For the asset manager, good previews are important. They are needed to tell assets apart visually, names are more like the secondary way to select them. We need to think about how to capture different data-blocks in a good way, to get the best possible previews.
We need that for multiple data-block types.
We should try to come up with simple solutions, that work in the majority of cases. Just because there are some cases where a simple solution doesn't work, doesn't mean we can't use it in the majority of cases where it would. So we could have a simple, one-click way to create an asset and one that allows setting further options for when it's needed.
Materials, textures, images, screen-layouts, worlds and lights already support previews. We could of course improve them.
Idea: Try to place the camera in front of the object. Use the local transformation for that.
- The object's orientation has to match the Blender definition of "front". That is, the local negative Y-Axis pointing outwards.
- A pose may rotate the geometry into a different direction (e.g. so that front and back are inverted). So we have to respect the pose transform.
- For some object users may want to use a different perspective than the front for the preview.
Design needed. [TODO]
BrushesFrom T56744, we'll probably use the same previews here.
I.e. pose library previews.
Idea: Display some frame, but allow "scrubbing" through frames with horizontal mouse movements over the preview.