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authorTomi Korpipaa <tomi.korpipaa@qt.io>2018-05-16 11:08:33 +0300
committerTomi Korpipää <tomi.korpipaa@qt.io>2018-05-17 07:15:50 +0000
commitb60a582aebeff19fe9f0ba59d48b65ebc5a75370 (patch)
treee64f9ee4edd92a68f692156f2e64fb0a61ce77d6 /doc
parent4276c67353aee6f014f49dded6fab6d34f218fe6 (diff)
Fix Studio and Best Practices documentation bugs
Task-number: QT3DS-1678 Task-number: QT3DS-1679 Change-Id: I16e9bde48fc8c18223e8214a4d05156537fa8f7d Reviewed-by: Mats Honkamaa <mats.honkamaa@qt.io> Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io> Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io>
Diffstat (limited to 'doc')
-rw-r--r--doc/src/03-studio/0-menu.qdoc62
-rw-r--r--doc/src/03-studio/2-scene-view-and-matte.qdoc8
-rw-r--r--doc/src/03-studio/3-project-palette.qdoc4
-rw-r--r--doc/src/03-studio/4-basic-objects-palette.qdoc53
-rw-r--r--doc/src/03-studio/5-timeline-palette.qdoc26
-rw-r--r--doc/src/03-studio/7-inspector-palette.qdoc23
-rw-r--r--doc/src/10-best-practices/50-creating-binary-and-optimized-presentations.qdoc193
-rw-r--r--doc/src/10-best-practices/60-importing-3d-content.qdoc78
-rw-r--r--doc/src/10-best-practices/95-data-input.qdoc9
-rw-r--r--doc/src/10-best-practices/practices-index.qdoc1
-rw-r--r--doc/src/11-quick-start-guides/10-getting-started.qdoc9
-rw-r--r--doc/src/images/3D_Content/Materials_InspectorPalette.pngbin16873 -> 149692 bytes
-rw-r--r--doc/src/images/3D_Content/text01.pngbin9588 -> 23738 bytes
-rw-r--r--doc/src/images/3D_Content/text02.pngbin88155 -> 107580 bytes
-rw-r--r--doc/src/images/3D_Content/text03.pngbin38738 -> 35204 bytes
-rw-r--r--doc/src/images/3D_Content/texture_inspectorPalette.pngbin15148 -> 79009 bytes
-rw-r--r--doc/src/images/3D_Content/texture_selection.pngbin46252 -> 63845 bytes
-rw-r--r--doc/src/images/3D_Content/timeline_material.pngbin25852 -> 3573 bytes
-rw-r--r--doc/src/images/ApplicationPreferences.pngbin8538 -> 16224 bytes
-rw-r--r--doc/src/images/PresentationSettings.pngbin0 -> 9076 bytes
-rw-r--r--doc/src/images/Studio-Timeline-Animation-Keyframes.pngbin3728 -> 3874 bytes
-rw-r--r--doc/src/images/Studio-Timeline-Animation.pngbin3435 -> 3473 bytes
-rw-r--r--doc/src/images/Studio-Timeline-Breadcrumb.pngbin6095 -> 8771 bytes
-rw-r--r--doc/src/images/Studio-Timeline-Interpolation.pngbin6716 -> 10306 bytes
-rw-r--r--doc/src/images/Studio-Timeline-Overview.pngbin38567 -> 45520 bytes
-rw-r--r--doc/src/images/Studio-Timeline-SceneGraph.pngbin27130 -> 13066 bytes
-rw-r--r--doc/src/images/Studio-Toolbar-Playback.pngbin578 -> 956 bytes
-rw-r--r--doc/src/images/createNewProject2.pngbin1441 -> 982 bytes
-rw-r--r--doc/src/images/timeline-datainput.pngbin24276 -> 11401 bytes
29 files changed, 130 insertions, 336 deletions
diff --git a/doc/src/03-studio/0-menu.qdoc b/doc/src/03-studio/0-menu.qdoc
index ed6b3ba9..3b324135 100644
--- a/doc/src/03-studio/0-menu.qdoc
+++ b/doc/src/03-studio/0-menu.qdoc
@@ -59,6 +59,10 @@
\li
\uicontrol{Import Assets} - Opens the assets library folder to import assets to your project.
\li
+ \uicontrol{Sub-Presentations} - Manage \l{Using Sub-Presentations}{sub-presentations}.
+\li
+ \uicontrol{Data Inputs} - Manage \l{Using Data Inputs}{data inputs}.
+\li
\uicontrol{Connect to Device} - Opens a dialog to connect to a remote device.
\li
\uicontrol{Recent Projects} - Provides quick access to the last 10
@@ -74,25 +78,19 @@
\uicontrol{Undo}/\uicontrol{Redo} - As expected.
\li
\uicontrol{Cut}/\uicontrol{Copy}/\uicontrol{Paste} - As expected.
- \list
- \li
- Cut/copy/pasting \e{actions} can only be done by right-clicking on them in
- the \l{studio-action-palette.html}{action palette}.
- \li
- Duplicating slides can only be done by right-clicking on them in the
- \l{studio-slide-palette.html}{slide palette}.
- \li
- Tip: Holding down the \c{Alt} key while pasting an element on the
- Timeline will paste it to the master slide if possible.
- \endlist
\li
- \uicontrol{Duplicate Object} - Creates a copy of the currently-selected
+ \uicontrol{Paste to Master Slide} - Pastes the copied element to master slide. The target
+ has to be on master slide, i.e. name is green.
+\li
+ \uicontrol{Duplicate} - Creates a copy of the currently-selected
object in the timeline on the current slide. If the selected object
is on the master slide, but you are on a slide other than the master
slide, the copy will be non-master. Duplicating a
master object on the master slide does \e{not} preserve any
master-unlinked properties.
\li
+ \uicontrol{Delete} - Delete the selected element.
+\li
\uicontrol{Studio Preferences} - Opens the Studio Preferences dialog.
\image ApplicationPreferences.png
\list
@@ -108,6 +106,10 @@
timeline, controls whether to snap to the largest ticks only (Low
Resolution), largest and halfway ticks (Medium Resolution), or every
tick mark (High Resolution).
+ \li
+ \uicontrol{Legacy Viewer} - Enables the legacy viewer preview button in the toolbar. Legacy
+ viewer uses Runtime from Qt 3D Studio 1.1, whereas the default viewer uses Runtime from
+ Qt 3D Studio 2.0. Requires a restart.
\endlist
\li
\uicontrol{Editing View}
@@ -133,42 +135,54 @@
\li
\b{Restore Defaults} - Restores all preferences for Studio to
their default state. This does not restore palette layouts or positions.
+ \li
\b{Reset Layout} - Restores palette layouts and positions. Requires a restart.
+ \endlist
+\li
+ \target project-settings
+ \uicontrol{Presentation Settings} - Opens the Presentation Settings dialog.
+ \image PresentationSettings.png
+ \list
\li
- \target project-settings
- \b{Presentation Settings}
+ \uicontrol{Presentation}
\list
\li
- \b{Presentation Width/Height} - Sets the render size for the
- presentation.
+ \uicontrol{Width x Height} - Sets the render size for the presentation.
\note Setting a higher resolution for a sub-presentation than the final
display size will result in anti-aliasing for the sub-presentation
(albeit at a performance cost).
\li
- \b{Constrain Proportions} - When checked, editing a width or
+ \uicontrol{Constrain Proportions} - When checked, editing a width or
height value will also update the other. (This setting has no effect
at runtime.)
\li
- \b{Portrait Format} - When editing a portrait style
+ \uicontrol{Portrait Format} - When editing a portrait style
presentation (width is smaller than height) designed to be displayed
on a rotated hardware device (for example a tablet), check this setting to
have the presentation rotated correctly. This setting has no effect
when previewing on your computer.
+ \endlist
+ \li
+ \uicontrol{Project Info}
+ \list
\li
- \b{Author/Company} - Informational meta data stored in the \c{.uip} file.
+ \uicontrol{Author/Company} - Informational meta data stored in the \c{.uip} file.
These settings have no effect at runtime.
\endlist
\endlist
-\li
- \uicontrol{Sub-Presentations} - Manage \l{Using Sub-Presentations}{sub-presentations}.
-\li
- \uicontrol{Data Inputs} - Manage \l{Using Data Inputs}{data inputs}.
\endlist
\section1 View
\list
\li
+ \uicontrol{Reset layout} - Resets the layout of palettes. Requires a restart.
+\li
+ \uicontrol{Fit selected} - Fit the selected element to the screen. Works only in
+ \l{studio-toolbar.html#edit-cameras}{edit camera} modes.
+\li
+ \uicontrol{Hide/unhide selected} - Hides/unhides the selected element.
+\li
\uicontrol{\e{Palettes}} - Toggles the display of palettes.
\li
\uicontrol{Bounding Boxes} - Toggles the display of bounding boxes
@@ -220,7 +234,7 @@
not affect the rendering of the presentation, it is only there to help
you organize and keep track of your work.
\li
- \uicontrol{Autoset Keyframes} - Toggles the autoset keyframes
+ \uicontrol{Toggle Autoset Keyframes} - Toggles the autoset keyframes
functionality. When enabled, any change to a property whose
\l{studio-inspector-palette.html#animating-properties}{animation toggle}
is enabled will result in a keyframe being created or updated
diff --git a/doc/src/03-studio/2-scene-view-and-matte.qdoc b/doc/src/03-studio/2-scene-view-and-matte.qdoc
index 8f9435b7..dcfa9f31 100644
--- a/doc/src/03-studio/2-scene-view-and-matte.qdoc
+++ b/doc/src/03-studio/2-scene-view-and-matte.qdoc
@@ -47,9 +47,8 @@ would be a shame, since it is rather useful; see below.)
The content of the scene view depends on whether or not you are using an
\l{studio-toolbar.html#edit-cameras}{edit camera}. Normally (without an
-edit camera) the contents of all layer - s seen through the camera for
-each laye - re composited in the scene view. When an edit camera is
-used, the contents of a single layer are seen as viewed through the edit
+edit camera) the contents of all layers seen through the camera are composited in the scene view.
+When an edit camera is used, the contents of the selected layer are seen as viewed through the edit
camera.
\section2 Selecting Elements
@@ -69,8 +68,7 @@ current selection.
When an element is selected its bounding box is drawn in the scene view,
along with the bounding boxes of immediate children. If this is getting
-in your way, you can turn off bounding boxes in the bottom half of the
-View menu (keyboard shortcut: \c{Ctrl-B}).
+in your way, you can turn off bounding boxes in the View menu.
\section2 Transforming Elements
diff --git a/doc/src/03-studio/3-project-palette.qdoc b/doc/src/03-studio/3-project-palette.qdoc
index 5eefd264..87737ae2 100644
--- a/doc/src/03-studio/3-project-palette.qdoc
+++ b/doc/src/03-studio/3-project-palette.qdoc
@@ -96,7 +96,7 @@ its best to understand the differences between your original file and
the new version, and apply them to your presentation. For more details,
read the section
\l{best-practices-importing-3d-content.html}{Working with 3D Content}.
-
+\omit
\section1 Locating Missing Assets
\image Studio-Project-MissingAsset.png
@@ -110,7 +110,7 @@ the file.
If you click on this icon, a context menu with the option \b {Locate
File} will be shown. Choosing this option will show a standard file
open dialog, allowing you to supply a new location for a moved asset.
-\omit
+
\b {Warning}: If the missing assets expose custom properties to the
artist - such as a presentation behavior, layer effect, or custom
material - any custom values or animations you have specified for these
diff --git a/doc/src/03-studio/4-basic-objects-palette.qdoc b/doc/src/03-studio/4-basic-objects-palette.qdoc
index 582f3c8f..6bf38896 100644
--- a/doc/src/03-studio/4-basic-objects-palette.qdoc
+++ b/doc/src/03-studio/4-basic-objects-palette.qdoc
@@ -69,19 +69,12 @@ to quickly add 3D models to your scene without a 3D modeling program.
Adding one of these files does not add content to your models folder,
but instead references an internal model.
-These primitives are created by the installer in a
-\c{res\textbackslash{}primitives\textbackslash{}*.mesh} subfolder.
-Note that if you modify one of these files, you must also the
-corresponding file installed with the Viewer application on your target
-application. Referencing a primitive does not include the mesh
-definition in your project. Note also that
-\l{studio-project-palette.html#using-assets}{dragging an image into the
-scene from the project palette} uses the Rectangle primitive to
-display the image; change this primitive only with the utmost caution.
-
\section1 Component
-\image Studio-Basic-Component.png
+\table
+ \row
+ \li \image Studio-Basic-Component.png
+\endtable
Components are somewhat like mini-scenes. Although they are 3D geometry
(not a 2D composition of rendered layers), they have their own slides
@@ -95,7 +88,10 @@ and animation separate from the rest of its siblings.
\section1 Group
-\image Studio-Basic-Group.png
+\table
+ \row
+ \li \image Studio-Basic-Group.png
+\endtable
A group is an empty transform element. Attaching models to the group
(placing them as children of the group in the Timeline palette) allows
@@ -105,22 +101,23 @@ children they do have an effect on runtime speed. Though the
performance impact is very slight, you should avoid using groups
\e{solely} for conceptual organization.
-Note that there is no way (currently) to group multiple existing items
-other than to create a new group and a drag the items in one at a time.
-We recognize the surprising nature of this and hope to provide more
-obvious mechanisms (e.g.~multiple select and \c{ctrl-g}) it in the
-future.
+\note There is currently no way to group multiple existing items
+other than to create a new group and drag the items in one at a time, or cut and paste multiple
+items at once. Support for grouping multi-selected items will be added in future releases.
\section1 Text
-\image Studio-Basic-Text.png
+\table
+ \row
+ \li \image Studio-Basic-Text.png
+\endtable
A text element is a flat plane of text placed in 3D space. It is
basically a transparent image displayed on a rectangle, where the image
and rectangle size are dynamically updated whenever the text to be
displayed is changed.
-Note that if you drag out a text object with no existing fonts in your
+\note If you drag out a text object with no existing fonts in your
project, Studio is forced to add a font file ("TitilliumWeb") to your
project to support the display of text.
@@ -149,22 +146,4 @@ have zero lights you will need to set the
\l{studio-inspector-palette.html#material-properties}{Lighting property
for your materials} to \c{None} in order to see your models.
-\section1 Alias
-
-\image Studio-Basic-Alias.png
-
-An alias is an live copy of another node in the scene graph, with its
-own 3D transformation. If you create an alias and set its Reference
-property to a model, any changes to the material of that model will be
-represented in the alias. However, the position, scale, rotation, etc.
-of the alias are its own. If you change the scale the original model,
-the alias will not update.
-
-Aliases are only active during authoring time. At runtime they become a
-full copy of the referenced object and all its descendants. This allows
-you to, for example, create a single template component and with 10
-aliases of it controlled by script. While each alias will look identical
-in Studio during creation, scripts or state machines can customize
-each instance based on data or application state.
-
*/
diff --git a/doc/src/03-studio/5-timeline-palette.qdoc b/doc/src/03-studio/5-timeline-palette.qdoc
index 7d7f3b0b..6f3cb4cc 100644
--- a/doc/src/03-studio/5-timeline-palette.qdoc
+++ b/doc/src/03-studio/5-timeline-palette.qdoc
@@ -80,7 +80,7 @@ Placing one element as a child of another causes:
The child element to inherit the opacity from the parent. As the
parent becomes less opaque, so do its children.
\li
- The child element to inherit the `active' state from the parent. If
+ The child element to inherit the 'active' state from the parent. If
the parent is eyeballed off on this slide, so are all its children.
\li
Events to bubble from the child to the parent. An
@@ -119,7 +119,7 @@ outside a component. To see and edit the contents of a component, either
\"Edit Component\". The Timeline and Slide palettes will both switch to
show the contents of the component.
-When you enter a component, a `breadcrumb' is shown at the top of the
+When you enter a component, a 'breadcrumb' is shown at the top of the
Timeline palette:
\image Studio-Timeline-Breadcrumb.png
@@ -154,9 +154,9 @@ should appear on a few slides, but not all?
The second column after the name has eyeballs
\inlineimage Studio-Timeline-Eyeball.png which are used
-to control the `active' state of an element and all its descendants. To
+to control the 'active' state of an element and all its descendants. To
cause an element to not appear on only certain slides, place your
-element on the master slide and then `eyeball it off' on slides where it
+element on the master slide and then 'eyeball it off' on slides where it
should not be present.
The active state of an element controls more than just visibility.
@@ -191,7 +191,7 @@ on interaction with elements at runtime.
\section2 Copying Object Path
-The `path' to an element is used both in presentation behaviors as well
+The 'path' to an element is used both in presentation behaviors as well
as by an application's
\l{file-formats-uia.html#visual-actions}{Visual Actions}. While you could
type out the name of each ancestor of the element, a more convenient
@@ -352,8 +352,8 @@ Runtime can perform \e {linear interpolation}, \e {smooth
interpolation}, or a custom blending somewhere in-between. With linear
interpolation the value changes at the same rate from one value to the
next. With smooth interpolation the value starts off holding the
-previous keyframe value, `accelerates' towards the next keyframe value,
-and then `decelerates' to stop at the new value.
+previous keyframe value, 'accelerates' towards the next keyframe value,
+and then 'decelerates' to stop at the new value.
To set the interpolation, first select the keyframe(s) that you want to
adjust, then right-click on one of the selected keyframes, and from the
@@ -390,8 +390,8 @@ To set the start or end time for many time bars at once:
\li
Set the playhead to the desired time.
\li
- Press the \c{{[}} key to set the start time to the playhead time,
- or the \c{{]}} key to set the end time to the playhead.
+ Press the \c{[} key to set the start time to the playhead time,
+ or the \c{]} key to set the end time to the playhead.
\endlist
\list
@@ -399,7 +399,7 @@ To set the start or end time for many time bars at once:
All descendant elements will also have their start or end time set to
the same value. It is thus common when entering a new slide for the
first time to select the scene or active component, set the playhead
- to a particular time, and then press \c{{]}} to crop the entire
+ to a particular time, and then press \c{]} to crop the entire
slide to that duration.
\endlist
@@ -420,14 +420,16 @@ animations and slide transitions without leaving Studio.
\li
The \b{Rewind} command sets the playhead to time 0.
\li
- The \b{Stop} command stops any playback.
-\li
The \b{Play} command starts advancing the playhead in realtime,
previewing animations on elements. The \b{Play Mode} for the
current slide is honored, possibly looping or ping-ponging playback,
or causing Studio to switch to an new slide when the end time for the
current slide is reached.
\li
+ The \b{Stop} command stops any playback. Stop replaces \b{Play} when animation is playing.
+\li
+ The \b{Fast-forward} command sets the playhead to the timeline end.
+\li
Holding down the space bar temporarily enables playback while held
down. Releasing the spacebar returns the playhead to its previous
time, allowing you to repeatedly hold down space to preview an
diff --git a/doc/src/03-studio/7-inspector-palette.qdoc b/doc/src/03-studio/7-inspector-palette.qdoc
index 560b0be2..9d75659b 100644
--- a/doc/src/03-studio/7-inspector-palette.qdoc
+++ b/doc/src/03-studio/7-inspector-palette.qdoc
@@ -672,6 +672,9 @@ material, chosen in the top-most property:
Lighter than \c Screen.
\endlist
\li
+ \b{Enable Vertex Colors} - Use vertex colors from the mesh. These will be multiplied by any other
+ colors specified for the material.
+\li
\b{Diffuse Color} - The base color for the material. Set to black
to create a purely-specular material (e.g. metals or mirrors).
\li
@@ -723,6 +726,8 @@ material, chosen in the top-most property:
general. Larger values increase the roughness, softening specular
highlights and blurring reflections.
\li
+ \b{Roughness Map} - An image to control the specular roughness of the material.
+\li
\b{Fresnel Power} - Decreases head-on reflections (looking
directly at the surface) while maintaining reflections seen at grazing
angles.
@@ -946,21 +951,7 @@ TODO: Only one font for now. More to be added?
horizontal spacing between every character pair.
\endlist
-\section1 Alias Properties
-
-An \l{studio-basic-objects-palette.html#alias}{alias} selected in
-the Timeline palette shows the following properties in the Inspector
-palette (in addition to the \l{transform-properties}{transform properties} described above):
-
-\list
-\li
- \b{Reference} - the node to create an alias of.
-\li
- \e{Note that you cannot create an alias of a Scene, Layer,
- Behavior, Material, Effect, or Image element. You can only alias items
- that have a transform, i.e. groups, components, cameras, lights,
- models, and text.}
-\endlist
+\omit
\section1 Path Properties
A \l{best-practices-paths.html}{path} selected in the
@@ -1085,5 +1076,5 @@ the following properties in the Inspector palette:
first anchor point, as is the \"Outgoing\" value for the last anchor
point.
\endlist
-
+\endomit
*/
diff --git a/doc/src/10-best-practices/50-creating-binary-and-optimized-presentations.qdoc b/doc/src/10-best-practices/50-creating-binary-and-optimized-presentations.qdoc
deleted file mode 100644
index 471282cd..00000000
--- a/doc/src/10-best-practices/50-creating-binary-and-optimized-presentations.qdoc
+++ /dev/null
@@ -1,193 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 1993-2009 NVIDIA Corporation.
-** Copyright (C) 2017 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of Qt 3D Studio.
-**
-** $QT_BEGIN_LICENSE:FDL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU Free Documentation License Usage
-** Alternatively, this file may be used under the terms of the GNU Free
-** Documentation License version 1.3 as published by the Free Software
-** Foundation and appearing in the file included in the packaging of
-** this file. Please review the following information to ensure
-** the GNU Free Documentation License version 1.3 requirements
-** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-/*!
-\title Creating Binary Presentations
-\page best-practices-creating-binary-and-optimized-presentations.html
-\ingroup qt3dstudio-best-practices
-
-In order to optimize the load
-times and playback experience of a project, Qt 3D Studio allows a
-presentation to be compressed into and viewed in binary format. This is
-a recommended step of deploying a project in a production environment.
-There are two types of compilation, available in different formats:
-
-\list
-\li
- Compiling the presentation assets for faster loading
-\li
- Gathering shader information to precompile them at application launch
-\endlist
-Read on for further descriptions of what these mean, how to accomplish
-them, and when and when \e{not} to do them.
-
-\section1 Compiling Assets
-
-\section2 What it Does
-
-Compiles \c{.uia} and \c{.uip} files to a binary representation. This can speed initial loading of
-an application substantially.
-
-\section2 How to Do It
-
-From the command line on Windows, run the \c{Qt3DCompiler.exe} application \e{(in your
-installation directory next to \c{Qt3DStudio.exe})} passing a command line argument of the
-\c{.uia} application file.
-
-\c{Qt3DCompiler.exe \path\to\project\MyAppName.uia}
-
-The files end up in a \c{binary/} directory next to your \c{.uia} application file. You can then
-run your application by passing the \c{.uib} file to the Viewer.
-
-\c{Qt3DViewer.exe \path\to\project\binary\MyAppName.uib}
-
-\section2 When To Do It
-
-Only perform binarization when:
-
-\list
-\li
- you are about to deploy your content for production or demo, or
-\li
- you need to test loading speeds of your content.
-\endlist
-Once you perform binarization subsequent changes to your presentations
-will \b{not} be reflected in the runtime until you
-delete the \c{binary} folder, or re-run binarization. Prematurely
-running binarization, and then forgetting that you have done so, is a
-good way to run into head-scratching problems later on.
-
-\section1 Gathering Shaders
-
-\section2 What It Does
-
-In short, it removes performance hiccups due to shader compilation in
-the middle of application execution by precompiling the necessary
-shaders when your application first starts.
-
-\section2 Background
-
-When you are working on a project you will see lines like this in the
-output each time you preview your presentation:
-
-\badcode
-eDEBUG_WARNING Failed to find file: /path/to/project/binary/shadercache.xml
-eDEBUG_WARNING Searched paths:
-eDEBUG_WARNING /path/to/project/binary/shadercache.xml
-\endcode
-Although it may look bad \e{(\"it has three lines, and said
-`failed'!\")} this is not an error. It is only a \e{warning} about
-\e{potential} performance problems. In short, ignore these log lines
-until you are either testing loading speed and performance, or you are
-preparing your content for final production use.
-
-\section3 About Shaders and Shader Compilation
-
-The Qt 3D Studio Runtime uses shaders to render your content at
-high speed. Shaders are mini programs that run on the graphics card. As
-programs, they need to be compiled to run, and they have to compile on
-the graphics card itself. Depending on the Standard Material settings or
-custom materials used in your presentation, you may have several shaders
-that need to compile. Compiling each shader takes a short amount of time
-(depending on the complexity of the shader)...but however slow or
-fast it is, it is not instant.
-
-Because of the dynamic nature of Studio presentations, and the fact that
-different settings for a Standard Material may cause a different shader
-to be generated, the Runtime does not know in advance what shaders may
-be necessary. Only once you go to a particular slide where a combination
-of settings are applied does it \"see\" the material for the first time,
-and need to compile it to render your content. The result when this
-happens is that you may experience a slight lurch when you switch to a
-particular slide for the first time.
-
-\section2 How to Do It
-
-You can remove any performance lurches by pre-compiling the shaders you
-will need when the presentation starts up. This is what the
-\c{shadercache.xml} file is for. This file tells the Runtime all
-the information it needs about all the shaders that will be required.
-When present, the Runtime creates all the shaders at startup, so they
-are ready when needed.
-
-\omit
-
-TODO: Reintroduce support for shader caching (BOUL-728)
-
-\list 1
-\li
- From the command line, change to the directory for the Viewer
- application.
-\li
- \c{Qt3DViewer.exe -D<graphicsdevice> -saveShaders \path\to\project\myapp.uia}
-\endlist
-\list
-\li
- \b{\c{<graphicsdevice>}} must be one
- of \c{GL2}, \c{GLES2}, \c{GL3}, or \c{GLES3} (e.g.
- \c{-DGL3}), specifying the target graphics device to create
- shaders for.
-\li
- \e{The Viewer will start, showing your application.}
-\endlist
-\list 2
-\li
- Run through your application, causing every unique material
- combination that you want cached to be displayed. If the viewer does
- not see a particular material during this step, it will not be
- included in the cache.
-\li
- Quit the viewer.
-\endlist
-\list
-\li
- \e{This will create a
- \c{binary\shadercache.xml} XML file.}
-\endlist
-\list 4
-\li
- Run your application as you normally would, i.e. either
- \c{Qt3DViewer.exe \path\to\project\myapp.uia}
- or
- \c{Qt3DViewer.exe \path\to\project\binary\myapp.uib}
-\endlist
-
-\endomit
-
-\section2 When to Do It
-
-The presence of a \c{shadercache.xml} file can cause old shader
-information to be cached and used instead of your current information.
-If custom materials are updated - or the implementation is updated in a
-new Qt 3D Studio releases - your old shader cache can override the
-new information, causing rendering problems. You should only generate a
-shader cache when you need to test final performance, or display a demo
-where you cannot pre-navigate the interface once to cause the
-compilation to occur and remove any hiccups.
-
-*/
diff --git a/doc/src/10-best-practices/60-importing-3d-content.qdoc b/doc/src/10-best-practices/60-importing-3d-content.qdoc
index c96c76f7..46d955a2 100644
--- a/doc/src/10-best-practices/60-importing-3d-content.qdoc
+++ b/doc/src/10-best-practices/60-importing-3d-content.qdoc
@@ -32,7 +32,7 @@
\page best-practices-importing-3d-content.html
\ingroup qt3dstudio-best-practices
-\chapter 3D Content Overview
+\section1 3D Content Overview
\list
\li
@@ -97,7 +97,7 @@
they are all at the same location in space.
\endlist
-\chapter 3D Content via FBX
+\section1 3D Content via FBX
\image 3D_Content/FBX-Maya.png
@@ -107,18 +107,20 @@ use the following settings when exporting:
\list
\li
\b{Geometry}
-\li
- Uncheck all options, except \b{check the following}:
\list
- \li
- Split per-vertex Normals
- \li
- Tangents and Binormals
- \li
- Referenced Assets Content
- \li
- Triangulate
- \endlist
+ \li
+ Uncheck all options, except \b{check the following}:
+ \list
+ \li
+ Split per-vertex Normals
+ \li
+ Tangents and Binormals
+ \li
+ Referenced Assets Content
+ \li
+ Triangulate
+ \endlist
+ \endlist
\li
\b{Animation} - enable or disable as desired; bake or unbake
animations as desired
@@ -136,12 +138,13 @@ use the following settings when exporting:
\b{Type} - Studio supports either ASCII or Binary FBX files.
ASCII files are preferred for any bug reports.
\li
- \b{Version} - Studio supports FBX versions 2013 and 2014 (up to
- 2014.2). We recommend 2014.
+ \b{Version} - Studio supports FBX versions from 2013 up to
+ 2016.1.2. We recommend 2016.1.2.
\endlist
-\chapter 3D Content via COLLADA
-\section1 Exporting COLLADA from Various 3D Modeling Applications
+\section1 3D Content via COLLADA
+
+\section2 Exporting COLLADA from Various 3D Modeling Applications
Each 3D modeling application uses a specific COLLADA exporter that
produces a format recognized by Studio. Autodesk's 3D Studio Max 2011
@@ -153,7 +156,7 @@ Maya and 3D Studio Max need to be installed prior to installing the
correct OpenCOLLADA version. In addition, be sure that no 3D programs
are open during the installation of OpenCOLLADA.
-\section1 Exporting OpenCOLLADA from Maya
+\section2 Exporting OpenCOLLADA from Maya
In order for the OpenCOLLADA exporter to become active, some options
need to be checked and unchecked in the Plug-in Manager. To find the
@@ -184,7 +187,7 @@ folder outside of your Studio project folder.
\image 3D_Content/colladaMaya04.png
-\section1 Exporting OpenCollada from 3D Studio Max
+\section2 Exporting OpenCollada from 3D Studio Max
Select the object to be exported. Next, open the Export dialog box.
@@ -199,7 +202,7 @@ OpenCOLLADA exporter.
Again, be sure that triangulate is checked on.
-\section1 Exporting COLLADA from Luxology's Modo 601
+\section2 Exporting COLLADA from Luxology's Modo 601
Modo comes installed with a COLLADA exporter that works with Studio as
of versions 501 and 601.
@@ -333,7 +336,8 @@ The animation toggle is associated with animatable properties.
\b{Diffuse Map}: This channel UV maps a bitmap image onto a
material's surface.
\endlist
-\section3 Add texture maps to any channel by clicking on the channel
+
+Add texture maps to any channel by clicking on the channel
slot and choosing an image from the pop-up menu. This menu displays all
supported images in your project directory.
@@ -402,9 +406,8 @@ These fonts can be found in the project palette font library directory.
\image 3D_Content/text01.png
-Drag a font from Windows Explorer to the fonts folder in the project
-directory. A copy of the font will be generated and added to the
-project.
+Select the font in file explorer and click \e{Open}. A copy of the font will be generated and
+added to the project.
\image 3D_Content/text02.png
@@ -440,13 +443,14 @@ support for animations would be a hierarchy of items, rotated
simultaneously on arbitrary axes in arbitrary axis order. Studio also
supports importing bezier tangent value tweaked into animations.
-\chapter 3D Workflow Case Study
+\omit // TODO: Replace with our own example work flow
+\section1 3D Workflow Case Study
The examples presented below use Luxology's Modo 601 for digital content
creation, however, these concepts also apply to other DCC tools such as
Autodesk's 3D Studio Max and Maya.
-\section1 Building a simple gauge and importing to Studio.
+\section2 Building a simple gauge and importing to Studio.
The following section describes the process of building a simple gauge
in Modo, Luxology's 3D modeling and animation program. The concepts of
@@ -464,7 +468,7 @@ basis for constructing the 3D gauge model. This technique ensures that
proper scale and proportions of the 3D models match the original concept
artwork.
-\section1 Elements of a texture map
+\section2 Elements of a texture map
The texture map shown on the left features alpha transparency and will
be the final map used in Studio on our mesh material. An alternate copy,
@@ -482,7 +486,7 @@ registration point that makes it easy for alignment.
\image 3D_Content/02_texture_elements.png
-\section1 Modeling geometry based on backdrop image
+\section2 Modeling geometry based on backdrop image
With Modo open, click on the Images tab on the upper right panel and
choose Add Clip. Then locate and load the reference map or texture map.
@@ -554,7 +558,7 @@ The resulting mesh should look similar to this:
\image 3D_Content/01_texture_map.png
-\section1 Modeling the needle and needle glow
+\section2 Modeling the needle and needle glow
Create a new Mesh item in the Items tab and draw a cube over top of the
Backdrop Item, matching the overall dimensions of the needle graphic.
@@ -586,7 +590,7 @@ We bisect long strips of polygons to avoid visual artifacts later on.
\image 3D_Content/modeling_glow.png
-\section1 Adjusting needle location and pivot
+\section2 Adjusting needle location and pivot
Next, we need to position the needle in such a way that will allow it to
rotate about its Z axis at the base of the needle. Select all of the
@@ -613,7 +617,7 @@ Now position the pivot to the world origin using the move tool.
\image 3D_Content/08_adjustPivots.png
-\section1 Creating a material and adding a texture map
+\section2 Creating a material and adding a texture map
The following steps are a simple way to add a material to your polygon
selections and adding texture maps to them easily.
@@ -634,7 +638,7 @@ material to assign a texture map to it.
\image 3D_Content/image_toMaterial.png
-\section1 UV layout
+\section2 UV layout
This section assumes prior knowledge of UV coordinates and layout. For
further explanation on advanced techniques, please visit
@@ -666,7 +670,7 @@ The result should look something like this:
\image 3D_Content/05_TexturedModel.png
-\section1 Exporting 3D models to Studio via COLLADA.
+\section2 Exporting 3D models to Studio via COLLADA.
This section describes the process of preparing a model for export to
Studio.
@@ -713,15 +717,14 @@ Export the 3D models by choosing File > Export As.
Choose COLLADA as the Save as type. Save the COLLADA file as
\"Gauge.dae\"
-\section1 Import 3D gauge into Studio
+\section2 Import 3D gauge into Studio
The following steps will guide you through the process of importing a
COLLADA 3D model into Studio.
-Launch Studio 5.0.
+Launch Studio.
-Create a new project and with \"Create directory for project\" checked
-on, save the project as Gauge.uip.
+Create a new project and save the project as Gauge.uip.
You now have created a new UIP project called Gauge. Now, locate your
exported Gauge.dae file in Windows Explorer.
@@ -776,4 +779,5 @@ Some values to consider:
Now with the needle selected in the timeline, rotate it about its Z axis
and notice how it rotates correctly.
+\endomit
*/
diff --git a/doc/src/10-best-practices/95-data-input.qdoc b/doc/src/10-best-practices/95-data-input.qdoc
index ebba5d9b..e20e5edf 100644
--- a/doc/src/10-best-practices/95-data-input.qdoc
+++ b/doc/src/10-best-practices/95-data-input.qdoc
@@ -109,7 +109,8 @@ the \e{maximum range} value will correspond to the end of the timeline.
When you have selected a data input for the timeline the data input will turn orange
\inlineimage datainput-to-timeline-icon-active.png
-to indicate that the timeline is connected to a data input.
+to indicate that the timeline is connected to a data input, and the name of the data input is
+shown next to the icon.
To remove the data input, repeat the steps below but select \uicontrol{[No control]} in step 3.
@@ -130,7 +131,8 @@ To remove the data input, repeat the steps below but select \uicontrol{[No contr
When you have selected a data input for the slides data input icon in the inspector palette will
turn orange \inlineimage datainput-to-timeline-icon-active.png
-to indicate that the slides are connected to a data input.
+to indicate that the slides are connected to a data input, and the name of the data input is
+shown next to the icon.
To remove the data input, repeat the steps below but select \uicontrol{[No control]} in step 3.
@@ -151,7 +153,8 @@ To remove the data input, repeat the steps below but select \uicontrol{[No contr
When you have selected a data input for the text object the \e{text string} property and the
data input icon in the inspector palette will turn orange
\inlineimage datainput-text-property-active-icon.png
-to indicate that the property is connected to a data input.
+to indicate that the property is connected to a data input, and the name of the data input is
+shown next to the icon.
To remove the data input, repeat the steps below but select \uicontrol{[No control]} in step 4.
diff --git a/doc/src/10-best-practices/practices-index.qdoc b/doc/src/10-best-practices/practices-index.qdoc
index 071534d2..8f941889 100644
--- a/doc/src/10-best-practices/practices-index.qdoc
+++ b/doc/src/10-best-practices/practices-index.qdoc
@@ -43,7 +43,6 @@
\li \l {Using Scale Modes}
\li \l {Disable Depth Test}
\li \l {Blend Mode}
-\li \l {Creating Binary Presentations}
\li \l {Working with 3D Content}
\li \l {Applying Layer Effects}
\li \l {Using Image-based Lighting}
diff --git a/doc/src/11-quick-start-guides/10-getting-started.qdoc b/doc/src/11-quick-start-guides/10-getting-started.qdoc
index a7ff8e60..653f497a 100644
--- a/doc/src/11-quick-start-guides/10-getting-started.qdoc
+++ b/doc/src/11-quick-start-guides/10-getting-started.qdoc
@@ -48,16 +48,13 @@ create a new project.
\image createNewProject.png "Create new project"
You can also create a new project after closing the welcome screen by selecting
-\e{Create New Project}.
+\e{Create Project}.
\image createNewProject2.png "Create new project"
Then browse to the location in your file system where you want to create your project and
give your project a name. Your project file (\c{.uip}) and project folder will be
-named accordingly.
-
-It is recommended to check the \e{Create directory for project} check box. This will create a new
-folder with the project name. Inside the folder a pre-defined project folder structure is created.
+named accordingly. Inside the folder a pre-defined project folder structure is created.
\image newProjectDialog.png "Create new project dialog window"
@@ -251,7 +248,7 @@ animated or changed.
Properties that can be animated have a small stopwatch icon next to them in the
\e{inspector palette}. Click on the icon to enable/disable animation for the specific property.
-The icon is yellow \inlineimage{animationIconActive.png}
+The icon is blue \inlineimage{animationIconActive.png}
when animation is enabled and grey \inlineimage{animationIconInactive.png}
when disabled.
diff --git a/doc/src/images/3D_Content/Materials_InspectorPalette.png b/doc/src/images/3D_Content/Materials_InspectorPalette.png
index 4de01c85..fa7eaa96 100644
--- a/doc/src/images/3D_Content/Materials_InspectorPalette.png
+++ b/doc/src/images/3D_Content/Materials_InspectorPalette.png
Binary files differ
diff --git a/doc/src/images/3D_Content/text01.png b/doc/src/images/3D_Content/text01.png
index c7a98d2e..783f3b38 100644
--- a/doc/src/images/3D_Content/text01.png
+++ b/doc/src/images/3D_Content/text01.png
Binary files differ
diff --git a/doc/src/images/3D_Content/text02.png b/doc/src/images/3D_Content/text02.png
index 3c8309b2..51e9232a 100644
--- a/doc/src/images/3D_Content/text02.png
+++ b/doc/src/images/3D_Content/text02.png
Binary files differ
diff --git a/doc/src/images/3D_Content/text03.png b/doc/src/images/3D_Content/text03.png
index 058b56b5..d150fece 100644
--- a/doc/src/images/3D_Content/text03.png
+++ b/doc/src/images/3D_Content/text03.png
Binary files differ
diff --git a/doc/src/images/3D_Content/texture_inspectorPalette.png b/doc/src/images/3D_Content/texture_inspectorPalette.png
index e3870868..92a40a14 100644
--- a/doc/src/images/3D_Content/texture_inspectorPalette.png
+++ b/doc/src/images/3D_Content/texture_inspectorPalette.png
Binary files differ
diff --git a/doc/src/images/3D_Content/texture_selection.png b/doc/src/images/3D_Content/texture_selection.png
index 47efbc33..0e90eabf 100644
--- a/doc/src/images/3D_Content/texture_selection.png
+++ b/doc/src/images/3D_Content/texture_selection.png
Binary files differ
diff --git a/doc/src/images/3D_Content/timeline_material.png b/doc/src/images/3D_Content/timeline_material.png
index 564c030e..aa7335bc 100644
--- a/doc/src/images/3D_Content/timeline_material.png
+++ b/doc/src/images/3D_Content/timeline_material.png
Binary files differ
diff --git a/doc/src/images/ApplicationPreferences.png b/doc/src/images/ApplicationPreferences.png
index 04638cf5..d8d078f1 100644
--- a/doc/src/images/ApplicationPreferences.png
+++ b/doc/src/images/ApplicationPreferences.png
Binary files differ
diff --git a/doc/src/images/PresentationSettings.png b/doc/src/images/PresentationSettings.png
new file mode 100644
index 00000000..3a8d9ed2
--- /dev/null
+++ b/doc/src/images/PresentationSettings.png
Binary files differ
diff --git a/doc/src/images/Studio-Timeline-Animation-Keyframes.png b/doc/src/images/Studio-Timeline-Animation-Keyframes.png
index 7a9291a9..23d47da5 100644
--- a/doc/src/images/Studio-Timeline-Animation-Keyframes.png
+++ b/doc/src/images/Studio-Timeline-Animation-Keyframes.png
Binary files differ
diff --git a/doc/src/images/Studio-Timeline-Animation.png b/doc/src/images/Studio-Timeline-Animation.png
index 2b61a6fb..c8247be9 100644
--- a/doc/src/images/Studio-Timeline-Animation.png
+++ b/doc/src/images/Studio-Timeline-Animation.png
Binary files differ
diff --git a/doc/src/images/Studio-Timeline-Breadcrumb.png b/doc/src/images/Studio-Timeline-Breadcrumb.png
index db58f901..091597df 100644
--- a/doc/src/images/Studio-Timeline-Breadcrumb.png
+++ b/doc/src/images/Studio-Timeline-Breadcrumb.png
Binary files differ
diff --git a/doc/src/images/Studio-Timeline-Interpolation.png b/doc/src/images/Studio-Timeline-Interpolation.png
index 8c4b3ef6..6754f1f3 100644
--- a/doc/src/images/Studio-Timeline-Interpolation.png
+++ b/doc/src/images/Studio-Timeline-Interpolation.png
Binary files differ
diff --git a/doc/src/images/Studio-Timeline-Overview.png b/doc/src/images/Studio-Timeline-Overview.png
index becb7fb1..caf85785 100644
--- a/doc/src/images/Studio-Timeline-Overview.png
+++ b/doc/src/images/Studio-Timeline-Overview.png
Binary files differ
diff --git a/doc/src/images/Studio-Timeline-SceneGraph.png b/doc/src/images/Studio-Timeline-SceneGraph.png
index bf5f46c7..194a8fcb 100644
--- a/doc/src/images/Studio-Timeline-SceneGraph.png
+++ b/doc/src/images/Studio-Timeline-SceneGraph.png
Binary files differ
diff --git a/doc/src/images/Studio-Toolbar-Playback.png b/doc/src/images/Studio-Toolbar-Playback.png
index 741e018e..76aa1467 100644
--- a/doc/src/images/Studio-Toolbar-Playback.png
+++ b/doc/src/images/Studio-Toolbar-Playback.png
Binary files differ
diff --git a/doc/src/images/createNewProject2.png b/doc/src/images/createNewProject2.png
index 56f27163..cb8b7095 100644
--- a/doc/src/images/createNewProject2.png
+++ b/doc/src/images/createNewProject2.png
Binary files differ
diff --git a/doc/src/images/timeline-datainput.png b/doc/src/images/timeline-datainput.png
index 074fd2f3..b32e787c 100644
--- a/doc/src/images/timeline-datainput.png
+++ b/doc/src/images/timeline-datainput.png
Binary files differ