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JohnnyRandom
02-26-2007, 04:50 PM
Fume & Flow Floater

This floater is a way to hopefully unclutter the workflow with Particle Flow, Space Warps, and FumeFX. It is designed so you can work in expert mode to free up some screen space. It has just about all you need to work with pflow and fume. The script contains a large and small version. The large is nice when you've got a nice 20"+ inch monitor the "mini" is better for smaller screen sizes. Both use the same icon so read the description in the costomize interface dialog.

Download FumeFlowFloater 0.06 (http://4rand.com/scripts/FumeFlowFloater/FumeFlowFloater_06.zip)

Regular Size:http://4rand.com/scripts/FumeFlowFloater/FFF_06_Big.pngMini Dialog:http://4rand.com/scripts/FumeFlowFloater/FFF_FumeFlowMini.png


Toggles Rollout

Most are recognizable. They also have right-click options.

The toggles are: http://4rand.com/scripts/FumeFlowFloater/FFF_Toggles.png

The Teapot = Quick Render / Right-Click Render Dialog
Particle Flow View / Right-Click Enviroment Dialog
FumeFX Dialog
Layer Manager
Material Editor
Modify Panel Toggle / Right-Click Track View


Quick Pick Rollout:http://4rand.com/scripts/FumeFlowFloater/FFF_QuickPick.png


You can check the types of object you wish to be listed in the drop-down. Objects listed
in the drop-down can then be clicked and the object will be selected. The limitation is only one object can be selected at a time using this.
Note: this only exist in the regular size floater, the mini floater accesses another script (see bottom of post)

FumeFX Objects Rollout:http://4rand.com/scripts/FumeFlowFloater/FFF_FumeObjs.png

The FumeFX objects rollout contains all of the FumeFX objects that ship with Fume.
The are in order the Grid, Simple Source, Object Source, Particle Source, and the Gravity Vector.
Note: these icons are now accessible through the customize interface dialog under the FumeFlow catergory.

Forces & Deflectors Rollout:http://4rand.com/scripts/FumeFlowFloater/FFF_ForceDeflectors.png

The forces and deflectors rollout contains the most common forces and deflectors used with particle flow.

They are in the order
Row one: Gravity, Wind, Vortex, Drag , and Motor
Row two: Push, Deflector, Spherical Deflector, Universal Deflector , and UOmniFlect

Playback Controls:http://4rand.com/scripts/FumeFlowFloater/FFF_PlaybackR.png


Standard max playback controls the play/pause button has right-click access to theTime Configuration dialog
Auto Key - standard max auto key function or animate on/off
Sync2Time will syncronize FumeFX playback and sim fields to that of the current Time Configuration.

The mini dialog has access to the FX object selector, which is a little more robust than the rollout version. It has a few more selection types available. Works a bit faster than the new Select By Name dialog. Another plus is it sees ALL the pflow helpers added to a scene, where as none of the other built in tools do. Helps clean up pflow if you need or have issues.

http://4rand.com/scripts/FumeFlowFloater/FFF_PlaybackM.png http://4rand.com/scripts/FumeFlowFloater/FFF_ObjSelector.png


Feel free to ask any questions/suggestions if you have any:)

Cheers,
John

iceman32
02-26-2007, 08:31 PM
Hello, nice script but it doesnt work :(
I use max 9

Stefan

JohnnyRandom
02-26-2007, 08:58 PM
Tested on three different machines/installations, Max8 max9 32&64, and works fine here.

What is the error message? Are the FumeFX plugins loaded? You will get an error if FumeFX has not been initiallized. IE if you have two versions of max running concurrently FumeFX will only load one instance of max unless you have multiple licenses.

iceman32
02-26-2007, 09:25 PM
--runtime error: startObjectCreation() requires a sceneObject class parameter, got; undefined

it marks the line in FumeFloater_02.ms called: startObjectCreation FumeFX

I have both max 8 and 9 installed, is that a problem?

/Stefan

iceman32
02-26-2007, 09:29 PM
Sorry, it works now... In max 9 I didn't have FumeFX loaded ;)
Sorry for the problem.

Stefan

Massemannen
02-27-2007, 06:18 AM
Sweet John!!

Will give it a try later tonight...

JohnnyRandom
03-01-2007, 04:28 PM
Thanks:)

Did a small update.

JHaywood
03-02-2007, 08:52 PM
If you want to save the rollout's position automatically, you can do something like...

on <rollout name> close do
(
<save the position to the .ini file>
)

JohnnyRandom
03-03-2007, 05:58 AM
Thanks for the reply James,
I got it to function with an actual "close" button in the rollout without any issues, it just seemed redundant to have the title bar close button and another close button just below it.

I noticed some other tools actually seem to remember the dialogs postion using the title bar "X" close button. I spent a few hours trying to figure this out and got absolutely no where...hence why out of shear frustration I just turned it into a "remember dialog position" button. Which I think is kind of cheap fix :blush:

Do you know how to access the title bar controls?

JHaywood
03-03-2007, 10:32 AM
The way to do it is exactly what I posted. Instead of saying...

on CloseRLT pressed do
(
x = FumeCreate.pos.x as string
y = FumeCreate.pos.y as string
setINISetting (getdir #maxroot + "\\scripts\FumeFloater.ini") "FumeFloater Dialog Position" "Position x" x
setINISetting (getdir #maxroot + "\\scripts\FumeFloater.ini") "FumeFloater Dialog Position" "Position y" y
)

say...
on FumeRLT close do
(
x = FumeCreate.pos.x as string
y = FumeCreate.pos.y as string
setINISetting (getdir #maxroot + "\\scripts\FumeFloater.ini") "FumeFloater Dialog Position" "Position x" x
setINISetting (getdir #maxroot + "\\scripts\FumeFloater.ini") "FumeFloater Dialog Position" "Position y" y
)

Put that in the "FumeRLT" section and get rid of the "CloseRLT" rollout. Whenever you press the X and close the rollout dialog box, it will run that code and save the .ini settings.

Look up rollout event handlers in the maxScript reference for more information.

JohnnyRandom
03-03-2007, 04:47 PM
That works like a charm! Thanks again:)

When i tried using the on <> close do I totally had it in the wrong place and calling the wrong part of the rollout. I had it below the newRolloutFloater call and using the FumeCreate as the <rollout>. So basically the first rollout inside of the dialog has scope and not the actual dialog itself?

AdrianWilliams
03-03-2007, 08:01 PM
hey that icon problem still kicks up in max 8 the same one i sent a pm to you about!:)
You fixed it in the last update, but this new one still has it!

JHaywood
03-03-2007, 09:09 PM
That works like a charm! Thanks again:)

When i tried using the on <> close do I totally had it in the wrong place and calling the wrong part of the rollout. I had it below the newRolloutFloater call and using the FumeCreate as the <rollout>. So basically the first rollout inside of the dialog has scope and not the actual dialog itself?

"on <> close do..." is an event handler for the rollout, just like "on <> button pressed..." or "on <> spinner changed...". It gets called when the rollout is closed, or the floater the rollout is in is closed. In your case, since you have two rollouts (besides the one you added to save the position) you could have also put that handler in the other rollout section (but change the name) and it would work also because both rollouts get closed when the floater is shut down. There's also an "on <> open do..." handler you can use to do something when the rollout is first created, or "opened". I use both of these a lot.

JohnnyRandom
03-03-2007, 09:47 PM
hey that icon problem still kicks up in max 8 the same one i sent a pm to you about!:)
You fixed it in the last update, but this new one still has it!

Ok fixed, I inadvertenly used the last version to make some changes to the dialog position.
ahhh, going through and clean out the old versions. Thanks for letting me know. Total rooky mistake.

@JHaywood
I see, my confusion was where to put them, it didn't seem that clear to me in the maxscript reference. Now thinking back on it it makes much more sense than what I was trying to do. Many thanks for the clarifications:)

JohnnyRandom
03-20-2007, 12:24 AM
Updated see first post.

-John

SoLiTuDe
03-29-2007, 02:45 AM
quick request / question:

I was looking all through the customize UI dialogs for a way to add a keyboard shortcut to toggle the script's window... is there a macroscript set up for this? If not, feel like adding this feature? I would love to just hit some keys and have it pop up when I start working with fume. I haven't taken the time to look through the script to see if I can add it myself... I know it shouldn't be too hard... but I'm still a beginner scripter.

Thanks!
-Ian

JohnnyRandom
03-29-2007, 06:01 PM
Do you mean for a script that is currently open?
or just a button to open a new script?
or the maxscript listener?

SoLiTuDe
03-30-2007, 01:01 AM
I want to have a keyboard shortcut to (toggle) open and close your script window... at the very least just open it.

JohnnyRandom
03-30-2007, 06:27 PM
You can just assign one under customize>keyboard>FumeFX>Create Dialog. I am the one the made the FumeFX category under the Main UI, so there are already icons and shortcuts ready to be assigned.

I have been looking for a way to get it to toggle but haven't had much success. Still working on it though.

It is kind of cryptic the way I did it (the FumeFX category and namesakes, I'll have to fix it), I wrote the script specifically for the afterworks forum as a means for shortcuts to explain a question I had and well it kindof evolved and I decided to post it here.

-John

Sorry misunderstood your question, I had my head in the clouds thinking about a way to implement some drop-down menus, one of them to do with maxscript shortcuts.

cester
03-31-2007, 01:01 PM
Very good script!
Thanks, it works nice for me with max 8.

SoLiTuDe
04-01-2007, 12:17 AM
Hey Johnny:

Nevermind! I didn't realize the fumefx group was actually your script, having it just open (now set to alt+f) is totally fine by me! I though those were from fumefx itself, and kind of skipped over them. Thanks for the awesome script!

--Ian

JohnnyRandom
04-01-2007, 01:31 AM
@cester Thanks, I'm glad you like it:)

@Ian I should probably update the first post to be a little more informative. When I started writing it the script was pretty basic just had some startObjectCreation calls in it, so I went with the FumeFx Create_Dialog mostly because I just had it posted in the FumeFX forum and it seemed logical at the time. There a couple more things I would like to add and maybe I'll change the references then so there is less confusion.

It was driving me nuts drilling through the create panel to get to the fume stuff.

Anyway I am glad people are liking/using it.

-John

SoLiTuDe
04-01-2007, 02:20 AM
It was driving me nuts drilling through the create panel to get to the fume stuff.


-John


Ditto: That's why you da man :)

JohnnyRandom
11-26-2007, 07:45 PM
Small update:

I made changes to make this script more "proper"
The .ini file is now created in the plugcfg folder instead of the scripts folder.
The Category is now listed as Fume&Flow instead of FumeFX to any avoid confusion.

Added/changed some dialog toggles and right-click commands.
Added a filtered object selector for Fume objects, Pflow, and Spacewarps.

-John

amckay
12-10-2007, 02:15 AM
bad ass, nice work!

entrancea
12-10-2007, 05:18 AM
Johnny.....great Stuff dude.....make life a lot easier..:thumbsup:


Regards,
Entrancea

JohnnyRandom
12-12-2007, 05:28 PM
Thanks, glad you guys like it:)

Glacierise
09-18-2008, 02:37 AM
Dude it's awesome, I use that a lot, and you need to put it into scriptspot, lots of people will find it helpful.

JohnnyRandom
09-18-2008, 05:25 PM
Thanks Hristo :)

Working on some simple TP additions too.

Done.

Hordak
09-21-2008, 08:57 PM
hi will it work on 2008 64?

JohnnyRandom
09-21-2008, 09:23 PM
Double Post:banghead:

JohnnyRandom
09-21-2008, 09:24 PM
hi will it work on 2008 64?


Yes, it works in all versions, as long as FumeFX is installed.

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