CelPlays / UnrealThumbnailGenerator

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Adjust Static Mesh Transform (especially the z-location) #2

Open Iremodder opened 5 years ago

Iremodder commented 5 years ago

Would it be possible to make the static meshes 'stand up' from the very bottom of the static mesh rather then from their pivot point as the models origin. For example, the thumbnails of say an axe in the static mesh thumbnail will put the whole axe over the floor rather then its grip (the location of its pivot - used to easily connect the grip to a characters hand).

Also, is it possible to change the transform, in particular the z location of the static mesh in which you are capturing an image of (without changing the pivot of each item)?

CelPlays commented 5 years ago

Hey Iremodder, it's currently not possible(however possible to be done in code). May I ask why you want to move the position of the object, rather than the position of the camera? Generally when taking a shot you should disable the floor mesh and all the rest(except lighting conditions to your preference) and then take shots.

If you want to be able to change the location of the mesh during batch pictures that would make sense, but then all meshes would need to have the same sort of offset, otherwise it would all have different locations.

If I know more info i'd be happy to add it if it would be really beneficial :)

Iremodder commented 5 years ago

Hi Cel thanks for the fast response, My thinking is if the objects could be auto aligned like in the meshes thumbnail, it could possibly open the gateway to a quick and accurate thumbnail image batch generation. This could drastically improve workflow as you would likely not need to move the camera in any way during the proposed batch capture of selected static meshes.

CelPlays commented 5 years ago

Hey, I think I understand. You want the bottom vertices to be at world location 0,0,0, so that if you do batch select it's as if they're all standing on the floor of the "Scene". You would still manually place the camera rotation/location but the mesh would always be placed at the "floor". It could work, but your meshes would need to have the same amount of size, unless you also want to have the camera auto-distance itself from the mesh to fully "see" the object.

Iremodder commented 5 years ago

Yes, you have it correct. The idea is to have the camera autodistance from the requested mesh(s) (to keep the entire mesh in view) ontop of forcing all mesh bottom vertices to be at the world origin (0,0,0)? This could automate the camera capture setup process.

This could also facilitate a possible useful future feature: batch production of mesh captures.

Idk if this is asking too much for a free plugin.