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Using Project (PWS) Filters


Rodney

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I'm adding this topic because I'm sure to forget exploring it further...

 

Filters are very useful for quickly finding resources in the Project Workspace (PWS).

 

Also very useful is that we can save those Filters in the Project File.

 

Inside the file itself (the text of the file that is) filters appear as in the following:

 

Name=Filter for Models
Model
At least initially the order of the list is by order of how the resource is opened in the file so it can be handy to have some filters open as assets are added into a Project.
In this way they can be more easily managed, renamed (by saving), etc.
A downside of using Filter (besides the fact that they are hard to find and therefore easily forgotten is that crashes can ensue while using them.
We'll need to investigate that.

PWS Filters.jpg

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  • Admin

Here's a list of all the Object types we can filter for:

 

Name=Filter for All
SearchString=Object names containing this text
SearchString1=And
LinkString1=0
SearchString2=Or but not
LinkString2=1
Choreography
Model
Segment
Action
Group
Decal
Rotoscope
Camera
Light
Null Object
Project
Muscle Channel Container
Objects
Actions
Materials
Aim At Constraint
Aim Roll At Constraint
Translate To Constraint
Orient Like Constraint
Kinematic Constraint
Aim Like Two Constraint
Aim Roll Like Two Constraint
Material
Attribute
Gradient
Spherical
Checker
Distort
Turbulence
Blobby Emitter
Path Constraint
Spherical Limits
Euler Limits
Pose
Pose Container
Dope Sheet
Dope Frame
Stamp
Path Model
Motion Capture Device
Sensor
Container
Action Object Container
Roll Like Constraint
Action Object Action
Force
Particle
Material Effector
Volumetric Effect
Hair Emitter
Sounds
Sound
Images
Clip
Still
Animation
Decal Image
Decals
Decal Images
Stamps
Sprite Emitter
Sprite
Relation Container
Relation
Surface Constraint
Scale Like Constraint
Groups
Translate Limits
Flock Effect
Light List Node
Light List
Choreography Action
User Container
Bones
Spring
Spring Container
Spring System
Mass
Mass Container
Prop
Phoneme
Text Dialog
CP To Mass Constraint
Action DopeSheet
Spline Container
Channel
Relation Storage Driver
Action Container
Object Shortcut
Channel Driver
Euler Rotate Driver
Vector Rotate Driver
Quaternion Rotate Driver
Pose Channel Container
Empty Relation
Mass To CP Constraint
Mass To Bone Constraint
Layer
CP Shortcut
Spline Shortcut
Flock Surface Constraint
Translate Driver No SubProperties
Shag Emitter
Animatable Driver
Animatable Driver Keyframe
Constant Driver
Mass Shortcut
Action Object Placeholder
Rigid Body
Empty Driver
Model Bone Folder
Expression
BoneToSpringConstraint
Post Container
Post Effect
Post Effects
Dynamic Constraint
Spline Container Shortcut
Hair Guide
Hair Guide Shortcut
Hair Guide CP Shortcut
Dynamic Results Driver
Bullet Rigid Body
Bullet Soft Body
Buffer Shortcut
Composite
Light Buffer Lights
Translate Driver
Time Channel
Choreographies
Guide CP
Hair System
Light Buffers
Rotoscope Container
Streak Emitter
Bias Driver
Guide Hair Info
Tree Object List
Action Object Light List
Action Object Light Lists
Dummy Buffer Shortcut
Camera Dummy Buffer Shortcut
Sound Info Node
Fluid Emitter
Group Constraint
Off the top of my head I can't say I know what a 'sensor' is although that likely has something to do with Motion Capture.
Come to think of it... there are more than a few things in that list I should investigate.
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  • Hash Fellow

If you can make a crash happen, definitely report that.

 

I will note that my favorite filter is the custom "Filter from Selection" that lets me identify sets of bones that may not normally be consecutive to each other in the PWS (for example all the head neck and spine bones) and then see only those bone channels displayed. This makes it easy to examine their keyframes as a group and keyframe them as a group without needing to dodge other bones.

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