2020-06-18 12:26:18 +02:00

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===========
Quick start
===========
.. hint::
*All settings are located under: `View3D -> Sidebar -> Multiuser panel`*
The multi-user is based on a session management system. Under the
In this this guide you will learn how to master the collaborative session system in three part:
- :ref:`how-to-host`
- :ref:`how-to-join`
- :ref:`how-to-manage`
.. _how-to-host:
How to host a session
=====================
TODO: Speak about local/DEDICATED HERE
.. _user-info:
-----------------------------
1. Fill your user information
-----------------------------
In the **User Info** panel (See image below) allow you to constomize your online identity.
.. figure:: img/quickstart_user_info.png
:align: center
User info panel
Let's fill those tow field:
- **name**: your online name.
- **color**: a color used to represent you into other user workspace(see image below).
During online sessions, other users will see your selected object and camera hilghlited in your profile color.
.. _user-representation:
.. figure:: img/quickstart_user_representation.png
:align: center
User viewport representation
--------------------
2. Setup the network
--------------------
When the hosting process will start, the multi-user addon will lauch a local server instance.
The **Host panel**(see image below) allow you to configure this server according to:
* **Port**: Port on wich the server is listening
* **Start from**: The session initialisation method
* **current scenes**: start with the current blendfile datas
* **an empty scene**: clear a data and start over
.. danger::
By starting from an empty, all of the blend data will be removed !
Ensure to save your existing work before launching the session.
* **Admin password**: The session administration password
.. figure:: img/quickstart_host.png
:align: center
:alt: host menu
Host network panel
.. note:: Additionnal configuration setting can be found in the :ref:`advanced` section.
Once everything is setup you can hit the **HOST** button to launch the session !
It will start the server and connect to it in few steps.
.. _how-to-join:
How to join a session
=====================
This section describe how join a launched session.
Before starting make sure that you have access to the session ip and port.
-----------------------------
1. Fill your user information
-----------------------------
Follow the user-info_ section for this step.
----------------
2. Network setup
----------------
The **join pannel** (see image below) will allow the tool to know **where** to connect with what **status**.
Let's fill those field with your information:
- **IP**: the host ip
- **Port**: the host port
- **Connect as admin**: connect you with admin [#f1]_ right to the session
.. figure:: img/quickstart_join.png
:align: center
:alt: Connect menu
Connection pannel
**Port configuration:**
For now, a session use 4 ports to run.
.. [#f1] Text of the first footnote.
.. _how-to-manage:
How to manage a session
=======================
This section describe tools available during a collaborative session.
---------------
Connected users
---------------
.. image:: img/quickstart_users.png
:align: center
This panel displays all connected users information's, including yours.
By selecting a user in the list you'll have access to different **actions**:
- The **camera button** allow you to snap on the user viewpoint.
- The **time button** allow you to snap on the user time.
- The **cross button** [**host only**] allow the admin to kick users
-------------------
Presence show flags
-------------------
.. image:: img/quickstart_presence.png
This pannel allow you to tweak users overlay in the viewport:
- **Show selected objects**: display other users current selection
- **Show users**: display users current viewpoint
- **Show different scenes**: display users on other scenes
---------------------
Replicated properties
---------------------
.. image:: img/quickstart_properties.png
The **replicated properties** panel shows all replicated properties status and associated actions.
Since the replication architecture is based on commit/push/pull mechanisms, a replicated properties can be pushed/pull or even committed manually from this panel.
+---------------------------------------+-------------------+------------------------------------------------------------------------------------+
| icon | Action | Description |
+=======================================+===================+====================================================================================+
| .. image:: img/quickstart_push.png | **Push** | push data-block to other clients |
+---------------------------------------+-------------------+------------------------------------------------------------------------------------+
| .. image:: img/quickstart_pull.png | **Pull** | pull last version into blender |
+---------------------------------------+-------------------+------------------------------------------------------------------------------------+
| .. image:: img/quickstart_refresh.png | **Reset** | Reset local change to the server version |
+---------------------------------------+-------------------+------------------------------------------------------------------------------------+
| .. image:: img/quickstart_unlock.png | **Lock/Unlock** | If locked, does nothing. If unlocked, grant modification rights to another user. |
+---------------------------------------+-------------------+------------------------------------------------------------------------------------+
| .. image:: img/quickstart_remove.png | **Delete** | Remove the data-block from network replication |
+---------------------------------------+-------------------+------------------------------------------------------------------------------------+
.. _advanced:
Advanced configuration
======================
This section contains optionnal settings to configure the session behavior.
.. image:: img/quickstart_advanced.png
**Synchronise render settings** (only host) enable replication of EEVEE and CYCLES render settings to match render between clients.
**Properties frequency gird** allow to set a custom replication frequency for each type of data-block:
- **Refresh**: pushed data update rate (in second)
- **Apply**: pulled data update rate (in second)
.. note:: Per-data type settings will soon be revamped for simplification purposes