CompuServe Thread

#Longer object names

4 messages in this thread
#133337From: T-Spect LeNov 4, 1994 2:10 AM
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.
#133394From: Yost GroupNov 4, 1994 10:27 AM
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.
#133419From: Jonas Ruikis [ADESK]Nov 4, 1994 11:29 AM
<< 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..
#134257From: DONALD NEWLANDSNov 8, 1994 12:55 AM
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?)