Scene View 2
Re: Scene View 2
Just noticed if something is selected and you open the Scene Graph Utilities, it does not populate.
- clintonman
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Re: Scene View 2
Ha, so it's the opposite of the Scene View. Noted...
Re: Scene View 2
This works
Code: Select all
Space.Unselect()
//will start blank if nothing is selected
if(Node.SelectedCount() == 0) {
var scene = Space.CurrentScene();
Space.Select(scene + "/" + Node.SubObject(scene, 0));
}
WindowsManager.CreateWindowFromCLSID('{DD2E0D6B-ED84-4b80-A624-757525B8A591}', '', '', '', 1);//node view window
//WindowsManager.CreateWindowFromCLSID('{E9C4FE3C-C3C9-4dfd-8C85-E7F0F81029B4}', '', '', '', 1);//scene view 2
Space.Unselect()
return;
Re: Scene View 2
Ended up doing this:
After the open scripts run they run the Unselect script
The openNodeGraphView script still needs Space.Unselect() at the beginning of the script
After the open scripts run they run the Unselect script
- clintonman
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Re: Scene View 2
The openNodeGraphView will populate as soon as you make a selection. This one is more random in whether it populates or not. but it's better to just select something than remove a selection without permission.
Here is a modified openSceneView2 that does not remove the users selection. It works the same as before by selecting a scene item and opening the scene view, the new last step is removing the selection, then any mouse movement in the 3D view fills the tree.
Here is a modified openSceneView2 that does not remove the users selection. It works the same as before by selecting a scene item and opening the scene view, the new last step is removing the selection, then any mouse movement in the 3D view fills the tree.
Code: Select all
// Execute
// Called to execute the command
function Execute(params)
{
//clear the store
var store = "/Scripts/CustomCommands/SceneView/Store";
var subObjCount = Node.SubObjectCount(store);
if(subObjCount > 0) {
for(var i=subObjCount-1; i>=0; i--) {
Node.Delete(store + "/"+ Node.SubObject(store,i));
}
}
var selCount = Node.SelectedCount();
//will start blank if nothing is selected - select first scene item
if(selCount == 0) {
var scene = Space.CurrentScene();
Space.Select(scene + "/" + Node.SubObject(scene, 0));
}
WindowsManager.CreateWindowFromCLSID('{E9C4FE3C-C3C9-4dfd-8C85-E7F0F81029B4}', '', '', '', 1);//scene view 2
if(selCount == 0) {
Space.Unselect();
}
}
Re: Scene View 2
That works great!clintonman wrote: ↑24 Mar 2023, 22:13 The openNodeGraphView will populate as soon as you make a selection. This one is more random in whether it populates or not. but it's better to just select something than remove a selection without permission.
Here is a modified openSceneView2 that does not remove the users selection. It works the same as before by selecting a scene item and opening the scene view, the new last step is removing the selection, then any mouse movement in the 3D view fills the tree.
Code: Select all
// Execute // Called to execute the command function Execute(params) { //clear the store var store = "/Scripts/CustomCommands/SceneView/Store"; var subObjCount = Node.SubObjectCount(store); if(subObjCount > 0) { for(var i=subObjCount-1; i>=0; i--) { Node.Delete(store + "/"+ Node.SubObject(store,i)); } } var selCount = Node.SelectedCount(); //will start blank if nothing is selected - select first scene item if(selCount == 0) { var scene = Space.CurrentScene(); Space.Select(scene + "/" + Node.SubObject(scene, 0)); } WindowsManager.CreateWindowFromCLSID('{E9C4FE3C-C3C9-4dfd-8C85-E7F0F81029B4}', '', '', '', 1);//scene view 2 if(selCount == 0) { Space.Unselect(); } }
Can you do something for the openNodeGraphView script?
- clintonman
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Re: Scene View 2
Can't think of anything because it's unpredictable. If something is selected it will populate, if nothing is selected it will populate, if something is selected this time it won't populate, same for nothing selected.trueBlue wrote: ↑24 Mar 2023, 22:32That works great!clintonman wrote: ↑24 Mar 2023, 22:13 The openNodeGraphView will populate as soon as you make a selection. This one is more random in whether it populates or not. but it's better to just select something than remove a selection without permission.
Here is a modified openSceneView2 that does not remove the users selection. It works the same as before by selecting a scene item and opening the scene view, the new last step is removing the selection, then any mouse movement in the 3D view fills the tree.
Code: Select all
// Execute // Called to execute the command function Execute(params) { //clear the store var store = "/Scripts/CustomCommands/SceneView/Store"; var subObjCount = Node.SubObjectCount(store); if(subObjCount > 0) { for(var i=subObjCount-1; i>=0; i--) { Node.Delete(store + "/"+ Node.SubObject(store,i)); } } var selCount = Node.SelectedCount(); //will start blank if nothing is selected - select first scene item if(selCount == 0) { var scene = Space.CurrentScene(); Space.Select(scene + "/" + Node.SubObject(scene, 0)); } WindowsManager.CreateWindowFromCLSID('{E9C4FE3C-C3C9-4dfd-8C85-E7F0F81029B4}', '', '', '', 1);//scene view 2 if(selCount == 0) { Space.Unselect(); } }
Can you do something for the openNodeGraphView script?
Most of the time it works, so only way to fix it would be to come up with a set of steps that makes it fail consistently.
Re: Scene View 2
Install instructions followed and successfull up to:
'6.start tS and drag the installer into the link editor and press the install button'
Where is the 'installer'?
'6.start tS and drag the installer into the link editor and press the install button'
Where is the 'installer'?
- clintonman
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Re: Scene View 2
Click on the title to get the installer.
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Re: Scene View 2
Updates/Fixes
fixed a browse in link editor bug
added support for UU deletes
removed alert from the installer
new rsx plugin version 1638412
http://clintons3d.com/plugins/truespace ... view2.html
statistics updated to work with the scene view 2
statistics gives object counts, mesh element counts and alternate views into the matrix transforms for scene objects
added matrix shear
fixed face selection buttons
removed update button used for manual updates - it did not give good counts
removed triangle selected count - tS gives bad info for this value
http://clintons3d.com/plugins/truespace ... stics.html
fixed a browse in link editor bug
added support for UU deletes
removed alert from the installer
new rsx plugin version 1638412
http://clintons3d.com/plugins/truespace ... view2.html
statistics updated to work with the scene view 2
statistics gives object counts, mesh element counts and alternate views into the matrix transforms for scene objects
added matrix shear
fixed face selection buttons
removed update button used for manual updates - it did not give good counts
removed triangle selected count - tS gives bad info for this value
http://clintons3d.com/plugins/truespace ... stics.html