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editor: socket authoring — bone picker, offset gizmo, live preview #172
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P1-highHohe Priorität – als Nächstes einplanenHohe Priorität – als Nächstes einplanenarea:animationSkelett-Animation, Keyframes, State MachinesSkelett-Animation, Keyframes, State Machinesarea:editorEditor-Fenster, Docking, UX, GizmosEditor-Fenster, Docking, UX, Gizmoshorror-blockerEssenziell BEVOR die Horror-Game-Entwicklung startetEssenziell BEVOR die Horror-Game-Entwicklung startetsize:M1–3 Tage1–3 Tagetype:featureNeues Engine-/Editor-FeatureNeues Engine-/Editor-Feature
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P1-highHohe Priorität – als Nächstes einplanenHohe Priorität – als Nächstes einplanenarea:animationSkelett-Animation, Keyframes, State MachinesSkelett-Animation, Keyframes, State Machinesarea:editorEditor-Fenster, Docking, UX, GizmosEditor-Fenster, Docking, UX, Gizmoshorror-blockerEssenziell BEVOR die Horror-Game-Entwicklung startetEssenziell BEVOR die Horror-Game-Entwicklung startetsize:M1–3 Tage1–3 Tagetype:featureNeues Engine-/Editor-FeatureNeues Engine-/Editor-Feature
Context
Placing a pistol grip precisely into a hand by editing offset numbers is misery. The editor needs visual socket authoring. Building blocks exist: the Keyframe Editor already renders skinned meshes with bone preview (
RenderSkinnedMeshes), the always-on-top gizmo pass handles overlay drawing, and the inspector patterns (pickers, drag & drop) are established.Goal
Inspector + viewport tooling: choose a bone from the skeleton (searchable tree/dropdown), drag the attached entity into place with the transform gizmo while a clip plays, and see the result live.
Acceptance Criteria
Technical Notes
Socket-local gizmo math: gizmo delta must be transformed into bone space (inverse bone world × delta). Follow the audio-gizmo issue's integration pattern for the viewport overlay toggle.
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