Lock the inspector & Multiple Inspectors #12709
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firedfromlife
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Disclaimer
I am aware this feels like two requests at once, but one would be made possible by the other. So please hear me out.
Lock the inspector
What do you mean?
When a node is selected, it automatically populates the inspector. Generally, this is nice, but not always. I would like to be able to 'lock' the inspector to a specific node. Still being able to select, move, rotate, scale, etc. other nodes in the editor's Viewport.
What would this be used for?
Rigging is the first thing that comes to mind. You may want to move your IkTarget while still looking at and being able to adjust the properties of your SkeletonModificationStack.
How would this work for the user?
The user could have a small padlock icon on the inspector that would 'lock' the inspector to that node. I know there is currently a lock icon in the node tree that is for a different purpose, but maybe highlight the locked node so it is indicated there too.
How could this work on the back-end?
Essentially instead of just having one reference to a selected node, also add a reference to a 'locked' node. This would allow most of the code related to selecting a node to remain the same I imagine, and you would just set the 'locked' node when a node is locked.
Multiple inspectors
I feel like this one may be harder sell, but being able to see to inspectors at once would be so nice in my opinon.
What do you mean?
I meant he ability to have either 2, or ideally an arbitrary amount of inspector panels in the Editor.
What would this be used for?
Comparing Nodes, editing related nodes, seeing how one Node with a tool script is changing another, etc.
How would this work for the user?
If the user was able to 'lock' the inspector like in the prior portion of the discussion, then they could have a second inspector for the actually selected node. If arbitrary inspector amounts were supports, then a user could simply lock more nodes.
How could this work on the back-end?
I imagine, quite painfully, but I am unsure.
This is also based on a feature in Maxon's Cinema4D... I really like the UX of that software.
My other discussion related to editor UX. #12708
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