tS7.6 "Unofficial" Update - Beta testers?

User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

tS7.6 "Unofficial" Update
Anybody want to Beta test a (Work In Progress) update for tS7.6?

IMPORTANT!!!: Do not use this tS7.6 version with tS7.61 and or tS7.61 Standalone versions!

List of Features and "Fixes" Provided in this Update
Note: LMB = left mouse button. MMB = middle mouse button. RMB = right mouse button.

:: 4View, Default, Floating, and trueSpace6 Layouts

•These layouts have been fixed to prevent the Main toolbars from showing on the Desktop when tS is Minimized by merging the bottom two Workspace toolbars together into one toolbar.
•Removed all of the RS...toolbar Frame Windows.
•Removed the coordinate view names from the Titlebars. IE:Perspective

:: Toolbars

Animation Editor toolbar
•Added a Reset function by adding a prototype.

3D Record toolbar
•Added RMB command to the Play icon which opens its preference panel in the Stack/Panel.

jScript Record toolbar
•Added a Stop all Activities icon

VBScript Record toolbar
•Added a Stop all Activities icon

Workspace Main toolbar
•Encapsulate 3D icon - Added a RMB command to Unencapsulate selected objects.
•Copy icon - Changed the LMB command to include multiple selections and insert the copied objects to any opened Link Editor view at X = 600 and Y = 600 and offset each copied object horizontaly by 60. This only works in the Default or similar layouts. IE: It is path dependent. All other layouts the copied objects are inserted underneath the selected objects. RMB Command opens a Link Editor view and inserts the copied objects offset into the scene level only and works in all layouts. Note: Ctrl + C keys still uses the original command.
•Delete icon - Changed the LMB command to include multiple selections. Note: Delete key still uses the original command.
•Reset Default Context icon - Changed the LMB command to include a dialog giving you a choice to reset or not reset.
•Save current State - 'Default Context Backup' icon - Included.
•3D Record toolbar icon - Modified it's placement.
•jScript Macro toolbar icon - Modified it's placement. RMB - Inserts a jScript Command.
•VBScript Macro toolbar icon - Modified it's placement. RMB - Inserts a VBScript Comma
•New Scene icon - Added RMB command to navigate to the scene level in the Link Editor.
•Look At icon - Added RMB command that removes the Look At.
•Show icon - LMB Shows all the selected objects and RMB Shows the new Object Render Attributes panel for the selected object.
•Hide icon - LMB Hides all the selected objects and RMB Shows the new Object Render Attributes panel for the selected object.
Note: You can use the Show icon in place of the button in the Stack/Settings/Scene panel.

Workspace Navigation toolbar
•Object tool icon - Added a LMB command to Unselect everything selected.
•Axis reset icon - Changed the tooltip to: Reset Axis.
•Axis tool icon - Added RMB command to toggle 'On/Off' the Axis Widget's 'Show In Front'.
•Set Default Pose icon - Added a dialog to cancel setting the Default Pose if one is already present.

:: Widgets

Removed the duplicated Widgets.

Object Move, Rotate, and Scale widgets
•MMB select in empty space deactivates each tool and it's icon highlighting.

Camera Move, Rotate, FOV, and Rectangle Zoom widgets
•MMB select in empty space deactivates each tool and its icon highlighting.

:: Panels

•Postprocess - Added Edit Boxes to the panel.
•Material Editor - 'Edit in the Link Editor' enabled. Also added a RMB command to the 'Edit DX Material in the Link Editor' icon that navigates to the scene level in the Link Editor.
•Snapping - Exported the 'Snap Radius' attribute on the Grid aspect.
•Windows Setting - Fixed the Edit Boxes to Update on Change.
•All Lights have a new UI with all of their aspects showing in the Stack/Panel and include an Intensity attribute for their Solid Color. Default = 1 which equals no Intensity. Note: The Default light setup is the only library item that was modified with the new lights. Unfortunately all pre existing lights, scenes, libraries, and Light setups will have the original lights.

:: Misc

•Camera - The Camera's Shape was modified so that the mesh does not show when vewing from any camera in some instances. The Camera's tool placement position is now Z = 1.000

Installation Instructions

To install the "tS76 Unofficial Update version 4, follow these steps:


Step 1 - Download the "tS76.4.zip" file. Save it to the hard drive of your computer.

Step 2 - Extract the "tS76.4.exe" executable file from the zip file and run it.

Step 3 - When the executable file runs, it will prompt you for a location where you want the update script and associated files to be extracted to (see the illustration below). Use the [...] button to browse to the folder where you installed trueSpace 7.6. If you used the default path, it should be "C:\trueSpace76" as shown below:
tS76 Path.PNG
tS76 Path.PNG (25.42 KiB) Viewed 31858 times
After the path has been entered, Press the "Extract" button.

Step 4 - A "Confirm File Replace" dialog should appear as shown below. Press the "Yes to All" button.
If you install trueSpace 7.6 to a clean directory and do NOT open it, you can omit Step 5.
Yes to All.PNG
Step 5 - Open trueSpace 7.6 and select the "Reset to Default Context" icon.

Final update can be found here:
viewforum.php?f=55"
User avatar
LeonRegis
Captain
Posts: 1946
Joined: 18 Aug 2009, 17:36
Type the number ten into the box: 0
Location: Brazil/Earth/Orion Arm/Milky Way/4th Dimension/This Universe/Multiverse???/Singularity???

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by LeonRegis »

For the best of Truespace!
Be the change you want to see in the world. - Mohandas Gandhi
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

I can do some testing.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Thanks Clinton. I am having problems saving the 4View layout. I'm using Vista32. Do you notice the White areas? Everytime I switch to 4View it is the same as shown. Minimize/Maximize clears it up but does not help when you switch back as it restorts back as shown. Perhaps you can resave it on your rig? Note this Quad view is the only one with this issue as the 3 others work fine. Included is the 4View.rsl file.

Edit: File removed and is now incorporated into Beta2
Attachments
4View.PNG
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

trueBlue wrote:Thanks Clinton. I am having problems saving the 4View layout. I'm using Vista32. Do you notice the White areas? Everytime I switch to 4View it is the same as shown. Minimize/Maximize clears it up but does not help when you switch back as it restorts back as shown. Perhaps you can resave it on your rig? Note this Quad view is the only one with this issue as the 3 others work fine. Included is the 4View.rsl file.
I load your rsl file and get the almost same thing on my XP machine, but instead of a white background I see the screen behind the trueSpace app. Iif I de-maximize and then maximize the window it looks good. Tried your 4view on windows7 and it worked perfectly.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

What is your screen resolution on the PCs you tested? Mine 1440x900. I had this same problem with the tS761 patches as well. Not sure what I did there, or I just got lucky. My only solution so far is to set the Minimize size almost as large as the Maximize size. That works for me here.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

trueBlue wrote:What is your screen resolution on the PCs you tested? Mine 1440x900. I had this same problem with the tS761 patches as well. Not sure what I did there, or I just got lucky. My only solution so far is to set the Minimize size almost as large as the Maximize size. That works for me here.
1920x1080 win7 64bit - worked
1920x1200 winxp 32bit - similar but see screen behind instead of white
1440x900 winxp 32bit - similar but see screen behind instead of white
1280x800 vista 32bit - got white like your picture
Clinton Reese

http://clintons3d.com
splinters
Chief Warrant Officer
Posts: 733
Joined: 21 May 2009, 18:55
Type the number ten into the box: 0

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by splinters »

Ya can count me in. Currently running tS7.6 on a HP laptop AMD dual core, 4GB ram, Ati 4530 graphics.
I only use model side at moment so happy to install a second version to 'test'. Drop me the details by if you want me to take a look. Oh, and I am happy to contribute any graphic elements I can.
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Thanks Splinters! Can you make an Unglue icon that matches the original tS76 UI's icons?
Also if you can test the previous posted 4View layout, tell me your resolution and any problems you see.
Here is improved (WIP) Copy, Delete, and Unglue scripts that I would like some feedback on.

The scripts are included in a new (WIP) Auto Floating Panel that I created. If you use this panel for your own projects, do note that it can not be encapsulated yet.

The Delete and Unglue scripts should work as expected with multiple selections.

The Copy script needs a lot of testing as I am trying to overcome the copies being placed underneath the originals. Please test in all LAYOUTs! If inclined look at the comments in this script.

TIA
Edit: File removed and is now incorporated into Beta2.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

I think copy would be better if the copies where selected instead of deselecting everything. If you're working in the 3D view the only way to select the copies is with the link editor.

Unglue seems to work but gives an error on deep encapsulated objects. Attached is an object that has been encapsulated. If you unglue the Cube down in the "first" node you get the error message twice.
unglueError.jpg
Delete is the same as unglue in that it works but gives error on deep encapsulated items.

Delete has some unneeded loop at line 16, Sel doesn't change inside the loop:

Code: Select all

for (j=0; j<Nsel; j++)
  {
		Node.Delete(Sel)
  }
Edit: line 23 of Unglue2 script also does this

In Copies script why copy the matrix to the wldmatrix?

Code: Select all

if (Node.ConExists(Sel, "WldMatrix"))
	{
	Node.Value(Sel,"WldMatrix") = Node.Value(Sel,"Matrix")
	}
Attachments
third.zip
(7.87 KiB) Downloaded 463 times
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Thanks Clinton,
If you enable Subobjects in the Desktop/Wire highlight, then you can see/select the object(s) in 3D Space.

Copy
The object you posted was produced in tS761, so I was not able to load it. I'll see if I can reproduce that error.
I agree that if the copies were selected when they are loaded would be great, however I am not sure how to do that. This would be helpful in 3D Space but not so much in the LE as you can not move them because they are hidden and can not grab their titlebars. You could script something with the selection though, like encapsulate, etc...
Have you tried coping the selected objects to other areas in the LE by navigating there first before selecting the Copy button? In the script there is Option 1 that is commented out so that I could test Option 2 using LE.InsertNodeAt
You'll see some comments I made and I hope it is understood.

Delete
I fixed the extra loop. Thanks!

Unglue
This line, if I have got it right, saves/perserves it's position, rotation, and scale before it is Saved and Loaded.

Code: Select all

if (Node.ConExists(Sel, "WldMatrix"))
   {
   Node.Value(Sel,"WldMatrix") = Node.Value(Sel,"Matrix")
   }
In the end if any of this can not be bullet proof, then I will not add it.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

trueBlue wrote:...
The object you posted was produced in tS761, so I was not able to load it. ...
Oops, my bad. I was testing in the wrong version. I'll load up the old(7.6 not 7.61) version for future testing.
Clinton Reese

http://clintons3d.com
User avatar
LeonRegis
Captain
Posts: 1946
Joined: 18 Aug 2009, 17:36
Type the number ten into the box: 0
Location: Brazil/Earth/Orion Arm/Milky Way/4th Dimension/This Universe/Multiverse???/Singularity???

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by LeonRegis »

Appreciate a lot what you guys are doing! :worship:

Thanks
Be the change you want to see in the world. - Mohandas Gandhi
splinters
Chief Warrant Officer
Posts: 733
Joined: 21 May 2009, 18:55
Type the number ten into the box: 0

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by splinters »

Mmmm, strange. Your request for an unglue icon is in a quote but I didn't see anything to quote....

Are you able to use it in the same format that the devs did (32 bit with inverted alpha if I recall)
Will make you one this weekend (maybe tonite) didn't expect to be doing that ever again... :D

Now, I am a bit rusty around here, are there instructions for running this patch? Is it the one attached to that same post and what do you want me to try/test/look out for.
No need to explain if there are already details, just point me in the right direction... :worship:
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Thanks Splinters.
I should have said an Unencapsulate icon to keep with the theme of tS76. You could use the original 3D Encapsulate icon with an Red X applied over it. Yes, 32 bit with inverted alpha, if that is what is needed.
Still working on the Unglue script and if it can not be created without creating issues as Clinton as found, then it will not be included. Same for any other modifications.
The Beta patch has not been posted yet. So far in this thread there has been 2 post for testing components of the Beta patch. One for the 4View layout and one for the Copy, Delete, and Unglue test scripts.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

OK, retested with the correct version and the 4view behavior is the same.

The delete and copy don't give any errors.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Thanks Clinton!

Any suggestions on writing this script correctly?
This is the same script unaltered posted previously.
Unglue2

Code: Select all

function Execute(params)
{
	Nsel = Node.SelectedCount()
	SelArray = new Array(Nsel)

	for (i=0; i<Nsel; i++)
	{
	  SelArray[i] = Node.Selected(i)
	}

	for (i=0; i<Nsel +1; i++)
	{
	  Sel = SelArray[i]
	  Node.Select(Sel)

try
{
  for (j=0; j<1; j++)

	if (Node.ConExists(Sel, "WldMatrix"))

	  for (j=0; j<Nsel; j++)
		{
		Node.Value(Sel,"WldMatrix") = Node.Value(Sel,"Matrix")
		}

	  for (j=0; j<Nsel; j++)
		{
		Node.Value(Sel,"Matrix") = Node.Value(Sel,"WldMatrix");
		RsFileIO.SaveObject(System.GetMainDir() + '\\RS Data\\Unglue.rsobj', '');
		RsFileIO.LoadObject(System.GetMainDir() + '\\RS Data\\UnGlue.rsobj', Space.CurrentScene());
		Node.Delete(Sel);
		}

}
catch (e)
{
}

}	
}
I remember I was getting an error with a previous Unglue script, in certain senarios, so I used the above try and catch error approach.
As I remember the previous script was not honoring if (Node.ConExists(Sel, "WldMatrix"))
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

trueBlue wrote:Thanks Clinton!

Any suggestions on writing this script correctly?
This is the same script unaltered posted previously.
Unglue2
...
I remember I was getting an error with a previous Unglue script, in certain senarios, so I used the above try and catch error approach.
As I remember the previous script was not honoring if (Node.ConExists(Sel, "WldMatrix"))
It's already working as far as I can see. I think I said before that delete and copy gave no errors and I meant to say that delete and unglue don't give errors. Copy already tested OK. Since you ask here is the way I would write the script

Code: Select all

function Execute(params)
{
	Nsel = Node.SelectedCount()
	SelArray = new Array(Nsel)

	for (i=0; i<Nsel; i++)
	{
		SelArray[i] = Node.Selected(i)
	}

	//for (i=0; i<Nsel + 1; i++)
	for (i=0; i<Nsel ; i++)
	{
		Sel = SelArray[i]
		Node.Select(Sel)

		try
		{
			//for (j=0; j<1; j++)
			//if (Node.ConExists(Sel, "WldMatrix"))
				//for (j=0; j<Nsel; j++)
				//{
					//Node.Value(Sel,"WldMatrix") = Node.Value(Sel,"Matrix")
				//}

			//for (j=0; j<Nsel; j++)
			//{
			//	Node.Value(Sel,"Matrix") = Node.Value(Sel,"WldMatrix");
			//	RsFileIO.SaveObject(System.GetMainDir() + '\\RS Data\\Unglue.rsobj', '');
			//	RsFileIO.LoadObject(System.GetMainDir() + '\\RS Data\\UnGlue.rsobj', Space.CurrentScene());
			//	Node.Delete(Sel);
			//}
			if (Node.ConExists(Sel, "WldMatrix"))
				Node.Value(Sel,"Matrix") = Node.Value(Sel,"WldMatrix");

			//RsFileIO.SaveObject(System.GetMainDir() + '\\RS Data\\Unglue.rsobj', '');
			//RsFileIO.LoadObject(System.GetMainDir() + '\\RS Data\\UnGlue.rsobj', Space.CurrentScene());
			Node.Copy(Sel,Space.CurrentScene());
			Node.Delete(Sel);

		}
		catch (e)
		{
		}

	}	
}
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Thanks Clinton, good to hear!
So...........IYMHO, do you feel these 3 scripts would be a worthy update?
I really do not want to create additional problems, only enhance!

For some reason tS76 is not honoring:

Code: Select all

if (Node.ConExists(Sel, "WldMatrix"))
in your script you posted previously.
Try it on objects that do not have a WldMatrix.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

trueBlue wrote:Thanks Clinton, good to hear!
So...........IYMHO, do you feel these 3 scripts would be a worthy update?
I really do not want to create additional problems, only enhance!

For some reason tS76 is not honoring:

Code: Select all

if (Node.ConExists(Sel, "WldMatrix"))
in your script you posted previously.
Try it on objects that do not have a WldMatrix.
I'm not seeing any problem here. IMO the scripts just work.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Okay thanks, I do value your opinion highly!
I have posted the first beta in the first post.
Barring any issues, all I have left is some buttons to finish.
Here is a picture how the Recording toolbars and Scripts show.
As mentioned previously, you can RMB select the jScript & VBScript icons to insert their command object as shown.

And the Reset Default Context has a Question control.
Reset.PNG
Reset.PNG (29.15 KiB) Viewed 23531 times
I might need to change the screen coordinates for the Insert command in the Copy script.
Feedback on this would be appreciated. I am not finding a happy medium, as it changes when you have different size and present location in the active Link Editor.
Attachments
MacroLayout.PNG
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

trueBlue wrote:Okay thanks, I do value your opinion highly!
I have posted the first beta in the first post.
....
Awesome, I'll have a look this weekend.
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

Some problems with 3d render in various layouts:
Get blank areas in Default, 4view and Floating
4viewSpaces.jpg
defaultViewSpaces.jpg
floatingViewSpaces.jpg
If you resize the windows the blank areas disappear.

trueSpace6 view looks good but can't switch to workspace view "Rendering failed for this window"
4view can switch no problem
Floating switching Model to Workspace get "Rendering failed for this window", switch another window and the failed window works, whatever is the most recently switched window won't change back to workspace
If open a new 3d window in default view or 4view same problem.

If resize the problem window the error disappears and the 3d view displays normally. The truespace6 view if open a new 3d view and switch it then the main view switching works from that point onward.

Windows7, 64bit, 1920x1080, Nvidia GeForce GT 230M, Truespace Win7 Fix
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

•Added RMB command to the Axis tool button which toggles the Axis Widget to not show In Front.

I can only toggle once.

RMB on vbscript and jscript to load a blank command. I like this.

Request: Material Editor Edit DX Material in link editor add RMB to switch LE back to the scene level

"•Changed the LMB command on the Copy icon to include multiple selections and insert the copied objects to any opened Link Editor view at X = 590 and Y = 450. This only works in the Default, trueSpace6, 4View (Front view only), or similar layouts."
I don't think it's a good idea to have this dependent on the layout. Is there a reason you can't just use the Node.Copy command? If you can then it would be easy to select the copies after the copy operation. Edit: Scratch that, I forgot that the multiple selection scripting was fixed after the 76 version.

Code: Select all

//LE.InsertNodeAt('/Project',... 600, 600);
	//LE.InsertNodeAt('/Project,... 600, 600)
	LE.InsertNodeAt('/Project,... 600+i*20, 600+i*20);
	LE.InsertNodeAt('/Project,... 600+i*20, 600+i*20)
  }
I recommend offsetting the copies so they don't stack up in the LE.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Yikes... these layouts work great here on Vista 32.
The previous problem I had with the 4View layout, was resolved by not having my Task bar "Always Show in Front", before saving the layouts.
Can you test saving layouts on a default installation without the patch? And if so does the problems your experiencing still exist?

I'll look at the Axis tool.

I guess I'll have to scratch the LE.InsertAt idea and just make the Copy support multiple selections. This was the only way I could figure out how to offset the copies. Or..... I could add this as a RMB command. What do you think?

Nice idea on the RMB = CurrentScene! I'll add it.

Do you mind if if I add the Snapping.RsObj fix?
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

trueBlue wrote:Yikes... these layouts work great here on Vista 32.
The previous problem I had with the 4View layout, was resolved by not having my Task bar "Always Show in Front", before saving the layouts.
Can you test saving layouts on a default installation without the patch? And if so does the problems your experiencing still exist?

I'll look at the Axis tool.

I guess I'll have to scratch the LE.InsertAt idea and just make the Copy support multiple selections. This was the only way I could figure out how to offset the copies. Or..... I could add this as a RMB command. What do you think?

Nice idea on the RMB = CurrentScene! I'll add it.

Do you mind if if I add the Snapping.RsObj fix?
I did a fresh install of ts76 and that also had problems with changing layouts and the switching from modelspace to workspace. So this looks like a windows7 thing. FYI ts761 does not have this bad behavior in win7.

Could you have the copy script check for the required layout and if it doesn't find it then use Copy in that case? Maybe try to get the best of both worlds.

If you see anything I've done and want to include it then just do it. You have my permission to use anything you like.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Hey Splinters!!!
Scrath the Unencapsulated icon, I addded a RMB command to the Encapsulate 3D icon.
I would like a 'Hide' all selected Objects, Lights, and Cameras icon though, and a 'Show' all selected Objects, Lights, and Cameras icon.
(26x26 inverted)

Thanks for testing Clinton!
That is what I figured on the layout issue although Vista32 has a problem too.
The LE.InsertAt command needs the LE2Node in it's path to work.
What I have found is when you have multiple views open and you add their paths in the script, you'll get duplicate copies of the selected objects in the scene, hence the LE2Node inserts into ONE scene. It is layout dependent though so you could have the path for the Default and 4View layouts (but Only One View). Hope that makes sense.
Thanks for the offset copies info, that is and works great, so I added it to the Horizontal coordinates.
splinters
Chief Warrant Officer
Posts: 733
Joined: 21 May 2009, 18:55
Type the number ten into the box: 0

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by splinters »

Icons soon.
Just tried the patch and, while loading a rs scene ts froze...twice.
Doesn't want to close down either....Windows 7 64 bit.
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

I have just updated the first post to include all of the changes and new modifications in the included Beta2 that I uploaded.
Note: The Unencapsulate has changed to a RMB command.
Please read that post for details. TIA

Thanks Splinters!
I suspect that the issues you are experincing is related to tS NOT being supported in Win7, even more so with the 64 bit version. If you can, try and test the same scene without the patch and or if you want to, send me the scene to test on Vista32. I do not have Win7 so I can not help you with that.
noko
Senior Chief Petty Officer
Posts: 170
Joined: 24 May 2009, 04:16

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by noko »

Tried Unofficial Update beta 2 on tS 7.61 Beta 8 Std and when unzipping to folder it creates a ts folder (doesn't exist in the standalone version normally) and places all the updated items there. So resetting to default context will not incorporate all the great changes. I just copied the contents to the main directory for 7.61STD and all seems to work fine now. Just a heads up since new commers only can download the std( :P ) version.
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Uh......I would not recomend that noko, most importantly on the Standalone version. In fact there will be some tS761 fixes that will no longer work if you apply this tS76 patch. There is to many to mention differences between tS76 and tS761 updates. And...the Standlone version does not have Model which is why I created a sperate update. This tS76 update is a Beta release and is still a work in process. I plan on creating another thread when it is Officially, UnOfficially finished.
I am planning on an update to the tS761 update later that will include the additional modifications I am making in this tS76 update.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

trueBlue wrote:...
The LE.InsertAt command needs the LE2Node in it's path to work.
What I have found is when you have multiple views open and you add their paths in the script, you'll get duplicate copies of the selected objects in the scene, hence the LE2Node inserts into ONE scene. It is layout dependent though so you could have the path for the Default and 4View layouts (but Only One View). Hope that makes sense.
....
Not sure I understand but attached is what I was talking about. This will use the Copy command if the 2 LE nodes do not exist and only if they both don't exist. I tried it on a layout with an extra LE view. Without the changes nothing happens when you push the copy button. With the changes it copies but the copies are on top of the originals. I just think it's better that it does something instead of nothing. Also don't forget that this is just my opinion, I don't use the 76 version anymore so I don't have any strong emotions as to how this all works.

Oops, forgot to mention. I can't find anything wrong with the update. Everything seems to be working great.
Attachments
Copies.zip
(2.42 KiB) Downloaded 355 times
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

trueBlue wrote:...
I am planning on an update to the tS761 update later that will include the additional modifications I am making in this tS76 update.
Yeah! :bananamouse:
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Clinton,
Can you send me your layout?
I tried your script and I am getting duplicate copies in the Floating layout.
I have tested the current Copies script in this Beta2 update and what I have found is it only works in the Default layout and the (4View - Perspective window Only) as expected with the copies placed offset and spaced horizontally. This includes making a selection and navigating somewhere else and then selecting the Copy icon, in with which the copies are placed inside that window as noted above.
In all other layouts and different windows it still copies but they are stacked on top of each other and you can not paste them into a different window.
I tested this same script in tS761 with the same results as above.
I'll test your (tS76) layout and see what I can find. Oh and did you create this layout in tS76, AFTER you installed the patch? Shouldn't matter as I did not change the original paths in these layouts like I did in the tS761 patch, just thought I would ask. FYI: In the tS761 patch, I created every layout starting with the Default layout.
noko
Senior Chief Petty Officer
Posts: 170
Joined: 24 May 2009, 04:16

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by noko »

oops, ahhh I should have realize it was ment for 7.6 and not 7.61 STD. Well havn't tested to much but it actually looked like it worked :).
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Clinton, I know you have done a lot of work with exporting certain aspects of trueSpace lights.
Would you look at this Spot light and see if it would cause any problems?
Added Intensity
Added a Camera - View button: LMB = View from Spot & RMB = 3D View
All of the Attenuation and Shadow attributes have been disconnected from the outer panel and instead the whole panel is Exported out.
Everything else is the same as the original.

Edit: New version uploaded today
Changes:
Spot Camera is locked now.
Spot Widget is no longer hidden when Viewing from Angle Cone.
Added a New View button which opens a new window that views from Cone Angle.
This allows you to adjust the Spot with it's widget in your main view and view from the Cone Angle in other new view.
Button's tooltips are now "RMB - 3D Space View"


Edit2: Here is a newer version and I think it is the best solution so far.
This is the same Spot light that is include in Beta3 except this one has a Camera node inside.
It functions just like a tS76 Camera. The biggest draw back is if you are viewing from this Spot Light's Camera and you Reset the View the light moves with it. errrr! But if you enable Camera Undo in the Desktop panel you can select Undo.The Spot Light's Widget is probmatic as well but I included a toggle on/off button on it's panel. The View button Unselects so the Spot Light Widget does not show upon entry.

I just discovered why I did not incorporate this version. This only works with a Spot light that has an Object Hider node. It does not work well with any other object.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

trueBlue wrote:Clinton,
Can you send me your layout?
I tried your script and I am getting duplicate copies in the Floating layout.
I have tested the current Copies script in this Beta2 update and what I have found is it only works in the Default layout and the (4View - Perspective window Only) as expected with the copies placed offset and spaced horizontally. This includes making a selection and navigating somewhere else and then selecting the Copy icon, in with which the copies are placed inside that window as noted above.
In all other layouts and different windows it still copies but they are stacked on top of each other and you can not paste them into a different window.
I tested this same script in tS761 with the same results as above.
I'll test your (tS76) layout and see what I can find. Oh and did you create this layout in tS76, AFTER you installed the patch? Shouldn't matter as I did not change the original paths in these layouts like I did in the tS761 patch, just thought I would ask. FYI: In the tS761 patch, I created every layout starting with the Default layout.
I see it now. I think I was making an overly complicated layout(after the patch) and that was a big change everything so much so that the mods I made worked. I simplified it by reset to default context(removing the changes I made to the Copies script), open a new LE window, select 2 lights and copy. The copies end up on top of each other. Now change the 4D view to 2D, copy 2 lights and they offset like they should.

My version of the copies script did not work like I hoped so don't give that another thought, but as shown in the steps above your version will copy without offsets in certain conditions. I'll have access to my winXP machine later today and I can double check this.

Edit: Confirmed. Same steps on xp machine gives the same result.
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

trueBlue wrote:No I should have beee more clear, sorry about that. I have updated the post in BIG red letters.

Clinton, I know you have done a lot of work with exporting certain aspects of trueSpace lights.
Would you look at this Spot light and see if it would cause any problems?
Added Intensity
Added a Camera - View button: LMB = View from Spot & RMB = 3D View
All of the Attenuation and Shadow attributes have been disconnected from the outer panel and instead the whole panel is Exported out.
Everything else is the same as the original.
Looks good. I would have a note or something about the RMB=3D View on the node as a reminder or even a second button maybe a copy of the perspective icon.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

I found a sure fire way, except pasting into another LE View, that works in every layout but it is not pretty. I was thinking about offering this solution as a RMB command on the Copy icon.
What do you think?

Edit: File removed and is now incorporated into Beta3
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

trueBlue wrote:I found a sure fire way, except pasting into another LE View, that works in every layout but it is not pretty. I was thinking about offering this solution as a RMB command on the Copy icon.
What do you think?
It works and it's behavior is consistent . Sometimes the not so pretty solution is best. RMB seems like a good idea to me.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

trueBlue wrote:Clinton, I know you have done a lot of work with exporting certain aspects of trueSpace lights.
Would you look at this Spot light and see if it would cause any problems?
Added Intensity
Added a Camera - View button: LMB = View from Spot & RMB = 3D View
All of the Attenuation and Shadow attributes have been disconnected from the outer panel and instead the whole panel is Exported out.
Everything else is the same as the original.
clintonman wrote:Looks good. I would have a note or something about the RMB=3D View on the node as a reminder or even a second button maybe a copy of the perspective icon.
Edit: New Spot Light version uploaded today: viewtopic.php?p=14344#p14344"

Changes:
Spot Camera is locked now.
Spot Widget is no longer hidden when Viewing from Angle Cone.
Added a New View button which opens a new window that views from Cone Angle.
This allows you to adjust the Spot with it's widget in your main view and view from the Cone Angle in other new view.
Button's tooltips are now "RMB - 3D Space View"

I have a Beta version with all of the lights done similar to this one. They are all accessible from tS76' s toolbar.
Limitations:
Viewing from Light Cameras
4View - Can only use the New View's LMB an no others.
Ortho Views is not supported yet.
I do not think I will release the new lights with any of the Cameras.
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

New Beta3 released with the new Copy icon's RMB command added and the new Light's UI with Intensity for all lights that work from the Lights toolbar. Please read this thread for additional information here:
viewtopic.php?p=14132#p14132"
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

trueBlue wrote:Clinton, I know you have done a lot of work with exporting certain aspects of trueSpace lights.
Would you look at this Spot light and see if it would cause any problems?
Added Intensity
Added a Camera - View button: LMB = View from Spot & RMB = 3D View
All of the Attenuation and Shadow attributes have been disconnected from the outer panel and instead the whole panel is Exported out.
Everything else is the same as the original.

Edit: New version uploaded today
Changes:
Spot Camera is locked now.
Spot Widget is no longer hidden when Viewing from Angle Cone.
Added a New View button which opens a new window that views from Cone Angle.
This allows you to adjust the Spot with it's widget in your main view and view from the Cone Angle in other new view.
Button's tooltips are now "RMB - 3D Space View"
SpotB3.PNG
tS76 Beta3 Spot Light.zip
Can you upload the previous version? I accidentally deleted it. The version 3 doesn't seem as useful because of the locked view.
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

3D Record toolbar
•Added RMB command to the Play icon which opens its preference panel in the Stack/Panel.

Can you make the panel switch when you RMB on this?
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

Feature request:
The set default pose and reset to default pose are close together and accidents can happen. Can you add an "Are you sure" to the set default pose if one is already in place?
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

clintonman wrote:Feature request:
The set default pose and reset to default pose are close together and accidents can happen. Can you add an "Are you sure" to the set default pose if one is already in place?

Code: Select all

function Execute(params)
{
if (Node.ConExists(Node.FirstSelected(), "Default pose"))
{
System.Question("Default Pose is already Set!   Are you sure you want to Set it again?")
CharacterEditor.SetDefaultPose('');
}
else;
}
The above will work for Skeleton but not a Character with a Skeleton.
I am not able to write that part so far.
I beleive it is SubObject 0
Any ideas?
FYI: The Reset to Default Pose is grayed out if there is no Default Pose set.

clintonman wrote:3D Record toolbar
•Added RMB command to the Play icon which opens its preference panel in the Stack/Panel.
Can you make the panel switch when you RMB on this?
tS76 does not create the RecordMng node in System until you load or create a 3D Recording.
When you do the above then the Play icon's RMB command works as expected.
clintonman wrote:Can you upload the previous version? I accidentally deleted it. The version 3 doesn't seem as useful because of the locked view.
I agree but with the previous version the Spot Camera was able to be moved away from the Spot light which was not good either. I have been working on a different approach in with which there will not be a Camera included with the lights. Instead have a Background Widget script that enables a user to View From Object. Of course you lose the functionality to adjust the Light's Angle but I am having a lot of issues with the other approach. FYI: Beta3 has the new Light's UI but no Cameras. I think there might be a problem with these lights even in their present form in the D3D View. Minimize tS76B3 for awhile and see if you notice the differences between tS76 and tS76B3. Note: I think my Screen saver was the culpirt. TIA

P.S. You can remove the Expanded Matrix on the Spot Camera that you have to try it out.
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Ok, I think I have it. Try it out please.
Edit: File removed.
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

I uploaded a newer version of the Spot Light here:
viewtopic.php?p=14344#p14344"
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

trueBlue wrote:Ok, I think I have it. Try it out please.
This asks the question and then ignores the answer and sets it anyway.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Yep you are correct. It worked until I added the part that applies the Default pose if it does not exist. I am at a loss on how to do this Clinton.
The top half of the script works as expected. The bottom half of the script breaks the top half of the script.

Code: Select all

var SK = Node.SubObject(Node.FirstSelected(), 0);
if (Node.ConExists(Node.FirstSelected() + "/" + SK, "Default pose"))
{
var Yes = System.Question("Default Pose is already Set for your Character!   Are you sure you want to Set it again?");
CharacterEditor.SetDefaultPose('');
CharacterEditor.SetDefaultPose('');
}
else;
if (Node.ConExists(Node.FirstSelected(), "Default pose"))
{
var Yes = System.Question("Default Pose is already Set for your Skeleton!   Are you sure you want to Set it again?");
CharacterEditor.SetDefaultPose('');
CharacterEditor.SetDefaultPose('');
}
else;



var SK = Node.SubObject(Node.FirstSelected(), 0);
if (!Node.ConExists(Node.FirstSelected() + "/" + SK, "Default pose"))
{
CharacterEditor.SetDefaultPose('');
}
else;
if (!Node.ConExists(Node.FirstSelected(), "Default pose"))
{
CharacterEditor.SetDefaultPose('');
}
else;
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

trueBlue wrote:Yep you are correct. It worked until I added the part that applies the Default pose if it does not exist. I am at a loss on how to do this Clinton.
The top half of the script works as expected. The bottom half of the script breaks the top half of the script.

Code: Select all

var SK = Node.SubObject(Node.FirstSelected(), 0);
if (Node.ConExists(Node.FirstSelected() + "/" + SK, "Default pose"))
{
var Yes = System.Question("Default Pose is already Set for your Character!   Are you sure you want to Set it again?");
CharacterEditor.SetDefaultPose('');
CharacterEditor.SetDefaultPose('');
}
else;
if (Node.ConExists(Node.FirstSelected(), "Default pose"))
{
var Yes = System.Question("Default Pose is already Set for your Skeleton!   Are you sure you want to Set it again?");
CharacterEditor.SetDefaultPose('');
CharacterEditor.SetDefaultPose('');
}
else;



var SK = Node.SubObject(Node.FirstSelected(), 0);
if (!Node.ConExists(Node.FirstSelected() + "/" + SK, "Default pose"))
{
CharacterEditor.SetDefaultPose('');
}
else;
if (!Node.ConExists(Node.FirstSelected(), "Default pose"))
{
CharacterEditor.SetDefaultPose('');
}
else;

Try this code. It works for me.

Code: Select all

{
	// new code here
	SK = Node.SubObject(Node.FirstSelected(), 0);
	if (Node.ConExists(Node.FirstSelected() + "/" + SK, "Default pose"))
	{
		Yes = System.Question("Default Pose is already Set for your Character!   Are you sure you want to Set it again?");
		if(Yes==1)
		{
			CharacterEditor.SetDefaultPose('');
			CharacterEditor.SetDefaultPose('');
		}
	}
	else
	{
		if (Node.ConExists(Node.FirstSelected(), "Default pose"))
		{
			Yes = System.Question("Default Pose is already Set for your Skeleton!   Are you sure you want to Set it again?");
			if(Yes==1)
			{
				CharacterEditor.SetDefaultPose('');
				CharacterEditor.SetDefaultPose('');
			}
		}
		else
			if (!Node.ConExists(Node.FirstSelected() + "/" + SK, "Default pose"))
				CharacterEditor.SetDefaultPose('');
			else
				if (!Node.ConExists(Node.FirstSelected(), "Default pose"))
					CharacterEditor.SetDefaultPose('');
	}
}
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

I have uploaded Beta4. viewtopic.php?p=14132#p14132"
I modified some of the tooltips on icons that have a RMB command and added:
•Hide/Show icon - LMB Shows all selected objects and RMB Hides all selected objects.
ShowHide.PNG
ShowHide.PNG (17.42 KiB) Viewed 25115 times
•Set Default Pose icon - Added a dialog to cancel setting the Default Pose if one is already present.
SetPose.PNG
Thanks Clinton!

I think this is going to be the final update unless you notice something wrong or do not like.
Cameras for the new lights will not be included but I might upload a separate update.

Thank you Clinton! I really do appreciate your help and contributions.
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

I have uploaded Beta5. viewtopic.php?p=14132#p14132"
Changes since Beta4:
ShowHide.PNG
ShowHide.PNG (20.3 KiB) Viewed 25096 times
•Show icon - LMB Shows all the selected objects and RMB Shows the new Object Render Attributes panel for the selected object.
•Hide icon - LMB Hides all the selected objects and RMB Shows the new Object Render Attributes panel for the selected object.
Note: You can use the Show icon in place of the button in the Stack/Settings/Scene panel.
I did several test with Hiding and Showing over 100 objects at the same time and have found that it might take a little time to complete the process depending on your rig. In my test it took about 15 seconds for 100 cubes to Hide.
NewORA.PNG
The new Object Render Attributes panel has the path and name of the object at the top of the panel. You'll have to select either the Show or Hide icons for prior objects that have the existing ORA panel to convert to the new one.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

•Set Default Pose icon - Added a dialog to cancel setting the Default Pose if one is already present.

The question is asked but it still ignores the answer and sets the default pose.
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

•New Scene icon - Added RMB command to navigate to the scene level in the Link Editor.

I think this would be better as a RMB for the reset view icon
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Thanks for testing Beta5 Clinton!
This is the same script that you posted previously. The only thing I changed was delete all of the white space making it one line, and I had to add a semi colon ; after each 'else' IE: else;

I had a heck of a time trying to convert this to a button command but in the end it was just the semi colons that were needed.

Edit: Okay instead of the semi colon after each else, I added a white space.
See if this works Clinton and thanks!

Hummmm....I disagree about the RMB being in the Reset Default Context icon. The New Scene icon is showing in front more so then the RDC icon. As is there is a shortcut at the top, middle, bottom, and keyboard Space key. Next will be voiced activated!
Attachments
SetPose button2.zip
(5.29 KiB) Downloaded 365 times
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by clintonman »

trueBlue wrote:Thanks for testing Beta5 Clinton!
This is the same script that you posted previously. The only thing I changed was delete all of the white space making it one line, and I had to add a semi colon ; after each 'else' IE: else;

I had a heck of a time trying to convert this to a button command but in the end it was just the semi colons that were needed.

Edit: Okay instead of the semi colon after each else, I added a white space.
See if this works Clinton and thanks!

Hummmm....I disagree about the RMB being in the Reset Default Context icon. The New Scene icon is showing in front more so then the RDC icon. As is there is a shortcut at the top, middle, bottom, and keyboard Space key. Next will be voiced activated!
This one works for me. Can't wait for the voice features. ;)

Well, that's it for me. Unless you plan to add something else. I'm not finding anything new to report.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Thanks Clinton for all of your help! I have posted the final version here:
viewforum.php?f=55"

Also I have incorporated all of these modifications into the tS761 Update as a seperate download here:
viewforum.php?f=55"

I'll do the tS761 Standalone version as soon as I can.
viewforum.php?f=55"
User avatar
LeonRegis
Captain
Posts: 1946
Joined: 18 Aug 2009, 17:36
Type the number ten into the box: 0
Location: Brazil/Earth/Orion Arm/Milky Way/4th Dimension/This Universe/Multiverse???/Singularity???

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by LeonRegis »

Thank you guys! I know this is a silly question but it just improve TS or also modify something?
Be the change you want to see in the world. - Mohandas Gandhi
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Well when you install it, all of your money in your bank is transfered to my bank.
It has been improved and modified. The goal here was to move all of the scripts from the Link Editor Navigator into the tS76 UI. Some of the scripts were improved too. All of the modifications made in this tS76 update were incorporated into tS761.
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

trueBlue wrote:Thanks Clinton for all of your help! I have posted the final version here:
vi ... 698#p14698"

Also I have incorporated all of these modifications into the tS761 Update as a seperate download here:
vi ... 3202#p3202"

I'll do the tS761 Standalone version as soon as I can.
I uploaded the Standalone version today here:
viewtopic.php?t=422"
splinters
Chief Warrant Officer
Posts: 733
Joined: 21 May 2009, 18:55
Type the number ten into the box: 0

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by splinters »

A thousand apologies about the icons mate. Had a big job interview today and I have been wrapped up with that and school coursework all week.
Drop me an email: woodwardp (at) blueyonder (co.uk) (sorry for truncating that; don't want spamming) listing exactly what you want and where they will go. I am not knocking yours at all but the offer is there if you want 'em to match the rest etc.

P.S Didn't get the job but that is the good news; it was a terrible place (and position)
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Thank you! I sent you an email.
splinters
Chief Warrant Officer
Posts: 733
Joined: 21 May 2009, 18:55
Type the number ten into the box: 0

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by splinters »

Icons incoming tonight trueblue. Quick question though; do you want model side icons porting over for things like glue/unglue (I think I have the masters for those and they would be more familiar to existing users).
Show/Hide I can also do based on the icons from model side but I don't get 'unlook at'...wouldn't that be like using the look at tool then using the reset view tool above it?
Maybe I am missing something but I wanna get them right for you. Keep on throwing requests too as I am on vacation next week... :D
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Thanks Splinters!
I was thinking the same thing with regards to using the same theme as Model's icons except of course in a 26 x 26 format for the Glue & UnGlue.

With regards to the Show & Hide selected objects, I think this is different in Workspace verses Model.
In Model it is more of an individual, "Draw as Solid" & "Object Mode Off". Right?
In Workspace it is an individual, "Invisible - On or Off".
The way these two scripts work, which is different in both aspects, Shows or Hides, "Selected Object(S)", adding the feature of multiple selections. So.....I dunno. I'll let you decide what would be best for the Workspace version icons. BTW: These scripts do not work in Model.
Note: I am also very close to a Workspace "UnHide All" script. (CLINTONMAN ???) So a Model's type "Unhide all objects" icon would be needed also. Hummm... might need a "Show all objects" too, eh? <- "I miss Norm!"

For the Workspace's, "UnLook At" icon, how about using Workspace's, "Look At" icon without the arrows?
Or with a red X?
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Here is the tS76 - UnHideAll project if somebody wants to take a look.
UnHide1 works on unencapsulated objects ONLY and without errors, by itself.
In this scene it is wired to a UnHideAll which works on encapsulated objects but with an error.
Even though the error accurs it still works.
The goal here is to combine both scripts into one script that works without errors.
Edit: File removed. I figured out a way.
splinters
Chief Warrant Officer
Posts: 733
Joined: 21 May 2009, 18:55
Type the number ten into the box: 0

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by splinters »

Apologies (again) for lack of icons. I was boarding at school last night which nearly always means several peaceful hours when the kids have gone to bed...but disaster struck. Surprise visits from new members of staff, broken windows and a trip to hospital....and that is the short version. Off to London for a few day then I really will get these done mate.

Life eh? You just can't plan it.....
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Okie Dokie Splinters.
BTW: As of 2/14/2010, I have posted an update for all 3 updates that include new icons for the Unlook At, Unencapsulate, Show, Hide, and a new Show All/Hide All button. Please take a look and see if it meets your standards or so you can see where they are going if you choose to create better ones. HTH & TIA
splinters
Chief Warrant Officer
Posts: 733
Joined: 21 May 2009, 18:55
Type the number ten into the box: 0

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by splinters »

trueblue, just sending you 5 icons to check. I inverted the alpha channel as they were in tS7.6 and saved as 32 bit bmp with alpha. See how they work and I can make more tomorrow... :D
User avatar
Steinie
Captain
Posts: 2958
Joined: 21 May 2009, 17:38
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by Steinie »

trueBlue,
the url links dated Feb 7th are dead. Is this a current thread or is there another Forum with active links?
Thanks
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

This thread was used to Beta test the first Unofficial update back in 2010.

I fixed the dead links. Thanks
newer updates can be found here:
viewforum.php?f=55"
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

New Update for trueSpace7.6 Unofficial Update
viewtopic.php?t=3733

Unofficial Update Version 3

February 24, 2010
September 10, 2019
August 4, 2020

This Unofficial Update is for trueSpace7.6
IMPORTANT: This Update should not be used with any other trueSpace versions!

Also new in this update, the new Material Editor includes updates for Vray
Recommend that you install Vray version 1.53 and Load it into the Workspace's Package Manager
You can download Vray version 1.53 here:
https://united3dartists.com/index.html

Layouts
Add
Model

Widgets
Update
Background widget
Zoom to Selection - Author Clinton Reese
Additional controls:
* MMB click - Zooms the view to the current selection or Point Edit selection
* Ctrl + MMB click Moves the view to the current selection or Point Edit selection
* Shift + MMB click - Moves the view to all objects in the scene
* Coma + LMB Drag - Shows All
* Period + LMB Drag - Hides All (Except selection)

Workspace Navigation toolbar
Add
Camera tools

Desktop
Update
* Enter button renames the scene
LMB click Inserts the current Scene name
RMB click Resets the Scene name to Space 2D

Material Editor
Update
D3D Material Editor
Vray Material Editor

Configs
Add
My_Configuration
* Import from Model's Configuration Library

Script
CustomCommands
Update
Hide, Show, HideAll, ShowAll, and onnewscene
Add
HideCameraAndLights, ShowCameraAndLights, DeleteORA, CloseORASettings, ResetPose, and ResetContext

I will be updating this Unofficial Update for trueSpace7.6 with more improvements in the near future.
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

New Update for trueSpace7.6 Unofficial Update
viewtopic.php?t=3733

Unofficial Update Version 3

February 24, 2010
September 10, 2019
August 5, 2020

This Unofficial Update is for trueSpace7.6
IMPORTANT: This Update should not be used with any other trueSpace versions!

Also new in this update, the new Material Editor includes updates for Vray
Recommend that you install Vray version 1.53 and Load it into the Workspace's Package Manager
You can download Vray version 1.53 here:
https://united3dartists.com/index.html


ScriptCommands
Add
RenderScene, RenderObject, and RenderAnimation
Add missing scripts
Cam2Eye, Eye2Cam, and Position2Eye

Toolbars
Main
Update
RenderScene, RenderObject and RenderAnimation icons
Add command to call the above scripts
This will resize the Vray render window using the Vray panel's - Width and Height value
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

New Update for trueSpace7.6 Unofficial Update
viewt ... =55&t=3733

Unofficial Update Version 4

February 24, 2010
September 10, 2019
August 5, 2020
January 16, 2022

This Unofficial Update is for trueSpace7.6
IMPORTANT: This Update should not be used with any other trueSpace versions!

Also new in this update, the new Material Editor includes updates for Vray
Recommend that you install Vray version 1.53 and Load it into the Workspace's Package Manager first
You can download Vray version 1.53 here:
https://united3dartists.com/index.html


Toolbars
Commands for Scene ORA modes, Grid modes, Switch Views, Reset View, and Look at Selection
All toolbar buttons updated to use the UUFunctionSet
These new commands will run without the Main 3D Window needing focus unless there is a floating/docked 3D Window that has focus

WorkspaceNav
Add
Custom Toolbar icon

Displacement Brush
Fix
RMB Show preference panel

Displacement Mapper
Export Default aspect

CustomToolbar
Add
Eye Camera
3D View Widget
Shear

Widgets
Add
Object Navigation Widget2 with Selector Cage widget
Additional controls:
Shift + LMB select on widget cycles Object Navigation Widgets
Ctrl + LMB select on the widget's Bars, Arcs, or Cubes opens the widget's Mouse Settings panel
Sphere
Ctrl + LMB opens the Object Navigation Widget panel for changing the Scale
MB + Drag - Move widget

Add
3D View Widget

Add
Shear

Camera Move, Rotate, FOV, and Rectangle Zoom widgets
Update
* Shift + LMB select in empty space deactivates each tool
* RMB click the toolbar icon deactivates each tool

Object Move, Rotate, and Scale widgets
Update
* Shift + LMB in empty space deactivates each tool and it's icon highlighting
* RMB click the toolbar icon deactivates each tool

Background widget
Add
Zoom to Selection - Author Clinton Reese
Additional controls:
* Ctrl + MMB Double click - Moves the view to the current selection or Point Edit selection
* MMB click - Zooms the view to the current selection or Point Edit selection
* Shift + LMB + Drag - Moves the view to all objects in the scene
* Coma + RMB + Drag - Selects next object
* Period + LMB Drag - Hides All (Except selection)
* Coma + LMB Drag - Shows All

Camera widget
Add
Orbit widget
RMB select the Orbit widget = Hide
RMB select the Camera widget's stand = Shows the Orbit widget
Tip: Change the Coordinate system to Object or Screen for better control with the Orbit widget

Spot light widget
Add
Object Navigation widget

Scripts folder
tS76 Workspace Shortcut List.rtf
Window.Shortcuts.xml

Lights
Updated all lights

Animation Preferences
* Shrink Play Range
* Play - Plays the Play Range
* Stop - Stops and sets the time to the Start of the Play Range
* Scrubbers for Start and End 'Play Range'
* Advance Frame 'Advance frame forwards or backwards by amount entered'

Desktop panel
Add
Display Toolbars button 'Off | On'
User avatar
Draise
Captain
Posts: 3200
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by Draise »

And this is still updating! Incredible. Awesome work! One of these days I will dig this up like the rosetta stone that it is and make a web series with it for fun.
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

Draise wrote: 17 Jan 2022, 15:52 And this is still updating! Incredible. Awesome work! One of these days I will dig this up like the rosetta stone that it is and make a web series with it for fun.
Thanks, Draise!
What is a web series?
Whatever it is, looking forward to seeing you use trueSpace again!
HelenaMaria
Marine
Posts: 1
Joined: 01 Feb 2022, 12:23
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by HelenaMaria »

Point noted. Thanks for the announcement.
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

New Update for trueSpace7.6 Unofficial Update
viewt ... =55&t=3733

Unofficial Update Version 4

February 24, 2010
September 10, 2019
August 5, 2020
February 24, 2022

This Unofficial Update is for trueSpace7.6
IMPORTANT: This Update should not be used with any other trueSpace versions!

Also new in this update, the new Material Editor includes updates for Vray
Recommend that you install Vray version 1.53 and Load it into the Workspace's Package Manager first
You can download Vray version 1.53 here:
https://united3dartists.com/index.html


Toolbars
AnimationBar
Add
Play / Stop
Previous Frame / Reverse Frame -30
Next Frame / Advance Frame +30
Flat Custom Interpolation

Custom Red Toolbar
Add
Open - Cycle Select
Open - First Person Navigator
Open - Animation Panel
Open - Bevel and Extrude tool
Offset - Negative numbers = Inset | Postive numbers = Height

Widgets
View Widget
RotateYZ 'Red'
Add
Ctrl + LMB click = Open - AnimationBar toolbar
RotateX 'Blue'
Add
Ctrl + LMB click = Open - Cycle Select

Mirror Modeler
Updated panel settings
Exported Default aspect
Add
Flatten History button
Note: All Toolbars - Mirror Modeler icon's LMB command shows the panel in the Stack

Mirror tool
Update panel settings
Note: All Toolbars - Mirror tool icon's LMB command shows the panel in the Stack

Scripts folder
tS761 Workspace Shortcut List.rtf
Window.Shortcuts.xml
Animation Editor
Add
Object Move & Rotate command(s)

Animation Panel
Add
Play Range button script
Play | Stop Range / Shrink Play Range

Animation Preferences
Add
Bake Keyframes Author - Clinton Reese

New Copy scripts
LMB - Copy selected objects to scene
RMB - Copy object
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

New Update for trueSpace7.6 Unofficial Update
viewt ... =55&t=3733

Unofficial Update Version 4

February 24, 2010
September 10, 2019
August 5, 2020
March 3, 2022

This Unofficial Update is for trueSpace7.6
IMPORTANT: This Update should not be used with any other trueSpace versions!

Also new in this update, the new Material Editor includes updates for Vray
Recommend that you install Vray version 1.53 and Load it into the Workspace's Package Manager first
You can download Vray version 1.53 here:
https://united3dartists.com/index.html


Bevel and Extrude tool
Update 'Add support for more than one object'
Add
Boolean - 1 = true | 0 = false

Custom Red Toolbar
Add
Open - Camera Toolbar
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: tS7.6 "Unofficial" Update - Beta testers?

Post by trueBlue »

New Update for trueSpace7.6 Unofficial Update


Unofficial Update Version 4

February 24, 2010
September 10, 2019
August 5, 2020
March 7, 2022

viewt ... =55&t=3733


This Unofficial Update is for trueSpace7.6
IMPORTANT: This Update should not be used with any other trueSpace versions!

trueSpace76_MS_Legacy_Edition_V1.2 is supported, Extract to:
C:\trueSpace76_MS_Legacy_Edition_V1.2

Also new in this update, the new Material Editor includes updates for Vray
Recommend that you install Vray version 1.53 and Load it into the Workspace's Package Manager first
You can download Vray version 1.53 here:
https://united3dartists.com/index.html


Link Editor Navigator toolbar
U = Unselect / Close Panels
Update RMB command
Will not run in Point Edit mode

Return to “General Discussion”