Replies: 7 comments 14 replies
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In Godot 4 you can open the 3D model without adding it to a scene. You can also rotate and zoom. |
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Previews seem to work well for obj-files, can't basically the same be done for fbx and gltf? Shaders don't have previews, only materials do. Shaders should be previewed similar to materials just with default parameters. The icon differentiates shaders from materials but there could be some other difference in the preview as well to make it clearer. Scene previews are very important but really weird and currently only better than nothing. It seems the preview is generated from a center zoomed in version of your editor camera when you save the scene. This makes the previews vary wildly and I don't think it makes much sense - the preview should show the scene as a whole, not what you were last looking at. For GUI scenes it should simply be a preview of the whole GUI. For 3D scenes it should use the AABB and preview similar to how it's done with obj-files - it uses a bit of angle and I think it's orthogonal, or close to it. Also, it currently includes all gizmos in the preview as well. It definitely shouldn't include "current selection"-gizmos, like the tool for moving things around, and probably no gizmos at all (it just makes the small preview cluttered). For 2D it should preview the whole content like with GUI. For mixed scenes it should just mix the contents the same as a camera in game normally would. The current scene-preview behavior could be kept as a setting but I don't think it should be default. Also I think I'd want backgrounds to be transparent in previews, but this might be a setting as well. For 3D including the entire AABB might make the actual scene contents very small, a zoom setting could be useful. Edit: Also, the split-mode which gives you those previews takes up too much space in either of the side docks. The file/preview part of the split should probably be a panel in the middle bottom (where output is). (Selecting, or even hovering, could use space in a side-dock for a large preview if it was temporary.) I believe there's a bit more flexibility for docks in Godot 4 but I don't think you can move those splits individually. |
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Something to consider: |
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I'm less interested in thumbnails, and more interested in an preview panel that could appear just by highlighting an asset. |
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I made a prototype of what this could look like as an editor plugin: godotassetpreview002.mp4Here's the source: https://github.com/dallonf/GodotAssetPreviewPlugin I'd love it if this were just part of the FileSystem dock, though, at least optionally. Do you think the Godot team would accept a PR to add a feature like this? |
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As of writting this we're on version 4.2.1 Stable, it's nearly 2024 and there's been no update on adding thumbnail previews for imported 3D objects in Godot. I don't understand why it's not a big priority. Other games engines such as Unity and Unreal have had thumbnail previews for 3D models for over a decade or much longer. Godot 4+ has been striving for more 3D workflows and better renderes, but with all the new features some core fundimental features such as 3D thumbnail previews haven't been addressed, I really don't understand why. The only reason I can think currently is that the user base currenlty are more into 2D games and thus haven't raised this issue enough. Currently there is a a paid plugin called 'Asset Placer' by Cookie Badger (https://cookiebadger.itch.io/assetplacer), however this plugin costs $18. Although it adds many extra features as well as displaying thumbnails for 3D models - one caviet though is that it is for the Mono version of Godot only (as it's written is C#) and with plugins like these there's the problem of it breaking in the future if it's not maintained. I don't want to rely on plugins that add such import functionality, i've been bitten with Unity over the years the same way. I really wish this could be addressed, not just for me, but for other's to take Godot more seriously. As the oringal poster discussed, like him I have many 3D assets packs that are nearly impossible to use as many packs have 300+ models, none of which I can see in the editor, without having to double-click on each 3D model to launch the 'Advanced Import Settings' window. This is very time-consuming and makes it very very slow to create levels. I could of course build my levels in Blender, but when muliple assets are used, such as walls, roads, light posts, fences etc, the filesize is huge! From my humble knoweldge, professional games are made with modular assets and laid out typically inside the game engine itself. That way you only have to have one copy of each modular asset to reuse them and layout the level. Making the switch to Godot is difficult when this hasn't been addressed for me and I'm sure other's feel the same, it's a great engine when it comes to 2D, but usability/workflow wise with 3D, it's very laborious when it doesn't need to be. If I knew how to code a plugin myself to add the thumbnail functionality, I would, but sadly I don't even know where to start. But if I could, it would be free and not $18. Hats off to Cookie Badger for his plugin and the time and effort he put into it, but we really need this feature added, I'd even pay something for it to be written and included in Godot by default! ;) |
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In my most recent project, I imported some asset packs from Synty and Kenney. These were 3D assets, and browsing them looks something like this:
Not very helpful! The only way to see what each of those models looks like is to drag it into the scene. I got so frustrated with this that I switched the project to Unity. Here's what the asset browser looks like there:
That's a little better - you can sort of see what they are. But even more importantly, when you click on one of them to select it, the Inspector panel opens and shows a live preview:
You can rotate this preview to get a look from all angles. Oddly, you can't zoom and pan this preview, which would be even more helpful.
If Godot had something comparable to the second feature, I would have been able to continue working on this project in the engine.
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