Source Filmmaker

Source Filmmaker

Snapping for widgets IS A MUST!!!
Say I want to rotate and put a door into place neatly on a wall or its frame. I've got to spend some time tediously rotating it eyeballing it rotating it some more and ever so carefully put it into place and hope my rotation is dead on. But that's just one example. I find that all the time I'm wishing I could have to option to be more precise with the widgets to make things easier more accurate and take less time.

I propose...
a new option be added to the widgets which allows for the activation and modification of snapping. Widgets are those neat guides that show in the veiwport when you want to pose something in case you had no idea.

How might this revolutionary but incredibly simple concept be integrated!?
Simple.
You know below the veiwport where the buttons are to change the type of widget you're using? Simply add an option that when you right click one of those a menu comes up for snapping.
Simply enable it on that widget and then adjust the increments.

Brilliantly helpful. Brilliantly simple.

Make it happen, contact the SFM team and let them know ALL about it.
Last edited by ConfederateJoe; Aug 19, 2014 @ 8:53pm
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Showing 1-12 of 12 comments
R234 Aug 20, 2014 @ 1:41pm 
They're called manipulators in SFM, not widgets.

And I fail to see how that would even work unless maps came with predefined snapping points, which they don't. Otherwise the engine can't know where you want the object to snap.

Unless you mean grid snapping, which is useless unless the map was religiously built on the same grid. Fat chance o' that.
raptornx01 Aug 21, 2014 @ 3:46am 
yeah, manual and eyeballing it the only real way.

you MIGHT, I say MIGHT, be able to get it by double clicking the rot and changing the numbers to exact values like 90 0 0 or something like that. but that is IS the map maker worked on straight lines.
ConfederateJoe Aug 21, 2014 @ 12:24pm 
Originally posted by R234:
They're called manipulators in SFM, not widgets.

And I fail to see how that would even work unless maps came with predefined snapping points, which they don't. Otherwise the engine can't know where you want the object to snap.

Unless you mean grid snapping, which is useless unless the map was religiously built on the same grid. Fat chance o' that.

Originally posted by raptornx01:
yeah, manual and eyeballing it the only real way.

you MIGHT, I say MIGHT, be able to get it by double clicking the rot and changing the numbers to exact values like 90 0 0 or something like that. but that is IS the map maker worked on straight lines.


Guys, guys. You're making this overly complicated. Come on now, lets go back to the basics of 3d.

Any point in space has 3 coordinates and this is universal in any program that deals with 3D in any way.

Currently the translation MANIPULATOR already uses snapping, everything does in actuality, but the increments are very small so it's smooth. So for something we can consider snapping they'd just up the increments it moves. Simple.

Same concept with rotation, it already moves in increments of like 1 degree, with the snapping menu I talked about you could change that to say, 15 degrees or more, whatever you want!

The screen manipulator would not snapping for obvious reasons though.

It's an easy change, it really is. The "grid" is already there just like it is in all 3D programs.
Last edited by ConfederateJoe; Aug 21, 2014 @ 12:24pm
R234 Aug 21, 2014 @ 4:33pm 
Like I said, grid snapping isn't any use unless the map maker used the same strict grid for building it, which is not going to happen. If anything it would just make it impossible to place the door correctly, not easier by any stretch.

You got the right idea, but in practice it just wouldn't work.
ConfederateJoe Aug 21, 2014 @ 8:31pm 
well there's nothing wrong with rotation snapping .
Gondrak Mar 25, 2015 @ 7:59am 
so, confederatejoe, is there any way to use rotation snapping?

90 degree snapping would be GLORIOUS for making more of those runic weapon .dmx files i've uploaded
R234 Mar 25, 2015 @ 2:17pm 
Originally posted by N Dio:
so, confederatejoe, is there any way to use rotation snapping?

90 degree snapping would be GLORIOUS for making more of those runic weapon .dmx files i've uploaded
You can double click the rotation value in the animation set editor to set it numerically. Makes it easy to get perfect 90 degrees increments.
Last edited by R234; Mar 25, 2015 @ 2:18pm
Gondrak Mar 25, 2015 @ 7:52pm 
Originally posted by R234:
Originally posted by N Dio:
so, confederatejoe, is there any way to use rotation snapping?

90 degree snapping would be GLORIOUS for making more of those runic weapon .dmx files i've uploaded
You can double click the rotation value in the animation set editor to set it numerically. Makes it easy to get perfect 90 degrees increments.
sounds difficult to do, any examples of this? still learning some things :T
celica soupra Mar 26, 2015 @ 10:12am 
Double clicking is difficult?
Zappy Mar 26, 2015 @ 12:02pm 
Originally posted by 64GIGS.exe:
Double clicking is difficult?
Very.
ConfederateJoe Mar 27, 2015 @ 7:49am 
I did not know that, I must have a look into this!
raptornx01 Mar 28, 2015 @ 3:39am 
thats what I mentioned in my original post. D:

and since I now scene build more then anything i find it's much easier. I just orient everything to exact numbers.
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Date Posted: Aug 19, 2014 @ 8:52pm
Posts: 12