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Object info panel & Link Editor disparity

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Object info panel & Link Editor disparity // Bugs

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Post by stan // Feb 5, 2006, 5:57pm

stan
Total Posts: 1240
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Bill, it has everything to do with world axis relative to view port..when you say front should be back view or vice versa.... then for front view, looking from world +Y -> 0 would change to looking from world -Y -> 0..

at least for front & back, left & right you could possibly switch around icon images and tooltips in the LE..then the front view icon will have the back view image and tooltip..etc..

Post by bill // Feb 5, 2006, 7:09pm

bill
Total Posts: 114
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It's just a matter of perspective. To me working in TS is like I have turned my monitor upside down. Everything is rotated 180 degrees. To the computer nothing is different. But from my perspective the X and Y coordinates are 180 degrees out of phase. Z is still as it should be.

But that is only a perspective. Imagine You have modeled an arrow with the word Down imbedded into the tip. Switch to Top view in TS and orient the arrow so it is facing toward the bottom of the screen. If I export the model from TS and open it in a different application the model will appear rotated 180 degrees around Z, with the arrow pointing toward the top of the screen in Top view. But is it really flipped? No. Positive X and Positive Y are still on the same side of the model as they were in TS, relatively speaking. Positive Z is still in the same direction as in TS. And the word Down is still readable. It is just that it is now pointing toward the top of the screen. The only difference is how you are looking at the arrow in the different applications. In one application +Y is toward the bottom of the screen and in the other +Y is toward the top of the screen

If X and Y were actually flipped...making +X into -X and +Y into -Y then the model would be a mirror image and the word Down would be spelled backward. But that is not the case. Only the perspective of the model has changed between the two applications. Not the model itself.

I have had TS since V4 and all this time I was thinking that the coordinate system was reversed. But what I have finally come to realize is that the coordinate system is exactly the same as all my other applications. What is different is the definitions of the Top, Bottom, Left, and Right views as well as the orientation of the Perspective view when it is first opened. Change the definitions of these views and TS is just like all my other applications. Changing these views has no affect whatsoever on the model nor does it change how it is viewed in animations, unless you are viewing your animation in one of these 2 dimensional views.

Post by stan // Feb 6, 2006, 8:56am

stan
Total Posts: 1240
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Bill..when I said world axis maybe I should have said something like the world coordinates system orientation in relation to viewing direction...or world frame of reference .I do not mean an object's axis ...to rotate top view 180 deg. you will in effect rotate the viewing direction of the world frame..now in truepace in top view -Y is the top of screen and +Y the bottom in the world frame of reference.....you wish to reverse it...

that would be a good option, being able to change the direction you view the world frame of reference..


many times I've wanted to rotate top view by 90 or 180 deg. to suit what I'm modeling.. I can do it with a rotate feature on my graphics card, but that's not the same..

aside from a world frame rotation effecting all views, it would be great if you could also choose to only rotate the world frame of top or bottom view individually.

Post by bill // Feb 6, 2006, 9:22am

bill
Total Posts: 114
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So, back to my original request... I want to redefine the "Views" in TS. Can this be done or can the next update allow for this? Esseitially I want to:

1) Define "Top" with +Y to the top of the screen and +X to the right of the screen and +Z coming from the screen toward my eye.
2) Define "Bottom" with +Y to the bottom of the screen and +X to the right of the screen and +Z going from the screen toward the back of the monitor.
3) Define "Left" as looking from a point on -X looking toward the origin with +Z pointing toward the top of the screen.
4) Define "Right" as looking from a point on +X looking toward the origin with +Z pointing toward the top of the screen.
5) Define "Front" as looking from a point on -Y looking toward the origin with +Z pointing toward the top of the screen.
6) Define "Back" as looking from a point on +Y looking toward the origin with +Z pointing toward the top of the screen.
7) Define "Perspective" as rotated 180 degrees around Z from its current definition.

If I can redefine these views I will be one happy camper because modeling in TS will no longer be "backwards" to me. And I'm sure there are plenty of other people who model in other applications that would like to see these views redefined as well.
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