Adding corresponding input/output nodes when clicking and dragging a reference into the canvas #289
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Rootybooty
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I'm coming from Unreal Engine and the node-based UI there has an amazing feature that I just realized I relied on when creating new pipelines for myself. I essentially start with one node and drag an output from it onto the canvas. Dropping it will pull up a context menu where you can see all the possible nodes that can accept that reference, whether it's an image or latent or conditioning or whatever, and selecting it will create that node and automatically connect the two nodes (from whatever node you dragged the reference from). It looks like this:
For example in the image above, I started with the event hit node and dragged the myComp reference to find the getOwner node, which was then created and automatically connected. Then I clicked and dragged the return value of that and the list that you see on the right shows all of the many things that can get attached to it. Very helpful when dealing with a bunch of different types of nodes and you only have a rough idea of the layout.
Currently, clicking and dragging a reference node onto an empty spot on the canvas doesn't have any function, like so:
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