Workspace saving: as default config

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Workspace saving: as default config // New Users

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Post by weaveribm // Feb 11, 2007, 3:27am

weaveribm
Total Posts: 592
TrueSpace 6.6 SP2 here and Vista and Nvidia 9700GTX's running D3D

I have the TrueSpace manual for version 4 and 'Inside TrueSpace 4' by Frank Rivera

Please how can I set up so that my current configuration is saved as default?

With the 4 windows as I like to work and all my other settings

Frank Rivera's content seems to reset my workspace to an earlier version of TS, without the 'Find An Icon' new icon and with the myriad of icons appearing. I figure that my default workspace configuration is being changed as I load scenes

I see the Configuration Library down left but when I try to investigate the options the window will not open properly, some display driver thing and a program crash (will try XP later in case it's a Vista thing I don't expect perfected drivers yet) - but if there's a simpler 'Save Workspace Config' icon that would be good - so when I return to work I pick up exactly where I left off

Thanks Norm for your welcome, TS is hard work but appears to be very powerful. Yes I've had TS for years but only now is it getting personal :)

And thanks to all forum contributors, great info in here!

Peter

Post by weaveribm // Feb 11, 2007, 4:38am

weaveribm
Total Posts: 592
I think I've figured that out, supplementary question please?

I can see that in the Scene Editor I can get automatic setting of keyframes without needing to hit the Record Keyframe button, two modes one of which is this automatic recording that was very scary initially :)

Ah Scene View mode or Animation view mode there... looks like again my graphics drivers aren't showing some icons highlighted grrr- so scene view allows setting of keyframes by hand and animation view does this automatic recording of keyframes maybe?

Thanks anyway and guidance to links to keyframes and general animation then please? Logarithmic learning curve looks like phew :)

The reason I hadn't seen Save Preferences was because I always do Save As rather than Save (where the Set Preferences option is then available) Hey that's a good reason for being clueless on setting default config! :)

Peter

Post by GraySho // Feb 11, 2007, 5:34am

GraySho
Total Posts: 695
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Autorecord in workspace and KFE does the same. Though autorecord can easily screw your animation if you don't do your work carefully, like at the wrong frame number. If you right click the record button in KFE, you have some more options, like what is recorded when you click the record button.


I don't know what you mean with scene view and animation view. Perhaps you are refering to the Keyframe editor (KFE)? You can record in both the same way, but in KFE you can edit your keyframes and function curves.

Post by weaveribm // Feb 11, 2007, 7:34am

weaveribm
Total Posts: 592
I know it is very complex and daunting for us new users but it will all make sense soon <cross fingers>

Thanks again GraySho I found that I needed to move the time along just a little bit so that I could create the first keypoint and then I found the keypoint diamonds and I could tidy the jerky bit at the start of the object's animation and things started working - cheers mate :)

Perhaps you are refering to the Keyframe editor

I have only Scene Editor (ver6.6) as a title to a window but yes keyframe editor is in there with the diamonds and object-oriented properties Look Scale Rotate etc with tracks for each property

Can I ask please? How can I get a full render in all the four windows I only have wire frame view in three windows and I would like all four windows rendered, I see the Draw Objects As Solid but I have Solid render only in one window - can each of the four windows have solid render? When I am in four-window-space I mean. Thank you for your help!

Peter

Post by spacekdet // Feb 11, 2007, 9:07am

spacekdet
Total Posts: 1360
pic
This may help:

Post by GraySho // Feb 11, 2007, 11:35am

GraySho
Total Posts: 695
pic
I have only Scene Editor (ver6.6) as a title to a window but yes keyframe editor is in there with the diamonds and object-oriented properties Look Scale Rotate etc with tracks for each property



Yep, my fault. I just saw that it's called scene editor.

Post by weaveribm // Feb 11, 2007, 2:12pm

weaveribm
Total Posts: 592
Select each window individually and then set solid render for that window - ahah thank you very much for that how-to visual spacekdet. Thanks again too GraySho. I've found my TrueSpace 5 manual you guys are very helpful

Peter

Post by weaveribm // Feb 12, 2007, 12:08pm

weaveribm
Total Posts: 592
Running it under XP now just in case-

I'm still having enormous difficulty with the keyframe editor. Earlier I had the (still have the) problem that I cannot simply:

Select a cube
Open KFE
Set the time say 100 frames at 30fps
Jiggle the first keypoint (or the first keypoint cannot be set - I understand zero time though so a workaround of sorts)
Hit the Record Keypoint
Move the time marker to say 50 frames
Move the cube
Set a new keypoint
Wind back
Run the clip

If someone can please run through the simplest of cube-moving and resulting animation in TS6.6 I would be very grateful, some simple setup step I'm missing I'm sure it will be ok :)

But on top of this problem, now when I can get a cube to move (hit and miss affair currently) the cube does not move until the final-position keypoint and then it moves instantly to the final KP when the timer reaches the final KP. Without moving through the frames :) Simple one for you TS longtime users but a baffling one (or two) for beginners

Thanks in advance, real lifeline in here!

Peter

Post by Bobbins // Feb 12, 2007, 11:56pm

Bobbins
Total Posts: 506
Try this:


- Create a new scene

- Open the SE (it's called the Scene Editor - there is no Keyframe Editor in tS 6.6)

- Right click the play icon in the SE and set the Base rate and play rate. Default is NTSC and 30 (fps)

- Create a cube and position it where you want

- In the SE make sure you are on frame 0, either by using the scrubber or typing it into the frame box inbetween the playback controls.

- Press the Record icon in the SE.

- Scrub to a new frame or type a frame number into the frame box in the SE.

- Reposition the cube.

- Press the Record button in the SE.


You should now see some bars appear in the SE to indicate the duration of the animation. If you expand the cube track you should see the Move, Rotate and Scale tracks with keys set on frame 0 and whatever other frame you used. If you scrub or play the animation, the cube should smoothly move between the start point at frame 0 and the end position.


This is a simple way of animating and is the best way to work: Move to the frame where some action occurs, then move the object and finally press the record icon.


Beware that there are two modes of working in tS though, autorecord and manual record. You can set which one you are using by right clicking the record icon in the tS animation toolbar - NOT the record icon in the SE.


In auto record tS creates the keys for you every time you move an object. Basically it presses the record button for you when a change occurs. Say you positioned an object at frame 0 and pressed record. You then moved the object, went to frame 50 and pressed record again. When you playback the animation, nothing happens - the object stays where it is. Why? Well, you manually set a key on frame 0. You then moved the object to a new position, but you were still on frame 0 so tS autorecords a key for you for the object at the new position on frame 0. You select a new frame number and press record. A key is created at the new frame with the object in the same position it was at frame 0, so when you playback the animation, for however many frames the object is keyed to stay in the same position - no movement occurs.


In manual record mode, you have to press the record button every time you want a key to be created.


There are advantages and disadvantages to both methods. In autorecord mode people often forget to change to a new frame before making a change then get frustrated as to why the animation doesn't record the way they expect. In manual record mode they forget to press the record icon and get frustrated as to why the animation doesn't record the way they expect! I'll end by repeating that the safest way to animate is to go to the required frame, then make a change, then press record and don't forget to record a key on frame 0 as well.

Post by weaveribm // Feb 13, 2007, 2:07am

weaveribm
Total Posts: 592
Thanks Bobbins will do that later

scrubber, Scrub to a new frame

The scrubber is the black horizontal bar with end tabs that I can pull left and right to different frames is it? Thanks I'm dimly aware :) of the importance of that function Bobbins, I think discovering that broke a small logjam, little by little. I went back to real basics and if I'm stuck I go back to New, create cube, make notes on every step when animating. Leaving absolutely nothing to chance this time :)

I've found that when something appears not to work consistently (the hit and miss thing, it's tempting to begin with complex scenes because the kit is so powerful) it's time to go to the mattresses. Very low profile and doing nothing complex. No pizza deliveries and using just the local line to TS users in here :)

I see why people either love TS or panic when the word is mentioned. Very powerful, very hard work early days but very enjoyable. Even the early rickety baby-steps

Bobbins can you tell me I wonder why there's that 'feature' where the first frames of an object's animation sequence are awkward to set up? I'd like to set an object in TS-space and hit Record Keyframe and then move the object to another position and hit Record Keyframe at the new position, end of story. Simply cannot do that and I have tried so hard and currently working around it :) Auto Record off always yes btw thanks

After moving to frame 1 and setting a Record point and animating the cube, when I look at the Move slider there's that extra keypoint there (at the first keyframe I set after moving the Set Active Time pink/violet vertical cursor to frame one) that I've learned to delete - this then appears to make the object move from the zeroeth frame to the final frame smoothly. I see people talking almost everywhere I read that this feature makes initial motion bumpy. That little reverse-up before moving off and the deceleration at the end of a move and so on. I figure there must be a very good reason for this feature but can't work it out, perhaps non-linearity is built in there for a good reason. I can see how that would help create a realistic physics engine

Sorry to be so long-winded but useful info drops between the cracks of the building blocks of learning if anyone assumes that I know anything at all and uses The Blocks of Jargon. I can't and I'm jealous because I don't know any yet :)

Great info Bobbins thanks very much!

Peter

Post by Bobbins // Feb 13, 2007, 2:54am

Bobbins
Total Posts: 506
can you tell me I wonder why there's that 'feature' where the first frames of an object's animation sequence are awkward to set up? I'd like to set an object in TS-space and hit Record Keyframe and then move the object to another position and hit Record Keyframe at the new position, end of story. Simply cannot do that and I have tried so hard and currently working around it :) Auto Record off always yes btw thanks



After moving to frame 1 and setting a Record point and animating the cube, when I look at the Move slider there's that extra keypoint there (at the first keyframe I set after moving the Set Active Time pink/violet vertical cursor to frame one) that I've learned to delete - this then appears to make the object move from the zeroeth frame to the final frame smoothly. I see people talking almost everywhere I read that this feature makes initial motion bumpy. That little reverse-up before moving off and the deceleration at the end of a move and so on. I figure there must be a very good reason for this feature but can't work it out, perhaps non-linearity is built in there for a good reason. I can see how that would help create a realistic physics engine


The 'scrubber' is the pink/purple vertical bar with the little downward pointing chip at the top. If you click and drag that chip left and right you can 'scrub' along the timeline.

The black horizontal bars with the handles either end are animation tracks. Dragging those handles at either end retimes the start and stop positions of the animation for that track.

If you expand an animation track you will see the diamond shaped keys that make up the animation.


For what you are describing you really need to delve into the function curve editor view of the SE and understand what you are looking at. It's all linked in with the type of path that is used for an object's motion.


There are really two ways for an object to move from one position to the other, using a path that has 'sharp' keys (linear) or a path that has 'smooth' keys (non-linear).

If the object starts moving and instantly accelerates to it's top speed, then moves until it gets to the destination and instantly stops, then it would be using sharp keys. This isn't a very realistic motion though: almost nothing ever really moves in that way. You'd certainly never watch a TV programme or a film if the camera moved like that!

If the object starts at rest, then accelerates up to it's top speed and stays that way before gently deccelerating down to stationary then it would be using smooth keys. This is how almost everything moves from a car to a pendulum swinging in an arc to an apple falling out of a tree into a pool of water.

tS allows you to have either type of motion and there are several ways to select which is used. You can right click the keys in the SE, select properties and choose what type of properties the key has (there are three green icons for sharp, smooth and, er, very smooth!). You can switch to the f-curve view in the SE and change the handles on the curve points. You can show the path for an object's motion in the 3D views and change the properties for the points on the path.


The little 'reverse up before moving off' you describe is caused by deleting smooth keys before the object's motion. You can fix that by using one of the above methods. The best is to right click the diamond shaped keys at the start and end of the animation, choose properties and set sharp keys by clicking the angular green icon on the left. Sometimes creating a double key - copying the problem keyframe and pasting it into the frame before - works too.

Post by TomG // Feb 13, 2007, 8:26am

TomG
Total Posts: 3397
Yes, it does sound like the smooth curve setting is giving you the odd motion at the start. Bear in mind for the smooth changes that Bobbins describes, tS extrapolates the motion BEFORE the keyframe you recorded as well as after - that way there is a smooth curve into and out of the recorded keyframe.


Numerous ways around it - record an identical keyframe one KF before it; make that first KF have sharp curves rather than smooth; or just start rendering your anim from that set KF and not before (eg if you are starting with a KF at 1 rather than 0, then just start rendering your anim from frame 1and avoid rendering that pesky frame 0).


HTH!

Tom

Post by weaveribm // Feb 14, 2007, 2:41am

weaveribm
Total Posts: 592
Thanks both that's really helped, there's a very comprehensive features list in there I'm extremely glad now that I asked about this and er, the other Mayday calls :)

You can right click the keys in the SE, select properties and choose what type of properties the key has

Is the word wow acceptable :)

tS extrapolates the motion BEFORE the keyframe you recorded as well as after - that way there is a smooth curve into and out of the recorded keyframe

Ah got it thanks Tom

I had a feeling that physics or at least non-linear motion (acceleration, inertia) was in there I've seen the gravity and object properties/rubber and so on. But no feature creep for now, simple animation is quite exciting enough :)

I'm animating flags right now zooming around and I'd thought to have them fluttering. I tried to follow Frank Rivera's 'Wave The Flag' tutorial from his Inside TrueSpace 4 book but got lost in his explanation of Deform Primitives which look very interesting as I'm working with simple planes (flags) right now

I know/suspect that icons have changed lots from his version 4 to my 6.6 version but I can sort that out probably

I can see that having Record Animation functioning somehow while deforming the deform primitive plane would allow animation of the simple plane object that is (one-to-one coordinates) tracking changes made in the deforming plane over time

But knowing how to link the deform primitive (plane) to the plane-to-be-deformed I'm stuck on, sorry to be so demanding...

I get the glue bottle but clicking on the plane-to-be-deformed (as per Frank's tutorial) does not apply the deform plane :( (does not appear to I should say, nothing shows in the SE)

Once the plane has the deform plane attached and somehow in the Scene Editor there will be keypoints for the deform animation (I suspect) :) - is the deform animation 'bolted on' and I can then move the deforming flag-object around the workspace and the flag will be fluttering wherever it finds itself?

<rustling pages>

I see in TrueSpace 5 manual (digital download version 6.6 here) the 14.2 Object Deform pages, they'll help I'm sure - but I don't see anything there to help with applying the deform-net to a plane (flag) and how to create the animated deform. So you guys know I'm trying my best and not being lazy :)

I'm going to be in trouble

Thinking on it my digital download can't find

C:\trueSpace66\PDFMan\ch15_Sculpt&Deform.PDF

-and now I look I remember why I've had trouble earlier, I have only some appendices, TOC and index and only two main PDF's in the PDFMan folder

ts6_manual
ch29_trueParticles
ch30_NewInTrueSpace66

Aaagh! :)

Please did I do something wrong on installing or is this a known bug I appear to be missing 29 chapters for version 6.6. No not 28. Consistency :)

TIA, very much appreciate your help!

Peter
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