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visual3d:documentation:pipeline:general_information:pipeline_introduction [2024/06/19 14:00] – created sgrangervisual3d:documentation:pipeline:general_information:pipeline_introduction [2024/07/17 15:45] (current) – created sgranger
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 +====== Pipeline Introduction ======
 +
 **THIS PAGE IS UNDER CONSTRUCTION! So it's still being developed, and is a combination of the following wiki pages:** **THIS PAGE IS UNDER CONSTRUCTION! So it's still being developed, and is a combination of the following wiki pages:**
  
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 **https://www.c-motion.com/v3dwiki/index.php?title=Wildcard** **https://www.c-motion.com/v3dwiki/index.php?title=Wildcard**
  
-====== Introduction ======+===== Introduction =====
  
 Every step you perform in Visual3D through the user interface, can also be accomplished using a pipeline command. The pipeline commands are a way of automating the processing procedure. Every step you perform in Visual3D through the user interface, can also be accomplished using a pipeline command. The pipeline commands are a way of automating the processing procedure.
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 Once you have created a pipeline, it can be saved as a [[Visual3D:Documentation:Definitions:V3S|V3S file]] so the processing procedure can be repeated for the next processing session. Once you have created a pipeline, it can be saved as a [[Visual3D:Documentation:Definitions:V3S|V3S file]] so the processing procedure can be repeated for the next processing session.
  
-====== Pipeline Workshop ======+===== Pipeline Workshop =====
  
-You can open the pipeline workshop by going to Pipeline -> Workshop or clicking on the button on the [[Visual3D:Overview:Toolbar#Visual3D_Pipeline|toolbar]].+You can open the pipeline workshop by going to Pipeline -> Workshop or clicking on the button on the [[Visual3D:Getting_Started:Toolbar#Visual3D_Pipeline|toolbar]].
  
 **The pipeline workshop has three sections:** **The pipeline workshop has three sections:**
  
-|{{PipelineWorkshop.png}}  |* **Left:**\\   * List of available commands\\ * **Center:**\\   * Main Pipeline\\   * List of commands being used\\ * **Right:**\\   * Preview of selected command  |+|{{:PipelineWorkshop.png}}  |* **Left:**\\   * List of available commands\\ * **Center:**\\   * Main Pipeline\\   * List of commands being used\\ * **Right:**\\   * Preview of selected command  |
  
 Commands can be moved into the Main Pipeline by using the Add **>>** button. Command can be reordered in any sequence using the up/down arrows. Pipelines can be saved to be used again so processing is consistent between subjects. Commands can be moved into the Main Pipeline by using the Add **>>** button. Command can be reordered in any sequence using the up/down arrows. Pipelines can be saved to be used again so processing is consistent between subjects.
  
-===== Editing a Command =====+==== Editing a Command ====
  
-|{{PipelineWorkshop_EditGUI.png}}      |When you highlight a command in the **Main Pipeline** and click **Edit** a dialog will appear to edit the command.    | +|{{:PipelineWorkshop_EditGUI.png}}      |When you highlight a command in the **Main Pipeline** and click **Edit** a dialog will appear to edit the command.    | 
-|{{PipelineWorkshop_TextEdit.png}}  |When you highlight a command in the **Main Pipeline** and click **Text** a text box will appear to edit the command.  |+|{{:PipelineWorkshop_TextEdit.png}}  |When you highlight a command in the **Main Pipeline** and click **Text** a text box will appear to edit the command.  |
  
-====== Pipeline Command ======+===== Pipeline Command =====
  
 Every pipeline command has a text edit option (not all commands have GUI - or user interface). The command text is always set up as follows: Every pipeline command has a text edit option (not all commands have GUI - or user interface). The command text is always set up as follows:
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 Each parameter must start with a slash. Each parameter must start with a slash.
  
-==== Special Characters ====+=== Special Characters ===
  
   * **!** - if this is the first character of a line, the line is considered a comment. If the ! is at the beginning of a variable name, the default value of the variable is used   * **!** - if this is the first character of a line, the line is considered a comment. If the ! is at the beginning of a variable name, the default value of the variable is used
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 When defining signal names or pipeline parameters, NEVER use a mathematical operator or a special character in the signal name. It's also best to avoid spaces (use an underscore **_** instead). When defining signal names or pipeline parameters, NEVER use a mathematical operator or a special character in the signal name. It's also best to avoid spaces (use an underscore **_** instead).
  
-====== Pipeline Parameters ======+===== Pipeline Parameters =====
  
 Pipeline parameters can be used to pass data from one command to another. They can be used in many different ways. Pipeline parameters can be used to pass data from one command to another. They can be used in many different ways.
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 |* Different commands have different behavior depending on what they are intended to do. In another command, leaving a parameter blank will not necessarily bring up a prompt.\\ * The "..." is just skipping over other pipeline parameters for the purpose of this tutorial, do not do this in an actual script.  | |* Different commands have different behavior depending on what they are intended to do. In another command, leaving a parameter blank will not necessarily bring up a prompt.\\ * The "..." is just skipping over other pipeline parameters for the purpose of this tutorial, do not do this in an actual script.  |
  
-====== Expressions ======+===== Expressions =====
  
-The [[Visual3D:Documentation:Pipeline:Expressions:Overview|Evaluate_Expression]] command allows you to type out an expression using mathematical operators. It's probably the most powerful pipeline command in Visual3D, but it takes time to learn the syntax. The full syntax available within [[Visual3D:Documentation:Pipeline:Expressions:Overview|Evaluate_Expression]] is described [[Visual3D:Documentation:Pipeline:Expressions:Overview|here]].+The [[Visual3D:Documentation:Pipeline:Expressions:Expressions_Overview|Evaluate_Expression]] command allows you to type out an expression using mathematical operators. It's probably the most powerful pipeline command in Visual3D, but it takes time to learn the syntax. The full syntax available within [[Visual3D:Documentation:Pipeline:Expressions:Expressions_Overview|Evaluate_Expression]] is described [[Visual3D:Documentation:Pipeline:Expressions:Expressions_Overview|here]].
  
-Many commands have pipeline parameters that accept expressions using the same syntax as the [[Visual3D:Documentation:Pipeline:Expressions:Overview|Evaluate_Expression]] command.+Many commands have pipeline parameters that accept expressions using the same syntax as the [[Visual3D:Documentation:Pipeline:Expressions:Expressions_Overview|Evaluate_Expression]] command.
  
-===== Signal Names =====+==== Signal Names ====
  
-==== Signal Names as Expressions ====+=== Signal Names as Expressions ===
  
-**In an [[Visual3D:Documentation:Pipeline:Expressions:Overview|expression]], a signal is referenced by Signal Type, Signal Folder, Signal Name, and component.**+**In an [[Visual3D:Documentation:Pipeline:Expressions:Expressions_Overview|expression]], a signal is referenced by Signal Type, Signal Folder, Signal Name, and component.**
  
 **Signals are referenced by SIGNAL_TYPE::SIGNAL_FOLDER::SIGNAL_NAME** **Signals are referenced by SIGNAL_TYPE::SIGNAL_FOLDER::SIGNAL_NAME**
  
-|**This signal would be referenced DERIVED::INVERSE_KINEMATICS::LFT_Rot1**\\ \\ If you look at the data tree in Signals and Events, you will see the highest level folders are the Signal Type. The Type is defined in Visual3D, and you cannot create your own Type. Example: DERIVED\\ \\ The sub folder is the Signal Folder. For most Types you can defined your own folder names (as opposed to the default, ex. Event_Label can only have the Folder ORIGINAL). Example: INVERSE_KINEMATICS\\ \\ Each folder contains signals, they're considered the Signal Name. Example: LFT_Rot1|{{DataTree_Pipeline.png}}|+|**This signal would be referenced DERIVED::INVERSE_KINEMATICS::LFT_Rot1**\\ \\ If you look at the data tree in Signals and Events, you will see the highest level folders are the Signal Type. The Type is defined in Visual3D, and you cannot create your own Type. Example: DERIVED\\ \\ The sub folder is the Signal Folder. For most Types you can defined your own folder names (as opposed to the default, ex. Event_Label can only have the Folder ORIGINAL). Example: INVERSE_KINEMATICS\\ \\ Each folder contains signals, they're considered the Signal Name. Example: LFT_Rot1|{{:DataTree_Pipeline.png}}|
  
 **Important:** You will notice there are two colons in between the type, folder and signal name. Two colons are also used to represent a pipeline parameter, but they mean different things. **Important:** You will notice there are two colons in between the type, folder and signal name. Two colons are also used to represent a pipeline parameter, but they mean different things.
  
-==== Signal Names as Parameters ====+=== Signal Names as Parameters ===
  
 Many commands have the following parameters Many commands have the following parameters
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 This means the command requires the type, folder and signal names specified in these parameters (instead of using the Expression syntax). This means the command requires the type, folder and signal names specified in these parameters (instead of using the Expression syntax).
  
-====== FAQ ======+===== FAQ =====
  
 |Frequently Asked Questions:                                                                                                                                                                                                                                                                                                                                                 | |Frequently Asked Questions:                                                                                                                                                                                                                                                                                                                                                 |
visual3d/documentation/pipeline/general_information/pipeline_introduction.1718805656.txt.gz · Last modified: 2024/06/19 14:00 by sgranger