Using the Group Editor
Overview
You use the Group Editor to create and change mapping and surface
groups for a figure. These groups can be used as shortcuts for applying
materials. You can save group settings and reuse them for other figures
with the same material names
Surface Groups vs. Mapping Groups
There are two kinds of groups that you can create, edit and delete in
the Group Editor: Surface groups and mapping groups.
Surface groups are logical sets of materials. For instance, "SkinHead",
"SkinArm" and "SkinTorso" should all belong to a "Skin" surface group
because they're all a part of the same surface of the body. They could
also be in other surface groups as well: "SkinArm" and "SkinTorso"
would both also be a good fit in a "Bodysuit" surface group. Materials
can belong in any number of surface groups.
Mapping groups are sets of materials that use the same texture map. For
instance, "SkinHead" and "SkinScalp" would both go in one mapping
group, and "SkinArm" and "SkinTorso" would go in another. Materials
cannot belong to more than one mapping group.
The !ALL Group
This special group cannot be edited or deleted. It contains all of the
materials on a figure.
Starting the Group Editor
To start the Group Editor, click on the "Edit Groups" wacro button. If
there are no groups already defined for the current figure, a default
setup consisting of only the "!ALL" group will be created.
Selecting, Editing and Deleting Groups
You can select a group by clicking on its name in the blue panel on the
left. The name of the currently selected group is always displayed at
the top of this panel.
Once you've selected a group, you can do several things:
- Delete the group by hitting the DELETE GROUP button or the Delete
key on your keyboard.
- Add a material to the group by double clicking its name in the
MATERIALS NOT IN GROUP panel.
- Add multiple materials to the group by hitting CTRL+Q on your
keyboard and typing in keywords. If any keywords match a material's
name, it will be added to the group.
- Remove a material from the group by double clicking its name in
the MATERIALS IN GROUP panel.
- Click the IMPORT button (or hit CTRL+O on your keyboard) to load
an existing material group's settings. The preset file (SS6) must have
exactly the same material names in it as your current
figure--capitalization counts!
Creating a New Group
- Create a new group by either clicking the NEW GROUP button or by
hitting CTRL+N on your keyboard.
- Type a name for the group. You do not need to add an S or an M to
the name of the group; the Group Editor will do that automatically.
- Choose whether you want it to be a surface group or a mapping
group.
- Hit OK.
Saving Your Work
There are two different ways that your settings can be saved.
- Click the SAVE button (or press Enter on your keyboard) to save
changes to the figure's settings and close the Group Editor.
- Click the EXPORT button (or press Shift+CTRL+S on your keyboard)
to save a preset file for the current group settings.
When you hit SAVE, you're saving grouping information to a file that
lives with the figure's geometry file. This file is used by
ShaderSpider to read the figure's group settings. The geometry folder
file has the highest priority, and this is where any personalizations
you make to an existing group set up are saved.
When you EXPORT a preset to the "Presets" folder, you are creating a
preset that ShaderSpider will look at if it can't find the geometry
folder file. ShaderSpider will then copy this information to a new
geometry preset. You can also export to any other location you want,
but ShaderSpider will only read these files if you IMPORT them directly.
Closing Without Saving
To exit without saving changes, click CANCEL or hit Escape on your
keyboard.