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democap:uipanelproject [2022/01/30 21:32] – created dragonlord | democap:uipanelproject [2022/08/12 18:43] – dragonlord | ||
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+ | <WRAP right :en>{{ : | ||
{{ : | {{ : | ||
- | <WRAP right :en>{{ : | + | Project management, building scenes and manipulate objects. |
- | * todo <wrap em>< | + | |
<WRAP clear></ | <WRAP clear></ | ||
- | Project | + | ====== |
+ | |||
+ | Filename of currently loaded project file. | ||
+ | |||
+ | To do motion capture a <wrap em>< | ||
+ | |||
+ | Projects store <wrap em>< | ||
+ | |||
+ | Projects consist of the project file (*.demcp) as well as a data directory named " | ||
+ | |||
+ | The “…” button shows a drop down menu with these commands: | ||
+ | |||
+ | ===== New ===== | ||
+ | |||
+ | Create a new project. After creating the project it becomes the active project. A new project has one scene using the " | ||
+ | |||
+ | ===== Open ===== | ||
+ | |||
+ | Open project file. Saves the current project before opening the project file. | ||
+ | |||
+ | ===== Save ===== | ||
+ | |||
+ | Save project file. Certain actions like adding or removing | ||
+ | |||
+ | Projects are automatically saved during these events: | ||
+ | * Switching scenes | ||
+ | * Removing scenes | ||
+ | * Changing world | ||
+ | * Saving animations | ||
+ | * Finish capture session | ||
+ | |||
+ | ===== Browse Data ===== | ||
+ | |||
+ | Opens directory containing the project file in the system file browser. | ||
+ | |||
+ | ====== Scene ====== | ||
+ | |||
+ | List of all scenes in the project. A project has to have at least one scene. | ||
+ | |||
+ | Scenes store a specific capture scene. These are typically replicas of the game or cutscene scenes the animations are to be captured for. Scenes compose of a <wrap em>< | ||
+ | |||
+ | Selecting a scene saves the current scene and activated the selected scene. | ||
+ | |||
+ | The “…” button shows a drop down menu with these commands: | ||
+ | |||
+ | ===== Add ===== | ||
+ | |||
+ | Add new scene. You have to enter a unique name for each scene. After creating the scene the current scene is saved and the new scene activated. | ||
+ | |||
+ | ===== Duplicate ===== | ||
+ | |||
+ | Create copy of scene. You have to enter a unique name for each scene. After duplicating the scene the current scene is saved and the new scene activated. | ||
+ | |||
+ | ===== Rename ===== | ||
+ | |||
+ | Renamed the scene. You have to enter a unique name for each scene. | ||
+ | |||
+ | ===== Remove ===== | ||
+ | |||
+ | Removes the scene. You can not remove the scene if it is the last scene in the project. After removing the scene another scene from the list of scenes is activated. | ||
+ | |||
+ | ====== World ====== | ||
+ | |||
+ | The world file can be edited with the [[gamedev: | ||
+ | |||
+ | World files are stored globally in the overlay directory. Place your pre-made world files in this location. Keep in mind what object classes DEMoCap does know and that the world file directory has the VFS path <wrap em>< | ||
+ | |||
+ | For world content not affecting motion captured (like static geometry) you can use all object classes present in the basic Drag[en]gine installation. Keep in mind DEMoCap uses special object classes for motion capture handling. You should not use them in world files but add them as scene objects instead. | ||
+ | |||
+ | The “…” button shows a drop down menu with these commands: | ||
+ | |||
+ | ===== Activate World ===== | ||
+ | |||
+ | Replaces the world in the current scene with the selected world. | ||
+ | <WRAP center round important 60%> | ||
+ | Activating a world removes all scene objects. If you do not want to loose your current scene make a copy first. | ||
+ | </ | ||
+ | |||
+ | ===== Browse Worlds ===== | ||
+ | |||
+ | Opens directory containing the world files from the overlay directory in the system file browser. | ||
+ | |||
+ | ====== Saved Anims ====== | ||
+ | |||
+ | List of all saved motion captured animations. | ||
+ | |||
+ | Saving an animation prevents it from being deleted if no character capture object uses it anymore. Saved animations can also be loaded back into character capture objects. This can be used to use motion captured animations as reference animation for actors to perform against. For example an attacking motion capture can be loaded to perform a defending motion against it. | ||
+ | |||
+ | Saved animations have a unique name to identify the animation. In the project data directory the animation files still have their original file names so you can not directly relate saved animations to their files in the project directory. To use animations in your project export them so you can choose the filename. | ||
+ | |||
+ | The “…” button shows a drop down menu with these commands: | ||
+ | |||
+ | ===== Rename ===== | ||
+ | |||
+ | Rename saved animation. You have to enter a unique name for each saved animation. | ||
+ | |||
+ | ===== Load ===== | ||
+ | |||
+ | Load saved animation into the active animation of the active capture character object. For this command to be valid you have to select a scene object of type " | ||
+ | |||
+ | ===== Remove ===== | ||
+ | |||
+ | Removed saved animation. | ||
+ | |||
+ | ===== Export ===== | ||
+ | |||
+ | Exports saved animation. Shows dialog to select filename to save the animation to. The file will be saved to the project data directory with the respective path. If the files exist they will be overwritten. Depending on the capture settings the following files can be written: | ||
+ | * {projectDirectory}/ | ||
+ | * {projectDirectory}/ | ||
+ | * {projectDirectory}/ | ||
+ | * {projectDirectory}/ | ||
+ | * {projectDirectory}/ | ||
+ | * {projectDirectory}/ | ||
+ | |||
+ | Exported animations are not subject to reference counting anymore and remain on disk until you delete them with the system file browser. | ||
+ | |||
+ | ===== Browse exported ===== | ||
+ | |||
+ | Opens export directory in the project data directory in the operating system native file browser. | ||
+ | |||
+ | ====== Object ====== | ||
+ | |||
+ | Active scene object. | ||
+ | |||
+ | Scene objects represent dynamic content. Scene objects can be selected and manipulated either by the motion capture operator or the actor from within VR. A new scene contains these default scene elements: | ||
+ | |||
+ | * MoCapActor: The character used to record motion capture with. It is present as soon as a character has been activated. This scene object can not be deleted. | ||
+ | * MirrorLarge: | ||
+ | |||
+ | Selecting a scene object (either using the combo box, by clicking on it by the motion capture operator or by the actor pointing at it and pulling the trigger) shows the properties in the area below the combo box. | ||
+ | |||
+ | The “…” button shows a drop down menu with these commands: | ||
+ | |||
+ | ===== Add ===== | ||
+ | |||
+ | Add scene object. Shows an input dialog to select the <wrap em>< | ||
+ | |||
+ | TODO: add new page outlining the available object classes | ||
+ | |||
+ | DEMoCap provides some basic <wrap em>< | ||
+ | * ActorMarker: | ||
+ | * CapturedCharacter: | ||
+ | * DynamicProp: | ||
+ | * StaticProp: Adds a prop that can is static which represents scene geometry. Once added you have to set the model, skin and rig resource to use. | ||
+ | |||
+ | ===== Duplicate ===== | ||
+ | |||
+ | Create copy of scene object. Object copy is set active. | ||
+ | |||
+ | ===== Remove ===== | ||
+ | |||
+ | Remove the scene object. | ||
+ | |||
+ | ===== Rename ===== | ||
+ | |||
+ | Rename scene object. If a scene object has no name a default name is used composing of the <wrap em>< | ||
+ | |||
+ | ===== Browse Objects ===== | ||
+ | |||
+ | Opens the <wrap em>< | ||
+ | |||
+ | ====== Parenting ====== | ||
+ | |||
+ | Selectes the parent object. If a parent object is selected the object in question moves relative to the parent object it has been attached to. If no parent is selected the object moves freely. | ||
+ | |||
+ | The “…” button shows a drop down menu with these commands: | ||
+ | |||
+ | ===== Attach Closest ===== | ||
+ | |||
+ | Attaches the object to the closest object supporting other objects to be attached to it. | ||
+ | |||
+ | ===== Detach ===== | ||
+ | |||
+ | Detaches the object from the parent if attached to one. Has the same effect as selecting the empty list entry (top list entry). | ||
+ | |||
+ | ====== Behavior Properties ====== | ||
+ | |||
+ | Lists all behaviors the object type has. See [[democap: |