Ghost editor ¶
One of the most powerful features of Botszy is its visual interface called Ghost that is used to easily create an at a glance UI for characters.
The Ghost view it is a powerful tool that allows us to organize all of the control elements of our characters and access them in a simple, quick and intuitive way. Also, we can quickly access the different parts of our Control Graph that we had linked in out Ghost panel.
This view is also used to visualize the status of several types of component in real-time. For example, we can have several visual gauges to represent our channels, and telemetry(../hardware/compatibility-list.md) and/or alarms for supported hardware.
The Ghost editor comprises of the following parts: * Ghost Editor: The visual part of the interface, it is located on the middle part of the main window. * Widget Library: The collection of available components and gauges. It is located in the lower left corner of the main window.
The widget library it is divided in two categories:
- Controls: The different images which can be used to represent the actuator elements of the character.
- Sensors: Several example gauge elements used to visualize data.
Creating our Ghost panel¶
The Ghost represents a visual representation of our character. To add elements we only need to click and drag widget elements from the library to the Ghost view, and lay them out how we like.
In Botszy there are no limits on the number of elements or different characters, you can control multiple characters from the same view.
Adding custom widgets¶
Botszy allows users to add custom widgets in PNG, JPG and SVG formats. To do this, copy the images to the "/library" folder in the Botszy installation directory. After restarting Botszy the new widgets will be available and ready to use.
Editing the widgets¶
If we select any widget and click with the right-mouse button, we access its context menu.
Configure widget: Opens the widget settings window, with the following options:
- Position X: Position of the component on the horizontal axis.
- Position Y: Position of the component on the vertical axis.
- Rotation: Rotation of the component.
- Scale: Visual scale, by default 100%.
- Z order: Paint order, applying different values we can control the order that the widgets appears on top or below one another.
- Channel mapping: Mapping of any element of the control graph to this widget.
- Show channel value: If enabled, it shows the current channel values behind the widget.
Once a widget is linked to a control element, we can quickly access the properties of that element.
As shortcut, we only need to select the widget and choose Linked component. This will provide instant access to the channel properties of the linked element.
Below we can see a example of how link a channel to the mouth element of a character:
Also, we are able to assign virtual channels, mixes, generator or telemetry sensors to the widgets: