Admin Rodney Posted February 27, 2018 Admin Share Posted February 27, 2018 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. Quote Link to comment Share on other sites More sharing options...
Admin Rodney Posted February 27, 2018 Author Admin Share Posted February 27, 2018 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. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted February 27, 2018 Hash Fellow Share Posted February 27, 2018 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. Quote Link to comment Share on other sites More sharing options...
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