Godot: [TRACKER] 3D editor enhancements and fixes

Created on 28 Sep 2017  路  15Comments  路  Source: godotengine/godot

Hi everyone, (yes I'm copying groud :D)

I plan to work on the 3D editor to make it ready for real work and fix bugs. I opened this issue to discuss what and how the changes should be implemented.

Here is list of what could be added:

Enhancements:

  • [x] Add Scale Gizmo support - PR #11478
  • [x] Expose Global/Local Space mode to toolbar as an icon and with default shortcut - #11831
  • [ ] Expose Snap toggle to toolbar as an icon and with default shortcut
  • [ ] Selected object Outline with faded solid and line visualization for intersecting geometry - WIP
  • [ ] World space Grid snapping support
  • [x] Lock object for 3D #4447 - Done #12359 thx @kubecz3k !
  • [x] GridMap - Include transforms of tile object's children when generating .meshlib file #11722
  • [x] Display details like shapes and icons of instanced scenes #8261

Fixes:

  • [x] Rotate Gizmo going crazy - PR #11842
  • [x] Support for Planar Translate in Local Space
  • [x] Grid Map node editing broken when node is rotated #2668
  • [x] AABB style Gizmos are broken when Spatial that uses them are scaled - @kubecz3k make an Issue plz :)

Candidates:
Selectable Children toggle for 3D #11756

Temp:

10453

8746

4448 ???

2620 ?

feature proposal editor tracker

Most helpful comment

Transform shortcuts. (maybe shift + Q, W, E, R) immediatly start transformation without changing tool or holding mouse buttpn down. + shortcut for axis lock in all transformations.

All 15 comments

Transform shortcuts. (maybe shift + Q, W, E, R) immediatly start transformation without changing tool or holding mouse buttpn down. + shortcut for axis lock in all transformations.

Awsome. If you can maybe use the 2D canvas editor as a reference, so that both are consistent. :)

@toger5 This is interesting concept must test it out :D
@groud Yes, that is important. :3 There may be some conflicts tho, but we can think something out then.

Along with the Lock toggle as mentioned in #4447, I think it would be cool to see the Selectable Children toggle ported over to the 3D side. Right now you can replicate this functionality by saving the branch to a scene and having it be instanced (with "Editable Children" disabled). This does the job, but the toggle would be really convenient.

What do you think of #8261?

@homer666 I will look into it maybe, but can't promise anything until I will finish some other things on my list. :)
@eon-s Yeah it sounds like a bigger usability issue, I will look into it at some point.

I will add those issues to not forget about it.

@homer666 Make an issue about it so it will be easier to find/discover :)

@n-pigeon done. #11756

Rotate Gizmo going crazy

I've only experienced this with Local coords enabled. It's because the Gizmo rotates with object. This wouldn't be an issue if it hadn't affected other axes. Somehow it misaligns when angle is wider, causing a loop of misalignment.

@Noshyaar
yup, it was caused by flipping Plane that was used as the base axis for rotation. I've fixed it in #11842

@n-pigeon , a nice initiative you have started here! Would love to see some Blender style shortcuts for move/scale/rotate with numerical accuracy. In Blender you can hit, for instance, S, then X then 2 to scale an object to exactly twice the size on x-axis. Or R-Y-90 to rotate 90 degrees on Y axis. Would be very handy addition to Godot, but not sure if this is possible with its hotkey system?

Very much looking forward to being able to lock objects in the viewport. This would work really well with marquee selection for moving large selections around a scene. Speaking of which, despite a recent commit to fix marquee selections for meshes, it still doesn't work for me. Maybe it is a Win10 issue..is it working for anyone?

@fracteed
Yup I know how it works in Blender. I'm veteran Blender artist myself. :)
I will slowly improve tools that we have in editor, but I want to do it step by step with constant feedback from community and devs. ;)
Blenderification of Godot without it and 'on hurray' would be failed project from the beginning :D.
Game Level editor needs a bit different set of tools so we should think about common user cases and not copy "ready" solutions for not our problems.

I don't state I don't want more modal operator approach in 3D Gizmo I just wanted to clarify my approach for this tasks :)

First of all I want to fix MOST basic problems and UX enhancements before diving into new "revolutionary" features ;)

About marquee bug, make Issue report. I know @kubecz3k was working on this maybe he can update.

What about allowing the editor camera pitch to go past -90..90 degrees, like in Blender or Unity (making it possible to turn it upside-down, which can be useful for placing things or just general navigation)? I can create an issue for this, if this is a desired tweak.

@Calinou Honestly I don't understand why you would ever need to flip upside down. :) You can't just rotate to that position and look up?

Most of those issues have been fixed by now, so I'd suggest to close it.

If some of the points are still relevant in the current master branch, they should be split in their own issue. (And eventually if we need a new tracker for 3D editor usability, we could open a new one).

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