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[feedback] Persona's sockets

Hi,

I would like to provide some personal opinions about the current way of creating and editing sockets in the Persona window.


  • Browsing the hierarchy of bones is simply the hardest thing I have ever seen. Why does the list always put the selected item on top ? It makes things very, very painful to navigate, it's hard to stay focused to where you were, especially when you have a long hierarchy of bones. It also sometimes reopen everything you just closed, making you even more lost when you select something else. It's simply unusable and frustrating.

alt text


  • It would be nice to be able to rename a socket by double clicking on it. Using the right-click -> Rename can also be very hard to call since the list always try to put the selected item on top. You can finish at the end of the list in a few clicks without understanding what happened, making it frustrating.

alt text


  • Still about renaming a socket : it would be nice to be able to rename a socket from the details window too, currently the value is locked. Same idea to change it's parent. If for example you duplicate a socket for its location and rotation, being able to change after its relative bone would be very helpful. Of course changing the parent should convert the relative rotation correctly to keep the same rotation as seen by the user. The ability to mirror a socket to the other side of a hierarchy would also be useful.

alt text


  • The visual feedback for renaming a socket is currently not explicit at all : why the blue color ? Every fields where the user can type in with Rocket has a specific color (white). Renaming the socket you create should visually have a similar text field the time you type in the new name and then it should go back to its default display. Simply changing the background color of the socket name is not clear enough in my opinion (especial for a blue color, it's inconsistent with the rest of the Rocket color scheme).

alt text


  • Regarding the socket manipulator (guizmo), I think the ability to switch between World and Local transformation for Rotations and Translations would be great benefit to place precisely a socket on a character. The rotation and translation guizmo should also be fixed regarding their precision : they are very hard to use because they often go to big values without giving the ability to the user to be precise. It seems they slip quickly to some extreme values, making them hard to use.


  • The socket should also display its current axis. It's impossible to tell in which direction the socket currently look at. Something similar to Maya with it's local rotation axis would be very helpful :

alt text

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asked Mar 11 '14 at 03:24 AM in Using UE4

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ue4-archive ♦♦ STAFF
49.9k 3666 1996 9121

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:24 AM

"Browsing the hierarchy of bones is simply the hardest thing I have ever seen. Why does the list always put the selected item on top ? It makes things very, very painful to navigate, it's hard to stay focused to where you were, especially when you have a long hierarchy of bones. "

I absolutely agree

the fact that when I click on a socket, the whole list moves so that my selected entry is at the top (as per your animated picture)

absoutely

drives

me

crazy

I've resorted to doing filters so that there's only less than 1 "page" worth of sockets visible, then this behavior does not happen.

Please get rid of this behavior Epic!


Renaming Sockets

I agree there too, It'd be great if I could rename sockets by pressing F2 !

:)

Thank you for UE4 Epic! I'm having so much fun with it!

Rama

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:24 AM

W.R.T. the local axis of socket, I'd like to clarify one thing. If you change to translate in viewport toolbar or space key, it shows axis, but you prefer seeing that while rotating?

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:24 AM

Well, I guess seeing it even when you don't select the socket would help. At least to know the direction of the socket. Currently a socket is just a point in space, but its rotation is also important to see. In my case I find it hard to use them to place weapons for example.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:24 AM

Thanks for the feedback. I updated TTP to show local coordinate to always draw.

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Hi Fabrice,

Wow, big list. A few of these are already resolved in our current internal build and should be expected to be fixed in the next Rocket release. The rest, I will make feature requests for. Let's run through the list:

  1. Clicking bones moves them to the top - This has already been fixed.

  2. Renaming Sockets - F2 to Rename has already been implemented. I will put in a report for a Double-click option also. And unfortunately renaming sockets still moves them to the top of the list, I'll report that too.

  3. Changing name and parent in Details panel - I will make a report

  4. Visual feedback when renaming a socket - already fixed

  5. Positioning sockets using world and local - You currently have this ability. Note the button in the upper-right of the viewport that can be toggled between Local and World

  6. Displaying socket axes like Maya - I will make a report.

Thanks for the feedback,

Cheers!

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answered Mar 11 '14 at 03:24 AM

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ue4-archive ♦♦ STAFF
49.9k 3666 1996 9121

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:24 AM

Thanks for the answer ! :)

Regarding the Local/World transform, my mistake I totally overlooked the dropdown menu for that. That's perfect ! I was just wondering if the shortcut used in the level viewports for toggling between local and world could also be used in the Persona view ? It doesn't seem to works for me currently.

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