Metadata Tutorial

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Re: Metadata Tutorial

Post by MrMechano on Thu Oct 26, 2017 2:21 pm

Before you do base compatibility do the regular compatibility. In the case of a prop you check the "Custom" checkbox and either take the suggested name for it or use something different. In most cases the Suggested name is enough. Click okay (you only need to check the "Save Custom" box in that dialogue if it has material sets or something with it. Then click on the entry you just made so it is highlighted and the last is to click the base compatibility again. Click "Load" and it should find that .dsf in /data/whatever. And that's basically it.

So basically it looks like you just didn't have the compatibility highlighted when you tried to do the base.
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Re: Metadata Tutorial

Post by kleinefotoman on Fri Oct 27, 2017 6:08 am

Thanks for the reply MrMechano,

Just to clarify. With 'regular compatibility' you mean filling in the '(custom) compatibility'. Okay, first filling that in makes sense.
I was okay with the suggested name so I clicked 'done' (at that time I had also marked the 'save custom' CheckBox).
Then click on the entry you just made so it is highlighted
Interesting, this might be a problem. I guess you mean by 'entry' the String in the 'Compatibility' TextBox.
I clicked on it so the TextBox has Focus (cursor in the TextBox). Then I click on the Button right to the 'Base Compatibility' TextBox.
The aforementioned popup (or better to say MessageBox) comes up with the "Select compatibility before selecting Base Compatibility".

Maybe I ran into a bug? I am running version 1.0.6.1 (Alpha). If so, than I am sorry if this is a known issue. I might have been better putting my initial post in another thread.

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Re: Metadata Tutorial

Post by Admin on Fri Oct 27, 2017 8:42 am

Try using the second compatibility box then after you set the object compatibility uncheck the custom check box
it will move the custom name to the first compatibility box.

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Re: Metadata Tutorial

Post by kleinefotoman on Fri Oct 27, 2017 4:10 pm

Thanks, that worked.

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Re: Metadata Tutorial

Post by Admin on Fri Oct 27, 2017 4:20 pm

You're welcome. The smart content tab in the 1.0.6.1 is a little tricky for some things. The new smart content tab
in the test build and in the next release is much better.

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Re: Metadata Tutorial

Post by MrMechano on Fri Oct 27, 2017 10:13 pm

Ahh. Sorry I read you were using 1.0.6.1 but probably "saw" 1.0.6.2 so my instructions probably made no sense Embarassed
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Re: Metadata Tutorial

Post by Tigertron on Fri Dec 08, 2017 1:27 am

Klein, you have to think about how the asset is going to be used. Since it is a prop it can be the only thing in the scene and still work. So the compatibility should be left blank. If it will be attached, or parented, by the figure then you would make it compatible with whatever figure it is designed to attach to.

"Base" compatibility is the receiver of the "Object" compatibility. So a figure is a "Base". The skin mat is an "Object" that is compatible with the "Base", so its "Object compatibility" is set to that of the base although it has no "Base compatibility" of its own.

One a similar note..
I have wondered how to make a script show no matter what is selected or not. It seems that just leaving everything blank does not work. You must make it compatible with "Any Object" then it will show if any object is selected but will not if nothing is selected or the scene is empty. Obviously this is not the case with all object , but for the life of me I cant seem to make my scripts show up in a blank scene unless I untick "Filter by context". Anyone have ideas how to do this?

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Re: Metadata Tutorial

Post by Akkaal on Thu Dec 14, 2017 9:52 am

Holy Crap Tigertron! I love you

In three sentences you've explained all that compatibility jargon into something can understand! Care to take a stab at "Scene" and "Preset"? How is a Preset different from a object compatibility? How is a scene different from a prop in terms of how you would organize your content/metadata?

~ Akkaal

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Re: Metadata Tutorial

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