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SDS in player
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These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
SDS in player // New Users
Post by djaram // Mar 4, 2006, 11:15pm
djaram
Total Posts: 73
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Hello,
Once again my simple questions:
When you edit a model in the player and add SDS, the control of the shape of the model becomes much easier than the modeler because it shows less faces but it has more elasticity (similar to NURBS). But the bad thing is that if you save your work or if you accidentally right click on the model when you are in modeler mode suddenly the object becomes and SDS in modeler and when you go back to player, you won't see any more simple controls and you have a thousands of polygons to deal with.
My question is that is there a way to keep the simple editing in player while you load from a saved model ?
Thank you, |
Post by tomasb // Mar 4, 2006, 11:53pm
tomasb
Total Posts: 261
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The conversion is needed because modeler cannot handle new sds tools.
You can get back your sds shape if you dig inside LE. Inside object you can find SDS filter node and Shape(or Shape,1) node that exports mesh connector. connect this connector from shape back to sds filter and you should have your SDS object back. |
Post by djaram // Mar 5, 2006, 12:25am
djaram
Total Posts: 73
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The conversion is needed because modeler cannot handle new sds tools.
You can get back your sds shape if you dig inside LE. Inside object you can find SDS filter node and Shape(or Shape,1) node that exports mesh connector. connect this connector from shape back to sds filter and you should have your SDS object back.
Thanks for the reply,
I know how to choose different layers when I'm in Modeler mode. But I don't know what the SDS filter node or mesh connector means. and what is LE ?
I sreached in the manual couldn't find anything. Could you point me in the right direction ? |
Post by tomasb // Mar 5, 2006, 1:16am
tomasb
Total Posts: 261
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Thanks for the reply,
I know how to choose different layers when I'm in Modeler mode. But I don't know what the SDS filter node or mesh connector means. and what is LE ?
I sreached in the manual couldn't find anything. Could you point me in the right direction ?
LE = link editor. Turn to default layout. the area where you see your objects in form of 2d rectangles is called link editor. you can open (enter) nodes by clicking on orange part of the button on object node.
this definitely is in manual :). |
Post by djaram // Mar 5, 2006, 4:05am
djaram
Total Posts: 73
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Wow thanks a lot!
Again I didn't know that control of objects had become this advanced and amazing when I bought TS7.
but still i can not find the sds filter for my object.
I attached it if you want to look.
Cheers, |
Post by GraySho // Mar 5, 2006, 5:57am
GraySho
Total Posts: 695
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I couldn't find the sds filter either, but I guess you have to save the scene as a whole, not just the object. Next time, save it as rsscn file and you should be able to find that filter.
As far as I know the cob object format doesn't have the player construction history included, so unless you have saved the scene before, this history is lost. |
Post by djaram // Mar 5, 2006, 10:54am
djaram
Total Posts: 73
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Thanks,
but how do i save as a rs.... ?
file--->save as ---> scene ----> ??? |
Post by Délé // Mar 5, 2006, 11:03am
Délé
Total Posts: 1374
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In the library stack on the right side. Right click in an empty area of the "Scenes" library and select "insert". Then you can name your scene and it saves to the library. You can also save selected objects in the same way except save them to the "objects" library.
Also by right clicking on an object in the library, you can select "export" or "import" to save those library objects to a file or import a library object from a saved file. This will save the files as the new .RsScn or .RsObj file types.
hth, :) |
Post by tomasb // Mar 5, 2006, 11:27am
tomasb
Total Posts: 261
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Saving to 7.0 version COB should also save construction history as far as i know (if bridge is auto or on).
The object you send looks like if you did some topology change (glue/unglue/booleans) or other complex operations in modeler. In these cases construction history is lost as ts side deletes old object and creates new and these commands are transfered thru bridge to Player. |
Post by Johny // Mar 5, 2006, 5:24pm
Johny
Total Posts: 672
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is SDS will be available in model on the next release? |
Post by tomasb // Mar 6, 2006, 12:30am
tomasb
Total Posts: 261
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is SDS will be available in model on the next release?
No, but there will be more tools available in Player. We have implemented new core because it was very problematic to add more features to old one. (that's why there was not much added between recent versions). The idea is to move all functionality to Player, extend it and remove modeler from tS. |
Post by Johny // Mar 6, 2006, 3:04am
Johny
Total Posts: 672
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No, but there will be more tools available in Player. We have implemented new core because it was very problematic to add more features to old one. (that's why there was not much added between recent versions). The idea is to move all functionality to Player, extend it and remove modeler from tS.
If that is the plan for future tS, I think that better if the Caligari should hold the tS next release until all tools are already move to new core (player). Then release it without old core (model). :banana: :banana: :banana: |
Post by tomasb // Mar 6, 2006, 3:38am
tomasb
Total Posts: 261
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If that is the plan for future tS, I think that better if the Caligari should hold the tS next release until all tools are already move to new core (player). Then release it without old core (model). :banana: :banana: :banana:
7.1 will have animations moved to Player, after there will be tool update when other tools will be moved. Next major release will likely have no old modeler code inside (may be we keep it there as it is in current state, because the problems are caused only by transitions between modeling in old and new part so you could decide which part to use...). |
Post by Johny // Mar 6, 2006, 9:06am
Johny
Total Posts: 672
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How many vertices can handle by player on video card with
1. 64 MB Graphics Memory?
2. 128 MB Graphics Memory?
3. 256 Mb Graphics Memory?
Is it all same or different? (without look at computer memory)
I just thinking that player concept need more powerfull and more computer resource than old modeler concept. And that of course need more money for upgrade to more better computer :(
Learn from big M from Atdsk. Their last version (version 8) still can run smoothly on PIII with 128MB video ram. Look at their modeler, that is still look like old ugly cad/cam editor. Why they don't renew it like what Caligari do with their recent tS? because they know how to use computer resource wisely. Their use realy use computer resource for program ability. on the other way Caligari use computer resource for make program look beauty.
If I put on 2 choices:
1. upgrage tS.
2. Buy big M.
of course I will select choice number 1. :jumpy:
But if I in put on other 2 choices:
1. Upgrade computer and upgrade tS.
2. Buy big M.
I will save my money for buy big M. :rolleyes:
Sorry, because I'm worry that future tS can not run well on our today computer.
How about separate it become two different program with same modeling tools in both program player and program model? or may be caligari can also sell it separate. (of couse model program is cheaper than player program:) ) |
Post by tomasb // Mar 6, 2006, 10:26am
tomasb
Total Posts: 261
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Graphics card with 64mb can render billions of triangles - the memory on graphics card board can be viewed as a cache. If you render data that have less than 64mb in size, there is virtually no transfer thru AGP/PCIE and the rendering is very fast. When you run out of video mem, driver allocates system memory and setup memory controller(DMA) so that it sends data to graphics HW...
tS7 player side can without problems handle many meshes with above 2M vertices(SDS), or even more for simple polygonal meshes (SDS needs some system memory to precache some data so editing is fast). |
Post by djaram // Mar 6, 2006, 11:30am
djaram
Total Posts: 73
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In the library stack on the right side. Right click in an empty area of the "Scenes" library and select "insert". Then you can name your scene and it saves to the library. You can also save selected objects in the same way except save them to the "objects" library.
Also by right clicking on an object in the library, you can select "export" or "import" to save those library objects to a file or import a library object from a saved file. This will save the files as the new .RsScn or .RsObj file types.
hth, :)
Thank you,
OMG How stupid i must be not to think of that by myself :o |
Post by djaram // Mar 6, 2006, 11:35am
djaram
Total Posts: 73
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Saving to 7.0 version COB should also save construction history as far as i know (if bridge is auto or on).
Does this mean for saving Cob version 7.0 I must turn the bridge on ?
I'm not sure if i get this exactly. Why don't we have the TS7 .Cob in the list of "Save as"?
Regards, |
Post by tomasb // Mar 6, 2006, 12:03pm
tomasb
Total Posts: 261
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Does this mean for saving Cob version 7.0 I must turn the bridge on ?
I'm not sure if i get this exactly. Why don't we have the TS7 .Cob in the list of "Save as"?
Regards,
ts5.0 saves by default cob version 5.0.. 7.0 saves default to version 7.0... it's not marked as ts7 .cob, it's just cob...
When you haven't turned bridge off and you have at the least one player window open, bridge mirrors scene to player. so construction history should be saved. |
Post by GraySho // Mar 6, 2006, 1:29pm
GraySho
Total Posts: 695
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We have implemented new core because it was very problematic to add more features to old one. (that's why there was not much added between recent versions).
This piece of information gives me hope for the first time in a long period. Could also explain why some bugs were carried from version to version. |
Post by Johny // Mar 6, 2006, 3:56pm
Johny
Total Posts: 672
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Graphics card with 64mb can render billions of triangles - the memory on graphics card board can be viewed as a cache. If you render data that have less than 64mb in size, there is virtually no transfer thru AGP/PCIE and the rendering is very fast. When you run out of video mem, driver allocates system memory and setup memory controller(DMA) so that it sends data to graphics HW...
tS7 player side can without problems handle many meshes with above 2M vertices(SDS), or even more for simple polygonal meshes (SDS needs some system memory to precache some data so editing is fast).
Thanks for the info :banana:
I only worry that tS require more power full computer like recent 3D games |
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