godotengine / godot-proposals

Godot Improvement Proposals (GIPs)
MIT License
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Add a way to modify node's transform in the editor without affecting node's children's ones #9930

Open MauroPle opened 5 months ago

MauroPle commented 5 months ago

Describe the project you are working on

This is a problem I encountered in every single project I have made, and it is mostly about changing a node's position without changing children's ones

Describe the problem or limitation you are having in your project

It is a pain to move a node without moving children: every time I have to reparent the children to a new node, move the parent and re-reparent the children to the original parent

Describe the feature / enhancement and how it helps to overcome the problem or limitation

It would be nice if there was a toggle button in the bar above to toggle 'parent selection only', that lets the user use change position, rotation and scale of the node without affecting its children

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

Just with a button and a shortcut. The actual shortcut sequence isn't important

If this enhancement will not be used often, can it be worked around with a few lines of script?

This can be worked around with an editor plugin, but it's muuuch more tedious than a official feature: you would have to install the plugin for every single project and it would also add disorder in the filesystem

Is there a reason why this should be core and not an add-on in the asset library?

As I said earlier, you would have to install the plugin for every single project and it would also add disorder in the filesystem

RedMser commented 5 months ago

Blender has the same option under the name "Affect only: Parents". It is fairly useful in certain cases, I don't understand why there are confused reactions here.

Not sure how you would even implement it as a plugin tbh, so it might currently need to be core.

passivestar commented 5 months ago

A lot of apps have this, I often use it in affinity

you would have to install the plugin for every single project

This is a big problem in general https://github.com/godotengine/godot-proposals/issues/831