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Introduction
PixelsScript is PiXELS' built
in scripting language. It is based around TCL (Tool Command Language).
Pretty much anything you can do in PiXELS can be done using PixelsScript.
PiXELS provides a rich set of commands to aid the user in controlling
the application via scripting. You can even extend the set of commands
by dropping in shared libraries that contain code that implements other
commands. This tutorial provides the user who knows nothing about PiXELS
Script with a firm foundation for learning the language. Future tutorials
will concentrate more on scripting.
Getting Your
Feet Wet in TCL
TCL stands for Tool
Command Language. It was created during the late 1980s. TCL can
be found on more modern operating systems. As of this writing TCL 8.3.2
is available for MacOS. This version has preliminary Carbon support.
TCL is like any other sophisticated scripting language. There is the
notion of variables, subroutines, lists, sockets, and conditional statements.
To create a variable and set its value, you use the following syntax
:
set myVar theValue
The name 'theValue' can be any
value you wish. To get the value of theValue you attach
'$' before the string 'theValue'.
puts $theValue
TCL has a suite of math functions
that you would expect, such as sin(), cos(), tan(), abs(), and log().
TCL even supports the hyperbolic functions. This is useful for anyone
interested in the math behind 3D graphics. The arguments to these trigonometric
function is expected to be in radians.
A good source for learning TCL are the many books available at your
local book store, or the Scriptics
website.
The History Window is Your Friend
While using PiXELS you will
probably see the history window. This window contains a
history of all the commands executing. Studying the commands in this
window is helpful in learning PixelsScript. For example consider the
code below :
Figure One - History Dump
select -cl
sphere -name Sphere -radius 10.0000 -endSweep 360.0000 -uSteps 10 -vSteps
10
select -r Sphere
setparam -ub 2
setparam -vb 2
scale -relative -worldSpace 2.1800 2.1800 2.1800 Sphere
addkey -a -scale
sculpt -u 0.0646 -v 0.2019
sculpt -u 0.0639 -v 0.2078
sculpt -u 0.0751 -v 0.2118
sculpt -u 0.1176 -v 0.2453
sculpt -u 0.1308 -v 0.2643
sculpt -u 0.1372 -v 0.2723
sculpt -u 0.1459 -v 0.2902
sculpt -u 0.1466 -v 0.3238
sculpt -u 0.1451 -v 0.3304
The code above creates a sphere, scales it, and then sculpts it. You
can learn a great deal of what goes on by looking at the commands that
appear in the history window.

This history window also has another benefit. You can quickly type in
commands, thus the history window acts as a mini console. Lets say you
quickly want to set a selected objects shader all you have to
do is type setshader theObject theShader, where theObject corresponds
to the object name and theShader corresponds to the shader name. Knowing
your way around in the history window can save some time just as knowing
your way around the UNIX command line can save time. Speaking of UNIX.
TCL can be used as a shell. So commands like ls and cd
can be used. Try typing the following in PiXELS :
cd :
set dirListing [ls]
puts $dirListing
This piece of code will change the working directory and print out a
list of the files. Just like UNIX!
Using the Expression
Editor & Script Editor
The Expression Editor is a way to attach a expression to
each object in a scene. To attach an expression to an object you open
the expression editor window and type in the script. This script will
be executed for that object. The ScriptEditor provides user a place
where they can type scripts that may take more than one line of code.
While in the ScriptEditor, users can run scripts and see their output
immediately.

Getting More
Information
If this tutorial has whet
your appetite for PixelsScript you should take a look at the user community
located on the Pixels web site. There are numerous users who provide
scripts and the code for free. This is a good way to learn more about
PixelsScript. Stay
tuned for more exciting articles on scripting PiXELS.
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