#Longer object names
4 messages in this thread
Why can't 3DS have the object name more than 10-character? If the
material names can be up to 16, I think the object name should also
be around that range. I'm doing heavy (1000+ objects) in one big
project file and found this to be very hard to organize. I tried to
use the symbols to represent the object, but those ran out.
We're fairly clumsy typists. Ten characters are about as much as we
can handle without typos. Seriously, that sounds like a good
suggestion for the wishlist. There are probably some experienced 3ds
mutants online here who can suggest some ways of organizing your
scene through special object names, in the meantime.
<< I'm doing heavy (1000+ objects) in one big project file and found
this to be very hard to organize. >>
Check out the morph manager k3d script that ships with R4. It allows
you to create aliases.. You could create a little app that allowed
you to associate a long name that makes sense to you like
big_blue_hand_with_the_red_glove nad have it relate to F3w2YP, for
instance.. customize your environment with scripting..
We're running into a different variation on the same problem: We have
hundreds of instances of the same objects. However, the name
selection filter box in the keyframer only alows us to set a
ten-character pattern for wildcard tagging. We have instances of
instances with names that run up to twenty characters. The ten
character limit doesn't even begin to allow us to start wildcard
tagging these critters…
Mostly, we just need to hide and unhide different groups of instances
for different scenes of our animation. Could we write a SCRIPT to
give us longer wildcards for general hiding and unhiding (and other
basic chores?)