Setting the Pane Contents

A pane can host any one of the following:

• A view, such as an explorer or object view, or a panel, such as the Transform panel or the Toolbar panel (comprised of the Model, Animate, Render, Simulate, and Hair toolbars).

• A custom shelf or toolbar.

• A tray that allows users to switch between several panels using buttons.

Previewing Pane Contents

The Preview button in the editor’s command bar controls the display of pane contents:

• When it is on, the panes display an approximation of their content.

• When it is off, each pane shows its name and the name of its content.

Some commands are not available when Preview is on.

Setting Views and Panels

Some views and panels are available only when editing layouts. In addition, some views and panels can be instanced only once per layout.

To set a view or panel for a pane

• Right-click in a pane and choose an item from the Set View menu.

To remove a view or panel for a pane

• Right-click in a pane and choose Remove View. The pane contents are removed but the pane remains.

If you simply want to change the pane contents, you do not need to remove it first. Simply right-click and select another item from the Set View or Set Toolbar/Shelf menu.

Notes on Specific View Types

Most of the items in the Set View menu are self-explanatory. However, some of them require a little more explanation:

• The View Manager is the main view in the center of the default layout that holds the four viewports. There can be only one per layout.

• A Property Panel is similar to a property editor, but it does not include the animation and preset controls at the top. In addition, it does not react to selection changes so it does not recycle automatically as you work. It is useful for displaying property pages that are static or controlled programmatically by the SDK. To specify the property to display, see Setting View Properties.

• The Text Editor always includes a Run button even if you do not intend to use it to edit scripts. If users click Run, Softimage tries to run the text — if it is not a valid script, the most likely result is syntax errors.

• The Animation Editor requires a great deal of resources. You should avoid having more than one in a layout or view. The Render Tree and Schematic are also quite heavy.

• You should not put the RV - Material Editor in a layout. It creates temporary objects in your scene and deletes these objects when the view closes. However since a layout doesn’t close in the same way as a view, these objects would never be removed.

Setting the Toolbar Type

Some views let you set the toolbar type. These views include most of the ones that have their own toolbar, such as the explorer, the schematic, and so on.

To set the toolbar type

• Do one of the following:

- Right-click in a pane and choose an option from the Toolbar submenu.

or

- Select a pane and set Toolbar Type in the editor’s command bar. Note that this is not available in Preview mode.

You can set any of the following options:

- None hides the view’s toolbar. For example if you don’t want users to change settings, you can hide the toolbar of an Object view and either set the display type in its View properties or control it using the SDK.

- Local displays the view’s toolbar normally.

- Shared displays the view’s toolbar in a special area across the top of the relational view. This is supported only for explorer views. Setting it for other views may produce undesirable artifacts.

Setting View Properties

Some view types have properties that you can set. For example, you can control the target content of an Object view, set the default URL for a Net View, or specify a file to open in a text editor.

To set view properties

• Right-click in a pane and choose Set View Properties.

The View Properties editor opens. The options available depend on the type of view. See the sections that follow for more information.

Animation editor properties

Attribute

Description

viewer

The viewer to display in the animation editor when it is opened. Enter one of the following strings:

DopeSheet or Standalone DopeSheet

FCurve Editor

Expression Editor

Scripted Operator Editor

targetcontent

The name of the object for which to display the animated parameters.

If the view is driven by a relationship, this content can be replaced dynamically. You can also control this attribute programmatically even if the view is not driven.

Animation mixer properties

Attribute

Description

filtermode

Sets the behavior when the animation mixer is driven by the selection in another pane:

None: The mixer behaves normally, that is, the mixer container of the associated model is always displayed.

Selection Only: The mixer displays tracks as follows:

• If you select a model, the mixer container of the model is displayed.

• If you select an object, the mixer container of the associated model is displayed.

• If you select one or more tracks, only those tracks are displayed.

• If you select one or more clips, only the tracks that contain those clips are displayed.

Explorer properties

Attribute

Description

Scope

The default scope of the explorer when it is first opened.

Target Content

The name of an element. When the view is opened, it displays this element if it exists. This allows you to create “static” explorers, similar to the window opened by File > Preferences. The Scope must be set to Custom or Selection, otherwise this attribute is ignored.

If the view is driven by a relationship, this content can be replaced dynamically. You can also control this attribute programmatically even if the view is not driven.

Local Selection

Determines whether the explorer maintains its own local selection. If this option is on, elements selected in the explorer do not affect the global selection in the scene. Locally selected elements are highlighted in pale blue rather than white.

Support Marking

Determines whether the explorer will mark or select parameter nodes. If this option is on, parameter nodes selected in the explorer are "marked" rather than selected. Marked elements are highlighted in yellow rather than white.

true: Selected parameter nodes are marked rather than selected.

false: Parameter nodes will be selected.

Use the strings “true” and “false”, not the binary true and false.

Use Script Names

Determines whether the explorer will mark or select parameter nodes. If this option is on, parameter nodes selected in the explorer are "marked" rather than selected. Marked elements are highlighted in yellow rather than white.

true: Node labels will use the script name.

false: (Default) Node labels will use the regular name.

Use the strings “true” and “false”, not the binary true and false.

Allow Node Expansion

Controls whether you can expand the nodes in the explorer by providing a + (plus) sign (therefore making them expandable).

true: (Default) Nodes are expandable (plus signs appear).

false: Nodes are not expandable (no plus signs).

Use the strings “true” and “false”, not the binary true and false.

flattenstate

Controls how the hierarchy is compacted initially.

None: None of the hierarchy is compacted.

Parameters: Compacts hierarchy display by removing intermediate nodes and renaming the nodes at the ends of branches. For example, the Global Transform > Pos > X node is shortened to Global Transform > Pos.X.

All: Compacts hierarchy display by removing intermediate nodes (properties, primitives, materials, and so on) and displaying parameters in a flat list. For example, the Global Transform > Pos > X node is shortened to Global Transform.Pos.X

generalsort

Sorts objects, sources, clips, and other basic elements:

None (creation) uses the default order, based on when an element was created or parented.

Alphabetical sorts the elements alphabetically. Any numeric suffix is sorted in correct numerical order, so Object2 comes before Object10. The children of an object are always listed after any parameter sets of the object.

Used + Alphabetical sorts the elements into used and unused groups, and then sorts alphabetically within each group. This option is available only with the Sources/Clips scopes.

Type + Alphabetical sorts the elements by type first, and then alphabetically within each type. The types depend on the scope. For example with the Scene Root scope, the explorer lists all the cameras in alphabetical order, then all the lights, models, referenced models, nulls, chains, curves, polygon meshes, NURBS surfaces, text, particle clouds, hair objects, control objects, forces, dynamic constraints, implicits, and geoshaders, each in alphabetical order. If the scope contains only one type of element, this option is equivalent to Alphabetical.

parametersort

Sorts parameters according to various criteria:

None (Creation) uses the default order based on when the parameter was created.

Alphabetical sorts the parameters alphabetically. Any numeric suffix is sorted in correct numerical order, so Param2 comes before Param10.

Layout uses the order in which the parameters appear in their property editor. If a parameter does not appear in the corresponding property editor, it is not listed.

Image Clip Viewer properties

Attribute

Description

Target Content

An image clip to display when the image clip viewer is first opened. If more than one item is specified, only the first is shown.

If the view is driven, this content can be replaced. You can also control this attribute programmatically even if the view is not driven.

Net view properties

Attribute

Description

url

The uniform resource locator for the starting page that is displayed when the netview is opened. You can also control this attribute programmatically.

Object view properties

Attribute

Description

Displaymode

The default display mode to use when the object view is opened.

View

The default point of view to use when the object view is opened. Setting a value here is equivalent to clicking or middle-clicking on the X, Y, or Z buttons at the top of 3D views.

Camera

The name of a camera to use. You can enter any one of the following: default (or user); render (or render pass); any scene camera name; or any spotlight name.

Target content

The name of an object to view by default when the object view is opened. When the view is opened, it displays this element if it exists. The displayed object may change as you select objects unless the object view is locked.

If the view is driven by a relationship, this content can be replaced dynamically. You can also control this attribute programmatically even if the view is not driven.

Property panel properties

Attribute

Description

targetcontent

The name of a property set to view, such as preferences.modeling. When the property that the panel references is deleted, the panel contents are removed. When a new scene is created or loaded, the property panel tries to resolve the targetcontent path and display it again. This is useful for displaying information about elements that are always present in a scene but may be destroyed and recreated when you switch scenes.

If the view is driven by a relationship, this content can be replaced dynamically. You can also control this attribute programmatically even if the view is not driven.

Text editor properties

Attribute

Description

filename

The path and name of a text file to open when the text editor is displayed.

entrypoint

A search string. The text editor automatically scrolls to the first line containing this string, if any.

Toolbar/Shelf properties

Attribute

Description

Show Tabs

Controls whether tabs are displayed or not in the pane.

Active Tab

Specifies which tab is active when the shelf is first opened. You can specify either the index number or the name of the tab.

displaymode

Specifies how the shelf contents are displayed.

• Thumbnail Only

• Text Only (folder tabs only)

• Thumbnail + Text (driven tabs only)

File Path

The path of a directory whose contents are to be displayed (if the shelf is a folder type). This overrides the default setting in the shelf itself. You can use the values of environment variables in the path (for example, "$mytextures"). You can also use UNC paths (for example, "\\sysadmin\public\ready").

File Type

The file extensions of the file types to display (if the shelf is a folder type). Use semicolons to separate multiple extensions, for example, “*.mdl; *.emdl”.

Target content

If the view is driven by a relationship (tab type = “driven”), you can specify a comma-delimited list of elements to display in the shelf when it is first opened. This content can be replaced dynamically.

XSI Explorer properties

Attribute

Description

viewer

The viewer to display in the right pane when XSI explorer is displayed. Enter the name of the viewer as it appears on the Viewer menu of an XSI explorer, for example, Schematic, Object View, etc.

targetcontent

The name of an object. When the view is opened, it displays this element if it exists. This allows you to create “static” views with fixed content.

If the view is driven by a relationship, this content can be replaced dynamically. You can also control this attribute programmatically even if the view is not driven.

Setting Toolbars and Shelves

Panes can contain toolbars and shelves. You can select only toolbars and shelves that have been created previously: you cannot create and edit a shelf or toolbar within the layout or relational view editor. See Toolbars and Shelves.

To set a shelf or toolbar for a pane

• Right-click in a pane and choose an item from the Set Toolbar/Shelf menu.

To remove a shelf or toolbar for a pane

• Right-click in a pane and choose Remove View. The pane contents are removed but the pane remains.

If you want to simply change the pane contents, you do not need to remove it first. Right-click and select another item from the Set View or Set Toolbar/Shelf menu.

To set shelf or toolbar properties

• Right-click in a pane and choose Set View Properties.

The View Properties editor opens. See the next section for information about the available options.

Shelf and toolbar properties

Attribute

Description

Show Tabs

Controls whether tabs are displayed in the pane. This overrides the default setting in the shelf itself.

Active Tab

Specifies which tab is active when the shelf is first opened.

displaymode

Specifies how the shelf contents are displayed: Thumbnail Only, Text Only, or Thumbnail + Text.

File Path

The path of a directory whose contents are to be displayed (if the shelf is a folder type). This overrides the default setting in the shelf itself. You can use the values of environment variables in the path, for example, $mytextures

File Type

The file extensions of the file types to display (if the shelf is a folder type). Use semicolons to separate multiple extensions, for example, *.mdl;*.emdl

Target content

A comma-delimited list of elements to display in the shelf when it is first opened.

If the view is driven by a relationship, this content can be replaced dynamically. You can also control this attribute programmatically even if the view is not driven.

Setting Tray Switchers

Panes can contain trays that allow users to switch between different panels by clicking buttons.

 

To create a tray switcher

• Right-click on a pane and choose New Tray Switcher.

A tray is created with a single pane and button in the switcher area.

To delete a tray switcher

• Right-click on a blank portion of the switcher area (that is, not on any button) and choose Delete Pane.

A tray switcher will also be deleted if you delete the last pane in it.

Managing Panes Inside a Tray Switcher

You can add and remove panes inside a tray switcher. In addition, you can split them and set their contents in the same way as usual — just click the corresponding button to display the desired pane or frameset first.

To add a pane to a switcher

• Right-click on the switcher area (above or next to a button) and choose Add Pane.

To remove a pane from a switcher

• Right-click on the pane’s button and choose Delete Pane.

To select a pane inside a switcher

1. Make sure the correct pane is displayed by clicking the corresponding switcher button.

2. Click in the pane area.

Controlling Switcher Button Display

You can set the location and size of the switcher buttons. Each button can display either a text label or a bitmap.

• Text labels always show the name of the associated pane or frameset.

Bitmaps must be in BMP format. They get stretched or compressed to the size of the buttons. You must import bitmaps before you can assign them to buttons.

If you supply a bitmap named filename_highlight.bmp in addition to filename.bmp, then the highlight version is displayed when the button is selected.

To set the button location and size

1. Select a tray switcher by clicking anywhere in the switcher area (on or next to a button).

2. On the editor’s command bar, set Button: Location to the desired value: Top, Bottom, Left, or Right.

3. Set W and H to the desired width and height of the buttons in pixels.

To change the button label

To change the text label on a button, you must change the name of the associated pane or frameset as follows:

1. Make sure the correct pane is displayed by clicking the corresponding switcher button.

2. Click in the pane area to select it. If the pane has been split, you need to Ctrl+click to select the parent frameset.

3. In the editor’s command bar, enter a new name in Pane Name or Frameset Name.

To import bitmaps for buttons

1. Right-click in the switcher area and choose Bitmap Editor. The Bitmap Editor opens.

 

2. Do one or both of the following:

- Click Load All Default Bitmaps. All bitmaps found in the Application\layouts\bitmaps directory of the user and factory locations are added to the list.

- Click Import New Bitmap and use the browser to select a .bmp file to import. The file (as well as the highlight version, if any) is automatically copied to the Application\layouts\bitmaps directory of the user location. Repeat to import additional bitmaps.

3. Click OK. The bitmaps are now available on the Set Bitmap menu.

To set a bitmap for the button

• Right-click on a button and choose an item from the Set Bitmap menu.

If the bitmap file cannot be found when a user displays the layout or view, the button reverts to the name of the associated pane.

To create tooltips for bitmap buttons

1. Click in the pane area to select it. If the pane has been split, you need to Ctrl+click to select the parent frameset.

2. In the editor’s command bar, enter a Description.

The description is displayed when users hover the mouse pointer over a bitmap button.

To remove bitmaps from buttons

• Right-click on a button and choose Remove Bitmap. The button reverts to the name of the associated pane.



Autodesk Softimage v.7.5