reepblue 1,300 Posted December 13, 2021 The right panel doesn't seem to make sense with models unless it's talking about the texture that's being used on the model? It would actually be nice to be able to view/edit an assets model, material and texture without changing windows. Being the engine loads gltf, I think it would be the only way. Quote Link to comment
Josh 15,263 Posted December 13, 2021 3 minutes ago, reepblue said: The right panel doesn't seem to make sense with models unless it's talking about the texture that's being used on the model? It would actually be nice to be able to view/edit an assets model, material and texture without changing windows. Being the engine loads gltf, I think it would be the only way. Regarding the first part of what you said, yes, I have not added the controls for model properties yet. When it comes to modifying materials and textures that are packed into a model file, like in glTF and some other models (Quake and HL)...this is where things gets sort of complicated. I am still thinking about how this should be handled. Right now I have a single asset editor window, which does a nice job of keeping things clean. I thought about adding tabs to it, to keep multiple files open, but it did not look very good. I will have to think about this... 1 Quote Link to comment
Josh 15,263 Posted December 13, 2021 The babylonjs glTF viewer actually has a pretty good layout that manages to pack all this into one window. Maybe I will base some ideas on that. 1 Quote Link to comment
Josh 15,263 Posted December 14, 2021 I changed the interface up and added a hierarchy tree on the left. This lets you select a limb of a model, but it also lists embedded materials and textures. If you select a texture in the treeview, it will display that texture in the 3D viewport, and the properties dialog would change to show options for a texture. The tabs also allow multiple files to be opened at once. Quote Link to comment
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