Documentation by TAPgiles


Create a group by selecting more than 1 object in the scene (not inside a window), and use the Group context menu button. (See Automatic Grouping.)

A group uses the current grid to store the group’s origin and grid settings. (Tg)

As a group can be made with any two objects, if a group is required for some effect but there isn’t a second object that needs to be grouped up then an empty microchip can be used easily and cheaply to allow a group to be created.
If a group is difficult to manipulate because its contents are occluded by other objects, a “handle” can be made using an invisible object in a position that’s easily accessed. For example, include a gadget and turn on x-ray mode to move or enter the group. (Tg) Or perhaps a powered-off painting in a shape that makes it clear which group it represents. (Tg)

# Memory: Costs 0.0061% of the things limit per object.

# Movement of Contained Objects

Pseudo-movable objects will not move with the group.

When using a rotator, to have the object also move with the group a connector can be used attached to something non-movable within the group to anchor it. (Tg)

Objects with keyframed positions will be positioned relative to the group. (See Restoring Positions within Groups.)

# Scope

Eveything inside a group is contained within its scope. We can scope-in to a group and scope-out of groups. This scope is also used for Scoped Targeting, and by the Text gadget’s Sticker Mode.

To move an object into an existing group hold the object, hover over the group with the imp, and scope-in to the group. You will move into the group, and so will whatever you are holding at the time.

Also, if you scope one object into a target object that isn’t a group, a group will automatically be created that includes the target object and the held object.

While a group is selected, a button to scope-in is shown in the context menu.

While inside a group, a button to scope-out is shown in the context menu.

# Hide Everything Else: Off by default.

When on, hides everything not in the current scope.

Note, x-ray mode will still shows gadgets etc. outside the current scope.

# Automatic Grouping

When holding an object and scoping in to another object, if that target object is not a group a new group will be created that contains the held object and the target object.

Connectors that were attached to the target object will reattach to the new group. (Tg)Keyframes etc. will still reference the original object, not the new group. Keyframe gadgets etc. that reference the rotation of the connector will still reference the connector. (See Kinematics.) Emitters will still reference the original object, not the group. (Tg)

If that object is a sculpt or group, any connectors will now be attached to that sculpt.

In most cases, you should use add individual objects to a larger group, rather than scoping a group into a non-group object. Otherwise you’re making auto-grouping more and more layers that are probably not necessary—using more thermo and making it more difficult to figure out where some part of the group is to adjust.

# Group Collapsing

A group can “collapse,” being deleted and leaving 1 object remaining in its place. This happens when the following are true:

If the group was targeted by an emitter, the emitter will automatically re-target the remaining object.

# Physical Properties

At the bottom of this tab is a readout of the sum of all the weight of contained sculpts.

# Visible

When on, objects inside the group may be seen if they are powered and visible.

When off, objects inside the group may not be seen. Note that this only affects Sculpt and Painting objects, not Text gadgets.

# Movable

While on and the group contains at least one sculpt, the group’s movement will be physically simulated. Any contained non-movable objects will move with the group. (Tg)

Any contained non-movable collidable sculpts will be used to calculate collisions for the group.

Because of this, a group containing a lot of sculpts can be very performance-expensive to simulate the movement of as there are a lot of objects to check collision for.

# Labels & Ownership Tab

# Collision Labels

# Audio Tab