ProtoArt / spritec

The Sprite Compiler turns your 3D models into 2D spritesheets
https://protoart.me/
Mozilla Public License 2.0
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Debugging Utilities in spritec #45

Open sunjay opened 5 years ago

sunjay commented 5 years ago

Some common issues in 3D modelling & while using spritec:

priest000001

We can deal with a lot of these by having some kind of "debug view" in our UI.

Features

Here are some features I would want that to have:

Flat shaded and wireframe are relatively easy to implement just by adding some new shaders. Orthographic mode just requires temporarily changing the camera. The 3D rotation is already a feature we want anyway.

Most importantly, we want to avoid recreating all the features of a 3D editor. These features are suggested because they are relatively easy to implement and would provide a big quality of life improvement when it comes to debugging mismatches between a 3D model and spritec.

Our goal here is to lower the potential for mismatches between what the user sees in their editor and what gets produced in spritec. The more we help them debug the differences, the easier it will be to use our tool.

Explicit non-goal: We do not want to allow them to modify the mesh or materials in any way using spritec. They should do that in the 3D modeling software they exported from. It would be a giant rabbit hole for us to try and match up a glTF file to a blend file and deal with all the edge cases, version changes, and data races (e.g. both spritec and blender running) that come from that.

sunjay commented 4 years ago

This is a far future feature at this point and will be addressed by the UI. cc @daose