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 From:  2byts
7394.4 
Making the scene browser a floating panel would be enough.
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 From:  DannyT (DANTAS)
7394.5 
Can't you arrange your scene browser and side panel to one side in MoI then stretch the window so they are on the second monitor?

-
~Danny~
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 From:  PaQ
7394.6 In reply to 7394.5 
Hi Michael,

I would never put toolbars on a second monitor, because I find the mouse traveling too long that way.
That's why I also prefer to use shortcut for functions, or contextual pop over menu.

MoI has the less intrusive UI compared to any other software I use, on a 2560*1440 monitor, the 3D view is very huge and pleasant to use.

So as a personal preference, I would eventually like to have an other 3D viewport on the second monitor (that's the way I work in Modo), but with couple of options, that might be tricky to implement.

For instance Modo had tons of options by viewport.

- different shading mode (wire, reflection, smooth shade)
- different shading/visibility based on active/inactive layers : very handy to get an isolate element on the 'working' viewport, and whole scene on the other screen.

But that only reflects my way of working.
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 From:  Michael Gibson
7394.7 In reply to 7394.4 
Hi 2byts,

> Making the scene browser a floating panel would be enough.

It's possible to do that with just a couple of minor edits.

You'll need to edit some files in a text editor, the files are located in the \ui sub-folder. On Windows that will be: C:\Program Files (x86)\MoI 3.0\ui on Mac right-click the .app icon and choose "Show package contents" and inside there go to drive_c/moi/ui

First you'll need to disable the regular scene browser pane since things will get confused if it is around the same time as the new floating panel one. To disable the regular one open the file MainWindowLayout.xml (in the ui folder) and remove the line for <UIPanel dock="right" src="moi://ui/BrowserPane.htm"> - you can either delete the line or put XML comment characters before and after it to comment it out like this:

code:
	<!--
	<UIPanel dock="right" src="moi://ui/BrowserPane.htm"/>
	-->


Then the other file to edit is BrowserPane.htm, also in the /ui folder. Find the line at the top that says width:12em; and delete it, or comment it out with CSS comments like this:

code:
<html>
	<head>
		<style>
			body {
				padding:0.3em 0.2em 0.5em 0.3em;
				/*width:15em;*/
			}
		</style>
	</head>


You want to remove that specific width so that the browser takes up the full width of the resizeable dialog that it will instead be displayed inside of.

Then to open the browser pane up in a floating window, put the following as the command part of a shortcut key:
script: /* Open scene browser dialog */ moi.ui.createDialog( 'BrowserPane.htm', 'resizeable,defaultWidth:120,defaultHeight:820', moi.ui.mainWindow );


Now when you push that shortcut key, the scene browser will open up in a floating window which you can place and size anywhere you want. Every time you restart MoI you will need to push that key to open it up again. It will remember its width and height between runs but not its position, you will have to move it over into position again on each MoI start (that's because MoI centers dialogs when they are first opened in a session).

Also one other note is for the browser to show up in the dialog, you need to have the browser pane mode enabled by the setting Options > General > Scene browser position: "Adjacent" (not "inside" mode), and the browser button in the bottom right corner of the main window should be enabled as well. The browser pane will be hidden if either of these are not set.

Hope that works for you!

- Michael
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 From:  Michael Gibson
7394.8 In reply to 7394.6 
Hi PaQ,

> So as a personal preference, I would eventually like to have an other 3D viewport on the second monitor
> (that's the way I work in Modo), but with couple of options, that might be tricky to implement.

I'd like to have that eventually as well.


> - different shading mode (wire, reflection, smooth shade)

This one could probably be doable for a separate view mode option for each block of viewports...


> - different shading/visibility based on active/inactive layers : very handy to get an isolate
> element on the 'working' viewport, and whole scene on the other screen.

This one on the other hand starts to get into some considerably complex UI to control so many conditional things... I'm not so sure about doing this since I'm kind of allergic to complex UI! ;)

- Michael
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 From:  Bima
7394.9 In reply to 7394.7 
Hi Michael,

It works for me, thank you so much..

Is it also possible to make the "context area/command option area" floating automatically, when we used one command in Fullscreen mode?

- Bima
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 From:  Michael Gibson
7394.10 In reply to 7394.9 
Hi Bima,

> Is it also possible to make the "context area/command option area" floating
> automatically, when we used one command in Fullscreen mode?

Sort of, but it's kind of finicky because you would have to disable the regular one since you can't have 2 context areas existing simultaneously and also you would have to remember to show the floating one before running a command because commands expect to access the context area to read their controls and if it does not exist you'll get script errors.

But if you want to experiment with it, you would disable the regular one by opening up ui\SidePane.htm and removing or commenting out line #60 which says:

<moi:SidePaneContextArea style="display:block;">

That's what sets up the regular context area.

With it removed you'll get a script error at startup, to remove that some part of SidePaneTabs.js needs to also be edited, but I think you can just dismiss that one and not worry about it, then to make a floating context area, set this on a shortcut key:

script: /* Open scene browser dialog */ moi.ui.createDialog( 'SidePaneContextArea.htm', 'resizeable,defaultWidth:120,defaultHeight:220', moi.ui.mainWindow );


You will need to open the floating one before starting a command or the command will likely throw a script error and fail. But when it's open you should see the little gray line expand and the command options will fill in there and the options will all be active.

- Michael
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 From:  Bima
7394.11 In reply to 7394.10 
Hi Michael,

> ... then to make a floating context area, set this on a shortcut key:
> script: /* Open scene browser dialog */ moi.ui.createDialog( 'SidePaneContextArea.htm', 'resizeable,defaultWidth:120,defaultHeight:220', moi.ui.mainWindow );

Yes it is very nice too, thanks. However, can we make the context area appear automatically when we hit the command and close automatically when we're done with the command? So we don't use a shortcut key.

It will be more cleaner for the UI.

- Bima
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 From:  Michael Gibson
7394.12 In reply to 7394.11 
Hi Bima,

> However, can we make the context area appear automatically when we hit the command and
> close automatically when we're done with the command? So we don't use a shortcut key.

Sorry there isn't any easy way to set it up like that because there isn't any way set up for a script to receive a notification that a command is starting or ending.

I would recommend just using the shortcut key once at the start of your program session and then leave the floating context area open after that and not close it.

- Michael
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 From:  Bima
7394.13 In reply to 7394.12 
Hi Michael,

> I would recommend just using the shortcut key once at the start of your program session and then leave the floating context area open after that and not close it.

Okay then.. It would be enough and very nice to me. Thank you very much for your help.

- Bima
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 From:  dan (DANLANIGAN)
7394.14 In reply to 7394.7 
Hi Michael,

I have implemented the separable browser pane as described in this post and it works well for me. One thing that I find frustrating is that if I press the esc key while the browser window has focus it closes it. Is there some way to make the separate browser window persist through an escape key stroke event?

BTW: I'm not sure why I press the escape key as often as I do, I think it may be some sort of subconscious OCD behaviour which I should look to address separately.

Thanks

Dan.
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 From:  dan (DANLANIGAN)
7394.15 In reply to 7394.14 
Michael,

I did a little research and think maybe this code snippet will help but I don't know where to place it.

var myWindow = window.open();

myWindow.onkeydown = function(e){
if(e.keyCode === 27){
e.preventDefault();
}
};
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 From:  Michael Gibson
7394.16 In reply to 7394.14 
Hi Dan, unfortunately I don't think it's possible currently to disable the escape key closing a dialog that has keyboard focus.

The escape key handling happens at a low level in MoI's UI code, so it's not really feasible for a script to try and intercept it.

Once the MoI v4 beta starts up, if you mention this again at that time I could make the keyboard handler look for some property on the dialog and not close it by escape in that case.

- Michael
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 From:  dan (DANLANIGAN)
7394.17 In reply to 7394.16 
Thanks Michael,

I'll keep an eye out for the v4 beta release.
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