Attendees: Dalai Felinto and Demeter Dzadik.
This meeting happened at the Blender Institute. Its goal was to evaluate the current state of the Mesh Gizmo prototype and organize the related tasks so developers can get involved.
The big picture with videos and a link to the sample file are present in Demeter’s Mesh-based armature interaction analysis. From that document a few tasks were cherry-picked and prioritized.
Bugs/TODOs:
- Selection is not picking the face closest to the camera.
- Gizmo show always be drawn on top of the mesh (no z-fighting with the mesh itself).
- Mouse Drag Threshold should be taken into account for the mesh gizmos.
- Gizmo should be culled by the mesh even when on hover.
- Bones should be hideable when using mesh gizmos.
Good to have:
- Solution for discoverability of mesh gizmos.
- As an option, mesh gizmos should be visible during transform
Solutions for after the prototype is validated:
- Use generic face attribute instead of FaceMap (and get rid of FaceMap panels in the UI).
- Support any type of attributes.
- Performance should be better.
- Make sure that updating the shape object updates the gizmo (also when transforming the gizmo).
Follow ups and plan of attack:
- Demeter will create bug tasks for the Bugs/TODOs.
- Dalai and Demeter will try to find a developer that may be interested on helping.
For any developer interested on helping, a lot of the Bugs/TODOs listed here are easy to tackle.