I am having hard time understanding why are the modeling mode gizmos so bad:
- How do I switch between move, rotate and scale gizmo? I get only combined gizmo. The combined gizmo has a center point which scales uniformly, but it has no center point to translate the selection in screen space, or center area to freely trackball rotate the selection.
- Why do the gizmos look so alpha version ugly? Why don’t the translate axes end with arrow points?
- Why doesn’t the gizmo graphics mirror the hit boxes of the gizmo handles. It’s very frustrating constantly trying to interact with it and missing.
For example, this is cursor placement outside of the hitbox (the pink dot, screenshot doesn’t capture the cursor):
While you actually have to place the cursor to not intersect with the gizmo handle, over an empty space, to activate given handle:
I’d understand this if this was some cutting edge research of something that hasn’t been done before, but there’s been about 30 years history of 3D offline DCC software as well as game engines with transform tools in their viewport, so it’s not like there’s no reference on how to get something as basic right
Also, effective modeling requires a bit different type of viewport navigation than level editing/design. Luckily, UE supports it. Unluckily, there’s still that one horribly wrong editor default:
Which is agitated by the fact editor settings are stored with the project, not the editor. Since UE5 is trying to have some usable modeling tools, it’s about time to get basics such as viewport navigation right.