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  • started a topic [RELEASED] Transform Tool plugin

    Transform Tool plugin

    Hello everybody!

    I'd like to introduce you a continuation of Editor free rotation manipulator developement.


    The tool mutated into the
    editor mode plugin, and now can be distributed without a pain. Since this is the editor mode, the only place we can use this, is level editor viewport. And, in most cases, this is axactly where we want to.

    Full list of features:
    • Preserve child transform
    • Duplicate with transform (Works outside the editor mode too!)
    • Arcball rotation
    • Arcball handles scale
    • Arcball appearance options
    • Translation and scale gizmos applies deltas locally
    • Center pivot based on selection bounding box
    • Editor preferences for cros session settings save
    • Choose whether to rotate objects around gizmo pivot or its own pivots
    • Key bindings

    See the intro video


    Another video where you can see no difference between rotations in editor and maya


    Runtime module capabilities demo

    Try Windows x64 packaged build

    Read an article on 80lvl

    Read the docs

    Example project

    Treat this post as general discussion place, ask anything, report bugs, request new features! Or hit me a direct message on my facebook page

    The tool will be available on marketplace soon.


    Cheers!

    Check out demo of my pal Alex where he utilizes transform tool and his magnificentplugin to animate a character inside the editor! Character rig is ideal example where "classic" transform gizmo indispensable. I highly recommend to check out allrightrig plugin if anyone haven't seen it yet!!!



    Click image for larger version  Name:	Good_News_Everyone.jpg Views:	1 Size:	6.6 KB ID:	1490659Good news everyone!!! MARKETPLACE
    Last edited by ILunin; 08-02-2019, 08:54 AM.

  • replied
    Originally posted by xermao View Post
    Hi,the editor gizmo looks much prettier than runtime one.Can you just use the same UI?
    The idea of runtime is to have whatever appearance you want. You can model it in your favorite 3d package

    Leave a comment:


  • replied
    Hi,the editor gizmo looks much prettier than runtime one.Can you just use the same UI?

    Leave a comment:


  • replied
    Originally posted by ILunin View Post
    I pushed update a few days ago, that should fix this
    Hi, ILunin!

    Thanks!

    Leave a comment:


  • replied

    I pushed update a few days ago, that should fix this

    Leave a comment:


  • replied
    Originally posted by ElizzaRF View Post
    Hi, Ilgar Lunin!
    I recently purchased a plugin and am trying to compile the project under win64. An error occurs during compilation. Can you tell me what you need to do, maybe what settings to compile the project?

    Your project that you sent via the link is also not compiled for runtime.

    Engine version 4.22.

    Click image for larger version Name:	NotCompile.jpg Views:	1 Size:	320.1 KB ID:	1657711

    UATHelper: Packaging (Windows (64-bit)): E:/Program Files/Epic Games/UE_4.22/Engine/Plugins/Marketplace/TransformTool/Source/TransformToolRuntime/Classes/GizmoBase.h(47) :
    LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.

    UATHelper: Packaging (Windows (64-bit)): E:/Program Files/Epic Games/UE_4.22/Engine/Plugins/Marketplace/TransformTool/Source/TransformToolRuntime/Classes/GizmoBase.h(118) :
    LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
    PackagingResults: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.

    UATHelper: Packaging (Windows (64-bit)): E:/Program Files/Epic Games/UE_4.22/Engine/Plugins/Marketplace/TransformTool/Source/TransformToolRuntime/Classes/GizmoBase.h(124) :
    LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
    PackagingResults: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.

    UATHelper: Packaging (Windows (64-bit)): E:/Program Files/Epic Games/UE_4.22/Engine/Plugins/Marketplace/TransformTool/Source/TransformToolRuntime/Classes/GizmoBase.h(128) :
    LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
    PackagingResults: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
    ENG:
    Ilgar Lunin,
    I was able to make changes to the code, and I was able to compile everything.
    Please edit the file GizmoBase.h and add categories to the UFUNCTION(BlueprintPure, Category = "Gizmo"), otherwise the project will not compile.
    Please make a fix and release the update.

    ---------------------------------------------------------
    RUS:
    Ильгар Лунин,
    Я смог внести изменения в код и скомпилировать проект.
    Пожалуйста, отредактируйте файл GizmoBase.h и вручную добавьте категории в UFUNCTION(BlueprintPure, Category = "Gizmo"), иначе проект не будет компилироваться.
    Пожалуйста, сделайте исправление и выпустите обновление, чтобы не приходилось вручную исправлять код в плагине.
    Last edited by ElizzaRF; 08-29-2019, 02:20 AM.

    Leave a comment:


  • replied
    Hi, Ilgar Lunin!
    I recently purchased a plugin and am trying to compile the project under win64. An error occurs during compilation. Can you tell me what you need to do, maybe what settings to compile the project?

    Your project that you sent via the link is also not compiled for runtime.

    Engine version 4.22.

    Click image for larger version  Name:	NotCompile.jpg Views:	1 Size:	320.1 KB ID:	1657711

    UATHelper: Packaging (Windows (64-bit)): E:/Program Files/Epic Games/UE_4.22/Engine/Plugins/Marketplace/TransformTool/Source/TransformToolRuntime/Classes/GizmoBase.h(47) :
    LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.

    UATHelper: Packaging (Windows (64-bit)): E:/Program Files/Epic Games/UE_4.22/Engine/Plugins/Marketplace/TransformTool/Source/TransformToolRuntime/Classes/GizmoBase.h(118) :
    LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
    PackagingResults: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.

    UATHelper: Packaging (Windows (64-bit)): E:/Program Files/Epic Games/UE_4.22/Engine/Plugins/Marketplace/TransformTool/Source/TransformToolRuntime/Classes/GizmoBase.h(124) :
    LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
    PackagingResults: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.

    UATHelper: Packaging (Windows (64-bit)): E:/Program Files/Epic Games/UE_4.22/Engine/Plugins/Marketplace/TransformTool/Source/TransformToolRuntime/Classes/GizmoBase.h(128) :
    LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
    PackagingResults: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.

    Last edited by ElizzaRF; 08-27-2019, 02:12 PM.

    Leave a comment:


  • replied
    So hey, I grabbed the plugin, I was just wondering:
    Would it be possible to make it so that the arcball for free rotation is possible to grab while translucent selection is off?
    I was wondering why on earth the arcball wouldn't work, while the screen-space variant did. (Translucent selection was off, but the gizmos and handle worked just fine, just not the arcball.)

    It's not a huge thing, but it would be nice to have, since I usually have translucent selection off.

    Leave a comment:


  • replied
    Example project link updated!

    https://drive.google.com/open?id=1LE...HfAZlG2ocW6M-d

    Leave a comment:


  • replied
    Any progress on the runtime gizmo tutorials/examples? Really would help smooth the adoption of this plugin by developers.

    On a separate issue, after enabling the plugin, I'm able to manipulate any skeletal mesh on a Windows machine in runtime (as indicated by the handles showing up on any static mesh I click and the transform tool menu choices showing up in the screen upper right just like they do in the editor). However, I really need to use it on a linux box. Since Marketplace doesn't exist on Linux, I copied the plugin out of the Windows machine's engine plugin marketplace directory and plopped it into the same relative directory on my linux box. After starting Unreal Editor, the process sees the new plugin and forces a restart of UE. After that I can see in the editor's Plugins menu that Transform Tool Plugin is enabled, but the Transform Tool tab doesn't show up as a "Modes" tab in the editor. Likewise, the runtime tools don't activate. I'm running with 4.21.2, same as on the windows machine.

    Leave a comment:


  • replied
    Still No tutorial to setup Runtime Gizmos? It's really hard even after following your example project.

    Leave a comment:


  • replied
    Originally posted by ILunin View Post

    I'm a bit busy now, sorry. I will make video tutorials and text version. Now your best option is to check example project i've provided, you will find basic setup there
    that's not really helpful, I'll do what i could.

    Leave a comment:


  • replied
    Originally posted by IronSuit View Post
    I've bought your system, could you please provide a tutorial on how to implement it at runtime for actors.
    I'm a bit busy now, sorry. I will make video tutorials and text version. Now your best option is to check example project i've provided, you will find basic setup there

    Leave a comment:


  • replied
    I've bought your system, could you please provide a tutorial on how to implement it at runtime for actors.

    Leave a comment:


  • replied
    Originally posted by ILunin View Post

    You already can use it in runtime. I haven't done the documentation and tutorials yet. Here is the example project for 4.21 ( https://drive.google.com/open?id=1zK...Pl8xW6N05gw3_h )

    There are 3 base actor classes for gizmos Click image for larger version

Name:	UE4Editor_20190222_124749.png
Views:	1
Size:	5.0 KB
ID:	1587581. And probably i will add a bunch of features and examples, also probably scale gizmo base class is redundant. Take a look in example project, feel free to ask details.
    I advice you to update the description page of your project to include runtime.

    For me it's really crucial and i only bought your plugin because of runtime, but i had to look at the forums to know that your plugin support runtime. But i don't know if most people would bother checking the forums.


    Leave a comment:

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