 200 materials at a time, 3 runs for a total of 600 is somewhat safe and 4 runs for a total of 800 may or may not crash, anything over 800 guaranteed crash
no limits were added to the convert d3d compiled to d3d shader - should be good for any number of materials
yafaRay render now works with d3d shader, so d3d compiled to d3d shader may be good enough or at least a starting point for a full conversion


YafaRay4tS

alert for the create python file is restored
will read plain D3D materials as simplified yafaray glossy material - for more control use the material converter yafaray tab
removed bold from anim tab Protect Workspace so it shows as part of the modelspace processing section - still looks a bit sloppy
removed camera renaming when converting to yafaray camera
First of all, I want to thank you for all of your time, work, and attention to detail on this update! :worship:
Most notably you updating the D3D Material Converter in the Material Editor. It even loads in the exact position!
Much appreciated! :D
I have a few questions.
1.) Is there a new yafaray glossy material for the YafaRay Material library?
2.) Does a d3d compiled shader have to be converted to a d3d shader before you convert to a yafaray material?
3.) For optimization purposes when you convert multiple selected objects to one or the other, and if one of the objects selected is already converted/same material, do you ignore that material and without an Alert?
Dang, that was a tough question to write! :shock:
Hope you understand my question.
Capture.PNG
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

trueBlue wrote: 21 Sep 2019, 15:27 ...
First of all, I want to thank you for all of your time, work, and attention to detail on this update! :worship:
Most notably you updating the D3D Material Converter in the Material Editor. It even loads in the exact position!
Much appreciated! :D
I have a few questions.
1.) Is there a new yafaray glossy material for the YafaRay Material library?
2.) Does a d3d compiled shader have to be converted to a d3d shader before you convert to a yafaray material?
3.) For optimization purposes when you convert multiple selected objects to one or the other, and if one of the objects selected is already converted/same material, do you ignore that material and without an Alert?
Dang, that was a tough question to write! :shock:
Hope you understand my question.
Capture.PNG
No new Glossy Material, new yafaray render reads plain d3d shader as glossy
Yes has to be d3d shader first before convert to yafaray
Yes otherwise when you do multiple runs with a lot of materials only the first 200 would ever be affected.

website notes:
http://clintons3d.com/plugins/truespace ... erter.html
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

clintonman wrote: 21 Sep 2019, 14:51 One quick change to Protect Workspace

Made it so protect position does not affect animated items. This makes it safe to protect the Matrix without interfering with animation.
Awesome thanks! :D
Getting ready to upload your updates.
Should the Matrix Default be changed on the YafaRay4tS/Anim aspect? One less thing to worry about.
Capture.PNG
Capture.PNG (3.97 KiB) Viewed 4187 times
What I do not understand with the included Protect Workspace in YafaRay4tS, is when it is activated and Backed Up BEFORE switching to Model. What I have been noticing is the need to call Protect Workspace from the Desktop panel first else there is no protection.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

trueBlue wrote: 21 Sep 2019, 16:06 Awesome thanks! :D
Getting ready to upload your updates.
Should the Matrix Default be changed on the YafaRay4tS/Anim aspect? One less thing to worry about.
Capture.PNG
What I do not understand with the included Protect Workspace in YafaRay4tS, is when it is activated and Backed Up BEFORE switching to Model. What I have been noticing is the need to call Protect Workspace from the Desktop panel first else there is no protection.
Maybe the Matrix default should be changed to on.
YafaRay4tS protection runs during the animation, not before.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

Uploaded Clinton's changes...

Added a button to the Yafaray Camera
Perspective

Code: Select all

Space.Unselect()
Node.Value('%THIS_NAME%','FOV') = 0.500;
Space.NodeMatrixElement('%THIS_NAME%','pitch') = -36.363;
Space.NodeMatrixElement('%THIS_NAME%','roll') = -123.579;
Space.NodeMatrixElement('%THIS_NAME%','tx') = -18.969;
Space.NodeMatrixElement('%THIS_NAME%','ty') = 21.473;
Space.NodeMatrixElement('%THIS_NAME%','tz') = 14.245;
Space.NodeMatrixElement('%THIS_NAME%','yaw') = 21.485;
Default

Code: Select all

Node.Value('%THIS_NAME%','FOV') = 1.000;
Space.NodeMatrixElement('%THIS_NAME%','pitch') = -33.351;
Space.NodeMatrixElement('%THIS_NAME%','roll') = 140.505;
Space.NodeMatrixElement('%THIS_NAME%','tx') = -6.022;
Space.NodeMatrixElement('%THIS_NAME%','ty') = -5.819;
Space.NodeMatrixElement('%THIS_NAME%','tz') = 7.061;
Space.NodeMatrixElement('%THIS_NAME%','yaw') = 146.776;
Helps sync Model's view with Workspace's Perspective view.
Default is the YafaRay scene default location.

ctrlSelectionGroup/selNode.RsObj
Add
Space.Unselect()

@Clinton, I would suggest that add Space.Unselect() to the selNode.RsObj in your version of the ctrlSelectionGroup
It works much better!
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

trueBlue wrote: 21 Sep 2019, 20:41 ...
ctrlSelectionGroup/selNode.RsObj
Add
Space.Unselect()

@Clinton, I would suggest that add Space.Unselect() to the selNode.RsObj in your version of the ctrlSelectionGroup
It works much better!
I'll wait to see what you came up with. On the surface it sounds like it would be worse. Ctrl is used to add/subtract from the selection, it sounds like your mod starts by removing all selection. If that's true then if you want to add or subtract to an existing selection you have to start over from scratch.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

clintonman wrote: 22 Sep 2019, 15:54
trueBlue wrote: 21 Sep 2019, 20:41 ...
ctrlSelectionGroup/selNode.RsObj
Add
Space.Unselect()

@Clinton, I would suggest that add Space.Unselect() to the selNode.RsObj in your version of the ctrlSelectionGroup
It works much better!
I'll wait to see what you came up with. On the surface it sounds like it would be worse. Ctrl is used to add/subtract from the selection, it sounds like your mod starts by removing all selection. If that's true then if you want to add or subtract to an existing selection you have to start over from scratch.
Basically it starts the selection from scratch.
Where it helps is when you have multiple objects selected before activating Ctrl + Selecting.
Try it with and without adding Space.Unselect() to the top of the selNode script.
You will be able see the difference.

Was trying to change it from using the Model string to a Workspace string, but can't figure it out yet. This would be a tS761 Unofficial Update only, as I know you need to support all versions.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

addCube8NoCanDo.jpg
Yep, it is worse because it starts from scratch.
Now if I want to add the cube on the far left to the selection I have to start over and do them 1 by 1.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

Ah! Okay gotcha. Thanks for the explanation.
What I was seeing with a multiple selection, the first selection was Deselecting.
I'll leave as you have it.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

Actually, I think it's not even working properly without your mod. Looking at it now.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

It suddenly started working again. I think the problem is that it was changing the selection and activating the selection change event at the same time, so a single click might act a little like a double click. This change will make it more reliable.

Your deselect everything isn't useful for me, but you could add it via right click and have it call a completely different ctrlSelectionGroup, maybe call it deselectCtrlSelectionGroup.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

clintonman wrote: 22 Sep 2019, 17:34 It suddenly started working again. I think the problem is that it was changing the selection and activating the selection change event at the same time, so a single click might act a little like a double click. This change will make it more reliable.

Your deselect everything isn't useful for me, but you could add it via right click and have it call a completely different ctrlSelectionGroup, maybe call it deselectCtrlSelectionGroup.
Oh man! You eliminated my most favorite feature from the previous update!!!
Something the Info view is lacking. :(

Code: Select all

Node.Value("/Status Line","Model") = "Selection: " + statustext;
Capture.PNG
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

trueBlue wrote: 22 Sep 2019, 20:49
clintonman wrote: 22 Sep 2019, 17:34 It suddenly started working again. I think the problem is that it was changing the selection and activating the selection change event at the same time, so a single click might act a little like a double click. This change will make it more reliable.

Your deselect everything isn't useful for me, but you could add it via right click and have it call a completely different ctrlSelectionGroup, maybe call it deselectCtrlSelectionGroup.
Oh man! You eliminated my most favorite feature from the previous update!!!
Something the Info view is lacking. :(

Code: Select all

Node.Value("/Status Line","Model") = "Selection: " + statustext;
Capture.PNG
Oops, no problem. When I discovered the problem with the selection I loaded the version from my website and ended up modifying it. I'll add that back in for the "Workspace" status.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

Fixed the status message for the ctrl button simulator. Sorry :oops:

Uses Workspace label instead of Model.
Shows selection on first run before selection process starts.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

clintonman wrote: 22 Sep 2019, 22:36 Fixed the status message for the ctrl button simulator. Sorry :oops:

Uses Workspace label instead of Model.
Shows selection on first run before selection process starts.
Perfecto! Even better then my last favorite! Thank YOU. :worship:
Uploaded your changes
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

Further testing and found that the link editor ctrl button still misbehaved. The script has a Selection Change Event node and it is more reliable when it is visible in the link editor.
I added a right click command to the button on my website version that opens a LE view into the scripts and that seems to solve it.

Code: Select all

WindowsManager.CreateWindowFromCLSIDEx("default", "default", "default","Scripts/CustomCommands/ctrlSelectionGroup", 1, "2D")
This exposes the script node in a new link editor window. I think this will work for bad WatchDog behavior as well.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

clintonman wrote: 23 Sep 2019, 04:07 Further testing and found that the link editor ctrl button still misbehaved. The script has a Selection Change Event node and it is more reliable when it is visible in the link editor.
I added a right click command to the button on my website version that opens a LE view into the scripts and that seems to solve it.

Code: Select all

WindowsManager.CreateWindowFromCLSIDEx("default", "default", "default","Scripts/CustomCommands/ctrlSelectionGroup", 1, "2D")
This exposes the script node in a new link editor window. I think this will work for bad WatchDog behavior as well.
Hummm...what about loading into the scene?
Not sure about the get active window with this, but it does insert it into the left of an Organized scene.

Code: Select all

Node.Delete(Space.CurrentScene() + "/ctrlSelectionGroup")
LE.InsertNodeAt(WindowsManager.GetWorkWindow() + '/LE2Node', System.GetMainDir() + '\\Scripts\\clintonobjects\\CustomScriptsStore\\ctrlSelectionGroup.RsObj', -300, 600)
Not sure why it is not working for you. Maybe you can test this:
After looking inside the Link Editor frame window that you are using with the right click command , I notice the LE2node.
So I copied it into the ctrlSelectionGroup.
Capture.PNG
Also check out the 15 Game in Scenes - Active
See the InitScript script

Code: Select all

	' Force initialize
	Node.Value( System.ThisOwner + "/CheckSelection", "initialized" ) = False
	Node.Value( System.ThisOwner + "/ShowGameTimer", "initialized" ) = False
	' Activate Selection Change Event
	Node.Value( System.ThisOwner + "/Selection Change Event", "Active" ) = True
	Node.Value( Space.CurrentScene() + "/Fifteen/Timer Event", "Active" ) = True

and CheckSelection where he is using:

Code: Select all

' Refresh 3D view
D3DView.Refresh
Removed due to update
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

Tried your LE2Node version - no change
Tried your commands load into scene and run there - no change
Tried D3DView.Refresh in all the nodes - no change
my solution - less but still intermittent failures

Edit:
Tried other stuff with no success. Found that rectangle select always works and click select mostly sometimes works.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

Well bummer!
Been testing this a bunch and have not seen any issues. Mostly just picking.
I'll add the RMB command as suggested.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

trueBlue wrote: 23 Sep 2019, 18:49 Well bummer!
Been testing this a bunch and have not seen any issues. Mostly just picking.
I'll add the RMB command as suggested.
I wouldn't bother. The intermittent nature of the failures makes it impossible to say exposing the nodes in the LE does anything at all.
Seems tS works subtly different for different people, like the errors Emmanuel was getting with the protect workspace scripts, you and I never saw the error but he definitely saw it. The only reason it got fixed for him is because he was willing to put in the time and sample scenes to help me find the weird error source. You can't fix what you can't see.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

Houston? We have problem!
I updated your ClintonToolbar with your new Ctrl+ button
Capture2.PNG
With nothing selected you will get an error.
Capture.PNG
Capture.PNG (10.88 KiB) Viewed 5232 times
This is your newest script but I changed from a Workspace string to Selection string
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

Start with selection or not start with selection, no error here.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

What? Now I am not getting an error. :?
Hummm… the image does not lie though.
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

trueSpace 7.61 Beta 8 Unofficial Update

Revisions:
July 06, 2009
February 21, 2010
November 01, 2012
May 23, 2019
September 25, 2019

Moved to: viewtopic.php?t=3732
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by trueBlue »

New updates:

Constraint script
Added it to CustomCommands, CustomScriptsStore, and the ClintonToolbar

Grid Array 2
Added it to CustomCommands, CustomScriptsStore, and the ClintonToolbar
Removed Grid Array 1

YafaRay4tS/ProtectWorkspace
Changed all the defaults to 'true'

CreatePythonSync
Fixed the Alert
Capture.PNG
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	var alertText = "1. Model Python file was created and only needs to be created once.\n\n"
	alertText += "2. Check the 'Enable - Model mesh processing' in the YafaRay4tS/Anim aspect, to make the render use this python script in Model during the animation render.\n\n"
	alertText += "3. In Model open the Script Editor for the Scene object and...\n\n"
	alertText += "4. Select the Assign button and choose the file 'special_mesh_synch.py', located in 'C:\\trueSpace761\\tS\\PythonScripts'\n\n"
	alertText += "During the animation render, the script will run and update the shape animations."
	System.Alert(alertText)
@Clinton
Any way to read the:
D3DView.RenderToFile.Settings.xml
and get the FILENAME = "" ?
Make a one line RMB button command for the Render to File icon (or script), that opens that folder?
Like you did for YafaRay4tS?

Moved to: viewtopic.php?t=3732
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clintonman
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Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by clintonman »

trueBlue wrote: 25 Sep 2019, 23:18 ...
@Clinton
Any way to read the:
D3DView.RenderToFile.Settings.xml
and get the FILENAME = "" ?
Make a one line RMB button command for the Render to File icon (or script), that opens that folder?
Like you did for YafaRay4tS?
...
No way to fit on one line. Attached script will open the folder.
Attachments
OpenD3DRenderPath.RsObj
(6.44 KiB) Downloaded 310 times
Clinton Reese

http://clintons3d.com
Saul
Senior Chief Petty Officer
Posts: 308
Joined: 22 May 2009, 16:50

Re: Final trueSpace 7.61 Beta 8 Unofficial Update

Post by Saul »

I've no idea what you guys are doing but i enjoy reading about it and i sure appreciate it!
Some things:
I seem to have lost the links for videos within the help file. I am installing tS76Video.exe after tS76PDF.exe, though it is not mentioned in your install guide so maybe order is wrong?
Attached is a Camera deluxe object built by Gordon Stanton that i can no longer get working, any help?
Attachments
Camera Deluxe installer8bbf.RsObj
(253.91 KiB) Downloaded 297 times

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