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Update `Object3D` gizmo controls

Open krispya opened this issue 2 years ago • 3 comments

@drcmda started a improved set of gizmo controls for Object3D found here: https://codesandbox.io/s/object-gizmo-controls-om2ff8?file=/src/App.js

To finish them off, the scaling needs to be corrected.

krispya avatar Dec 29 '22 22:12 krispya

What's the difference between this one and the one currently in Drei? It would also be good for the controls to be able to disable modes depending on the selected entity - as couldn't some not have the props available?

Would be interesting to see what users would prefer - the all in one gizmo or the traditional gizmo with different modes. Do you have a preference Krispy?

itsdouges avatar Dec 31 '22 10:12 itsdouges

I believe it's the same and @drcmda was looking for help fixing the scaling. Those are good points, we definitely will want to control what... well controls are available.

When in doubt I look to what user tested apps do. Spline does an all in one. Unreal splits them out as separate controls with a menu: image

Both look good to me and I think it would be just fine to have it be an editor setting to switch between the two. What I notice is that the all in one takes less UI and is almost ready to go while the separate controls will take some additional dev. My direction was to go for minimal UI and only add when it got in the way or was annoying, so I was looking to Spline for a lot of hints. I'm open to looking at adding to the UI too!

krispya avatar Dec 31 '22 19:12 krispya

I took a closer look at the transform controls and realized that it does have the position, rotation and scale as separate controls already. Maybe we can just have a setting to swap between which the user prefers. The UI question is solvable. :)

krispya avatar Jan 02 '23 22:01 krispya