[Toolkit feature]: Three small QOL improvements
Contact Details (Optional)
No response
What is the context of the feature/improvement?
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When inside ingestor, pressing anywhere on the long vertical Output Directory box should open the browser window instead of having the user move the mouse all the way to the right and click on the small folder icon.
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After replacing a 3d asset via the 'Reference USD path', the new asset should be automatically selected. Now, we have to go look for it, which takes time and is annoying, especially if you're replacing a bigger object with a much smaller one and you're too far away to spot it directly, or if the new asset spawn in a different location to where you're looking.
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An option to delete the entire Stage Light(s) section in one go, along with all child lights. As seen in the screenshot below:
Please describe the feature/improvement?
As described above
What would be your solution? (optional)
...
Version
2024.3.0
Hi @PappaSlask ,
When inside ingestor, pressing anywhere on the long vertical Output Directory box should open the browser window instead of having the user move the mouse all the way to the right and click on the small folder icon.
What happen if the user want to edit the path by hand? Like clicking on that, and write the path.
After replacing a 3d asset via the 'Reference USD path', the new asset should be automatically selected. Now, we have to go look for it, which takes time and is annoying, especially if you're replacing a bigger object with a much smaller one and you're too far away to spot it directly, or if the new asset spawn in a different location to where you're looking.
I would think that normally this is already selecting. Do you have the asset please? It looks like a bug
@nvdamien
What happen if the user want to edit the path by hand? Like clicking on that, and write the path.
Ah, that's a good question. Didn't notice it was a typeable field there. Well, I suppose they could just paste the path into the URL in the 'choose output directory' window once they've opened it.
I would think that normally this is already selecting. Do you have the asset please? It looks like a bug
I've double checked with a vanilla mesh captured by Remix from the same level sir, and it doesn't get selected once replaced, just like what happened earlier when I replaced a vanilla mesh with my custom mesh. Sure, I have both of these assets, do you want me to attach them in this thread?
Thanks for helping out!
Sure, I have both of these assets, do you want me to attach them in this thread?
Yes please
Sure, I have both of these assets, do you want me to attach them in this thread?
Yes please
I mean, the same thing happens when I try to assign a new reference and select one of the meshes from the level that Remix captured, but there's something incompatible with those meshes as they don't show up as they should once in toolkit, they don't have any transforms or object properties. The app doesn't complain that the mesh needs to be ingested first though, but they don't show up either. So I'll attach this custom mesh file of this police car instead, it has been ingested previously. Meshes.zip
- REMIX-3949
- REMIX-3951
for tracking
Hey @PappaSlask. In regards to the replacement not selecting, by selecting, do you mean it is not visible in the viewport? Is the issue that there is no selection (like the Selection Tree, properties panels are empty, etc.)? Or is the issue more along the lines of not being able to see the new asset because it is too big/small or is generally not visible within the current viewport?
I tried doing replacements with the meshes you attached, but they were selecting as expected. Are you still able to reproduce with the latest Remix version on your end?
Thanks
Hi @PappaSlask - checking in to see if you can provide some clarification per the comment above. Thanks!