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You start with the MindsEye "kernel", this is the place where
you can go to all the major parts of the program. It is also
the visible connection to the more hidden core of the
program.
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The main purpose of the "console" is to give you feedback
from all of the different components. You will see debug
messages as well as other system information. It can also be
used to give some simple commands to the MindsEye kernel.
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At the hart of the modeling tools is the "viewport manager".
This tool can be inherited by other modules to create an
editor or something like it. The animation modeler also uses
this viewport manager.
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This is our main modeling tool. It uses the viewport layout
manager to produce it's views and a lot of plugins to do
it's modeling work.
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Here you see the basis of the "animation module", the
look you see here is basicly the same for the actual 3d
modeler. It uses the viewport manager as described above.
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MindsEye uses an Object Oriented view on 3-dimensional
data. With this tool you can directly access the object
oriented data in it's purest format. You can uses it for
example to change dependencies of objects.
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MindsEye also incorporates a "materials editor" Here you
see the start of this editor.
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Here you see a first view of the animation viewer which
you can use to see the final rendering work.
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