Improve scene thumbnails
### Describe the project you are working on Evaluating Godot for a content-heavy 3D project. (This proposal will focus entirely on 3D as I don't have much experience with the 2D side of the editor) ### Describe the problem or limitation you are having in your project This is an alternative take to the issue described in #4759. Many of the details of this proposal are taken from the discussion there. Right now, the editor uses the current camera position in the viewport to generate thumbnails. This is user-dependent and non-deterministic, which heavily limits the usefulness of the generated thumbnails. There's no universal solution that would automatically generate good thumbnails for every scene. However, the problem can be scoped to work with "single object" scenes. In a project, most scenes will often be small, like a piece of furniture, a power-up, a character, etc that can easily be previewed automatically. I think users should not need to always configure thumbnails manually. For a large scene it may be needed, but small scenes should pretty much always give good thumbnails automatically. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation I'd approach the issue in 3 stages: The first stage would be to have a default camera placement that is consistent and works for most cases. A sensible option is to have a 3/4, low FOV camera that frames the whole scene, like in these examples taken from Unity and the Sims: ![image]
Posted by JoNax97 on Jul 7, 2023, 2:31 PM
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Raise real-world problems, find people facing the same issue, and discuss solutions.2,500 issues0 comments
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struct's lifetime requirements can be bypassed via covariant field assignment
Proposal to Reorganize the Moderation Team and Review Moderation Policies
Progressive FPS degradation appears to be related to dota2.com — blocking the domain prevents the performance loss
proposal: container/...: generic collection types
Better Custom Endpoint BYOK
A concrete policy for backward compatibility until Godot 5.0
New MTP models not supported
Tracking: 429 / Capacity Issues
Improve scene thumbnails
### Describe the project you are working on Evaluating Godot for a content-heavy 3D project. (This proposal will focus entirely on 3D as I don't have much experience with the 2D side of the editor) ### Describe the problem or limitation you are having in your project This is an alternative take to the issue described in #4759. Many of the details of this proposal are taken from the discussion there. Right now, the editor uses the current camera position in the viewport to generate thumbnails. This is user-dependent and non-deterministic, which heavily limits the usefulness of the generated thumbnails. There's no universal solution that would automatically generate good thumbnails for every scene. However, the problem can be scoped to work with "single object" scenes. In a project, most scenes will often be small, like a piece of furniture, a power-up, a character, etc that can easily be previewed automatically. I think users should not need to always configure thumbnails manually. For a large scene it may be needed, but small scenes should pretty much always give good thumbnails automatically. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation I'd approach the issue in 3 stages: The first stage would be to have a default camera placement that is consistent and works for most cases. A sensible option is to have a 3/4, low FOV camera that frames the whole scene, like in these examples taken from Unity and the Sims: ![image]
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