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Describe the problem or limitation you are having in your project
GLTF resources have no thumbnail in FileSystem panel.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Building scenes would be easier if I could see the model I'm using beforehand. Right now I'm using names to differentiate between models, but it is cumbersome when there are lots of them.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
.obj files have thumbnails generated for them. As far as I can see, they are using ArrayMesh in Godot 4.0.3 (the version I'm currently using). So, in theory, it should be easy to adapt that part to .gltf/.glb files as they have their internal meshes. I don't know if there are any edge cases that can make implementing this hard.
If this enhancement will not be used often, can it be worked around with a few lines of script?
I don't know that much about plugins but this requires either custom FileSystem panel or editing existing FileSystem with tricks, which I don't know if possible at all.
Is there a reason why this should be core and not an add-on in the asset library?
Because .obj already has this feature, so I feel it should be straightforward to implement it for GLTF formats, considering it is preferred format of many of the Godot projects as far as I know. This is a good QoL improvement for 3d asset workflow, that's why I think it should be included in the core.
The text was updated successfully, but these errors were encountered:
This is a great idea. Trying to find a list of things to work on for 4.2. This could be one of them. Are you able to assist?
Calinou
changed the title
Add Thumbnails for GLTF Resources (.gltf/.glb) in FileSystem, Just Like Wavefront (.obj) Resources
Add thumbnails for imported 3D scenes to complement 3D mesh thumbnails
Jul 5, 2023
Describe the project you are working on
A 3D game with modular assets.
Describe the problem or limitation you are having in your project
GLTF resources have no thumbnail in FileSystem panel.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Building scenes would be easier if I could see the model I'm using beforehand. Right now I'm using names to differentiate between models, but it is cumbersome when there are lots of them.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
.obj files have thumbnails generated for them. As far as I can see, they are using ArrayMesh in Godot 4.0.3 (the version I'm currently using). So, in theory, it should be easy to adapt that part to .gltf/.glb files as they have their internal meshes. I don't know if there are any edge cases that can make implementing this hard.
If this enhancement will not be used often, can it be worked around with a few lines of script?
I don't know that much about plugins but this requires either custom FileSystem panel or editing existing FileSystem with tricks, which I don't know if possible at all.
Is there a reason why this should be core and not an add-on in the asset library?
Because .obj already has this feature, so I feel it should be straightforward to implement it for GLTF formats, considering it is preferred format of many of the Godot projects as far as I know. This is a good QoL improvement for 3d asset workflow, that's why I think it should be included in the core.
The text was updated successfully, but these errors were encountered: