Update docs of main interface and parts panel.

master
Jeremy Hu 2019-07-27 00:08:50 +09:30
parent f0c1d13526
commit c863a7e546
3 changed files with 73 additions and 36 deletions

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Dust3D Interface Overview
-------------------------
.. image:: https://raw.githubusercontent.com/huxingyi/dust3d/master/docs/interface/interface.png
.. image:: https://raw.githubusercontent.com/huxingyi/dust3d/master/docs/images/dust3d-ui-main.png
1. Tool Box
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Tool Box contains tools that you use to undo steps, switch the document edit mode, and toggle the XYZ-axis lock.
The Tool Box contains tools that you use to switch the document edit mode, toggle the XYZ-axis and radius lock, indicate the mesh generating status, and trigger regenerate.
2. Document Title
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You can have multiple windows, the document title shows what version of Dust3D you are using and the full path of the openned Dust3D document, if the document have unsaved changes, there will be a star(*) right after the path.
You can have multiple windows, the document title shows what version of Dust3D you are using and the full path of the opened Dust3D document, if the document have unsaved changes, there will be a star(*) right after the path.
3. Parts List
3. Dock Panel
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Part is a very important edit unit of Dust3D. A part consists of connected nodes in the canvas. If you cut the edge of two nodes, the one part would be divided to two seperate parts.
Parts List shows all the parts's rendered thumbnail, and current edit states. You can click the mini buttons around the parts thumbnail to toggle the settings.
Dock panel contains multiple tabs, including `Parts Tree`_, Material List, Rig Weight View, Pose List, Motion List, and Script Editor.
.. _Parts Tree: http://docs.dust3d.org/en/latest/interface/parts_panel.html
4. Rendered Model
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@ -25,13 +26,13 @@ Parts List shows all the parts's rendered thumbnail, and current edit states. Yo
Rendered Model shows current generated mesh. Anytime, if there is a change would affect the mesh generation, the mesh would be generated automatically in realtime, and get rendered to Rendered Model after generated.
You can use mouse Middle Button plus Shift key to rotate and move the Rendered Model. It's floating above the canvas.
5. Main Profile
5. Node Front View
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Every time you add a new node to canvas, there will be two items shows, the first one is the item you places, the second one is the automatically generated item for the same node but with different profile.
If you add a seperate node, which means it dosen't connect with other nodes, the node is in main profile, otherwise it depends on the profile of the node you add from.
If you add a separate node, which means it doesn't connect with other nodes, the node is in front view, otherwise it depends on the view of the node you add from.
6. Side Profile
6. Node Side View
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
See Main Profile for explaining.
Side view is a profile heading left, see node front view for more details.

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Parts List Panel
Parts Tree Panel
------------------------
.. image:: https://raw.githubusercontent.com/huxingyi/dust3d/master/docs/interface/parts-list-panel.png
.. image:: https://raw.githubusercontent.com/huxingyi/dust3d/master/docs/images/dust3d-ui-part-mini-buttons.png
In Dust3D, model consists of parts, part consists of nodes. User manipulates nodes's position and radius, toggle part's settings, then the mesh autogenerated by Dust3D.
@ -13,51 +13,83 @@ Top Mini Buttons
Toggle the part's visibility on canvas, the mesh generation would not be affected. You can use it to hide some parts, then make edit other parts not been covered.
* (J)oin/Not Join(to Final Mesh)
Toggle the part's enablility, affects the final mesh generation. Unjoined parts would not appear in the result.
* (L)ock/Unlock
Toggle the part's edit lock. Locked part would still be visible on canvas, but can not been checked or edited.
* Color Picker
* (J)oin/Not Join(to Final Mesh)
Choose the part's color. If there isn't color choosen, the Rendered Model will be show as the default color.
The color choosen here will exported as a material color in the result output.
Rendered Part Preview
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shows the rendered image of the whole part's generated mesh.
Bottom Mini Buttons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* (B)ox/Subdivisioned Box
Toggle the basic unit type of mesh generation. Box means quad face, subdivisioned box means octagon face. If you want more sharp edges, choose box, otherwise choose subdivisioned box to make edges smooth.
* Thickness Modifier
This is used when you want make fish body like mesh, or a thin or thick plane.
The are two parameters for this modifier, one controls the thickness along the base plane normal, the other controls the thickness along the perpendicular of base plane normal.
Enable or disable the part, affects the final mesh generation. Unjoined part would not appear in the final result, only shows preview on Parts Tree Panel.
* (M)irror Modifier
If there are two parts have the same shape but one sit left, the other sit right. It's like the human body, you no need to make the arm part two times, just once, and mirror it.
* Color Picker
Configure the part's color and material settings. If there isn't color chosen, the Rendered Model will be show as the configured preference color.
The color chosen here will exported as a material color in the result output.
Click the mini button, a tool widget will popup shows the chosen color, solubility, and material list.
If one part configured color solubility, the generated color texture seam between the neighbor parts will be gradient filled using this parts color with the specified solubility.
Click the material preview image to choose material. Hold control while click to cancel the material selection.
Rendered Part Preview
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shows the rendered image of the whole part's generated mesh. Current hovered or selected parts will be highlighted with a different gradient background color. If the mesh failed to generate, the rendered image will show as pure red color indicate you should adjust some nodes to avoid the generated mesh self intersection.
Bottom Mini Buttons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Subdivide
Toggle the subdivision of mesh generation. The generated mesh will be more smooth if this option is enabled.
* End Ro(U)ndable Modifier
Toggle the begin/end roundable (Flat / Rounded). If you want the cut effect, choose not rounded, otherwise, the edge end will be rounded (Automatically added one more small face).
* Chamfer
Enable this to bevel the edge.
* Cut Face
Cut face is the extruding shape. Cut face could be configured as Quad, Pentagon, Hexagon, Triangle, and User Defined. You can turn a part to cut face from the part context menu by choosing target as Cut Face.
The rotation parameter on the popup widget controls the rotation of the cut face along the edge direction.
* Thickness Modifier
.. image:: https://raw.githubusercontent.com/huxingyi/dust3d/master/docs/images/dust3d-ui-thickness-demo.gif
The are two parameters for this modifier, one controls the thickness along the base plane normal, the other controls the thickness along the perpendicular of base plane normal.
Context Menu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. image:: https://raw.githubusercontent.com/huxingyi/dust3d/master/docs/images/dust3d-ui-component-context-menu.png
Right click on Parts List Panel to trigger Context Menu.
* Hide Part / Show Part / Hide Other Parts / Show All Parts / Hide All Parts
* Base
Mesh layout and thickness adjustment are depend on base plane calculation. This release introduce the constrain settings: Dynamic, Average, Side Plane, Front Plane, and Top Plane.
* Target
You can turn part as a cut face from here. Once a part becomes cut face, other parts can choose it as a extruding shape.
* Mode
Normal represents the normal mesh union, inverse represents the mesh subtraction. This release introduce Uncombined mode, which represents the component would not take part in the mesh boolean algorithms. Be noticed that, model with uncombined mode component exists, would not be generate as a watertight mesh.
* Hide / Show / Show All / Hide All
Check mini button **Visible/(H)idden**.
* Lock All Parts / Unlock All Parts
* Lock All / Unlock All
Check mini button **_(L)ock/Unlock**.
@ -68,3 +100,7 @@ Inverting a part means subtract this part from other parts which sit before this
* Move Up / Move Down / Move To Top / Move To Bottom
The process of mesh generation is mainly combining all the parts in listed order, so move up and down may affect the generated result. The order is especially important for inverse part been placed, if the inverse part sit in the first place of the list, the inverse operation would never happen, because nothing to invert before it.
* New Group / Move To
Parts can be grouped as component, component can contains sub components. During the mesh generating progress, component's mesh is been cached, so make multiple level of components can reduce the total mesh generating time.