TattieBoJangle Posted January 18, 2015 Share Posted January 18, 2015 I think the ability to make like folders in the scene tab this would let you organise your files better group them by type ect like +Trees +Veg i know this is sort of possible just now but it makes them children and can effect some thing. 4 Quote Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4 Link to comment Share on other sites More sharing options...
Rick Posted January 18, 2015 Share Posted January 18, 2015 Josh did experiment with this once (he posted screenshots) but nothing has come of it. I'm not sure why honestly because I agree this would be great. 2 Quote Link to comment Share on other sites More sharing options...
josk Posted January 18, 2015 Share Posted January 18, 2015 Hope this gets done sooner rather than later. Working with the Scene Tree can be annoying at times. 5 Quote Elite Cobra Squad Link to comment Share on other sites More sharing options...
CreativeOcclusion Posted January 20, 2015 Share Posted January 20, 2015 I would also like to see this.... Quote Link to comment Share on other sites More sharing options...
zanderuk Posted January 20, 2015 Share Posted January 20, 2015 Would really enjoy to see folders as well. the list gets incredibly long and hard to find what you are looking for sometimes Quote Link to comment Share on other sites More sharing options...
TattieBoJangle Posted January 22, 2015 Author Share Posted January 22, 2015 also the ability to move them up and down would be nice. Quote Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4 Link to comment Share on other sites More sharing options...
Josh Posted January 23, 2015 Share Posted January 23, 2015 Josh did experiment with this once (he posted screenshots) but nothing has come of it. I'm not sure why honestly because I agree this would be great. My idea only led to more feature requests so I didn't go through with it. If a feature requires additional features to fix all its limitations, you've got a bad design approach. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Rick Posted January 23, 2015 Share Posted January 23, 2015 If a feature requires additional features to fix all its limitations, you've got a bad design approach. But couldn't that be said about the existing scene organization with all the additional feature requests people ask around the existing one? 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted January 23, 2015 Share Posted January 23, 2015 Yes. I question whether even having the entire scene hierarchy visible at once is a good design approach. I don't know what a useful alternative is though. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
josk Posted January 23, 2015 Share Posted January 23, 2015 It would be good to be able to move an item in the Scene tree somewhere else without it becoming a child of another item. If not folders the ability to hide items with the same name. I have many walls in my scene, once in place I don't need to do anything with them and they get in the way. 2 Quote Elite Cobra Squad Link to comment Share on other sites More sharing options...
gamecreator Posted January 23, 2015 Share Posted January 23, 2015 Why not mimic Photoshop's layer system? I recorded this to give you an idea (but there's no need for the thumbnails). 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted January 23, 2015 Share Posted January 23, 2015 That contradicts what we already have, which is a visual representation of the scene hierarchy. So you are saying you want a new scene hierarchy that doesn't really show the scene hierarchy. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Olby Posted January 23, 2015 Share Posted January 23, 2015 Sakes people, why complicate things so much. Lets make it easy. Simply add a collapse button (a triangle or a +/- sign) next to each parent that has at least one child. Very simple and efficient. You will still be able to keep the scene hierarchy yet able to collapse out of the view certain nodes. This way if I want I can put all CSG brushes under a dummy pivot object and collapse them out of my way. This also offers very simple approach to change position/rotation/scaling of all CSG brushes at once. Oh wait, right, this is how its done already. So what's the problem then? Quote Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64) Link to comment Share on other sites More sharing options...
MarkusR Posted January 23, 2015 Share Posted January 23, 2015 my suggestion with tags & filter would help too without touching the scene hirachy. handling parts of the scene hierarchy is more important than the hierarchy itself. 1 Quote PC : Win 10 Pro 64 Bit , 4x cores ~2 GHz , 8 GB RAM , AMD R7 265 2D : Photoline , Zooner Photo Studio 13 , Art Rage Studio 3.5.4 , Ashampoo Snap 7 , ... 3D : Shade 15 Basic , Carrara 8.5 & DAZ Studio 4.8 , Cheetah 3D 6.3.2 , Via Cad 8 Music : Samplitude Music Studio , Music Creator 7 IDE : Leadwerks Engine 3.x , Unity 5.x , (Unreal 4.8.x) , AGK v2.x , Construct 2 , (Clickteam Fusion 2.5) , ShiVa 1.9 , Game Maker Studio , MS Visual Studio .Net , Android Studio , Monkey , ... Link to comment Share on other sites More sharing options...
josk Posted January 23, 2015 Share Posted January 23, 2015 What are the issues with having a parent with many children, anything major? Can it be fixed? I will do this with my current map but don't want to mess it up. My main one is not being able to move items around the scene hirachy freely. Quote Elite Cobra Squad Link to comment Share on other sites More sharing options...
CreativeOcclusion Posted January 23, 2015 Share Posted January 23, 2015 That contradicts what we already have, which is a visual representation of the scene hierarchy. So you are saying you want a new scene hierarchy that doesn't really show the scene hierarchy. @Josh.....I would just like to see a way to separate everything...Like, if I have 10 generators, I would like to be able to put these in a folder called generators in the hierarchy...I hope this makes sense... Quote Link to comment Share on other sites More sharing options...
Rick Posted January 23, 2015 Share Posted January 23, 2015 I always thought the folders (having no parent/child entity implications) and being able to move anything up/down or even copy/paste items would be nice. 3 Quote Link to comment Share on other sites More sharing options...
xtom Posted January 23, 2015 Share Posted January 23, 2015 One minor improvement would be if you drag an object near the top or bottom the window scrolls so you can move it up higher lower in the scene tree. The only way I've found to do this is to hold left mouse and scroll the wheel which is a bit awkward. Quote Check out my games: One More Day / Halloween Pumpkin Run Link to comment Share on other sites More sharing options...
gamecreator Posted January 23, 2015 Share Posted January 23, 2015 That contradicts what we already have, which is a visual representation of the scene hierarchy. So you are saying you want a new scene hierarchy that doesn't really show the scene hierarchy. I admit that I don't know how seeing the scene hierarchy benefits users but I'm curious: could anyone let me know? Quote Link to comment Share on other sites More sharing options...
Ma-Shell Posted January 23, 2015 Share Posted January 23, 2015 What are the issues with having a parent with many children, anything major? I think, the problem is not about having a parent with many children but having many objects. AFAIK it doesn't matter, if your objects are parented to anything but if you are trying a modular aproach, you likely turn out with really many objects for which you need to store things like transformation matrix etc. So, if your house consists of only one Object, which holds all the geometry description, you will only need one transformation matrix. If your house consists of an entity, which is parent to 4 Wall-Objects, one roof-object, 5 window-objects and one door-object, you will have to store 1+4+1+5+1=12 transformation matrices (and additional overhead for each object). EDIT: OK, it does matter, if those things are parented to an entity, because e.g. you will have to generate a new global transformation-matrix (by transforming the local transformation-matrix of the child with the parent's one.) Quote Link to comment Share on other sites More sharing options...
nick.ace Posted January 23, 2015 Share Posted January 23, 2015 I admit that I don't know how seeing the scene hierarchy benefits users but I'm curious: could anyone let me know? Sometimes it's useful for assigning parents to objects within the editor. Think about cars or characters holding items. You can use the hierarchy to place tires/items in a certain spot and have localized coordinates that can then be edited in code. What are the issues with having a parent with many children, anything major? Can it be fixed? I might just be making this up out of thin air, but I think there is a limit of 64 direct children (like 1 level down). I think I encountered this limit a lot with setting up highway pivots (with hundreds of pivots) and trying to parent them under a pivot. After about 64 or so, it didn't seem to work, but maybe I was doing something wrong. That contradicts what we already have, which is a visual representation of the scene hierarchy. So you are saying you want a new scene hierarchy that doesn't really show the scene hierarchy. How does it contradict what we have? Why can't this be added on top of the hierarchy? You could just have folders as the top level entity and then place the objects in those folders, which would be identical to what's going on now. 1 Quote Link to comment Share on other sites More sharing options...
josk Posted January 23, 2015 Share Posted January 23, 2015 Thanks for the info on adding children through the Scene, should be ok for what i need. Quote Elite Cobra Squad Link to comment Share on other sites More sharing options...
Ronald Buanno Posted January 24, 2015 Share Posted January 24, 2015 my suggestion with tags & filter would help too without touching the scene hirachy. handling parts of the scene hierarchy is more important than the hierarchy itself. I like this idea. However even a simple layer / folder system would go leaps and bounds. Hammer has a similar setup and it is solid, You can toggle entire sections of your scene, and there is less scrolling through the hierarchy. 1 Quote Ubuntu 14.04 (64-Bit) - Intel Core i7-2700K - Geforce GTX 670 - 8GB RAM Link to comment Share on other sites More sharing options...
MarkusR Posted January 24, 2015 Share Posted January 24, 2015 this amounts to 2 tree views, one for render hirachy and one for user management. Quote PC : Win 10 Pro 64 Bit , 4x cores ~2 GHz , 8 GB RAM , AMD R7 265 2D : Photoline , Zooner Photo Studio 13 , Art Rage Studio 3.5.4 , Ashampoo Snap 7 , ... 3D : Shade 15 Basic , Carrara 8.5 & DAZ Studio 4.8 , Cheetah 3D 6.3.2 , Via Cad 8 Music : Samplitude Music Studio , Music Creator 7 IDE : Leadwerks Engine 3.x , Unity 5.x , (Unreal 4.8.x) , AGK v2.x , Construct 2 , (Clickteam Fusion 2.5) , ShiVa 1.9 , Game Maker Studio , MS Visual Studio .Net , Android Studio , Monkey , ... Link to comment Share on other sites More sharing options...
gamecreator Posted January 24, 2015 Share Posted January 24, 2015 Something like this should be doable. But I can see that it may be confusing. For example, what is the slide entity a child of? Quote Link to comment Share on other sites More sharing options...
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