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Non-uniform scale affects only containing entity. #17767

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michalpelka opened this issue Apr 18, 2024 · 5 comments
Open

Non-uniform scale affects only containing entity. #17767

michalpelka opened this issue Apr 18, 2024 · 5 comments
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kind/bug Categorizes issue or PR as related to a bug. needs-triage Indicates an issue or PR lacks a `triage/foo` label and requires one. sig/content Categorizes an issue or PR as relevant to SIG Content.

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@michalpelka
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michalpelka commented Apr 18, 2024

Describe the bug
I want to adjust the scale of multiple entities. I can do that with a uniform scale - it affects children in correct way.
I would like to adjust the non-uniform scale (e.g., change a scale in the Z direction to adjust the object's height). I cannot do that with parent's entitity.

Assets required

Steps to reproduce
Steps to reproduce the behavior:

  1. Create an entity named "Root",
  2. Add non-uniform scale component,
  3. Add child entity, and add mesh component and valid mesh to it.
  4. Go to the entity named "Root" and adjust the non-uniform scale.

Expected behavior
A mesh in the child entity should be adjusted according to value entered

Actual behavior
Nothing.

Screenshots/Video
image
Found in Branch
main

Desktop/Device (please complete the following information):

  • Device: [PC]
  • OS: [Ubuntu]
  • Version [22.04]
@michalpelka michalpelka added kind/bug Categorizes issue or PR as related to a bug. needs-sig Indicates an issue or PR lacks a `sig/foo` label and requires one. needs-triage Indicates an issue or PR lacks a `triage/foo` label and requires one. labels Apr 18, 2024
@AMZN-daimini AMZN-daimini added sig/content Categorizes an issue or PR as relevant to SIG Content. and removed needs-sig Indicates an issue or PR lacks a `sig/foo` label and requires one. labels Apr 18, 2024
@AMZN-daimini
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That is the intended behavior of the component.
I am personally of the same opinion as you (non-uniform scale should also affect children) but I think there were technical reasons that increased the complexity of that option.

Would want to bring it up for more discussion before triaging it.
@l-sempe how can we do that? Do we still hold triage meetings?

@jhanca-robotecai
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I guess uniform and non-uniform scaling should behave the same way for consistency, but at the same time, I see this is not a trivial change in the code.

@l-sempe
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l-sempe commented Apr 19, 2024

That is the intended behavior of the component. I am personally of the same opinion as you (non-uniform scale should also affect children) but I think there were technical reasons that increased the complexity of that option.

Would want to bring it up for more discussion before triaging it. @l-sempe how can we do that? Do we still hold triage meetings?

We haven't been holding triage meetings for a while, we could schedule a meeting to discuss this topic, or start a thread in #sig-content

@AMZN-daimini
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We haven't been holding triage meetings for a while, we could schedule a meeting to discuss this topic, or start a thread in #sig-content

Maybe a thread could be a good start :)

@GaianHelmers
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GaianHelmers commented May 3, 2024

There is a "Non-uniform Scale Discussion" thread in sig-content: https://discord.com/channels/805939474655346758/1230801319661539340

One of the other issues, and is a common function among scalers in game Engines, is that the non-uniform scale cannot handle inverse scaling. Something pivotal to how people handle 2.5D games.

Though I feel they might be similar in demand on the scaling systems. As inverse scaling a skeleton would require inverse scaling every bone child.

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