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Issue description: MultiNodeEdit supports adjusting a blendshape on multiple selected Skeleton MeshInstance nodes at ones with a blendshape slider but the inspector only shows blendshape sliders or the blendshape category when they are found on ALL the selected MeshInstance nodes.
I think this might be an oversight / UI problem that effects the usability of the editor inspector when working with more complex 3d models with tons of blendshapes.
Found behavior:
When selecting multiple Meshinstance nodes the inspector only shows a blendshape slider when the blendshape name is found on ALL selected MeshInstances.
Expected behavior
The inspector should show a blendshape slider when a blendshape of the same name is found on ANY of the selected MeshInstances.
Problem with current behavior:
Adjusting the same blendshape name on multiple Meshinstances (e.g. many clothing meshes on a 3d character with multiple bodyshape morphs) by selecting one after another is tedious work in the editor. MultiNodeEdit solves this issue but the current requirement to deselect all the "wrong" MeshInstances for a certain blendshape slider to show up in the inspector works against this. Memorizing them all is nearly impossible on a complicated 3d model so the current manual workaround falls apart quickly.
Steps to reproduce:
Have multiple Skeleton MeshInstance nodes selected while only some of them share the same blendshapes.
Minimal reproduction project:
Project with a 3d skeleton model and 3 Meshinstances, 2 with the same blendshape. MultiNodeEdit_Blendshape_Issue.zip
The text was updated successfully, but these errors were encountered:
As described in #47951 (comment), this is behaving as intended here, and would work the same for any kind of property not shared between all nodes in a multinode selection.
Godot version:
3.2 stable.official
OS/device including version:
Windows 10 x64
Issue description:
MultiNodeEdit
supports adjusting a blendshape on multiple selected SkeletonMeshInstance
nodes at ones with a blendshape slider but the inspector only shows blendshape sliders or the blendshape category when they are found on ALL the selected MeshInstance nodes.I think this might be an oversight / UI problem that effects the usability of the editor inspector when working with more complex 3d models with tons of blendshapes.
Found behavior:
When selecting multiple
Meshinstance
nodes the inspector only shows a blendshape slider when the blendshape name is found on ALL selected MeshInstances.Expected behavior
The inspector should show a blendshape slider when a blendshape of the same name is found on ANY of the selected MeshInstances.
Problem with current behavior:
Adjusting the same blendshape name on multiple Meshinstances (e.g. many clothing meshes on a 3d character with multiple bodyshape morphs) by selecting one after another is tedious work in the editor. MultiNodeEdit solves this issue but the current requirement to deselect all the "wrong" MeshInstances for a certain blendshape slider to show up in the inspector works against this. Memorizing them all is nearly impossible on a complicated 3d model so the current manual workaround falls apart quickly.
Steps to reproduce:
Have multiple Skeleton MeshInstance nodes selected while only some of them share the same blendshapes.
Minimal reproduction project:
Project with a 3d skeleton model and 3 Meshinstances, 2 with the same blendshape.
MultiNodeEdit_Blendshape_Issue.zip
The text was updated successfully, but these errors were encountered: