Custom Object Navigation Widget

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Custom Object Navigation Widget // Interactive Artwork

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Post by clintonman // Feb 22, 2006, 6:08pm

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This is my first widget. To use it you need to navigate to the "Select" widgets section.


Jump to the highest level using the orange triangles of the link editor

jump in to Widgets

then jump in to Select

delete the Default object navigation

drag the Custom object navigation from the library

select an object in the 3d view and the custom widget will appear.


Clinton

Post by splinters // Feb 23, 2006, 1:09am

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I prefer this clintonman to the default player widget. I have considered doing my own but would no know where to start. I always liked this one (Oliver Rohe's proposal). How would I make it?

Post by tomasb // Feb 23, 2006, 2:05am

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First, you need to create meshes for all controlls you would like to have. Then take original view nav widget and replace it's shapes & adjust matrices to get desired directions of operations.


I think that Olivers NAV has too small controlls and can be harder to navigate. Player nav instead contains less surfaces but meaning of them is adjusted by ctrl/shift/alt.

Post by Délé // Feb 23, 2006, 6:03am

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Thanks Clinton. :) I do like yours better then the original one.

That 2d one looks like it could be very promising also. IMO, while 3d widgets look cool, I think they can lose a lot of functionality because at certain angles you simply can't select certain features. I often find myself shifting my perspective view so that I can access a specific area of the widget, even though that new view is undesirable to accurately asses the movement or scale that I'm trying to complete. In other words, I often have to sacrifice the view of my object that I would like to have when doing a specific task, just because of the widget.

While on the subject, I'm sure custom widgets can be made for point editing too, but is there a way to make the widget stay out of the way? Like in a corner somewhere? To be honest I find the point edit widget to be kind of obstructive. It just plops itself right in front of what you're doing. I would settle for the selector cage as in 6.6, but would prefer a 2d widget that stays off in a corner somewhere.

Also there is currently no way to constrain to an axis in any of the orthographic views. I think that this would be fairly easy to add just by putting a couple of those diamond thingy's at the end of the corners, like on Clinton's widget. I may have to give that a try.

Post by b_scotty // Feb 23, 2006, 6:57am

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Thanks Clinton! I never really liked the original one, but yours is perfect for me. :)
How cool is it that we can change such things at will in tS7.

Post by stan // Feb 23, 2006, 7:44am

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well done Clintonman..that works great..much better than what was there..:cool:


Dele you said."Also there is currently no way to constrain to an axis in any of the orthographic views."..

sure there is ..Clintonman's custom widget...:banana:

Post by Délé // Feb 23, 2006, 9:55am

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ah, you are right stan. :) I didn't pay attention there. I had thought that the ortho views had a seperate widget.

I think this widget would be better for point edit too. :)

Post by tomasb // Feb 23, 2006, 11:21am

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Total Posts: 261
For point edit it is possible to change position or widget to bbox corner easily. Open Point edit widget (/Widgets/Edit/Point edit widget) and locate mesh edit CS node inside. this specifies coordinate system for operations and also position of the widget through docking position connector. Open UI library and inside widgets package find for example Bounding rectangle docking node. This has 4 output positions - on corners of selection bounding rectangle. Reconnect all connectors from Mesh edit cs from Docking position con to your Bounding rectangle's favorite corner and also connect widget component to node with name Default.


Enter point edit. PE widget shouldm't obscure that much anymore.


You can enter point edit before modifying widgets, you will see intermediate results. Note that selection & operations will not work while widget is in "edit" state correctly. You need afterwards select scene obj and enter PE again to get to normal state.


Btw. It shouldn't be a big problem to update PE widget the same way as you have updated NAV. the principle is the same.

Post by tomasb // Feb 23, 2006, 11:25am

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Total Posts: 261
if you have inspected Widgets package library under UI Components, you may notice that there are 2 types of Move and Rotate (linear/normal). Have you tried them?

Post by clintonman // Feb 23, 2006, 4:45pm

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Thanks for the feedback. Here's how I did it:


Navigate into the Object Navigation Widget and copy anything that has a shape node inside it to the object library.


Drag these objects to a fresh scene in the link editor(into 3d space). This way all the meshes will be in the correct relative positions. You can also see how big to make the meshes.


Model your preferred shapes and save them to the object library.


Navigate to the Object navigation widget and put your corresponding shapes in place of the original meshes. The originals seem to have a bunch of connectors exported, but they don't seem to be needed. Just hook up the Mesh and WldMatrix that are connected to the originals to your object.


And that's it.:)


Clinton

Post by clintonman // Feb 23, 2006, 7:46pm

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Here's my second object nav widget. It's smaller and I tried to make it so that all the controls are available in all orientations.

Clinton

One more thing. If you make your own widgets the rotation axis needs to be around the object's x axis, otherwise when you try rotate using the widget you'll get strange results.

Post by clintonman // Feb 23, 2006, 8:29pm

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The previous widget had a bug.:o The scale axes were not aligned properly. Use this version 2a not the version 2.


Clinton

Post by Délé // Feb 24, 2006, 7:24am

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Thanks for the tips Tomas. I'll give them a try. :)


That new widget works great Clinton! This will certainly alleviate some frustration. Thank you sir. :)

Post by clintonman // Feb 25, 2006, 3:33pm

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Here is my final object nav widget. The last one felt a little cramped, so I spread it out some and made it bigger.


Clinton

Post by stan // Feb 26, 2006, 5:47am

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thanks again Clinton..

I have an idea for a widget just not the skill to set it up:confused:


I have all the parts made:D

Post by stan // Feb 27, 2006, 1:21pm

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well I finally figured out how to setup a widget:D ..

import it into your widgets library..


oh..Norm..you forgot to add..RsCmp..to the uploads list..

Post by clintonman // Feb 27, 2006, 6:38pm

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It's nice to be able to make your own widgets. You can make them whatever size, shape and color you want. Are you planning to make any other widgets like a point edit?


Clinton

Post by stan // Feb 28, 2006, 5:21am

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Clinton..I just might..this one gave me ideas..probably will make another style of widget first..you really only need rotate on the visible end of an axis when in ortho views..thanks for the push in the right direction..:D

Post by Norm // Feb 28, 2006, 7:53am

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oh..Norm..you forgot to add..RsCmp..to the uploads list..


Thanks Stan. I added to attachment types. Eventually we get them all. :)

Post by stan // Feb 28, 2006, 10:39am

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Total Posts: 1240
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my latest design..rotate on the end, scale in the middle, and move :D



<edit> if you are one of the 3 who downloaded mywidget2..exchange it for mywidget3<edit>


thanks Norm

Post by Délé // Feb 28, 2006, 11:11am

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Looks interesting Stan. Thanks for sharing these, it's always nice to have choices. :)

Post by stan // Feb 28, 2006, 12:14pm

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Total Posts: 1240
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I found the flaw in the scale function in mywidget2, fixed it, so mywidget3 is now available in it's place back two posts on page two..[I smell banana bread]..:banana:

Post by stan // Mar 2, 2006, 11:53am

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here is a matching point edit widget..:D

Post by Délé // Mar 2, 2006, 12:40pm

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Works great! Thanks Stan. :)

Post by Norm // Mar 3, 2006, 6:07am

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nevr mind the widget, whats with that banana bread ....


I have weird priorities :banana:

Post by parva // May 28, 2006, 6:47am

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Custom Universal Manipulator Widget (http://www.parva-project.de/stuff/ts/cwid1.zip), inspired by the Default one and SILO.
http://www.parva-project.de/stuff/ts/wid.jpg

Outer bars rotate in direction via Left mouse button
Middle cubes scale in direction via Left mouse button
Inner diamond shape plane move in direction via Left mouse button and move in axis band with Right mouse button

Deactivate widget with Right mouse click at center dot.

Best to use as Select Widget but can also be used as Edit Widget (some tweakings needed).

Post by GraySho // May 28, 2006, 12:00pm

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I'll surely give that one a try.

Post by Délé // May 29, 2006, 12:02am

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Looks good. I'll try it out. Thanks parva! :)

Post by parva // May 29, 2006, 12:37am

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Updated the widget.


Additions: Cubes for scaling have now an alternative right mouse function - fullscale in axis band


Changes: Left mouse button drag at Centre dot move in viewspace, Right mouse button drag is universal scale

- Widget always visible
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