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Description
When i use inochi2d and choose "keep the folder structure" all of the nodes are placed to (0;0;0). the first possible solution is to recalculate the origin, but it always recalculates to the center of all parts within the node. This behavior isn't always the preferred one (examples: when creating a node for the head node it's more preferred to me to be closer to the neck than moving it to the center of the head)
Second issue: layers. The most recommended way to change orientation gizmos for layers is texture offset. In the first glance it's a wonderful solution, but when i start editing a parameter and the edited layer is needed we meet with the issue that we see in the video i added here: points and grid are separate and it is pretty uncomfortable to edit a mesh like that (at least for me)
issue.mp4
Suggested solution
making "moving origin" mode where you can move gizmo without affecting placement of nodes/mesh positions that won't mess up nodes, layers and grouped meshes
Alternative solution
No response
Additional Context
No response
The text was updated successfully, but these errors were encountered:
Validations
Description
When i use inochi2d and choose "keep the folder structure" all of the nodes are placed to (0;0;0). the first possible solution is to recalculate the origin, but it always recalculates to the center of all parts within the node. This behavior isn't always the preferred one (examples: when creating a node for the head node it's more preferred to me to be closer to the neck than moving it to the center of the head)
Second issue: layers. The most recommended way to change orientation gizmos for layers is texture offset. In the first glance it's a wonderful solution, but when i start editing a parameter and the edited layer is needed we meet with the issue that we see in the video i added here: points and grid are separate and it is pretty uncomfortable to edit a mesh like that (at least for me)
issue.mp4
Suggested solution
making "moving origin" mode where you can move gizmo without affecting placement of nodes/mesh positions that won't mess up nodes, layers and grouped meshes
Alternative solution
No response
Additional Context
No response
The text was updated successfully, but these errors were encountered: