NVil Forum

General Category => Feature Requests => Topic started by: rubberDuck on September 14, 2015, 09:53:32 pm

Title: Basic hierarchy in object list
Post by: rubberDuck on September 14, 2015, 09:53:32 pm
Hi IStonia.
Could you please add some basic tree hierarchy to Object List? When working with large quantities of objects a good scene management is of uttermost importance.
The hierarchy could be flattened on export.
Title: Re: Basic hierarchy in object list
Post by: kevjon on September 15, 2015, 01:49:37 am
+1

I think this is Nvil's weakest area especially when you have a scene with more that 25 objects.

I'd like to see something like modo's implementation.

Most 3D software is similar to modo's implementation, like hexagon, blender, 3ds max.
Title: Re: Basic hierarchy in object list
Post by: IStonia on September 15, 2015, 07:30:14 am
How does it work?
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on September 15, 2015, 10:27:04 pm
Maya has a very convenient outliner too. It makes working with hierarchy a pleasurable experience:
https://www.youtube.com/watch?v=8gRBwGafHfg (https://www.youtube.com/watch?v=8gRBwGafHfg)
Title: Re: Basic hierarchy in object list
Post by: Mason on September 16, 2015, 09:11:25 pm
Yes, i use groups to typically manage the scene by hiding them, or create a parent child heirarchy for transformations.

Imagine creating a simple array with 50 objects....makes an outliner absolutely necessary for scene management.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on September 16, 2015, 09:26:34 pm
Yes, i use groups to typically manage the scene by hiding them, or create a parent child heirarchy for transformations.

Imagine creating a simple array with 50 objects....makes an outliner absolutely necessary for scene management.
I have nearly 300 objects to manage in my current asset...  :o
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on September 18, 2015, 10:56:22 pm
IStonia, so is it possible to add some basic hierarchy management to Nvil?
Title: Re: Basic hierarchy in object list
Post by: IStonia on September 19, 2015, 09:05:57 am
I am working on it. Please allow a few days.
Title: Re: Basic hierarchy in object list
Post by: Mason on September 19, 2015, 11:26:01 am
awesome!!
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on September 19, 2015, 02:00:35 pm
I am working on it. Please allow a few days.
I'm sorry, I didn't want to rush you IStonia. I was just curious what have you decided.
It's awesome that you're doing it! Many thanks!  :)
Title: Re: Basic hierarchy in object list
Post by: IStonia on September 23, 2015, 08:52:50 am
http://www.digitalfossils.com/Download/NVil-Sep-23-15.rar

Hierarchy feature is added to Scene Explorer tree view. To check/uncheck nodes quickly, Ctrl/Shift + LMB + Drag.
Title: Re: Basic hierarchy in object list
Post by: kevjon on September 24, 2015, 08:44:39 am
Hi Istonia

Thankyou for implementing this feature. It is going to making managing objects in Nvil so much easier !

Is it possible to have a different icon or different color icon for instances ?

It would make it easier to manage scenes when you can visually see which are instances and which are objects.

Also what is the purpose of the little white check box next to each group and object. When selected it adds a tick to it but doesn't appear to have any obvious function ?
Title: Re: Basic hierarchy in object list
Post by: IStonia on September 24, 2015, 09:04:29 am
Yes, it is possible.

Can you make a set of icons? I don't think the icons I made look good. They are 16x16 gif files.
Title: Re: Basic hierarchy in object list
Post by: kevjon on September 24, 2015, 10:15:05 am
Yep, I can do the icons.

I will send them to you via email (16px sq Gif)
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on September 24, 2015, 12:44:06 pm
IStonia, I gave it a test and these are my observations:
1. I can select objects with SHIFT+LMB in the Object List/Hierarchy, but they don't get selected in the viewport.
2. When I have multiple objects selected in the hierarchy (with SHIFT+LMB) I cannot move them all under a new parent. When I start dragging, they get deselected and selection follows my cursor.
3. All operations on the hierarchy are non-undoable.
4. What is CTRL+LMB used for? You wrote about SHIFT/CTRL+LMB, but CTRL+LMB doesn't do anything.
5. One of the advantages of having hierarchy is to use parent's pivot position and orientation to transform its children. Can this be implemented?
Title: Re: Basic hierarchy in object list
Post by: IStonia on September 25, 2015, 11:26:37 am
http://www.digitalfossils.com/Download/NVil-Sep-24-15.rar

1.Checking an object node in tree view does not mean selecting the object in viewport.
2.It should be better now. Alternatively, you can use the related right click menu items.
3.Moving hierarchy nodes, create/delete hierarchy group are undoable.
4.It is "Ctrl + LMB + Drag". You press down Ctrl and hold, then LMB and hold and move the cursor over tree nodes to uncheck them.
5.You need to set the transform position/orientation option to "Parent".
Title: Re: Basic hierarchy in object list
Post by: kevjon on September 25, 2015, 02:37:47 pm
Here is a mock up of new icons for scene explorer.

Before I send them to Istonia to incorporate into Nvil, what do forum members think, like them, dislike them, constructive suggestions to improve them ?

I forgot to incoporate it into this image but for hidden objects, it would be like it is now, with no icon.

Title: Re: Basic hierarchy in object list
Post by: Mason on September 25, 2015, 05:06:56 pm
I have a personal thing against pink.  The blue is nice...can we just get a hue shift to mint, lavender, and apricot tints?  Nothing to saturated.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on September 25, 2015, 06:48:58 pm
http://www.digitalfossils.com/Download/NVil-Sep-24-15.rar

1.Checking an object node in tree view does not mean selecting the object in viewport.
2.It should be better now. Alternatively, you can use the related right click menu items.
3.Moving hierarchy nodes, create/delete hierarchy group are undoable.
4.It is "Ctrl + LMB + Drag". You press down Ctrl and hold, then LMB and hold and move the cursor over tree nodes to uncheck them.
5.You need to set the transform position/orientation option to "Parent".
1. I see. I was kind of expecting it to work like in Objects List. In fact I hoped that you will be implementing the hierarchy inside the Objects List window, where clicking on an item selects the object in the viewport.
2. It works now, thanks. :)
3. For some reason sometimes CTRL+Z doesn't work when the cursor is over the docked Scene Explorer's window. Using Undo from the Edit menu does though.
4. Hah, it works! But because of a habit that I developed from Maya's Outliner (LMB to select, MMB to move or parent) I keep parenting objects instead of selecting them. :D
5. You misunderstood me, but maybe I wasn't clear. What I meant is that when you transform the parent, children should follow the transformation (using parent's pivot position and orientation). Demo (from Houdini): https://www.dropbox.com/s/iw886n1d4tlfglh/parents_transform_affects_children.mp4?dl=1 (needs HEVC/H.265 compatible player to play). What implementing this would do is to not only allow to quickly transform groups of objects (e.g. a robot's leg with all accessories that are attached to it), but also (for example) perform basic tests to see if a multi-part hard surface object would animate properly, without having to import it to animation package.

Regarding my observation #1, I find the current implementation of hierarchy a little bit confusing to use. Are those checkboxes in the tree necessary? They add a lot of complexity to what should be simple tasks. Normally, the object is either selected or not. But checkboxes introduce some superfluous intermediate states - in hierarchy tree you can have object deselected and "uncheckboxed", deselected and "checkboxed", selected and "uncheckboxed", or checkboxed and selected. WTH? I don't know if anyone will agree with me, but I find those checkboxes completely redundant in the hierarchy tree. Maybe they're useful in other parts of Object Groups - I don't know as I use only Object List, but in the hierarchy tree, they're unnecessary.

So, to continue about superfluousness of checkboxes, here's what I mean:

In the Object List I can select objects by clicking on them or by performing [SHIFT/CTRL]+LMB action. The objects are immediately selected in the viewport.
Likewise, to mark objects as selected in the Object List I can simply select objects in the viewport.

Now, in Scene Hierarchy if I need to select multiple objects straight from the hierarchy tree, I need to select all of their checkboxes first, then double-click on the currently selected item. That's two steps instead of one.
I cannot select objects in the viewport and move them under a new parent by dragging them, because their checkboxes are not ticked. I have to perform the Move Selection Under operation which again is a two step process.



To sum up, I hoped that the hierarchy would be implemented into Object List, not in Object Groups. Checkboxes and selections aside, in Object Groups there isn't even a way to sort the list. But now that you decided to use Object Groups then maybe something could be done with those checkboxes and maybe some sorting could be introduced there? Like forward/reverse name sorting, and custom order?

--
P.S. Just please don't get me wrong, IStonia. The implementation of hierarchy management is a big, big step forward to managing complex assets and I fully appreciate your work. I just think it can be improved a bit to match the streamlineness of the other parts of the program. :)
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on September 25, 2015, 07:30:52 pm
IStonia, if you decide to implement #5, then could you make the RMB Menu->New Group entity (only in Scene Hierarchy context) to be an empty object (existing in world space) that could be transformed? So we could move/rotate/scale it along with its children? In other words, something that would act as a "null" object in 3D programs like Maya, Houdini, etc.
Title: Re: Basic hierarchy in object list
Post by: kevjon on September 25, 2015, 10:19:25 pm

To sum up, I hoped that the hierarchy would be implemented into Object List, not in Object Groups. Checkboxes and selections aside, in Object Groups there isn't even a way to sort the list. But now that you decided to use Object Groups then maybe something could be done with those checkboxes and maybe some sorting could be introduced there? Like forward/reverse name sorting, and custom order?


Up to now I have only used object list in Nvil and never used scene explorer. So I was also thinking Object list needed hierarchy.
So now I would only use Scene Explorer and not use Object List.

Yep sorting of object names in scene explorer would be very useful.
Title: Re: Basic hierarchy in object list
Post by: kevjon on September 25, 2015, 10:22:09 pm
I have a personal thing against pink.  The blue is nice...can we just get a hue shift to mint, lavender, and apricot tints?  Nothing to saturated.

Mason do you mean just the icon for "object instance" ?

If you could post some small swatches of the colors you have in mind, I can tweak things and repost another example for comment. Or download the attached image and recolor it and post it up.

Here is a Version 2 which I like better than Version 1
Title: Re: Basic hierarchy in object list
Post by: Mason on September 26, 2015, 05:05:33 pm
Actually...thats much better Kevjon...was just the hot pink that was bugging me. Cheers!
Title: Re: Basic hierarchy in object list
Post by: kevjon on September 26, 2015, 09:16:53 pm
Actually...thats much better Kevjon...was just the hot pink that was bugging me. Cheers!

Thanks for the input Mason, its helped a lot in getting a better result.
Title: Re: Basic hierarchy in object list
Post by: IStonia on September 27, 2015, 08:47:31 am
http://www.digitalfossils.com/Download/NVil-Sep-27-15.rar

The hierarchy node sorting follows the sorting pattern set in Object List.

1. Option "Edit > Preference > Options > Synchronize Object/Hierarchy-Node Selection" is added. The control hosting the Object List does not have the ability to deal with hierarchy stuff.

5. Option "Hierarchic transform enabled" is added. It is used to transform the whole hierarchy starting from the selected node with the pivot provided by the selected node which could be either group or object pivot. This option should be unchecked if not used because it disables the transform options. There is a related option "Edit > Options > Group Pivot Goes with Objects". To transform group pivot separately, use the "Group Pivot" streamline tool.
Title: Re: Basic hierarchy in object list
Post by: Mason on September 27, 2015, 05:59:51 pm
Istonia,  what do you think of just merging the editors into one editor that has functionality of both?

Should I make a mockup?
Title: Re: Basic hierarchy in object list
Post by: IStonia on September 28, 2015, 10:14:29 am
http://www.digitalfossils.com/Download/NVil-Sep-28-15.rar

Icons updated.


Istonia,  what do you think of just merging the editors into one editor that has functionality of both?

Should I make a mockup?

No way. It is a programing issue.
Title: Re: Basic hierarchy in object list
Post by: kevjon on September 28, 2015, 11:57:53 am
Thankyou Istonia for improving scene explorer.

There are a few problems I notice.

1. When selecting a object in scene explorer and then right click "freeze" the icon for objects does not turn grey. It works Ok for splines, cameras, guides.

When you select the same object again in scene explorer it automatically unfreezes it. Shouldn't you have to right click on it and select unfreeze ?
Title: Re: Basic hierarchy in object list
Post by: IStonia on September 29, 2015, 10:58:01 am
Try this and see if they are fixed.
http://www.digitalfossils.com/Download/NVil-Sep-29-15.rar

Also, Sort By setting is added to Scene Explorer tree view. It works on child nodes of the selected node.
Title: Re: Basic hierarchy in object list
Post by: kevjon on September 29, 2015, 11:46:49 am
Hi Istonia

Freezing works pretty good now and the icon changes colour to grey but I cannot unfreeze it.

I select the icon in Scene Explorer & right click and it won't unfreeze with menu toggle.

Composite Tools>Unfreeze all objects works for objects but doesn't unfreeze splines or guides.
Title: Re: Basic hierarchy in object list
Post by: IStonia on September 30, 2015, 08:07:33 am
Try this. You should be able to unfreeze in Scene Explorer.
http://www.digitalfossils.com/Download/NVil-Sep-30-15.rar

Can you show me the construction list of that composite tool?
Title: Re: Basic hierarchy in object list
Post by: kevjon on September 30, 2015, 09:12:28 am
Seems to be working really well now, thanks !

Here is unfreeze_all_objects. It is probably a composite tool that Andrei created.

What tool should I use for unfreeze all objects, there doesn't appear to be one in Nvil ?
 
Title: Re: Basic hierarchy in object list
Post by: IStonia on September 30, 2015, 10:02:48 am
The Unfreeze/Freeze tool in the composite tool is used to work on meshes on an object. It is on mesh level, not object level. Mesh freeze and object freeze are different things.

To Unfreeze all objects, right click the Hierarchy top node in Scene Explorer and use the menu. There is no object Freeze/Unfreeze command implemented.
Title: Re: Basic hierarchy in object list
Post by: kevjon on September 30, 2015, 11:29:56 am
Ok, thanks.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on September 30, 2015, 12:15:43 pm
The hierarchy node sorting follows the sorting pattern set in Object List.

1. Option "Edit > Preference > Options > Synchronize Object/Hierarchy-Node Selection" is added. The control hosting the Object List does not have the ability to deal with hierarchy stuff.

5. Option "Hierarchic transform enabled" is added. It is used to transform the whole hierarchy starting from the selected node with the pivot provided by the selected node which could be either group or object pivot. This option should be unchecked if not used because it disables the transform options. There is a related option "Edit > Options > Group Pivot Goes with Objects". To transform group pivot separately, use the "Group Pivot" streamline tool.
Oh yes, this is so much better! :) Thank you!
Title: Re: Basic hierarchy in object list
Post by: samardac on September 30, 2015, 04:56:11 pm
IStonia, may be you will add Scene hierarchy to new window? Now it is fully independent feature, it can have very large tree and if you need some groups you have to always go to the end. So will be nice to have one window for groups one for hierarchy. Now looks like Object list will be not used anymore.

Also now you have to select one by one objects in tree so will be good to press shift than first and last object to select everything betwen them.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on September 30, 2015, 09:01:22 pm
Also now you have to select one by one objects in tree so will be good to press shift than first and last object to select everything betwen them.
You can select multiple objects by holding SHIFT and LMB-mouse dragging. To deselect, hold CTRL and LMB-drag.
Title: Re: Basic hierarchy in object list
Post by: polyxo on October 02, 2015, 03:30:10 pm
Could someone please help me understand the new hierarchy interface?
I'm not used to creating big scenes with meshes, therefore I also don't have very detailed background on how Maya and the like handle object hierarchies. But I do knnow what parenting is. What I now see in the Scene Explorer lets me make a cube the child of another one – in the Outliner –  but I don't see anything I would expect happening in the viewport. I'd expect the child to follow the parent as soon as it is moved, but that isn't the case and maybe even not intended. Could someone please share a simple sample scene to let me (and probably others) understand the concept? Thanks!
Title: Re: Basic hierarchy in object list
Post by: Mason on October 03, 2015, 09:52:15 am
question:

how can we move the pivot of the parent? 


request:

when selecting the parent in viewport,  child is included in selection.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 03, 2015, 02:19:15 pm
http://www.digitalfossils.com/Download/NVil-Oct-03-15.rar

* Hierarchy is moved to its own tree view. It can be moved to its own window, Edit > Preference > Options > Keep scene hierarchy in scene explorer. View > Windows > Scene Hierarchy Window. I didn't check every thing. It might be buggy.

* To select/deselect range, Shift/Ctrl+RMB to click the two nodes.

question:

how can we move the pivot of the parent? 

Do you mean the group pivot?
There are two methods
1. Use the "Group Pivot" streamline tool as I have stated in my previous post.
2. Move its children to other place. Select the group node in object mode. Make sure  "Hierarchic transform enabled" is on. Now you can transform the group pivot in viewport. Once done, move its children back.

request:

when selecting the parent in viewport,  child is included in selection.

There are times you don't want to include children in selection.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 03, 2015, 04:51:37 pm
Nothing appears on a separate Scene Hierarchy window. But at the same time nothing ever appeared on a separate Object List window too. At least on my config.


Title: Re: Basic hierarchy in object list
Post by: samardac on October 03, 2015, 05:27:04 pm
rubberDuck, everything is working good here.
Thanks IStonia this tree is awesome!
How does it works - Constrai operation within one level only?

* To select/deselect range, Shift/Ctrl+RMB to click the two nodes.
How does it works? I can not select Range.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 03, 2015, 08:20:57 pm
rubberDuck, everything is working good here.
Thanks IStonia this tree is awesome!
How does it works - Constrai operation within one level only?

* To select/deselect range, Shift/Ctrl+RMB to click the two nodes.
How does it works? I can not select Range.

The constraint depends on the selected node. If it is a group node, it works on its direct children only. If it is a object node. It works only on the object. You can test this with MMB to toggle object hidden.

The range selecting works fine for me. Have you used RMB click? You need to have the two nodes have the same parent node.


Nothing appears on a separate Scene Hierarchy window. But at the same time nothing ever appeared on a separate Object List window too. At least on my config.


Can you send me your config?
Title: Re: Basic hierarchy in object list
Post by: samardac on October 04, 2015, 06:13:53 am
Thanks, got everything.

Quote
The range selecting works fine for me. Have you used RMB click?
Can you make it to works with LMB?

Why we need that check boxes? Looks like we can work without them, selected objects change their color so may be you can remove them?
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 04, 2015, 10:26:54 am
http://www.digitalfossils.com/Download/NVil-Oct-04-15.rar

Check boxes in tree view are removed. Node checked state is now represented by its back color.


Thanks, got everything.

Quote
The range selecting works fine for me. Have you used RMB click?
Can you make it to works with LMB?

Why we need that check boxes? Looks like we can work without them, selected objects change their color so may be you can remove them?


Shift/Ctrl+LMB click is used for individual node selection. The two operations can not be mixed. So can't use LMB for range selection.

For hidden/freeze objects, their icon do not change when checked.
Title: Re: Basic hierarchy in object list
Post by: samardac on October 04, 2015, 11:03:46 am
Quote
Shift/Ctrl+LMB click is used for individual node selection. The two operations can not be mixed. So can't use LMB for range selection

Istonia, why not make it work like standart operations with files and trees works in windows, i mean if you use shift you can select range, if you use ctrl you can selec/deselect multiple oneby one. If we will have standart behaviour it will be much easer get into it. You can check how standart windows behaviour works by open windows explorer and try to select or deselect files using shift/ctrl.
Title: Re: Basic hierarchy in object list
Post by: samardac on October 04, 2015, 06:13:36 pm
I meant make selection in tree like in windows standard selection operations LMB+Shift and CTRL. Try In windows explorer.
Title: Re: Basic hierarchy in object list
Post by: kevjon on October 05, 2015, 11:04:29 am
I meant make selection in tree like in windows standard selection operations LMB+Shift and CTRL. Try In windows explorer.

Yep, making it work like the majority of windows programs would be the easiest to learn and remember.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 05, 2015, 11:31:36 am
I meant make selection in tree like in windows standard selection operations LMB+Shift and CTRL. Try In windows explorer.

Does it have range deselect?
Title: Re: Basic hierarchy in object list
Post by: samardac on October 05, 2015, 12:20:39 pm
IStonia,
Yes, you can just LMB click on any object and it will deselect full range. Or you can use Shift/Ctrl to modify range selection.
Title: Re: Basic hierarchy in object list
Post by: samardac on October 05, 2015, 12:33:07 pm
Kevjon, check this thread:
http://voidworld.cmcproductions.co.uk/index.php/topic,2796.0.html
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 05, 2015, 05:55:02 pm
IStonia,
Yes, you can just LMB click on any object and it will deselect full range. Or you can use Shift/Ctrl to modify range selection.

How can I select A-Z then deselect D-M?
Title: Re: Basic hierarchy in object list
Post by: samardac on October 05, 2015, 07:05:46 pm
select A-Z:
1. LMB, Click A
2. SHIFT + LMB, Click Z

deselect D-M
1. CTRL + LMB, Click D
2. CTRL + SHIFT + LMB, Click M
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 05, 2015, 10:24:28 pm
Quote
Thanks, got everything.

Quote
The range selecting works fine for me. Have you used RMB click?
Can you make it to works with LMB?

Why we need that check boxes? Looks like we can work without them, selected objects change their color so may be you can remove them?
Yeah, I agree. LMB would be more intuitive IMHO. That's how it works in Maya. You LMB drag to select a range and CTRL+LMB (If I remember correctly) to select additional range. You use MMB to drag selection to a parent or to put it on a different position in the hierarchy (when sorting is turned off).

Shift/Ctrl+LMB click is used for individual node selection. The two operations can not be mixed. So can't use LMB for range selection.
Can you make LMB+drag for range selection, SHIFT+LMB+drag for selection of additional ranges and CTRL+LMB drag for deselecting ranges? There's no reason for distinguishing between range and single element selections and creating separate shortcuts for them because single element selection is basically range selection from element k to element k.

I meant make selection in tree like in windows standard selection operations LMB+Shift and CTRL. Try In windows explorer.

Does it have range deselect?
IStonia,
Yes, you can just LMB click on any object and it will deselect full range. Or you can use Shift/Ctrl to modify range selection.
You can't have multiple range selections in Windows Explorer unless you want to experience a CTRL+LMB clickfest or divide selection into multiple actions. Okay, I don't know what changes to Explorer were introduced in Windows 8.x and 10, but in 7 it is simply not possible. That's why the current selection system in NVil's hierarchy editor is superior (and Maya's Outliner selection system in general).

And speaking of range selection of multiple elements, I have noticed that when you drag your mouse down towards the bottom of the hierarchy window it does not automatically scroll down allowing you to select more items. And believe me, it really needs to scroll down automatically to allow for selection of more objects without forcing the user to release the mouse button and manually scroll the window. Otherwise this form of selection wouldn't make any sense and we can go back to Windows Explorer's type of selection. :)

Also, there's a very simple tweak you might do to the hierarchy window that would enhance the user experience. Currently when you drag the mouse to make the range selection, each object selected in the hierarchy tree immediately gets selected in the viewport. This is unnecessary as it slows down the selection process and sometimes makes the range selection to miss some more complex objects if it's performed too quickly. My advice is to not select items in the viewport until the mouse button is released. And once it is released, check the tree for selected objects and feed them to a function managing the actual selection of objects in the viewport.
Title: Re: Basic hierarchy in object list
Post by: samardac on October 06, 2015, 06:20:43 am
I think we have to choose windows stndart selection method because it is universal standart that practically everybody knows who more, who less.

Also have idea to use rectangle selection for range selection/deselection. So you will use shift/ctrl and rectangle selection for ranges selection/deselection modifying. May be it will be more intuitive.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 06, 2015, 10:21:52 am
Try this and see if it works in the same way as window explorer.
http://www.digitalfossils.com/Download/NVil-Oct-06-15.rar

For subobject groups, Shift and Ctrl+Shif work the same. Because subobject groups may overlap each other. In this case, the different orders of include and exclude operations will have different results, thus unpredictable.


Nothing appears on a separate Scene Hierarchy window. But at the same time nothing ever appeared on a separate Object List window too. At least on my config.

you missed these options
Edit > Preference > Options > Keep scene hierarchy in scene explorer...
Title: Re: Basic hierarchy in object list
Post by: samardac on October 06, 2015, 12:44:36 pm
Looks like selection works good, but I have some questions.
Color of selection range is dark green, but I think it must be standard blue, we have this color when we select one object in tree, it has  blue background.

And I still have check boxes.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 06, 2015, 08:48:27 pm
you missed these options
Edit > Preference > Options > Keep scene hierarchy in scene explorer...
Perfect. That did the trick. Thanks.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 06, 2015, 08:53:54 pm
Looks like selection works good, but I have some questions.
Color of selection range is dark green, but I think it must be standard blue, we have this color when we select one object in tree, it has  blue background.

And I still have check boxes.
I have green selection colour and checkboxes too.
Title: Re: Basic hierarchy in object list
Post by: kevjon on October 07, 2015, 07:25:21 am
Istonia

Works really well. Only minor thing I have noticed is the SHIFT + LMB Select doesn't select objects that are child objects of other objects. You have to use CTL+LMB Select to select the child.

However "Heirarchic transform enabled" still work nicely with parent only selected. That is a great feature by the way.

I am also getting checkboxes again and green object highlighting.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 07, 2015, 09:55:39 am
Try this
http://www.digitalfossils.com/Download/NVil-Oct-07-15.rar

* Check boxes removed.
* Edit > Preference > Colors > Form Color Scheme > Tree Node Check. Tree node selected and checked are different things. Selected is considered as checked, but not vice versa. Some operations only rely on the selected node. So it could be a good idea not to set the checked color the same as the selected color.


Works really well. Only minor thing I have noticed is the SHIFT + LMB Select doesn't select objects that are child objects of other objects. You have to use CTL+LMB Select to select the child.

Can you show me the problem in an image?


---------------
Edit: There is a big bug in this update. If drag a node over other nodes, those nodes will get checked. I have removed the file.
Title: Re: Basic hierarchy in object list
Post by: kevjon on October 07, 2015, 10:00:50 am

* Edit > Preference > Colors > Form Color Scheme > Tree Node Check. Tree node selected and checked are different things. Selected is considered as checked, but not vice versa. Some operations only rely on the selected node. So it could be a good idea not to set the checked color the same as the selected color.


Cool, that works great and being able to make the highlight what color you want is nice.

When I SHIFT+LMB select the first and last object in Group_01 the child object called "object_include" does not get selected. I have to use CTL+LMB to select it.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 07, 2015, 10:46:22 am
Ok, here is the new file
http://www.digitalfossils.com/Download/NVil-Oct-08-15.rar


Kevin, I don't think that object should get selected.
Title: Re: Basic hierarchy in object list
Post by: kevjon on October 07, 2015, 10:56:14 am
Kevin, I don't think that object should get selected.

Ok, If I double click on the group icon or the parent object, I can select all objects under it including children, that is more than good enough for me.

What is different between Oct 7 and 8 ?
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 07, 2015, 10:59:43 am
I have edited the post of the Oct7.
Title: Re: Basic hierarchy in object list
Post by: kevjon on October 08, 2015, 06:45:18 am
I don't have any issues with Oct 8, really nice job on this Istonia.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 08, 2015, 08:06:11 am
http://www.digitalfossils.com/Download/NVil-Oct-09-15.rar

A bug is fixed. In previous update, Ctrl+LMB select a bunch objects then try to transform them in viewport, only one object will be transformed.
Title: Re: Basic hierarchy in object list
Post by: samardac on October 10, 2015, 08:36:54 am
IStonia, I found this bug,
(https://monosnap.com/file/2jdU15KGIbbOkDHtIsYLskKHrsT54q.png)
As you can see objects in folder do no included in selected range, using shift. I think this is what Kevjon wrote already. I think it must be included in selection.

Also I can add this feature: if you select some objects than -> new group, new group will be created and that objects will be placed in to it.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 10, 2015, 12:49:27 pm
IStonia, I found this bug,
(https://monosnap.com/file/2jdU15KGIbbOkDHtIsYLskKHrsT54q.png)
As you can see objects in folder do no included in selected range, using shift. I think this is what Kevjon wrote already. I think it must be included in selection.

Also I can add this feature: if you select some objects than -> new group, new group will be created and that objects will be placed in to it.

Try this
http://www.digitalfossils.com/Download/NVil-Oct-10-15.rar
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 10, 2015, 01:15:49 pm
IStonia, I found this bug,
(https://monosnap.com/file/2jdU15KGIbbOkDHtIsYLskKHrsT54q.png)
As you can see objects in folder do no included in selected range, using shift. I think this is what Kevjon wrote already. I think it must be included in selection.

Also I can add this feature: if you select some objects than -> new group, new group will be created and that objects will be placed in to it.

Try this
http://www.digitalfossils.com/Download/NVil-Oct-10-15.rar (http://www.digitalfossils.com/Download/NVil-Oct-10-15.rar)
In Oct-10-15 version hierarchic transforms are broken.
To reproduce the bug: load the scene I provided under the post, enable hierarchic transform, select Object_Box, Object_Box_06 to _08 and move them someplace. The children of Object_Box won't move at all.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 10, 2015, 01:22:22 pm
Too bad that Set manipulator position nad Set manipulator orientation don't work with hierarchic transforms.
Any chance of solving this problem?
Title: Re: Basic hierarchy in object list
Post by: polyxo on October 10, 2015, 02:50:31 pm
Shouldn't objects which consist of several meshes (duplicate a box in mesh mode) also appear in the Scene hierarchy window? Afaik the only (quite hidden) place where one figure out that an object is composed from various mesh items is the Object List and here one can only see the count of submeshes, but one can not select or otherwisely manipulate them. Thoughts?
Title: Re: Basic hierarchy in object list
Post by: samardac on October 10, 2015, 05:05:59 pm
Personally I never use meshes, only objects. I think the same do a lot of users.
We can have this function but only with option in settings.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 10, 2015, 05:10:53 pm
Personally I never use meshes, only objects. I think the same do a lot of users.
We can have this function but only with option in settings.
I don't use meshes too, and work strictly with objects and their components. I don't even know what Nvil's meshes are supposed to do apart of complicating simple things. :)
So yeah, only as an option, please.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 11, 2015, 07:48:58 am
Too bad that Set manipulator position nad Set manipulator orientation don't work with hierarchic transforms.
Any chance of solving this problem?

In Oct-10-15 version hierarchic transforms are broken.
To reproduce the bug: load the scene I provided under the post, enable hierarchic transform, select Object_Box, Object_Box_06 to _08 and move them someplace. The children of Object_Box won't move at all.

Try this and see if it has the two behaviors you want
http://www.digitalfossils.com/Download/NVil-Oct-11-15.rar
Title: Re: Basic hierarchy in object list
Post by: polyxo on October 11, 2015, 09:55:11 am
Personally I never use meshes, only objects. I think the same do a lot of users.
We can have this function but only with option in settings.
I don't use meshes too, and work strictly with objects and their components. I don't even know what Nvil's meshes are supposed to do apart of complicating simple things. :)
So yeah, only as an option, please.

I do not use meshes either, but they are a part of the program and apparently
deeply nested in Nvils data structure.

In this case one maybe should make it impossible to duplicate items on mesh level?
Maybe it was even possible for IStonia to relocate those few functions which are
only available on mesh component level to Object Level?

If Booleans, Mirror, UV-Deform etc. were made available on Object component level
(even if they under the hood still remained functions which work on Mesh level)
one could entirely remove the Mesh component type from the GUI.
Would that make sense to you?

Another question: Is there a good reason for "hierarchical transforms" not being checked by default?
How can there be a hierarchy if children don't follow the parent node?
Title: Re: Basic hierarchy in object list
Post by: samardac on October 11, 2015, 10:16:02 am
Quote
If Booleans, Mirror, UV-Deform etc. were made available on Object component level
(even if they under the hood still remained functions which work on Mesh level)
one could entirely remove the Mesh component type from the GUI.
I also think that we have to go away from meshes.
For examples booleans already works with objects there is command P_Boolean.
I very often have problem when want to mirror beacuse I can not set pivot for right Plane I have to set it with some special tools because of that meshes.
UV - dies it works? I tried it a lot time ago and it was not working as it should be so I leave it...
So yes objects instead meshes would be nice, at least mirror.

IStonia,
I tested this version and finde some bug, it creates folder and put objects inside it but also put this folder in first selected object. Check:
(https://monosnap.com/file/uu5hZYtZ3HuQVZO8qez85WtemKVS9Z.png)

Also can you make tree to be expanded by default?


Title: Re: Basic hierarchy in object list
Post by: IStonia on October 12, 2015, 06:05:32 am
Also can you make tree to be expanded by default?

I don't know what you mean. If is just the top node "Scene Hierarchy"?
Title: Re: Basic hierarchy in object list
Post by: samardac on October 12, 2015, 07:22:21 am
I mean when you start project your tree looks like this:
(https://monosnap.com/file/DWXfGmNZTA58wPK2t4a3YJu7jMsWUH.png)

But would be great to have it like this:
(https://monosnap.com/file/doPRfbzSMTUCCM2EVd1hSTUuU5uQOH.png)
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 12, 2015, 08:47:28 am
Try this. The two problems should be fixed.
http://www.digitalfossils.com/Download/NVil-Oct-12-15.rar
Title: Re: Basic hierarchy in object list
Post by: samardac on October 12, 2015, 09:26:16 am
Hm, nothing changed.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 12, 2015, 10:04:24 am
Hm, nothing changed.

Are you sure? Or I may misunderstand your problem.

When you started a new project. The top hierarchy node is expanded.
When you right click to create a new group, the new group's parent node is unchecked if it is unchecked before you right click it.
Title: Re: Basic hierarchy in object list
Post by: samardac on October 12, 2015, 10:30:38 am
May be you do not upload modified version? I downloaded it twice.
Quote
When you started a new project. The top hierarchy node is expanded.
Yes you are right.

Quote
When you right click to create a new group, the new group's parent node is unchecked if it is unchecked before you right click it.
No. I mean that objects must be just inside folder not inside object. Just like files inside folder. And looks like it has to stay checked after creation.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 12, 2015, 12:00:19 pm
Too bad that Set manipulator position nad Set manipulator orientation don't work with hierarchic transforms.
Any chance of solving this problem?

In Oct-10-15 version hierarchic transforms are broken.
To reproduce the bug: load the scene I provided under the post, enable hierarchic transform, select Object_Box, Object_Box_06 to _08 and move them someplace. The children of Object_Box won't move at all.

Try this and see if it has the two behaviors you want
http://www.digitalfossils.com/Download/NVil-Oct-11-15.rar (http://www.digitalfossils.com/Download/NVil-Oct-11-15.rar)
Looks good.

One more thing regarding manipulators.

Imagine the following hierarchy:
Code: [Select]
Box1
|-Box2
If you select Box1, which is the parent of Box2, and set the manipulator position to Selection (Manipulator Tools->Pivot(Selection)), its position is averaged between the parent and its children, instead of being located at the centre of the parent (which is the currently selected object).
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 12, 2015, 01:56:48 pm
IStonia, can you enable double-LMB click for renaming objects in the hierarchy tree?
Title: Re: Basic hierarchy in object list
Post by: samardac on October 12, 2015, 02:18:27 pm
Quote
IStonia, can you enable double-LMB click for renaming objects in the hierarchy tree?
May be not double but like in windows: First click, pause, Second click.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 12, 2015, 03:35:47 pm
Quote
IStonia, can you enable double-LMB click for renaming objects in the hierarchy tree?
May be not double but like in windows: First click, pause, Second click.
In windows it's LMB+pause+LMB because double-clicking starts a program associated with a given file.
In Nvil double-click does nothing in the hierarchy window (well, it could be used for expanding parents), so why not utilize it for renaming?
Title: Re: Basic hierarchy in object list
Post by: samardac on October 12, 2015, 04:23:15 pm
Quote
In windows it's LMB+pause+LMB because double-clicking starts a program associated with a given file.
In Nvil double-click does nothing in the hierarchy window (well, it could be used for expanding parents), so why not utilize it for renaming?
May be you are right :) Double click on name would be nice.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 12, 2015, 04:34:45 pm
Hm, maybe double-click should be used for expanding parents instead of renaming?
Or something between this. Double-click for expanding parents, but for children - it could allow for renaming. And for renaming parents, a delayed double click could be used? Just throwing in some loose thoughts.
Title: Re: Basic hierarchy in object list
Post by: samardac on October 12, 2015, 04:38:50 pm
than, I think LMB+pause+LMB will solve all problems.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 12, 2015, 04:56:27 pm
than, I think LMB+pause+LMB will solve all problems.
Yes, that's probably best, providing that double-click will be utilized for something else.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 12, 2015, 05:50:09 pm
LMB double click has been used for selecting already.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 12, 2015, 05:51:59 pm
Imagine the following hierarchy:
Code: [Select]
Box1
|-Box2
If you select Box1, which is the parent of Box2, and set the manipulator position to Selection (Manipulator Tools->Pivot(Selection)), its position is averaged between the parent and its children, instead of being located at the centre of the parent (which is the currently selected object).

What is the reason?
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 12, 2015, 06:29:06 pm
Imagine the following hierarchy:
Code: [Select]
Box1
|-Box2
If you select Box1, which is the parent of Box2, and set the manipulator position to Selection (Manipulator Tools->Pivot(Selection)), its position is averaged between the parent and its children, instead of being located at the centre of the parent (which is the currently selected object).

What is the reason?
The tool is called Pivot(Selection), so logically it should set the manipulator to the centre of a bounding box of the currently selected object. Or, if it's a selection of multiple objects - to an averaged position of all of their bounding boxes. And this is how it always worked.
But now with the introduction of hierarchy, if hierarchic transforms are enabled, for some reason the Pivot(Selection) tool treats the selection of an object that has children - as a multiple selection - and averages the position of the manipulator.

One can always use Pivot(Object) of course, so this is merely an inconvenience.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 13, 2015, 07:57:00 am
Quote
When you right click to create a new group, the new group's parent node is unchecked if it is unchecked before you right click it.
No. I mean that objects must be just inside folder not inside object. Just like files inside folder. And looks like it has to stay checked after creation.

Can you show it in images? I am confused. Show what is the current result and what is the expected result.

For new created group, the reason to make it stay selected is to let you know where it is especially when you have a long list.
Title: Re: Basic hierarchy in object list
Post by: samardac on October 13, 2015, 08:01:24 am
This is how it should work:
1. We select this:
(https://monosnap.com/file/Hgf4XnlsjCLK3PebCnHxCmXCNm747e.png)

2. Run - New Group and have to have this:
(https://monosnap.com/file/BSBPZeDAy1gAa8DqSHCUOLgexfdoJF.png)
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 13, 2015, 08:14:59 am
What is the current result you have?
Title: Re: Basic hierarchy in object list
Post by: samardac on October 13, 2015, 08:28:35 am
I have this result:
(https://monosnap.com/file/SLqjlow0mIRWqVbDZuPUGaf6n5iKtn.png)

as you can see folder is in Object_Box_03
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 13, 2015, 08:37:30 am
The new group is created under the selected node. So to get your result shown in your previous post, you should right click "Scene Hierarchy" node to create the new group.
Title: Re: Basic hierarchy in object list
Post by: samardac on October 13, 2015, 08:45:49 am
Works, but I think it is a bit complicated. I think it have to work by creating folder at the same level as topmost object from selection and include in this folder all selected objects.
Title: Re: Basic hierarchy in object list
Post by: samardac on October 13, 2015, 08:50:26 am
and tree is collapsed on new projetc.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 13, 2015, 09:00:23 am
Works, but I think it is a bit complicated. I think it have to work by creating folder at the same level as topmost object from selection and include in this folder all selected objects.

In your way, there is no way to create a new group under a node which has no child nodes.


and tree is collapsed on new projetc.

In what way or steps you started the new project?
Title: Re: Basic hierarchy in object list
Post by: samardac on October 13, 2015, 09:13:34 am
Quote
In what way or steps you started the new project?
By restarting NVil or by command - New. Nothing works. May be settings?
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 13, 2015, 09:24:32 am
Restarting or New Scene results in empty scene, so there is no contents in the tree.
Title: Re: Basic hierarchy in object list
Post by: samardac on October 13, 2015, 09:29:40 am
But after this I starting to create objects and tree is collapsed.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 13, 2015, 10:04:29 am
Try this
http://www.digitalfossils.com/Download/NVil-Oct-13-15.rar

The problems of you two should be fixed.
LMB+Pause+LMB for naming is enabled.
Title: Re: Basic hierarchy in object list
Post by: samardac on October 13, 2015, 10:13:24 am
Works super! :)
 As I understood you can not solve this thing with folder?
Title: Re: Basic hierarchy in object list
Post by: samardac on October 13, 2015, 10:19:54 am
Some bug.
If I select one object:
(https://monosnap.com/file/MhvkbvqN6szij7AavRnd7Y61F3vpit.png)

Than select another one in viewport both have in my case blue background.
(https://monosnap.com/file/rzyv28lXU1yx0RwlyCkVCfQZFwtZGg.png)

If you select them in Scene herarcy everything is working good.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 13, 2015, 11:14:53 am
Some bug.
If I select one object:
(https://monosnap.com/file/MhvkbvqN6szij7AavRnd7Y61F3vpit.png)

Than select another one in viewport both have in my case blue background.
(https://monosnap.com/file/rzyv28lXU1yx0RwlyCkVCfQZFwtZGg.png)

If you select them in Scene herarcy everything is working good.

Try this
http://www.digitalfossils.com/Download/NVil-Oct-14-15.rar
Title: Re: Basic hierarchy in object list
Post by: samardac on October 13, 2015, 01:50:04 pm
Nice!
IStonia what do you think about my last sugestion about Highlight selected objet?
http://voidworld.cmcproductions.co.uk/index.php/topic,2719.15.html
I think it would be great.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 13, 2015, 09:53:37 pm
Beautiful work. :)
Thank you, IStonia.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 14, 2015, 09:29:49 pm
Very often when after renaming an object in the hierarchy tree, Nvil selects other objects.
--
Sometimes it's Scene Hierarchy folder that gets selected for some reason.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 15, 2015, 09:12:48 am
Nice!
IStonia what do you think about my last sugestion about Highlight selected objet?
http://voidworld.cmcproductions.co.uk/index.php/topic,2719.15.html
I think it would be great.

I'll try to implement it the next few days.


Very often when after renaming an object in the hierarchy tree, Nvil selects other objects.
--
Sometimes it's Scene Hierarchy folder that gets selected for some reason.

Can you catch the bugs in a video?
Title: Re: Basic hierarchy in object list
Post by: samardac on October 15, 2015, 09:23:06 am
Quote
I'll try to implement it the next few days.
Great!! Can't wait!

Also some bug with tree:
When you select group when hierarchic transform enabled, and after that try to select objects in viewport, Pivot stay at group mode, but it have to change to object mode. If you select object not in viewport but in tree everything is ok.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 15, 2015, 09:48:34 am
Also some bug with tree:
When you select group when hierarchic transform enabled, and after that try to select objects in viewport, Pivot stay at group mode, but it have to change to object mode. If you select object not in viewport but in tree everything is ok.


It's better to stay that way. The implementation is not easy. Also sometimes you may get confused when you are not sure the selection is made in viewport or tree view or when you do undo/redo.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 15, 2015, 11:56:53 am
Very often when after renaming an object in the hierarchy tree, Nvil selects other objects.
--
Sometimes it's Scene Hierarchy folder that gets selected for some reason.

Can you catch the bugs in a video?
Sure can as it's 100% reproducible.
Here's the video: https://www.dropbox.com/s/dg0of9g50948jdn/hierarchy_rename_causes_selection.mp4?dl=1 (https://www.dropbox.com/s/dg0of9g50948jdn/hierarchy_rename_causes_selection.mp4?dl=1)

The video shows the problem in discussion, but also two other ones:
- Renaming objects in the Scene Hierarchy is a non-undoable operation.
- (This one is very tightly connected to the "rename leads to selection" bug) When hierarchical transforms are enabled and if there are leftovers from renaming an object from the main level of the tree (->Scene Hierarchy folder is marked in the Scene Hierarchy) then selecting any object in the viewport and transforming it will transform all objects from the scene.

Also, this isn't shown on the video, but hotkeys don't work when Scene Hierarchy has focus.

P.S. When you have time, can you make clicking on an empty space of the Scene Hierarchy to deselect the current selection? Like in Windows Explorer?

EDIT: Check the attachment for a scene in which you can reproduce the bug.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 16, 2015, 07:37:47 am
I can't open the video file. Can you change the format?
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 16, 2015, 12:19:53 pm
I can't open the video file. Can you change the format?
You need a player capable of opening H265 codec (like VLC).
Anyway, here's the same video in H264 - it should play in just anything: https://www.dropbox.com/s/c553kiyw67e01es/hierarchy_rename_causes_selection_h264.mp4?dl=1 (https://www.dropbox.com/s/c553kiyw67e01es/hierarchy_rename_causes_selection_h264.mp4?dl=1)
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 16, 2015, 08:17:19 pm
Some more feature requests that I think would greatly enhance working with hierarchy.

Parent command
Short description
Parents objects selected in the viewport. Last object in selection is used as the target (parent).

Use case
User wants to parent box1, box5 and box 7 under sphere1 without looking for them in the hierarchy tree. In the viewport, he selects box1, box5, box7 (in any order) and finally selects sphere1. He presses the hotkey assigned to the Parent command and selected boxes immediately become children of sphere1.

---

Reveal selected object(s) in the hierarchy tree

Short description
Expands all branches of the hierarchy tree that contain selected objects.

Use case
User selects several objects in the viewport and he wants to find them in the hierarchy tree. However the tree is collapsed. He presses the hotkey that invokes the Reveal command and immediately all branches that contain the selection are expanded to levels that those objects are located at.

---

Quick branch collapse/expand
Short description
Performs a complete collapse or expansion of all branches under the current level.

Use case A
The scene's hierarchy tree is deep and most of its branches are fully or partially expanded. The user wants to completely collapse a selected branch (complete collapse of a branch = collapsed selected branch and all of its child branches). He hovers the cursor over the "minus" icon (used for branch collapsing), depresses a modifier key (preferrably a SHIFT key) and LMB-clicks on the icon. Every single branch under the selected one gets collapsed.

Use case B
The scene's hierarchy tree is deep and most of its branches are fully collapsed. The user wants to completely expand a selected branch (complete expansion of a branch = expanded selected branch and all of its child branches). He hovers the cursor over the "plus" icon (used for branch expanding), depresses a modifier key (preferrably a SHIFT key) and LMB-clicks on the icon. Every single branch under the selected one gets expanded.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 18, 2015, 10:41:43 am
Try this
http://www.digitalfossils.com/Download/NVil-Oct-18-15.rar

* The bug is fixed.
* Undo/Redo works when the tree view is focused.
* Renaming is undoable.
* LMB on empty space in tree view will clear all selection.
* View > Set Hierarchy From Selection/Reveal Selection In Hierarchy.
* Shift+RMB for expand/Collapse.
Title: Re: Basic hierarchy in object list
Post by: samardac on October 18, 2015, 11:07:15 am
IStonia can you add Delete function to tree? So if you select in tree object than press delete it will delete object.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 20, 2015, 09:35:11 am
IStonia can you add Delete function to tree? So if you select in tree object than press delete it will delete object.

Try this
http://www.digitalfossils.com/Download/NVil-Oct-20-15.rar
Title: Re: Basic hierarchy in object list
Post by: samardac on October 20, 2015, 10:52:53 am
Thank you!
Can you also add option so when you import files like .vws or .obj or .dae they will be placed into separate folder in tree? It will make our life much more easier!
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 25, 2015, 08:40:59 pm
Try this
http://www.digitalfossils.com/Download/NVil-Oct-25-15.rar

Options are added into file format options to allow imported object to be placed in specified node in hierarchy tree when merging scene. Edit > Options > File Format Options.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 25, 2015, 09:11:17 pm
(...)
Parent command
Short description
Parents objects selected in the viewport. Last object in selection is used as the target (parent).

Use case
User wants to parent box1, box5 and box 7 under sphere1 without looking for them in the hierarchy tree. In the viewport, he selects box1, box5, box7 (in any order) and finally selects sphere1. He presses the hotkey assigned to the Parent command and selected boxes immediately become children of sphere1.
(...)
IStonia, can you add this when you have time, please? :)
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 25, 2015, 09:20:50 pm
It is added already. I forgot to put it in the release note.

* View > Set Hierarchy From Selection/Reveal Selection In Hierarchy.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 25, 2015, 09:38:12 pm
It is added already. I forgot to put it in the release note.

* View > Set Hierarchy From Selection/Reveal Selection In Hierarchy.
Yes, the Reveal Selection in Hierarchy is implemented, but I was asking for an ability to parent selection in the viewport. :D
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 25, 2015, 11:04:19 pm
Is the "Set Hierarchy From Selection" command not what you were asking for?
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 25, 2015, 11:11:55 pm
Ah, I apologise. Indeed it is. :)
Thank you!
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 25, 2015, 11:17:16 pm
Okay, one more feature request, if I may. I think it's the last, as I can't think of anything more for the time being. :D
The work you did to hierarchy is already enormous and makes working with the tree a very pleasurable experience.

An unparent function.
How would it work is that in the viewport (or in the hierarchy tree) you select an object (or multiple objects), press a hotkey, and the object(s) return(s) to the root level in the hierarchy.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 25, 2015, 11:20:31 pm
BTW, I think a Parent would be a more clear name for the Set Hierarchy From Selection command. As this is what this command does. Just a suggestion of course.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 26, 2015, 07:57:08 am
Try this
http://www.digitalfossils.com/Download/NVil-Oct-26-15.rar

View > Hierarchy > Parent/Unparent Selection.
Title: Re: Basic hierarchy in object list
Post by: samardac on October 27, 2015, 10:31:08 am
IStonia, Can it always create new folder on import? Now it creates only one folder with selected name.
I suggest to create new folder everytime we import file and use for node name - name of file. If we imported one file more than once than NVil will add -01,-02... at the end of node name.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 27, 2015, 08:02:59 pm
Try this
http://www.digitalfossils.com/Download/NVil-Oct-26-15.rar (http://www.digitalfossils.com/Download/NVil-Oct-26-15.rar)

View > Hierarchy > Parent/Unparent Selection.
Thanks!

There's a bug with renaming now. Start a new scene, create several objects just to populate the scene - three boxes will do just fine. Now select any of the objects, try the following and observe what happens:
- Right click the object in the hierarchy tree and select "Rename". It doesn't work anymore.
- Use the RMB-delay-RMB click to rename an object and type something in. Right after you enter the first letter, the renaming will exit.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 28, 2015, 07:59:56 am
Try this
http://www.digitalfossils.com/Download/NVil-Oct-27-15.rar

The renaming bug should be fixed.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 28, 2015, 11:49:47 am
Try this
http://www.digitalfossils.com/Download/NVil-Oct-27-15.rar (http://www.digitalfossils.com/Download/NVil-Oct-27-15.rar)

The renaming bug should be fixed.
Thanks, it's fixed.

PS. The archive file is surprisingly small when compared to previous versions (12MB instead of the usual 18MB). Were you doing some cleaning up?
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 28, 2015, 03:41:34 pm
LMB-clicking an empty space in the Scene Hierarchy no longer deselects objects.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 29, 2015, 09:17:42 am
http://www.digitalfossils.com/Download/NVil-Oct-28-15.rar

LMB-clicking an empty space in the Scene Hierarchy no longer deselects objects.
See if fixed.
I have removed the button image files in the archive.

IStonia, Can it always create new folder on import? Now it creates only one folder with selected name.
I suggest to create new folder everytime we import file and use for node name - name of file. If we imported one file more than once than NVil will add -01,-02... at the end of node name.

See if it works in the way you want.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 29, 2015, 03:32:19 pm
http://www.digitalfossils.com/Download/NVil-Oct-28-15.rar (http://www.digitalfossils.com/Download/NVil-Oct-28-15.rar)

LMB-clicking an empty space in the Scene Hierarchy no longer deselects objects.
See if fixed.
I have removed the button image files in the archive.
It's fixed. Thank you. :)
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 29, 2015, 03:51:39 pm
IStonia, Can it always create new folder on import? Now it creates only one folder with selected name.
I suggest to create new folder everytime we import file and use for node name - name of file. If we imported one file more than once than NVil will add -01,-02... at the end of node name.
Because of this feature I now need to do a cleanup of the hierarchy tree each time I import a geometry into the scene. Not to mention that the hierarchy tree flickers and freezes Nvil for several seconds while it imports the geo (several seconds even for simple shapes!).

How can I turn this feature off?!
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on October 30, 2015, 01:49:06 am
Sometimes groups in the hierarchy remain selected unless they're deselected with CTRL+LMB click (it's the only thing that deselects them).

Groups do not have an icon indicating that they're hidden.
Title: Re: Basic hierarchy in object list
Post by: IStonia on October 31, 2015, 10:10:55 am
IStonia, Can it always create new folder on import? Now it creates only one folder with selected name.
I suggest to create new folder everytime we import file and use for node name - name of file. If we imported one file more than once than NVil will add -01,-02... at the end of node name.
Because of this feature I now need to do a cleanup of the hierarchy tree each time I import a geometry into the scene. Not to mention that the hierarchy tree flickers and freezes Nvil for several seconds while it imports the geo (several seconds even for simple shapes!).

How can I turn this feature off?!

Try this
http://www.digitalfossils.com/Download/NVil-Oct-30-15.rar

New option, Edit > Options > File Format Options > "Import into own file group node". By default, it is off.
Title: Re: Basic hierarchy in object list
Post by: samardac on October 31, 2015, 05:32:20 pm
Thank you works great!
Title: Re: Basic hierarchy in object list
Post by: IStonia on November 05, 2015, 08:14:31 am
A spline related bug is fixed.
http://www.digitalfossils.com/Download/NVil-Nov-04-15.rar
Title: Re: Basic hierarchy in object list
Post by: samardac on January 04, 2016, 09:15:51 pm
IStonia,
I'm now working on creating workfloow for working with parents/groups. I spent all day analyzing all possibilities that we have and to create best workflow I would like to ask you for some commands. Most of them NVil have partially or fully, but they are not in list, so you can not create shortcuts and buttons.


1. Parent
2. Unparent
! 3. Break Family
! 4. Select Current Family
! 5. Select All Connected Families.
! 6. Select Parent.
! 7. Select Top Most Parent


Some definitions:
Parent - Object in the group witch pivot is used to transform group.
Family - Group of objects with Parent and Sub Families.

1. Parent.
-It will parent selected objects and set first selected as Parent.
Before:
(https://monosnap.com/file/SCXX5nS6zb9hoCGwrlh9AIFmG2IaYB.png)
After:
(https://monosnap.com/file/lNAPZjZ7AehUYvHrEfrEoeRDJJOIEY.png)

-If first selected object is already parent other selected objects will be parented to it.
Before:
(https://monosnap.com/file/yx0MkNODsGHBYAN7pz2o1KmeE7olwi.png)
After:
(https://monosnap.com/file/NFlXqW12rEqS1JHgoVcuZbVVtTKrTf.png)

-If first selected object is already parent ans second selected object is already parent last one will became Sub Parent of first selected object.
Before:
(https://monosnap.com/file/0SVYztsFDurpIBwqvNffE00es7mnJ4.png)
After:
(https://monosnap.com/file/7ZGCS1iLHruRz24gulIyFZ33DzRWId.png)

2. Unparent
- It will fully Unparent selected objects (To the top level)
Before:
(https://monosnap.com/file/2vKYJpVIRGH66MM9ivE8JugLqRzfHg.png)
After:
(https://monosnap.com/file/CCK8ej9yEMgq786knQwcgUqyxl96pc.png)

- If selected object is Parent it will be fully Unparent (to the top level) but it will keep its family.
Before:
(https://monosnap.com/file/IyTlU0h6aRoiV8fpwFxCv6pEizOcwA.png)
After:
(https://monosnap.com/file/hjfAUeaSQDPV5ssZR3bLvkDOdCNy7f.png)

! 3. Break Family.
Select Parent and run this command to fully delete any relation within family and Sub Families starting from current Parent and down.

Before:
(https://monosnap.com/file/kLV9SK6f5mPedsvS681gxVlRCBFNt7.png)
After:
(https://monosnap.com/file/3j9BLaJtXM3VUblWY6YUFVK8GCxkz8.png)
or
Before:
(https://monosnap.com/file/Y82u6ZiKseBGU4upMwMOIUXtmaOhLJ.png)
after:
(https://monosnap.com/file/EekxL16w1Czda2kUx2NVy49X02b7Ek.png)

! 4. Select Current Family.
Will select only current Family Starting from Parent and without Sub Parentsand their Sub Families.
You can select any object in family and run this command.

Before:
(https://monosnap.com/file/emFOdi939xzBvhf6huuJ86wn0jr4Yn.png)
After:
(https://monosnap.com/file/0tf0l49R9AfNshLG8k1ayXV2mzDWav.png)

! 5. Select All Connected Families.
Will select all families that have current Parent Relations from down to top.
You can select any object in family and run this command.
Befor:
(https://monosnap.com/file/bu2elrTrFMH1KJf3aRCAeoIiqhUwlV.png)
After:
(https://monosnap.com/file/i8EywKU5GkhS2F1PefEJhf1ILJzakm.png)


! 6. Select Parent.
Will select Parent of selected object.
You can select any object in family and run this command.
Before:
(https://monosnap.com/file/369f2MvP8fBqA4BvKEzjsfV7NLmljU.png)
After:
(https://monosnap.com/file/QCdudwxqP2cv7AQuPMMGkUazia8tw2.png)

! 7. Select Top Most Parent.
Will select Top Most Parent of selected object.
You can select any object in family and run this command.
Before:
(https://monosnap.com/file/Tuh1T5G6Sy5jyjm5LfxINXD8hbu0T5.png)
After:
(https://monosnap.com/file/D0YlLVN4gpLtSVs8zv7bfEyXJYFem6.png)



Also Hierarchic Transfor Enabled status is not saved it always OFF on new/load project can you pleas fix it.
Many thanks!!!
Title: Re: Basic hierarchy in object list
Post by: samardac on January 05, 2016, 07:31:28 am
I just Improved description of some requested commands, I marked them with "!" and it look like this:
! 4. Select Current Family
Title: Re: Basic hierarchy in object list
Post by: IStonia on January 05, 2016, 08:40:39 am
http://www.digitalfossils.com/Download/NVil-Dec-29-15.rar

Edit > Cutomize > Tools > Hierarchy Tools >...

The bug fixed.
Title: Re: Basic hierarchy in object list
Post by: samardac on January 05, 2016, 09:25:56 am
Bug:
1. H_Parent Selected, does not work. I select objects than run command but can not make any parent relations. or I do something wrong?

IStonia, let's create some new tools with little changes.

2. H_Unparent Selected to The Top . Will put Unparented objects to the Top Level.


3. H_Break Hierarch to The Top, Break hierarchy and put selected object to the Top Level.

 4. H_Select Curent Hierarchy
Will select only current Hierarchy Starting from Parent and without Sub Parents and their Sub Families.

Before:
(https://monosnap.com/file/emFOdi939xzBvhf6huuJ86wn0jr4Yn.png)
After:
(https://monosnap.com/file/0tf0l49R9AfNshLG8k1ayXV2mzDWav.png)

5. H_Select Full Hierarchy It will select everything in current Hierarchy.
Like this:
before
(https://monosnap.com/file/YzUv3JSIY7QZwWqKCOXxg5WiCsqING.png)
After:
(https://monosnap.com/file/iMqjce7dMjFbIObtGXZ2rDHlhyHIai.png)

Other tools work nice, thank you!
Title: Re: Basic hierarchy in object list
Post by: IStonia on January 05, 2016, 09:48:57 am
1. H_Parent Selected works on me. Can you show me the picture of what you were trying on this tool?
Title: Re: Basic hierarchy in object list
Post by: samardac on January 05, 2016, 09:55:28 am
Just got it, how it works - you select Object than run command and it will parent everything to it.
But we need a bit different behavior, so it will parent only selected objects and set first selected object its parent.
Check this video:
https://monosnap.com/file/56QDSiIXo9KitEOgQmWz7jpfF1GsSI
Title: Re: Basic hierarchy in object list
Post by: IStonia on January 05, 2016, 10:46:38 am
http://www.digitalfossils.com/Download/NVil-Dec-29-15.rar

Retest the tools again but except 1. There are some existing tools you may not know. View > Hierarch >...
Title: Re: Basic hierarchy in object list
Post by: samardac on January 05, 2016, 11:05:32 am
Looks like it is complicated to work with all tools together, lets start from 1.
Can you make it work this way?

1. H_Parent Selected.
-It will parent selected objects and set first selected as Parent.

I marked first and second selected objects.
Before:
(https://monosnap.com/file/oXPMSu85WanowQb8efezWxdXcUCZBg.png)
After:
(https://monosnap.com/file/1PWgGY0ntZK3PFXQ8z5zA2MpH1GLor.png)

-If first selected object is already parent and second selecet is also parent it will work this way.
Before:
(https://monosnap.com/file/Bsk1ZCcKGNZgqDo2VtHPWvDHyllluO.png)
After:
(https://monosnap.com/file/9tc6W8qIepMPJT4K7tHbm4wNxbresh.png)
Title: Re: Basic hierarchy in object list
Post by: IStonia on January 05, 2016, 12:35:27 pm
http://www.digitalfossils.com/Download/NVil-Dec-29-15.rar

It's too difficult to keep track of first selected node. So I use last selected node as parent instead.
Title: Re: Basic hierarchy in object list
Post by: samardac on January 05, 2016, 12:45:43 pm
It is absolutely not a problem, works great!
Lets move not next tool, H_Unparent Selected works nice.
H_Break Heirarch work with problem.
Now it work this way:
Before:
(https://monosnap.com/file/KVem0piDXKUC3t1YvIx5tVlocbn489.png)
Aftrer:
(https://monosnap.com/file/vgELdVMTHU7MVDvXd0CNcWUgeCDl9f.png)

Must be like this:
(https://monosnap.com/file/eYQThUmZ5FeOsqhSEHsWETF81AMARY.png)

It just not break selected parent, it keeps it in Hierarchy but it also have to move it to the top level out of any hierarchy.
Title: Re: Basic hierarchy in object list
Post by: IStonia on January 05, 2016, 01:07:06 pm
http://www.digitalfossils.com/Download/NVil-Dec-29-15.rar
Title: Re: Basic hierarchy in object list
Post by: samardac on January 05, 2016, 01:11:01 pm
Works! And last tool:

H_Select Hierarchy
Now it works like this:
before:
(https://monosnap.com/file/MkcsSp2FvmfNK3i6id9IIbR5GoVPn1.png)
After:
(https://monosnap.com/file/jTMA7QOYVZgKARya2tp0Cvww8nOYnR.png)

But has to work like this:
(https://monosnap.com/file/QnICbEKFVmFjgFYCHKBoxKmA24yju0.png)

It have to work this way:
you select Parent and this command will select all its children including selected Parent but without any subparents and sub hierarchies.

May be you will reaname this tool to H_Select Current Hierarchy?
And H_Select Hierarchy make to select full heirarchy down from selected Parent including selected Parent.
Title: Re: Basic hierarchy in object list
Post by: IStonia on January 05, 2016, 01:50:05 pm
http://www.digitalfossils.com/Download/NVil-Dec-29-15.rar

"H_Select Current Hierarchy" added.
Title: Re: Basic hierarchy in object list
Post by: samardac on January 05, 2016, 01:54:18 pm
Works great!
Now we need R_ tools for Hierarchic transform Enabled and Hierarchic transform$ tool.
Title: Re: Basic hierarchy in object list
Post by: IStonia on January 05, 2016, 02:22:04 pm
http://www.digitalfossils.com/Download/NVil-Dec-29-15.rar

R_Turn On Hierarchy_Transform_Enabled...
Title: Re: Basic hierarchy in object list
Post by: samardac on January 05, 2016, 02:32:20 pm
Thanks and good night, it is too late in in your country!!!
Title: Re: Basic hierarchy in object list
Post by: samardac on January 06, 2016, 05:24:01 am
IStonia, is it possible to make this kind of Hierarchy representation?
(https://monosnap.com/file/V9b4byeR9uS4jhbuWt7Yg5bBqZy7xM.png)

That lines will go from object Pivot positions to object Pivot positions. And it would be great if it redraws everytime you move objects or navigate view port.

Pleas let me know if it is possible?

Title: Re: Basic hierarchy in object list
Post by: IStonia on January 06, 2016, 06:25:50 am
It is possible.
Title: Re: Basic hierarchy in object list
Post by: samardac on January 06, 2016, 06:55:56 am
Wow, it is absolutely awaysome because we can create Set_Hierarchy basic SL tool.
This tool is what we only need to manage hierarchy, ONLY ONE TOOL!
This is how it will work-

Create relation:
1. Activate tool
2. Highlite or select object*
3. Start drag, it will create Hierarchy line from Object Pivot to the cursor.
5. Drag cursor other another object it will highlite it and release mouse button, hierarchy relation will be created so we will see line that connects these two objects.

*If you use selected objects as source objects instead of highlighted one all them will be connected to the destination object.

Drop relation:
1. Activate tool
2. Highlite or select object*
3. Start drag, it will create Hierarchy line from Object Pivot to the cursor.
4. Move cursor to the same object/objects or empty space and release mouse button, it will drop connection.

We already created all commands for this operations I think it will use H_Paranet/Unparent selected as base.

It is absolutely awaysome tool, because we will use only it for all operations with hierarchy ans will see this Hierarchy interactively!


Title: Re: Basic hierarchy in object list
Post by: IStonia on January 08, 2016, 06:03:06 am
http://www.digitalfossils.com/Download/NVil-Jan-07-16.rar

  * Edit > Customize > Tools > Modeling Options > "Auto Weld Enabled"/"Auto Weld Enabled Inverse Flag".
  * A new basic streamline tool, Generic Tools > Mixed Tools > Set Hierarchy Parent. Click to choose the first object. Then click the second object or click in empty space to set parent or unparent of the first object.
  * View > Display > Show Hierarchy Line.
  * Edit > Preference > Colors > Object Colors > Hierarchy Line.
  * Edit > Customize > Tools > 3D-Coat Tools.
Title: Re: Basic hierarchy in object list
Post by: samardac on January 08, 2016, 08:35:06 am
Hay Istonia
I'm so glad that you made this feature! It is the best solution for handling hierarchy.

Bugs:
1. Activate tool
2. Highlite or select object
3. Start drag.
5. Drag cursor to the same object and releas, NVil freez but it have to drop Hierarchy line.

Improvments:
Now you can connect the object that is under cursor regardles of what is selected.
Pleas modify behaviour like this - If you have selected object you are able to connect only that object.
***
1. Activate tool
2. Select more than one object
3. Start drag, it will create Hierarchy lines from all selected Objects Pivot to the cursor.
5. Drag cursor to another object and releas it will connetc all selected objects to this one.
***
Add pleas arrow to the line so we will be able to see flow. Now it is very hard to see who is parent and who is child. That arrow like Spline Flow has. One arrow per connection between 2 objects will be greate.
***
Add pleas Cross cursor like Weld SL tool have. So when you go with cursor other object that you want to parent cursor will turn to that nice Cross like cursor.

Requests:
Can yuo pleas add $ to the Hierarchy Line tool and R_ tools for it.
***
Add pleas Hierarchy Line transpareny option.
Title: Re: Basic hierarchy in object list
Post by: IStonia on January 08, 2016, 09:36:45 am
Requests:
Can yuo pleas add $ to the Hierarchy Line tool and R_ tools for it.

Can you explain what they are and what are they for?
Title: Re: Basic hierarchy in object list
Post by: samardac on January 08, 2016, 09:51:04 am
$ is to have buttoon check states availible. So if hierarchy line is enabled button will be highlited and viceversa, it have to look like this- Hierarchy Line$.
R_ tools I meant tools to save/restore tool like -
R_Hierarchy Line On, R_Hierarchy Line off, R_Hierarchy Line Restore.
Title: Re: Basic hierarchy in object list
Post by: IStonia on January 08, 2016, 11:57:13 am
View > Display > Show Hierarchy Line.

Is not this good for the button?
Title: Re: Basic hierarchy in object list
Post by: IStonia on January 08, 2016, 12:32:27 pm
http://www.digitalfossils.com/Download/NVil-Jan-07-16.rar

  * Edit > Customize > Tools > Set-Restore Tools > R_Turn Off Hierarchy_Line...
  * Edit > Preference > Colors > Object Colors > Hierarchy Line Transparency.

I have yet to figure out how to draw the arrows.
Title: Re: Basic hierarchy in object list
Post by: samardac on January 08, 2016, 07:04:53 pm
Greate!!!

Quote
View > Display > Show Hierarchy Line.
Is not this good for the button?
I just thought that you started to add $ to all commands that have buttone toggle states. Is it for this? Or it has anothe purpose?

There is no in prefferences - Edit > Preference > Colors > Object Colors > Hierarchy Line Transparency.
There is only Hierarchy line color.
Title: Re: Basic hierarchy in object list
Post by: IStonia on January 09, 2016, 06:16:48 am
http://www.digitalfossils.com/Download/NVil-Jan-07-16.rar
  * Edit > Preference > Colors > Object Colors > Hierarchy Line/Hierarchy Line opacity.
  * Edit > Preference > General > Hierarchy line arrow size.


Quote
View > Display > Show Hierarchy Line.
Is not this good for the button?
I just thought that you started to add $ to all commands that have buttone toggle states. Is it for this? Or it has anothe purpose?

I think I have done most of the commands that have checked state. If I missed some, just let me know.
Title: Re: Basic hierarchy in object list
Post by: samardac on January 09, 2016, 08:10:04 am
It is just so coooolll!!!
Title: Re: Basic hierarchy in object list
Post by: samardac on January 10, 2016, 10:29:01 am
IStonia can you pleas add these commands to list:

Duplicate Hierarchy (Duplicate objects and keep hierarchy)
Clone Hierarchy (Creates instances and keep hierarchy)
We already have these commands but only in Scene Hierarchy Winodw -> context menu -> Duplicate.
And modify them pleas to put duplictaed /clooned hierarchy to the Top Level. Now it put them to current level.

Also add pleas to list - Hierarchy transform enabled$
Title: Re: Basic hierarchy in object list
Post by: samardac on January 10, 2016, 11:30:43 am
IStonia leave it as it is without movint to the top level:
And modify them pleas to put duplictaed /clooned hierarchy to the Top Level. Now it put them to current level.
Title: Re: Basic hierarchy in object list
Post by: IStonia on January 11, 2016, 08:12:34 am
http://www.digitalfossils.com/Download/NVil-Jan-07-16.rar

  * Edit > Customize > Tools > Modeling Options > Toggle Hierarchy Transform Enabled.
  * Edit > Customize > Tools > Hierarchy Tools > Duplicate/Clone Hierarchy.
Title: Re: Basic hierarchy in object list
Post by: samardac on January 11, 2016, 10:55:46 am
Create, many thanks!
Title: Re: Basic hierarchy in object list
Post by: samardac on January 12, 2016, 08:31:17 am
IStonia, add pleas:
View - > Object Shading -> Preview on viewport navigating -> Hide Hierarchy Line
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on February 10, 2016, 02:38:47 pm
Groups in hierarchy remain selected even if user clicks on empty space of the viewport or selects another object (also in the viewport). It can lead to all sort of problems, including unintended transforms or accidental removal of objects!

Example:
You have a large hierarchy stored under group1.
You select and hide the group and then in the viewport select another object (normally such operation clears the current selection) and apply various transformations to it. Then you reveal group1 hierarchy and realize that it has been transformed too because it was still selected.
Title: Re: Basic hierarchy in object list
Post by: samardac on February 10, 2016, 02:41:56 pm
Did you try new tools for visual hierarchy?
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on February 10, 2016, 02:48:14 pm
Did you try new tools for visual hierarchy?
What tools do you have in mind?
Title: Re: Basic hierarchy in object list
Post by: samardac on February 10, 2016, 02:50:57 pm
First of all this one:
basic streamline tool, Generic Tools > Mixed Tools > Set Hierarchy Parent

And this:
  * View > Display > Show Hierarchy Line.

Title: Re: Basic hierarchy in object list
Post by: samardac on February 10, 2016, 02:55:00 pm
There are other tools if you will be interested I'll collect them.
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on February 10, 2016, 07:47:09 pm
There are other tools if you will be interested I'll collect them.
Sure, that would be nice. There have been so many changes introduced recently to NVil, that it's difficult to stay up to date. :)
Title: Re: Basic hierarchy in object list
Post by: samardac on February 11, 2016, 09:54:47 am
Check this thread I will collect here all new workflows:
http://voidworld.cmcproductions.co.uk/index.php/topic,2900.0.html
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on February 14, 2016, 04:03:41 pm
Groups in hierarchy remain selected even if user clicks on empty space of the viewport or selects another object (also in the viewport). It can lead to all sort of problems, including unintended transforms or accidental removal of objects!

Example:
You have a large hierarchy stored under group1.
You select and hide the group and then in the viewport select another object (normally such operation clears the current selection) and apply various transformations to it. Then you reveal group1 hierarchy and realize that it has been transformed too because it was still selected.
IStonia, can you fix this when you have time please?
Title: Re: Basic hierarchy in object list
Post by: IStonia on February 15, 2016, 08:14:46 am
Try this
http://www.digitalfossils.com/Download/NVil-Feb-07-16.rar
Title: Re: Basic hierarchy in object list
Post by: rubberDuck on February 15, 2016, 09:51:50 am
Try this
http://www.digitalfossils.com/Download/NVil-Feb-07-16.rar (http://www.digitalfossils.com/Download/NVil-Feb-07-16.rar)
Thank you!