armory3d / armory3d/armory

Suggestion to improve nodes workflow

Open
#2,269 2 comments 1 reaction 0 assignees View on GitHub
feature request
Dominant language
C++
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Forks
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Avg merge
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Merged PRs (30d)
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Description

Connecting a same value to different nodes may cause spaghetti very fast in the node tree:

![Screenshot from 2021-07-12 10-21-34](https://user-images.githubusercontent.com/63247726/125294777-f7addc80-e2fa-11eb-8f7f-d5de22085e70.png)

In the example, to connect a same object in two nodes, we need to use a **Get Object node** to have a same object as input in both nodes.
So what about if the **Set Object Rotation node** and the other nodes outputs the inputed values in this case? This would improve a lot the node chaining.

All nodes could procedurally output its inputed values (with a space or other separation between their natural outputs) like that:

![improve-node-chain](https://user-images.githubusercontent.com/63247726/125295082-4196c280-e2fb-11eb-9dd6-7649228c1590.png)

Contributor guide

No contributing guide indexed for this repository

Research direction

No file or test is named. Begin by locating the node definitions for Get Object and Set Object Rotation, then trace how node outputs are assembled and chained. Define representative cases for the proposed passthrough behavior; done means shared values can feed multiple nodes without extra Get Object nodes while existing outputs still work.

Written by the indexing model from the issue text.

Assessment

Tech stack
blender, cpp
Domain
game-dev, tooling
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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