Post by thyme on Oct 31, 2004 14:08:05 GMT
Hi Seamless Creators
2.061 is ready for download:
www4.tpg.com.au/users/gperrett/seamless3d/index.html
New Features
Seamless3d now supports collapsible nodes in the scene tree. To collapse a node click on the grey horizontal line to the left of the node and to expand it back click the same place. The state of a node collapsed or expanded is saved to the smls file. The task of adding the collapsible code also involved me rewetting the code for the background colours. I have simplified this code so the background colors for 2.061 should be much more reliable than before.
In response to griff wanting the animation nodes to be able to be grouped neatly I have simply added a children field to the TimeSensor node which I think works out very well. When output, any nodes inside the TimeSensor's children field will be output in parrel with the TimeSensor as siblings instead of them branching out from it keeping the output files VRML compliant.
I have added a new node called a GroupBuild node. This node is used just like an ordinary Group node but is specifically for build nodes allowing different sections of build nodes to be collapsed in the Seamless's build field.
I have added 2 new fields named "in" and "range" to the JoinVertex node. These fields can greatly speed up the tedious work of joining vertices together.
Checking "in" will cause the JoinVertex to search for any vertices close to each other (those that are within "range") from the source to the destination parts. The Indices of the coords that are found to be within range are added to srcCoord and dstCoord fields. The task of checking to see which vertices are close to each other can slow a build cycle down considerably but this is not a big problem for the JoinVertex (but can be for a JoinCloseVertex) because after the srcCoord and dstCoord fields have been filled the "in" field can be unchecked so that the JoinVertex operates back in it's fast default mode where it only has the task of joining indexed coords. This new feature for the JoinVertex node perhaps now makes the JoinCloseVertex node obsolete.
Because it is to easy to forget to check a Part's clearCycle when using a TransferVertex and is so unforgiving when this is forgotten, I have made it so a TransferVertex automatically sets it's destination part's clearCycle. I have done the same for the TransferBCyl and the CopyPart when it's add field is checked.
I can not see any problems arising from this auto feature since destination parts should always have there clearCycle checked for these nodes. This feature should make seamless a lot friendlier when using build nodes.
Bugs Fixed.
Sadly I added 2 bugs in recent versions that have not come to my attention until now because I have been busy for more than a week re writing much of the scene tree code but these bugs are now fixed glad to say for this version.
The most serious bug I added of the 2 meant anyone new following my tutorials that involved a CCLathe node would find it very frustrating because the sync field did not automatically switch on like it was meant to The sync field is meant to switch on when the user increments the count control for a CCLathe node when it's Stem's bands field is empty.
The other bug I added was from when I made the Interpolators more robust (so I thought) but turns out I also made seamless crash if a Interpolator ever received a ROUTE while it's key and keyValue fields are empty
Leaving on a more happy note, finding that my avatars are forever getting more complex, I am very pleased seamless now has collapsible and expandable nodes, I do think this feature will greatly assist in cutting down clutter
best wishes to all
thyme ;D
2.061 is ready for download:
www4.tpg.com.au/users/gperrett/seamless3d/index.html
New Features
Seamless3d now supports collapsible nodes in the scene tree. To collapse a node click on the grey horizontal line to the left of the node and to expand it back click the same place. The state of a node collapsed or expanded is saved to the smls file. The task of adding the collapsible code also involved me rewetting the code for the background colours. I have simplified this code so the background colors for 2.061 should be much more reliable than before.
In response to griff wanting the animation nodes to be able to be grouped neatly I have simply added a children field to the TimeSensor node which I think works out very well. When output, any nodes inside the TimeSensor's children field will be output in parrel with the TimeSensor as siblings instead of them branching out from it keeping the output files VRML compliant.
I have added a new node called a GroupBuild node. This node is used just like an ordinary Group node but is specifically for build nodes allowing different sections of build nodes to be collapsed in the Seamless's build field.
I have added 2 new fields named "in" and "range" to the JoinVertex node. These fields can greatly speed up the tedious work of joining vertices together.
Checking "in" will cause the JoinVertex to search for any vertices close to each other (those that are within "range") from the source to the destination parts. The Indices of the coords that are found to be within range are added to srcCoord and dstCoord fields. The task of checking to see which vertices are close to each other can slow a build cycle down considerably but this is not a big problem for the JoinVertex (but can be for a JoinCloseVertex) because after the srcCoord and dstCoord fields have been filled the "in" field can be unchecked so that the JoinVertex operates back in it's fast default mode where it only has the task of joining indexed coords. This new feature for the JoinVertex node perhaps now makes the JoinCloseVertex node obsolete.
Because it is to easy to forget to check a Part's clearCycle when using a TransferVertex and is so unforgiving when this is forgotten, I have made it so a TransferVertex automatically sets it's destination part's clearCycle. I have done the same for the TransferBCyl and the CopyPart when it's add field is checked.
I can not see any problems arising from this auto feature since destination parts should always have there clearCycle checked for these nodes. This feature should make seamless a lot friendlier when using build nodes.
Bugs Fixed.
Sadly I added 2 bugs in recent versions that have not come to my attention until now because I have been busy for more than a week re writing much of the scene tree code but these bugs are now fixed glad to say for this version.
The most serious bug I added of the 2 meant anyone new following my tutorials that involved a CCLathe node would find it very frustrating because the sync field did not automatically switch on like it was meant to The sync field is meant to switch on when the user increments the count control for a CCLathe node when it's Stem's bands field is empty.
The other bug I added was from when I made the Interpolators more robust (so I thought) but turns out I also made seamless crash if a Interpolator ever received a ROUTE while it's key and keyValue fields are empty
Leaving on a more happy note, finding that my avatars are forever getting more complex, I am very pleased seamless now has collapsible and expandable nodes, I do think this feature will greatly assist in cutting down clutter
best wishes to all
thyme ;D