1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 2<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"> 3<head> 4<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5<meta http-equiv="Content-Style-Type" content="text/css" /> 6<link href="../../../html/common/main.css" rel="stylesheet" type="text/css" /> 7<title>Properties</title> 8</head> 9<body> 10<h1>Properties</h1> 11<p> The properties of the selected object are displayed in the <a href="#PROPERTY_WINDOW">Property Window</a>.<br></p> 12<p>This window is used for editing the properties. </p> 13<p> The information displayed in the Property Window will vary, depending on the kind of object that has been selected. </p> 14<p><a href="#comments_optimization">Optimization hints</a> are displayed if there is a possibility of optimizing property settings.</p> 15<!-- <ul class="sub_page"> <li><a href="scene/index.html">シーン</a></li> <li><a href="camera/index.html">カメラ</a></li> <li><a href="ambient_light/index.html">アンビエントライト</a></li> <li><a href="light/index.html">ライト</a></li> <li><a href="light_set/index.html">ライトセット</a></li> <li><a href="fog/index.html">フォグ</a></li> <li><a href="model/index.html">モデル</a></li> <li><a href="node/index.html">ノード</a></li> <li><a href="material/index.html">マテリアル</a></li> <li><a href="texture/index.html">テクスチャ</a></li> </ul> --> <!-- =================================================== --> 16<h2 id="PROPERTY_WINDOW">Property Window</h2> 17<p class="image"><img src="images/property_window.png" alt="Property Window" /></p> 18<ol class="ui"> 19 <li>Switches the fixing of the target object. 20 <p>When the target object is fixed, the target object does not change even if the selected object changes.</p> 21 </li> 22 <li>Displays the name of the object that is the property setting target. 23 <p>When multiple objects are selected, the names of objects in focus and the number of selected objects of the same type are displayed.</p> 24 </li> 25 <li>Displays property items of the target object. 26 <p>When a property item is selected, the details of the selected item are displayed on the right side of the dialog box.<br /> The composition of the property items will depend on the target object's type. You can copy and paste properties by opening the right click menu.</p> 27 </li> 28 <li>Copies the settings of the selected property item. 29 <p>If the property item has child items, all settings are copied, including the child items.<br /> Select the root directory to copy all settings of the object.</p> 30 </li> 31 <li>Pastes the copied properties. 32 <p>To paste, same items as the copied property items must be selected.</p> 33 </li> 34 <li>Inputs and outputs the Material Settings file. 35 <p class="warn">This operation is valid only when a material has been selected.</p> 36 <p>For details, see the <a href="material/index.html#MATERIAL_PROPERTY_PANEL">Material Property Panel</a>.</p> 37 </li> 38 <li>Displays property windows having the same target object in another window. 39 <p>There are no restrictions on the number of windows that can be displayed.</p> 40 <p> Using this feature, the following operations are possible. </p> 41 <ul class="list"> 42 <li>Displaying properties for several objects at once.</li> 43 <li>Displaying different property items of the same object at once.</li> 44 </ul> 45 </li> 46 <li>Help<BR>Clicker here opens the help.<BR> Help can also be opened by pressing F1.</li> 47 <li>The task color of the target object can be selected using the <a href="../other/colorpicker_dialog.html">Color Picker dialog</a>. 48 <p class=warn> The task color is saved in the intermediate file, but it is not reflected in the binary resource.<br /> Use this to classify objects when working with 3DEditor. </p> 49 </li> 50 <li>Sets the task comment for the target object. 51 <p class=warn> Task comments are saved in the intermediate file, but are not reflected in the binary resource.<br /> Use this to make explanatory remarks about objects when working with 3DEditor. </p> 52 </li> 53 <li>Displays details of the selected property item. 54 <p>Properties are edited in this view.</p> 55 </li> 56</ol> 57<p><a name="comments_optimization" id="comments_optimization"></a></p> 58<h2>Bottleneck Hints</h2> 59<p>Optimization hints is a feature for notifying the user about property settings that can possibly be optimized.</p> 60<p>An optimization hint is displayed if you hover the cursor over the Optimization Comment icon.</p> 61<p class="image"><img src="images/comments_optimization.png" alt="Optimization Comment" /></p> 62<p>You can disable a hint as having been confirmed by right clicking that hint.</p> 63<p>You can enable/disable hints and set a threshold for hints in the config file.</p> 64<table class="toolbar"> 65 <thead> 66 <tr> 67 <th>Property/<BR>Category</th> 68 <th>Optimization hint conditions</th> 69 <th>Config elements</th> 70 </tr> 71 </thead> 72 <tbody> 73 <!-- --> 74 <tr> 75 <td rowspan="9"> Model/<BR>Model </td> 76 <td> If the number of polygons in a model exceeds the threshold value </td> 77 <td><Enable_Model_PolygonCount><br /> <Threshold_Model_PolygonCount> </td> 78 </tr> 79 <tr> 80 <td> If the number of vertices in a model exceeds the threshold value </td> 81 <td><Enable_Model_VertexCount><br /> <Threshold_Model_VertexCount> </td> 82 </tr> 83 <tr> 84 <td> If the number of meshes in a model exceeds the threshold value </td> 85 <td><Enable_Model_MeshCount><br /> <Threshold_Model_MeshCount> </td> 86 </tr> 87 <tr> 88 <td> If the number of materials in a model exceeds the threshold value </td> 89 <td><Enable_Model_MaterialCount><br /> <Threshold_Model_MaterialCount> </td> 90 </tr> 91 <tr> 92 <td> If the number of bones in a model exceeds the threshold value </td> 93 <td><Enable_Model_BoneCount><br /> <Threshold_Model_BoneCount> </td> 94 </tr> 95 <tr> 96 <td> If the VRAM size of a model exceeds the threshold value </td> 97 <td><Enable_Model_VramSize><br /> <Threshold_Model_VramSize> </td> 98 </tr> 99 <tr> 100 <td> If the vertex VRAM size of a model exceeds the threshold value </td> 101 <td><Enable_Model_VertexVramSize><br /> <Threshold_Model_VertexVramSize> </td> 102 </tr> 103 <tr> 104 <td> If the texture VRAM size of a model exceeds the threshold value </td> 105 <td><Enable_Model_TextureVramSize><br /> <Threshold_Model_TextureVramSize> </td> 106 </tr> 107 <tr> 108 <td> If the number of meshes in a model exceeds the number of materials </td> 109 <td><Enable_Model_MeshMaterialCount> </td> 110 </tr> 111 <!-- --> 112 <tr> 113 <td rowspan="5"> Mesh /<br />Mesh </td> 114 <td> If the number of polygons in a mesh exceeds the threshold value </td> 115 <td><Enable_Mesh_PolygonCount><br /> <Threshold_Mesh_PolygonCount> </td> 116 </tr> 117 <tr> 118 <td> If the number of vertices in a mesh exceeds the threshold value </td> 119 <td><Enable_Mesh_VertexCount><br /> <Threshold_Mesh_VertexCount> </td> 120 </tr> 121 <tr> 122 <td> If the VRAM size of a mesh exceeds the threshold value </td> 123 <td><Enable_Mesh_VramSize><br /> <Threshold_Mesh_VramSize> </td> 124 </tr> 125 <tr> 126 <td> If a stream other than BoneIndex or BoneWeight of a mesh has been quantized </td> 127 <td><Enable_Mesh_NotBoneStreamQuantization> </td> 128 </tr> 129 <tr> 130 <td> If the number of bones influenced by a mesh vertex exceeds two </td> 131 <td><Enable_Mesh_Bone3_4> </td> 132 </tr> 133 <!-- --> 134 <tr> 135 <td> Material/<BR>Display </td> 136 <td> If <B>Display both faces</B> is set for the material </td> 137 <td><Enable_Material_Display_CullingModeNever> </td> 138 </tr> 139 <!-- --> 140 <tr> 141 <td rowspan="3"> Material/<BR>Vertex shader </td> 142 <td> If vertex lighting of a material is enabled </td> 143 <td><Enable_Material_VertexShader_VertexLighting> </td> 144 </tr> 145 <tr> 146 <td> If vertex shader output is not used by the combiner stage even though vertex lighting for the material is enabled </td> 147 <td><Enable_Material_VertexShader_<br /> NotUseVertexColor_EnableVertexLighting> </td> 148 </tr> 149 <tr> 150 <td> If vertex shader output is not used by the combiner stage even though hemispherical lighting for the material is enabled </td> 151 <td><Enable_Material_VertexShader_<br /> NotUseVertexColor_EnableHemisphereLighting> </td> 152 </tr> 153 <!-- --> 154 <tr> 155 <td rowspan="2"> Material/<BR>Fragment<BR>Lighting </td> 156 <td> If the primary or secondary color is not used by the combiner stage even though fragment lighting of the material is enabled </td> 157 <td><Enable_Material_FragmentLighting_<br /> NotUsePrimarySecondaryColor_EnableFragmentLighting> </td> 158 </tr> 159 <tr> 160 <td> If the layer config of the material is between 4 to 7 </td> 161 <td><Enable_Material_FragmentLighting_LayerConfig4_7> </td> 162 </tr> 163 <!-- --> 164 <tr> 165 <td rowspan="4"> Material/<BR>Texture </td> 166 <td> If the number of textures applied to a material exceeds the threshold </td> 167 <td><Enable_Material_Texture_Count><br /> <Threshold_Material_Texture_Count> </td> 168 </tr> 169 <tr> 170 <td> If linear interpolation between mipmap levels of a material is enabled </td> 171 <td><Enable_Material_Texture_MipmapLinear_0><br /> <Enable_Material_Texture_MipmapLinear_1><br /> <Enable_Material_Texture_MipmapLinear_2><br /> <Enable_Material_Texture_MipmapLinear_3> </td> 172 </tr> 173 <tr> 174 <td> If the coordinators for texture 2 and 3 of a material are not Coord0 and Coord1 </td> 175 <td><Enable_Material_Texture_T2T3_NotUseC0C1_2><br /> <Enable_Material_Texture_T2T3_NotUseC0C1_3> </td> 176 </tr> 177 <tr> 178 <td> If a material includes a texture not used by the combiner stage or in bumpmapping </td> 179 <td><Enable_Material_Texture_NotUse_0><br /> <Enable_Material_Texture_NotUse_1><br /> <Enable_Material_Texture_NotUse_2><br /> <Enable_Material_Texture_NotUse_3> </td> 180 </tr> 181 <!-- --> 182 <tr> 183 <td rowspan="6"> Texture/<BR>Texture </td> 184 <td> If the VRAM size of a texture exceeds the threshold value </td> 185 <td><Enable_Texture_Texture_VramSize><br /> <Threshold_Texture_Texture_VramSize> </td> 186 </tr> 187 <tr> 188 <td> If the format of a texture is not ETC </td> 189 <td><Enable_Texture_Texture_NotETC> </td> 190 </tr> 191 <tr> 192 <td> If the format of a texture is L4 or A4 </td> 193 <td><Enable_Texture_Texture_L4_A4> </td> 194 </tr> 195 <tr> 196 <td> If the size of a texture exceeds the size of the secondary cache </td> 197 <td><Enable_Texture_Texture_ETC_Over16384><br /> <Enable_Texture_Texture_NotETC_Over2048> </td> 198 </tr> 199 <tr> 200 <td> If the texture does not have a mipmap </td> 201 <td><Enable_Texture_Texture_NotMipmap> </td> 202 </tr> 203 <tr> 204 <td> If the texture mipmap is not maximum level </td> 205 <td><Enable_Texture_Texture_MipmapNotLeastestSize> </td> 206 </tr> 207 </tbody> 208</table> 209<hr><p>CONFIDENTIAL</p></body> 210</html> 211