Replies: 7 comments 10 replies
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Aside from a vertex painter I'd also like to see a bit more than that. An index system that allows for quick iteration or even animation, even better if a layer system could be had (including saving a layer as a resource) to make creation even easier. On a very basic level see godotengine/godot#25120, at one point the vertex colors you did not define were inherited from the polygon's color (so it allowed one color that you could quickly change for many points). Layers and indexed color will allow for quickly changing colors without shading being an issue. For instance, if you do shading on a balloon manually now it'd be tedious if you decide to change the color later... or if you want multiple colors of balloon. |
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Made a separate proposal for color editor: #8195 |
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A few more:
Also an extra argument for moving the editor to bottom dock: undo doesn't work inside the editor. I guess this could be added to it, but moving the editor would give this for free. |
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Made a separate proposal for bottom dock editor: #8209 |
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Elaborate on this a bit, as here's actually 2 issues:
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It would be nice if there was a background square or outline so the 0-1 range is visible, for textures with transparency. Ex. Blender's UV grid |
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Hi, I have worked on a project which uses Polygon2Ds for both character (cut-out animation) and levels, and have noticed some things that could be more streamlined with the uv editor.
These could be filed as bugs as they are inconsistent from rest of Godot:
These would be small improvements on workflow:
And these ones I think would be a major booster to usability:
What is your take on these? Have you noticed other places where uv editor could be improved?
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