New Bug Related to Switching off isJoint field found and
fixed
Miranda found yet another bug related to switching the isJoint field. The bug
only occurred if the Part had children Parts. The bug corrupted the integrity of
the children's geometry. This bug has been fixed for seamless 2.021
Another bug not so serious but could mix up some of the colors for the parts when the isJoint field was switched from true to false has been fixed too.
Modifications to the part menu to make isJoint field more
friendly
The purpose of the isJoint field is simple, u have it true for any part that is
a joint and false for any part that is not. Typically accessories added to pre
made avatars that use a Template for gestures will have the isJoint field set to
false. Because it is easy to forget and ignore the setting of this field, I have
now made it so that when a new part is created in the scene tree from the menu a
choice of 2 selections for making a new part now exist which are:
Part for accessory (isJoint false)
Part for joint (isJoint
true)
So long as the appropriate Part is selected when a new part is made the isJoint
field should remain of no concern to most beginners. This does not mean any of
the rules have changed the isJoint field can be changed later to any state same
as before.
Seamless II started off as a program centering on the concept of using VRML
Seamless Nodes for building blocks to generate geometry. Since making it so that
seamless II can import blaxxun avatar studio avatars I have dusted off a lot of
the old code from the seamless one functions that were used for hand editing
vertices in the 3d window to make them work in harmony with the new set-up of
seamless II. As a result of adding a number of functions I have re designed the
layout and re thought the concepts for these functions to make using them strait
forward. In Seamless 2.022 I have tried to utilize the universal concept of copy
and paste. Copy and pasting the geometry from one part to another is easy to
grasp and so is the concept of pasting the color or position of a vertex to
another vertex. Expanding on this I have also come to the conclusion pasting the
ownership of a vertex (the part it belongs to) is an excitingly simple way of
manipulating vertex indices anyone can understand without needing to understand
what a vertex's index is. The recently added transferVertex function has
therefore been made obsolete in seamless 2.022 by this more user-friendly
approach. Instead of using the short cut key Alt+T please now use Alt+O as O is
more appropriate for ownership. The TransferVertex node has not been replaced by
this as this is used in a different way to immediate hand editing of vertices.
Instead of using Shift+J to join close vertices now press R first then Shift+J.
R = copy/remember like it always has but the standard windows short cut
copy Alt+C will now do the same thing as R. Shift+J now means
paste/onwership/close vertices then join. This in short just means join the
vertices between the 2 selected parts, the part that was copied and the part
that is currently selected. Therefore logically if we simply copy the
same part that is used for the destination we will achieve the same results as a
old joinCloseVertices function. paste/ownership/close vertices then join
may seem more long winded than joinCloseVertices at first but many more
possibilities are within easy reach with this new way and it's a logical
conclusion of all the simpler copy and paste functions so should become self
explanatory to the user with time. Many things are now possible to do in a much
easier way, for example, when making an avatar we often want one side to be
symmetrical with the other side. It can be a lot of extra work if we have to
make 2 matching sides vertex by vertex. With seamless 2.022 there are a number
of cut and paste functions that can make this a lot simpler. Please play about
with this new menu in particular the delete and the paste sub menus that branch
from the main menu.
For more info and examples please click on the link for my new tutorial:
Hand Editing Vertices and Triangles using Seamless3d
Due to Miranda making 2 worlds and now in need of some basic lighting and background control I have done some more programming on the control panels for the standard VRML97 NavigationalInfo, DirectionalLight and Background nodes so that some of the fields can now be controlled for these nodes. Not all the fields have been programmed in to work yet but enough to allow anyone to be able to turn on or off the headlight change the direction, color, ambientIntensity and the intensity for any number DirectioalalLights. The Background node has only one field in it that can be controlled, the start skyColor field but this is all we need to be able to change a world's background color. Immediate results can be seen in Seamless's 3d window as these fields are changed.
7-5-2003 06:00 Sydney Australia Time
Seamless 2.025 Update ****
As a result of adding new code to make seamless able to set fields for
DirectionalLight nodes I messed up some older code that apparently was still
needed to stop shapes from getting darker or brighter when zooming in and out.
This has been fixed for Seamless 2.025 but Shape nodes still have similar
problems when scaled by Transform nodes. However parts nodes can be scaled
without any problem and none of this is a problem then the wrls are opened in
contact.
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