Numeric editing of collision bodies in Phat

Is there a way to precisely edit collision body transformations? The automatically created collider is often rubbish and would need explicit numerical editing to fix the problems.
I’m almost always stuck with bad dimensions, as I only multiplies of the generated scale are available to me.
The scaling gizmo is very difficult to use when it comes to 2D scaling, I need to target a single pixel if the gizmo is inside the skeletal mesh (which is usually the case).
There is no way to toggle snapping for movement which makes working on symmetric meshes a pain.

I’ve just spent an hour unsuccessfully trying to properly set up an 8 bone pillow so I’m open to any kind of a solution for precise editing.

A few fixes:

  • Turning on grid snap in any 3d window will turn it on in Phat too.
  • Collision render mode on “solid” fixes the 3d scale gizmo. At least in perspective mode, in orthogonal views it’s still broken.
  • Hide the ground box to reveal the grid.
  • Copy properties is in the context menu of a body, allows to paste relative transformations onto other colliders. Useful for symmetric setups.

Also very interested in this