Share Objects between Scenes: HOW
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If I'm working on the responses and rates of something in one scene, and I'd like to then propagate the discovered ideal values with all other objects of the same type in other scenes, how do I do that?
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@Deeeds To share an object between scenes, press and hold your object, you can either copy it, load another scene and paste it, or you can use the mirror option and pick a scene, then any changes you make to that object will be made across all of its mirrored objects.
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@Aidan-Oxley What is the "mirrored" object feature? And where can i find it?
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@Deeeds Tap and hold your object. The option will come up.
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@Aidan-Oxley Can you translate the meaning of "mirror" from hyperPad parlance to any other programming reference?
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@Deeeds All it does is copies that object to another scene, and then anything you do to change that object, behaviour, object properties, etc will be changed on all of the objects mirrored. E.g, I mirror my red square object across 20 scenes (so I have to press and hold and press mirror 20 times), then I decide I want it green, so I change it to green. Now all 20 objects across the 20 scenes are green.
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@Aidan-Oxley Ok. So it's providing the reference to the other scenes. Does it matter which Scene I make changes to the object in? I mean, for example: I mirror from scene A, to Scene B and C.
Sometime later I'm working in Scene C, and I change some characteristics of this mirrored object. Do those changes propagate to the mirrored object in Scenes A & B, or does that only happen when I edit the original source object from Scene A?
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@Deeeds I haven’t used mirror in a long time, but I think it doesn’t matter. When I want to find out things like this, I create a new test project and try it.
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@Aidan-Oxley When I want to know things like this I imagine the creators have documented the capacity of their tools in both the terms of their tool and the lexicon of other systems that perform similarly.
This isn't a new concept, but it's a very strange choice of word to use in a graphical environment for such a facility.
Mirroring is normally used as an alternative to flip, in any graphically oriented environment.
Referencing and Instancing are the common words for this kind of thing in coding.
If it works in ALL scenes, that the mirrored objects all pointing to the one object, then this is a shared reference to a common class or shared (single) instance of an object.
If only the source of the mirrored objects influences all other instances instantiated from the blueprint of the original (class),and are instances, not a strict reference (pointer) to a single instance.
This is a common choice available to anyone doing anything in programming and graphic design.
If you've seen symbols in Adobe Illustrator and Flash, or Smart Objects in Photoshop, each of them acts like a reference (all pointing to the same blueprint or class). In 3ds Max there are both types, instances and references, and the ability to determine the separation point between shared information and unique information. Which is VERY powerful for creativity.
In programming languages, Swift makes for a good example. There are two types of "mirroring". Value types are copies of the original, any changes to the copies has no impact on the original. Reference types share the same data between each instance of "reference" to the object. This is how mirroring should work. But who knows. I can't find anything about it in the documents.