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Topic: Object selection: do you think it works, what would you like to see change?  (Read 4410 times)

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  • Posts: 89
  • Edge
May 16, 2013, 03:10:33 pm
Hey guys,

I regularly run into selection weirdness with objects, and was wondering if this was specific to my setup, or it's a common issue.
If it should turn out to be common, what do you all think about object highlighting, perhaps in addition to whatever Kun can do to make it more robust?

  • Posts: 546
  • Administrator
  • Polygon
May 16, 2013, 03:34:16 pm
ya, i find selecting floating details on a larger mesh can be a huge pain. find if i try to click right where a vert would be it helps a little

  • Posts: 89
  • Edge
May 16, 2013, 03:54:55 pm
That's a good suggestion already. But yeah, almost always it will select the big mesh behind it, which can be frustrating.

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  • Posts: 2103
  • Polygon
May 16, 2013, 04:04:18 pm
I see the same problem. You can use the MMB to cycle select what is under the cursor, but it is a PITA at times.

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  • Posts: 976
  • Polygon
May 16, 2013, 11:19:46 pm
I don't know. I'm usually very happy with how the object selection works. I can select tiny details even from a relatively far distance. NVil seems to be very precise in determining what object I meant to be selected, and it's precise almost to a single pixel. I can select a barely visible tooth in my character's almost fully closed mouth without selecting its main body for example, so I personally find selection to be pretty solid. On the other hand my objects might not be as complex as yours. Or maybe selection is scale dependent? Just my 5 cents.
Steve, as always - thank you for the tip. It's good to know about the MMB cycle selection. :)

  • Posts: 89
  • Edge
May 29, 2013, 07:37:34 am
That's an interesting point, I do think my default cube's perhaps too small. I haven't really looked into scale yet, I just make sure my default cube fits on the grid comfortably.

What do you guys have set for scale? I'm not really taking it into account at all at the moment, I take my meshes into Blender for unwrapping, then Unity imports the .blend file directly.