* Preliminary waffle: I am currently modelling neural nets, from simple to quite complex. In some tricky parts, the structure in the object browser is 12 levels "deep". As much as possible, I prefer to work with original C3D board tools, without any objects made editable. Of course, this is not always doable.
* Efficient editing, keyframing and testing would be virtually impossible, could I not manipulate the hierarchies in the object browser to suit the current editing tasks.
* So, some of the
methods & reasons to create a "dead" - or mildly comatose - hierarchy (temporarily or permanent) in the object browser are:
1 Most obvious,
toggle the visibility of an object / an entire hierarchy of objects in the E port. Collapse the tree if needed and you can access objects which have been obstructed by the stuff in front.
2
Disable creators to have access to the components. I currently use numerous creators (sweeps, lofts, lathes) in conjunction with splines. On toggling off the C icon in the object browser I gain access to the subnodeal splines and can edit those.
3 Of course, the
same applies to any of the modifiers. If I have a substrack of, say, 3 modifiers attached to an object I can collapse an array / ring to a single instance and I can unbulge / untwist / un-whatever the hierarchy to revert to some simple mesh for fine tuning.
4
Tweaking particle meshes (and their relatives): Unfortunately, there is no simple way to collapse a PM to single instances.I have established a constructor folder for PM nodes if processing is required. Of course, I need to shuffle objects back and forth.
5
Booleans: Basically, as either creators or modifiers above, as a result of on the mode. Depending on the specific construction of a Boo, I can also toggle off individual elements of a Boo hierarchy.
6
Constructors: I am using quite a few invisible constructors in these models, be it as a base for particle meshes, as a guide in tags (spline tracks and targets, primarily) and other purposes. Generally, these are sitting in an invisible folder, but it is useful to edit (or keyframe) such objects to achieve some special effects.
7 I am sure, I forgot a few more useful tricks.
* This all (and a bit more) works seamlessly with the
search option in the object browser (provided you have devised proper names for objects real and virtual)
plus the layers (you can hide / show layers in the E / R mode checkboxes for a given layer).
* I do hope that the search function may be improved pro futuro. Some basic functionality (eg materials) are - unfortunately - not active when the object browser is reduced by a search. Materials can be added, but they don´t show until you return to the global browser.
* Most / possibly all of this you will know anyway, but there may be useful hints for C3D neophytes who are still experimenting with an efficient workflow.
* As much (possibly even all) in life, this is all a matter of personal courageous experimentation and resultant frustration. Whoever suggests there is a manual for anything important should not be taken seriously
and seek medical advice