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I noticed that the node menu items appear UNDER the nodes in the field, can this be reversed so the menu items have higher scope? It seems backwards.
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Is there a absolute “No-Wire” toggle, I notice that often I need to insert a new node into an already complete tree that more often than not it seems to wire up the wrong nodes. I for some reason thought there was a no wire mode, I just can’t find it?
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How do we now connect input values to scene tracks? Has this been depreciated?
Need an image. I have no idea what node menu items you are talking about.
The rules are:
*If nothing is selected in the scene, a new node is created without wiring to anything.
*If an Operator is selected in the scene and an Operator is created, it is wired AFTER the selected one. If there are multiple Output sockets, the YELLOW one is used (you can press the INSERT key to select the socket to wire - in my current build, I can see the titlebar of the editor does not reflect the mode though, the FIX IS ATTACHED. Now you can cycle through CONNECT and INSERT modes - CONNECT splits the flow so the new node gets its own branch, INSERT puts the node into the existing wire. Default is always INSERT into the first existing wire).
*If an Operator is selected in the scene and an Input node is created, it is wired BEFORE the selected one.
*If an Input is selected in the scene and an Operator is created, it is wired AFTER the selected Input.
You can also insert into a selected wire - just click on a wire and create a node and it will be inserted into the flow.
Alternatively, deselect everything, create an unconnected node, select a Wire, hold CTRL and select the node to insert, hit Space.
If you can give me examples of what you are doing that does not work as expected, I can take a look.
InputObject + PropertyQuery gives you access to any tracks or properties of the object. Other than connected Input values in the previous version, you can use any MAXScript expression, e.g. wirecolor, bend.angle or material.diffusemap.coords.blur. This is a bit like a cross of the connected Input and a Script Input, but since the InputObject holds a reference of the node, it is name-independent. The available base object properties are listed in the dropdownlist of the PropertyQuery, but you can type in any valid MXS expression manually.
Ok I understand, that explains my haphazardness when adding nodes and why what was wiring to what, thanks. I knew you had put a lot of thought into it, I just couldn’t figure out the method, thanks for the explanation.
InputObject + PropertyQuery, gotcha, saw that, you figure it would have clicked.
I thought I was going nuts there for a second,it is intermittent, it is not truly reproable, so sorry, and more than likely nothing to fix (I am not trying to be a dick ). It is the first time I have had a flow big enough to take up enough vertical real estate to interfere with the node menus. So I when I reported it, it was all of the nodes, it was strange, I opened and closed the editor and it still happened.
This happened when I created a new mod, opened it and added the less than op:
Actually I found out too that the Node 0 for some reason gets the foreground.
If Node 0 were the Output node, you would have never noticed (that’s why I never noticed)
Will try to figure out why it is happening, all nodes except the current selection should always have a lower priority than the Depot buttons.