Sub-Assy Panel

The sub-assy panel gives you a direct access to most of the operations on the sub-assies. You can hide/show the sub-assy panel by clicking on the show/hide sub-assy panel button of the Graphic Editor tool-bar.

The sub-assy panel is composed of a tool-bar and two columns of sub-assy sub-panels. The sub-assy panel tool-bar allows you to:

Each sub-panel is dedicated to a different sub-assy and displays the attributes of this sub-assy. There is one sub-panel for every existing sub-assy. If you do not see the sub-panel of a sub-assy on the panel, use the vertical scrollbar at the right of the sub-assy panel. The sub-panel of a sub-assy allows you to set the main sub-assy attributes. From the left to the right of the sub-panel, you can:

Hiding a sub-assy from the Graphic Editor does not imply it is hidden from the FS viewer. To hide a sub-assy from the FS viewer, you must set its hidden atribute. Setting the hidden attribute of a sub-assy does not imply it is hidden from the Graphic Editor. To hide a sub-assy from the Graphic Editor, you must click on the small pair of glasses of the sub-assy sub-panel. You can hide from the Graphic Editor all the sub-assies marked as hidden from the FS viewer by clicking on the button figuring a pair of glasses in the sub-assy panel tool-bar.


Sub-Assy Code Window

The sub-assy code window is opened by clicking on the open sub-assy code window button of the sub-assy panel tool-bar when the given sub-assy is selected.

The sub-assy code window displays the instruction list associated to a sub-assy and gives you access to all the operations allowed on the sub-assy instructions. The instruction list is made up of a limited set of instructions:

You can select an instruction by clicking on it. The selected instruction is highlighted. Double-clicking on a LIMITS instruction launches the texture support selection panel. Double-clicking on a COLOR instruction launches the color selection panel. Double-clicking on a TRIANGLE, a HIDDEN or on a RETURN instruction does nothing.

You can select several instructions by clicking on them while pressing the SHIFT key or the CONTRL key. The selected instructions are highlighted. When you open the sub-assy code window, the instruction associated to the currently selected chain is selected and highlighted.

If the multiple selection mode of the Graphic Editor is active, the instructions associated to the sub-assy chains currently in the clipboard are automatically selected and highlighted when you open the sub-assy code window.

The sub-assy code window tool-bar allows you to:

The insert/delete button are unavailable if the sub-assy is not a textured one. The LIMITS instruction on the top of the list of a textured sub-assy cannot be deleted nor moved.

If the sub-assy is a colored one, a small icon at the bottom of the window displays the currently selected color. Double-clicking on the icon opens the color selection window. Next to it, a pair of up/down arrows allows you to trim the transparency of the sub-assy.

If the sub-assy is a textured one, the small icon at the bottom of the window displays the color associated to the specular effect of the sub-assy (if any). Double-clicking on the icon opens the color selection window. The pair of up/down arrows next to it allows you to toggle the shadow/no-shadow attribute of the sub-assy.

The move mode allows you to move the currently selected instruction(s) every where you want except at the very top of the list and at the very end of it. To do that, select the instructions you want to move then click on the move mode button of the tool-bar. The cursor is changed into a finger. Click somewhere in the instruction list. The selected instructions are moved at this position. If you want to exit the move mode without moving the instruction, click on the resume normal mode button of the tool-bar. The first instruction (a LIMITS instruction or a COLOR instruction) and the last one (a RETURN instruction) cannot be moved.

The move options (move at the top, move at the end, move mode) are powerful when associated to another feature of AD2K2. In the Graphic Editor, you can select all the triangles of a sub-assy which are oriented in a given direction by activating the Sub-assy/Select chains.../[right, left, top, bottom, fore, aft] option of the menu. This menu option puts all these triangles into the multiple selection clipboard and activates the multiple selection mode. If you open the sub-assy code window at this time, the instructions associated to the chains which are in the clipboard are selected. This allows you to gather them at the top or at the end of the list. Then, you can assign them a texture support and texture limits by inserting a LIMITS instruction just before the selection. This is very useful to assign a different part of the texture to both sides of the sub-assy.


Texture Support Selection Panel

The texture support selection panel is opened by double-clicking on a LIMITS instruction in the sub-assy code window. It is only active when the sub-assy is a textured one and when a texture is assigned to it.

To learn more about texture limits, click on the link.

It is composed of:

The currently selected texture is displayed in the texture display sub-panel if it is in the project directory. The maximum size of this sub-panel is 512x512 pixels. A 1024x1024 texture is temporarily resized to fit the maximum panel size. A red rectangle is super-imposed on it which shows which portion of the texture is assigned to the LIMITS instruction.

The texture support and orientation selection sub-panel allows you to:

The min and max relevant coordinates are displayed just below.

The left/right arrows make you cycle through the texture support list. When you open the texture support selection panel, the texture support associated to the currently selected LIMITS instruction is automatically loaded. If there is no texture support associated to the instruction (undefined texture support), no texture support is loaded and the min/max coordinates are undefined.

Tip : Finding which texture support is appropriate by looking at its min/max coordinates is not an easy job. To associate the right texture support to the current LIMITS instruction, exit the texture support selection panel by clicking on the cancel button then exit the sub-assy code window. If the wanted texture support has already been declared, activate the show texture support mode (Utilities/Show texture support menu option or F3 key) and select the appropriate texture support by clicking on the T key as many times as needed until the texture support is properly highlighted. If the wanted texture support is not yet declared, select the appropriate chain in the Graphic Editor display window and declare it as a texture support (Utilities/Declare chain as support menu option).

In both cases, the wanted texture support is now the currently selected texture support in the texture support list. Go back to the texture support selection panel (open the sub-assy code window then double-click on the currently selected LIMITS instruction). Clicking on the reset button in the texture support and orientation selection sub-panel automatically associates the currently selected texture support to the LIMITS instruction.

Caution : Inadvertently clicking on the reset button or on the right or left arrow will alter the texture support associated to the LIMITS instruction. To cancel the operation, click on the cancel button to exit the window and re-open the texture support selection window by double-clicking on the LIMITS instruction.

The middle-right sub-panel displays the coordinates of the extremities of the texture portion associated to the LIMITS instruction. This texture portion is figured by a red rectangle on the texture display sub-panel.

At the bottom of the sub-panel, two-radio buttons allows you to define from which direction the texture is supposed to be seen.

Caution These radio buttons do not modify the actual orientation of the sub-assy triangles. If you select the wrong option, the triangle will not be seen from the opposite direction but the texture will be applied in a wrong way. The image will appear as if it is inverted.

To modify the shape and position of the rectangle, click on the limits button. The middle sub-panel is updated to allow for the new selection. Move the cursor over the display sub-panel. A red cross follows the cursor position. In the button of the upper-right sub-panel that was previously the reverse button, the coordinates of the current position of the cursor are displayed. Click on the display sub-panel to select the left/top corner of the rectangle and then click on the small OK button in the middle sub-panel. Back to the display sub-panel, the red cross is now replaced by a variable size rectangle. Click on the display sub-panel when you are happy with the rectangle shape and then click on the small OK button in the middle sub-panel. The middle sub-panel appearance is reset and now displays the new limits in the texture.


Texture Selection Window

The texture selection window can be opened either by clicking on the load a new texture button of the sub-assy panel or by clicking on the select a texture button of the sub-assy code window.

To learn more about texture allocation, click on the link.

The texture selection window is composed of a texture list on the left of the window, a texture display sub-panel on the right of the window, a texture attribute sub-panel and a set of buttons.

The texture currently selected in the list is shown in the display sub-panel if it is in the project directory. The maximum size of the display sub-panel is 512x512 pixels. A 1024x1024 texture is temporarily resized to fit the maximum panel size.

The texture list shows all the texture used by the project. If you want to add a new texture to the project, click on the open button and select one. If you want to discard a texture, select it in the list and click on the discard button.

If the texture selection window was opened from a sub-assy code panel, the texture currently selected in the texture list is associated to the sub-assy if you exit the window by clicking on the OK button. If you exit the window by clicking on the cancel button, the texture associated to the sub-assy remains unchanged.

The texture attribute sub-panel allows you to assign the fall-back color associated to the texture and to activate the specular mode. To select the fall-back color, double-click on the small square figuring it.


Animation Block Editor (anim attribute window)

The animation block editor window is launched when you click on the properties button of the model tree editor while an anim node is selected.

To learn more about animation blocks, click on the link.

The animation block editor window appearance depends upon the animation block you are working with. If the animation block is undefined, the animation block editor is composed of two sub-panels: the part selection sub-panel and the animation block creation/selection sub-panel. If it is a rotation block, the animation block editor is composed of four sub-panels (from the right to the left):

If it is a translation block, the animation block editor is composed of five sub-panels (from the right to the left): The animation block creation/selection sub-panel allows you to: To create a new animation block, click on the create button, select the appropriate option (translation block, rotation block), give it a name and validate. The animation block editor window is updated to reflect your selection. Giving a name to an animation block allows you to use the same animation profile with several animation nodes.

The curve creation/selection sub-panel allows you to:

The shape of the selected curve is displayed in a small white square at the bottom of the curve creation/selection sub-panel.

To create a new curve, click on the create button, give it a name and validate. The animation block editor window is updated to reflect your selection. Giving a name to a curve allows you to use the same curve shape with several animation blocks.

The hinge selection sub-panel allows you to:

The selected hinge origin and vector coordinates are displayed in the sub-panel.

A pair of left and right arrows make you cycle through the hinge list. When you select a rotation block, the associated hinge is automatically loaded. If there is no hinge associated to the rotation block, no hinge is loaded and the related coordinates are undefined.

Tip : Finding which hinge of the hinge list is appropriate by looking at its origin and vector coordinates is not an easy job. To associate the appropriate hinge to the current rotation block, exit the animation block editor and exit the model tree editor window. If the wanted hinge has already been created, activate the show hinge mode (Utilities/Show hinges menu option or F5 key) and select the appropriate hinge by clicking on the H key as many times as needed until the hinge is properly highlighted. If the wanted hinge is not yet created, create it in the Graphic Editor (Utilities/Create a hinge menu option).

In both cases, the wanted hinge is now the currently selected hinge in the hinge list. Go back to the animation block editor (open the model tree editor, select the appropriate node and click on the properties button). Clicking on the small reset button in the hinge selection sub-panel automatically associates the currently selected hinge to the rotation block.


Curve Editor

The curve editor is launched when you click on the edit button of a curve creation/selection sub-panel in the animation block editor. The curve editor allows you to define or modify a curve:
     x = f(key)    or    alpha = f(key)
the variable key being the step index in a 200 step animation.

The curve editor window is composed of:

The curve display panel shows the shape of the curve according to the scale. The horizontal axis figures the key index (range : 0 to 200). The vertical axis figures the x or alpha value. The curve definition is based on a list of points which is displayed in the upper/right array. You can: You cannot delete the first point of the list nor the last one. You cannot insert a new point before the first one. You can modify the x (or alpha) value assigned to the first point but you cannot modify its key index (0). You can modify the x (or alpha) value assigned to the last point but you cannot modify its key index (200). To insert or modify a point, click on the appropriate button. This enables the data input sub-panel. The data input sub-panel allows you to: Once you have defined the point attributes, click on the OK button to validate or on the cancel button to cancel.

Note : The gear animation uses a special kind of curve. The 0 to 100 indexes of a gear curve are dedicated to the gear motion, the 101 to 200 indexes are dedicated to the suspension animation.


Color Panel

The color panel is launched when you click on the color icon in the left/bottom corner of the sub-assy code window.


The color panel is composed of two parts :

Click on the new button. The color selection window is displayed.


Select a color and validate. The small square at the left/top of the panel is now reflecting your selection and a new color is added in the list of available colors. Click now on the modify button. The color palette is displayed again. Select a new color and validate. The selected color square is repainted as well as the lower sub-panel to reflect the modification. Click once again on the new button, select another color and validate. This new color is now selected and is added to the available color list.

Exit the color selection window by clicking on the OK button. The selected color is now displayed in the color icon of the sub-assy code window.

Tip : The color panel automatically discards the unused color. Let us make a test. Select a sub-assy. Launch the sub-assy code window and then the color panel. Create two new colors and select one of them. Exit the panel by clicking on the OK button and then launch it again. You can see that the color that you have created and that you did not assign to the sub-assy is no longer displayed in the lower sub-panel.


Light attribute window

The light attribute window is launched when you click on the properties button of the model tree editor while a light node is selected.

The light attribute window is composed of:

To select the color of the light item, you just have to click on one of the colored square in the color selection sub-panel (the row of eight colored squares). The selected color is displayed in the square at the right of the color selection row.

There are six kinds of light:

If the light is a spot, you must enter the three coordinates of its position in the position/vector input panel. If the light is a cone, you must enter the three coordinates of its position and the three coordinates of a vector which defines the orientation of the cone in the position/vector input panel .


Wire attribute window

The wire attribute window is launched when you click on the properties button of the model tree editor while a wire node is selected.

The wire attribute window allows for the selection of a chain belonging the Lines sub-assy associated to a color. It is composed of:

To select a color, click on the palette and adjust the intensity on the vertical intensity bar. Select then the wire in the wire selection sub-panel. To select the wire which is currently selected in the lines sub-assy, click on the small blue button on top of the wire selection sub-panel.

Tip: You can assign all the wires available in the lines sub-assy by checking the select all lines check box.


Moving attribute window

The moving attribute window is launched when you click on the properties button of the model tree editor while a moving node is selected.

The moving attribute window allows you to select:

To select a hinge, use the right and left arrows on top of the window. They make you cycle through the hinge list. To select the hinge currently selected in the hinge list, use the small blue button at the bottom of the window.

Look at the section of this tutorial dealing with the part animation to learn how to create a hinge.


Rolling attribute window

The rolling attribute window is launched when you click on the properties button of the model tree editor while a rolling node is selected.

The rolling attribute window allows you to select:

The vector defines the center of rotation of the part. To select a vector, use the right and left arrows on top of the window. They make you cycle through the vector list. To select the vector currently selected in the vector list, use the small blue button.

Look at the section of this tutorial dedicated to the moving parts to learn how to create a vector.


Test attribute window

The test attribute window is launched when you click on the properties button of the model tree editor while a test node is selected.

The test attribute window allows you to select:

A range is associated to the flap position tests and to the prop speed tests. The prop speed range is expressed in percent of the maximum speed. The flap position range is expressed in degrees.


3D surface viewer

The 3D surface viewer is launched when you click on the button of the sub-assy panel.

In the right of the panel, a check-box list allows you to select which sub-assy is displayed. Just below, a pair of up/down arrows allows you to tune the distance from which the model is viewed. The green arrow pad makes the model rotate around its origin.


copyright Hervé Devred, 2003