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Issues with new Polygon2D UV Editor features #24853
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It's not clear to me either yet how to use it, or if it is actually working. I had similar issues and in addition to it I opened this crash report: #24862 |
Would it be more useful to you if the original polygon lines are still drawn even if you use custom polygons? Other than that I am not sure what else to make from this feedback. The idea of using internal vertices and custom polygons is to have more flexibility in how the polygon will deform when you attach bones to it. Regarding the bugs, I fixed the one you reported, feel free to report anything you feel is not working as it should. |
@reduz, I got a better grasp of it after fiddling around with it for a while. I think the main problems now are just:
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This can be changed I guess if you find it useful. It would only be as reference, though. Is this alright?
This is intended, if you are using internal vertices and polygons, editing the original polygon will no longer be possible as the polygon editor is no longer fit for this. This is because the poly editor is shared for a lot of nodes.
I think i fixed this, but let me check again.
Let me give a check to this also. Thanks a lot for the feedback! |
Certainly.
Then the point point editing buttons in the canvas editor should be hidden in this state.
Remember, is specifically in the UV editor, recreating it in the canvas editor works fine.
You're welcome! |
Confirming that:
Adding internal vertices to any polygon 2d before or after binding it to a skeleton will make it so the deform will not work. Removing the internal vertices restores deformation. |
You have to sync the bones again for deformation to keep working. There is nothing I can do about this, as this feature was introduced in a way where compatibility is kept, which is pretty messy. For 4.0 I plan to rewrite it entirely and break compatibility. For now, I will add a warning that bones need re-sync. |
Yes, you can no longer edit it when using internal vertices. This will only be changed in 4.0 when I can rewrite the whole thing. |
@reduz But you can edit in this state, which results in strange behaviours. It should not allow editing when having internal vertices outside of the UV editor at all then. |
Ok, I think everything remaining can go for 4.0 |
It´s important to remember that final objetive of polygon internal vertex is animate, so all the points, bones, etc... should be accesible in the main canvas to add the proper animation keys to the array points in the inspector (And could be great to have the hability of add independent keys to the array points). Other good enhacement would be the killing of the polygon editor and merge the controls with the canvas in the same place that are now the buttons for draw the polygon, so you don´t need to leave the canvas at any moment. It´s an idea, it can be difficult to dessign in the UX side, but it will be more user friendly to centralize entire 2D in the canvas, and more easy to maintain that trying to sincronize the edition in canvas - edition in editor. I think that this was the main idea when that polygon draw controls were added to the canvas.
Bones are not always neccessary, and should not be mandatory, bones and weights are only one form of animation in 2D mesh animation apps, mainly for humanoid characters... But deep animation can involve animate directly points, or group of points, to change directly the mesh (Ej: close an eye of the character, turn the character's chest or character´s face, make the chest "breath", etc...). With bones you can animate body skelleton, flags, fire, trees, etc... but for other things is necessary animate the mesh (or directly animate traditionally, no other way). It´s common in that apps-runtimes to have separated concepts for "mesh" and "image" (in godot would be polygon2D and sprite), and meshes can be weighted, directly point to point animated, and a mix of that (of unpredictable results :) ). All of this fits very well with the SceneTree concept of godot, if you see spine or dragonbones hierarchy tree, you can see a perfect representation of the godot Scene dock, it´s the same concept. An spine animation is a packed scene with an animatorPlayer in, relative positions, scales, and rotations are iherited by the childs, etc .... but godot is more modular, so you can have simultaneous animationPlayers running, etc... it could be better, the concept it´s the same but with more freedom. |
…ggested in godotengine#24853" This reverts commit 419fb45.
The editor could use a reflect tool as well. Here I slightly modified the scale widget: |
@YeldhamDev What is the status of this issue? If the bug part is fixed in 3.2.2, this could be probably closed and any major enhancements should be turned into proper proposals. |
@KoBeWi The second point is still present. |
#24899 seems to have fixed create/remove point operations, but translation in UV or Points tab are still undoable. This makes it easy to lose one's config and I need to locally git stage often to be safe. |
Godot version:
e46f28e
Issue description:
@reduz
You can't undo internal vertex creation, or custom polygon removal via UndoRedo.Fixed by Fix UndoRedo operations for the new features in the Polygon2D UV Editor #24899.The lines of the actual polygon are hidden when any custom polygon is present.Fixed by 7f69da4.either internal vertexes orcustom polygons present is buggy. Partially fixed by 96445cd.The text was updated successfully, but these errors were encountered: