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Expose curve2D data on the inspector #6914

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eon-s opened this issue Oct 24, 2016 · 15 comments
Closed

Expose curve2D data on the inspector #6914

eon-s opened this issue Oct 24, 2016 · 15 comments

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@eon-s
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eon-s commented Oct 24, 2016

I think it could be nice to have Curve2D data exposed on the inspector to fine tune points (position, in and out) values from there, that could allow to visually animate curves too.

@Zylann
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Zylann commented Oct 25, 2016

Or have a notion of "selected point", so you could edit its properties (here, position) by typing numbers in a small text box overlaid on the main view? Have the data in the inspector would be tedious to edit if your curve is very long.

@eon-s
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eon-s commented Oct 25, 2016

@Zylann that is a must for Path, but general Curve resource can't use the visual scene editor panels(I think), I mean like ConcavePolygonShape which gives access to the segments array.

@ghost
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ghost commented Nov 27, 2016

Yes, it would be a useful feature. I would like to be able to keyframe the curves of Path2D nodes in AnimationPlayers.

@Zylann
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Zylann commented Nov 27, 2016

Keyframing this is a different issue, because that would actually mean keyframing array items.

@eon-s
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eon-s commented Nov 27, 2016

@Zylann I see, I wonder if will be possible to at least keyframe special arrays like Vector2Array, but is a different issue/request, indeed.

@eon-s
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eon-s commented Nov 25, 2017

Keyframing arrays may be possible now (tested with Polygon2D, discrete), but we still have no access to Curve2D data from the inspector.

Edit:
Tested continuous keyframing of arrays and works too 😱

arraykeyframingquestionquestion

So... having access to curve points would be really cool for curve based tools.

@ghost
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ghost commented Apr 7, 2018

Still relevant in latest master 3ad9e47 I think. There's no way to set point's position in the inspector.

@Zylann
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Zylann commented Apr 7, 2018

Keyframing arrays looks nice but I think it's a bit too overkill compared to the alternative of skinned 2D meshes (especially considering large polygons).

@eon-s
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eon-s commented Apr 7, 2018

@Zylann probably, but it can be done currently (but manually), the point is to expose curve data to be able to edit and not having to save the curve resource and edit with a text editor in its horrible formatting.

@sketchyfun
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I've just looked into this and it seems a bit tricky currently. I exposed the curve point data to the inspector, but it's stored as a dictionary, which isn't the nicest thing to edit via the inspector, and also you can only keyframe the dictionary itself, not the contents (even doing this, the values wouldn't interpolate between frames when I tested it). I think the curve data would need to be stored as an array, although it would have to be an array for point positions and also an array for both curve in and curve out data. Obviously this is less than ideal, so a better solution would be needed. In addition to all this, I believe updating the curve in real-time can be a little slow at the moment as it attempts to bake the data (not sure if it does this every time it changes, but it wouldn't surprise me)

@eon-s
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eon-s commented May 15, 2018

@sketchyfun more than to animate the curve, the need to see the data is to edit it, editing the resource is too complex because has a terrible formatting and that is why we have an Inspector anyway...

@sketchyfun
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Yeah I agree that being able to edit the data via the inspector would be nice as well

@Xrayez
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Xrayez commented Feb 8, 2020

The data is a sequence of in-out-vertex-in-out-vertex.... I think we just need to get rid of the dictionary representation of the data and use a simple PoolVector2Array for that as exposed data property... This means breaking compatibility, but it's 4.0 time!

@panorb
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panorb commented Sep 29, 2020

Are there any updates on this? Is something in the works?

@Calinou
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Calinou commented Sep 29, 2020

@panorb As far as I know, nobody is currently working on this.

Either way, I'll close this issue as it has been superseded by godotengine/godot-proposals#48. (Feature proposals are now tracked in the Godot proposals repository.)

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