7/21/2023 0 Comments Room arranger snap to gridThe camera speed does help but its kind of awkward to have to adjust it every time you zoom out bc its a constant thing when modeling/sculpting. So I guess it just feels kind of jarring to not be able to make large movements along with small ones. If I’m understanding it right, unreal doesn’t use this input bc it needs raw mouse input to control the camera. On top of that I think they scale the pan and rotate inputs up and down depending on how close or far you get from the framed selection. In other dccs the camera navigation feels like it is using this so you can zoom out and make big pans and rotates but then have precise movements when zoomed in. So In windows in the mouse settings there is an “Enhance Pointer Precision” option that is enabled by default and lets you accelerate the mouse by how fast you move it, so you can move it far but also have small precise movements. I didn’t know about the Disable Size Warning and the center frame key!įor the camera movement I can elaborate a little more. ![]() We have to balance between these LD-workflow-specific tools/capabilities against the more general modeling workflows we want to support, so it will take us some time to build out everything that you might find in other level-design-focused tools. Our UV Tools are still very early, we don’t (yet) have very good support the kind of texture-trim workflows you are describing. The sculpting will still work if you don’t do this, it’s just that it will not be able to modify certain edges so the dynamic remeshing will not be as nice in some cases (eg around uv seams and hard-normal borders). You still have to check ‘Discard Attributes’ in Remesh. The tool-help info about Remesh tool to remove constraints for DSculpt is not clear, sorry. Lock Rotation in PolyEdit means that when you change selection the gizmo keeps it’s rotation, so (eg) you can select one face, then lock rotation, then select another face to use the “frame” from the first face. Path Extrude Tool grid snapping will be fixed in 5.0. Also in 5.0 the modeling mode respects the Editor position/angle and world/local snapping settings, rather than individual checkboxes in every tool. ![]() There is also (limited) ability to snap rotation to planes in the scene using ctrl-modifier. Middle-mouse-drag moves the gizmo and ctrl-modifier snaps to faces/vertices (so snaps the gizmo if ctrl+middle-mouse, or snaps the move if ctrl+left-mouse). If you are in 5.0EA, then there is a new snapping system for the modeling-mode-gizmo (eg the thin-lines gizmo) based on middle-mouse-button and ctrl-key. It’s helpful if you mention what version you are using as there are enormous changes between 4.26/27 and 5.0EA (and many more available in the 5.0 branch on github). There will be more but for now that’s my feedback. And even though in future this technique may be outdated it still will be extremely useful in conjuction with Displacement tool (basically I’d align surface to a trim texture and displace it). ![]() Working with texture trims relies on snapping. Xform tools currently lack any sort of snapping (rotation, scale, transform), thus making any sort of level art not possible. Some tools could also benefit from grid snapping like edge/loop insert tools, poly cut, planar projection in poly editing tools (for scaling, rotation and tranform).Īlso there are some incosistencies - like for example when I try dynamic sculpt tool it asks me to use Remesh to clear UVs but even after this it says that sculpting is limited because UVs are present and I should use Remesh tool. Same goes for lock rotation in poly editing - it doesn’t work. It could be an ideal tool to draw room layout with walls set to constant height and width but for now it’s not. For example path extrude has this option but it doesn’t snap to world grid when I draw the line, it snaps only to height. Even though there is an option to snap to world grid in some tools it just doesn’t work (unless I miss some hotkeys but I’ve tried holding ctrl/shift/etc. I’m gonna post some feedback here and update the topic with things I find and would like to improve.įirst, I’d like to say that modelling tools show a lot of promise and would be a joy to work with and be used to blockout/make level geo but currently they are held back by a number of drawbacks.
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