![]() ![]() So far, almost all the programs I have opened support PSD. (supports PSD import, most likely by layers, I haven't checked)Īnd these are just a small number of examples. It's also not at the top of the list for most developers because there are more pressing issues requiring attention. I doubt many artists are going to come here to ask for a fix to a minor inconvenience. I'm glad that at least the man behind the wheel knows what he's doing.Īlso judging the demand for a feature based on GitHub activity is not right. ![]() Really didn't expect Godot to have problems with community of all things. I like the idea of having an open source format, like GLTF, but there is no support for OpenEXR in most software, and there is a very slim chance of it happening.Īlso just want to add that I'm new, and I really liked Godot, and I'm ready to close my eyes to the fact the asset pipeline for 3d is asinine (sorry), but the way some of the contributors outright refused the PR on the grounds that they don't need it, and others passive-aggressively defended their position, really got me worried about my decision to use it. png, unless it's something simple), for it to then be converted into BC7 or something by the engine.Īs much as I dislike Photoshop and the format itself, PSD is the only universally supported format that allows seamless use in actually good software like Clip Studio Paint or Paint Tool SAI, or any open source software. png or whatever (surely they don't work in. It makes no sense for artists to export their work into. psd file directly, and having it updated in the engine. Use of PSD format is a very common workflow that allows artists to skip the export process altogether by just editing and saving the. I'm going to repeat what I wrote in the PR, sorry, I was so appalled by reactions of some of the contributors, that I totally missed the proposal. I could see arguments for implementing as extension, but it would be nice to see a proper discussion, perhaps analyzing the amount of code added in psd_sdk, and the maintainability impact, since Godot core developers will be forced to keep this thing working, contrasted with the benefit to users by having the same PSD files they use in Blender and Unreal also work in Godot. If psd_sdk is very poor, I would be concerned about making it a core feature. If it's really good support over a variety of PSD files, it would be more useful. Not every feature is beneficial to every user: that doesn't mean it is without merit.įrom a technical perspective, it would be good to see what fraction of the wide breadth of PSD files are 100% supported by MolecularMatters/psd_sdk. I'm a little confused why the original proposal at #2758 was closed when the only two negative comments came from one person and there were only two other thumbs-down. Even Blender supports PSD files as textures, despite being open source. PSD support is quite common across a variety of tools and engines, including Unity and Unreal Engine. PSD is a very popular and standardized format, so it can be added for convenience. Is there a reason why this should be core and not an add-on in the asset library? I will most likely create a PR in the main engine branch, but if this proposal is not successful, it will be converted to plugin. See related proposal If this enhancement will not be used often, can it be worked around with a few lines of script? Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams Additionally, PSD is the only format that all editors can export to, including Photoshop, SAI, Krita, GIMP, and others.Ĭonsidering user-friendliness, supporting PSD could significantly improve the workflow for artists and animators. PSD has become an industry standard over the years, and all advanced image editors now support exporting to it. It's important to note that, in this context, PSD shouldn't be associated solely with the proprietary software, Photoshop. Describe the feature / enhancement and how it helps to overcome the problem or limitation This same issue also applies to Cutout animation. This process is not only time-consuming, but it can also create clutter in the file system of the project. For example, if my image has 50 moving parts, I would need to manually export 50 pictures to jpg and then set each picture to the right position in the editor. Recently, I've been working on skeleton 2D animation, and I've found that transferring a layered picture from my graphics editor (SAI) to Godot is a time-consuming process that doesn't yield good results. 2D game with heavy use of cutout/skeletal animation Describe the problem or limitation you are having in your project
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