NodeHierarchy

From Flux Developer Wiki

Jump to: navigation, search


NODE HIERARCHY:

Flux Studio uses the same hierarchical tree structure as VRML. This structure is similar to the directory structure on your hard drive. All things in the structure are called nodes. The scene starts with the GROUND node. All other nodes are descendents of the GROUND node. Only Group nodes have children. Group nodes are analogous to folders or directories on your hard drive. A group node can have any number of children. The best way to see the tree hierarchy is to look at a Tree View Window, shown below. All the children inherit the Position, Rotation, and Scale ( Defined here as "state" ) of their parent. Therefore, if you move, rotate, or scale a group node, all of the children of that group will also be affected. There are several different kinds of groups, as described GroupNodes.

Image:TreeHierarchy.gif

Group nodes are displayed as 3-D coordinate axes with Red, Green, and Blue arrow heads. These coordinate axes are not displayed in the final animation. They are just used to help you see the position and orientation of the group. Note the X axis is Red, the Y axis is Green, the Z axis is Blue.  The axes can be toggled on and off in the RenderOptionsViewCmd dialog box.

When a node is first created, it becomes a child of the Working Group. The Working Group can be identified by its large arrowheads as show below. It also has relatively large arrowheads in the Tree Window, as shown above. There are several ways to PickWorkingGroupSelectCmd.

You can change the parent of an existing node. The easiest way to change the parent of a node is to drag and drop the node in the tree window. Alternatively, you can use the ReparentEditCmd.

Personal tools