Drawable Filters & Tags
Filter, tag and sort the drawable list without changing the project
Introduction
Once a project holds a few hundred items, scrolling stops being a workflow. The drawable list can be filtered, tagged and sorted so you only look at what you are actually working on.
Nothing here changes your project. Filtering and sorting affect only what you see. Drawable indexes, positions and names are untouched. To change the actual order, see Items Position Number.
Filtering
Open the Filter panel and narrow the list by:
Gender
Item kind, for example cloth drawables or tattoos
Drawable type
Skin type
Findings, so you can see only the items with errors or warnings
File state
Project tags
Each option shows how many items would remain if you picked it, so you can see where the interesting items are before you click. Every active filter becomes a removable chip above the list, so it stays obvious why an item is not showing.
Groups with many options have their own search box and sorting.
Saved presets
A combination you use often can be saved as a named preset. Presets are stored per project, so a project full of tattoos and a project full of hair can each keep the views that suit it.
Tags
You can put your own colour coded tags on items, for example to mark what still needs a texture pass, what is waiting on an in game check, or which supplier a batch came from.
Tags can be edited in bulk across a selection.
Tags travel with DCT packages and exports, so a teammate who imports your package sees them too.
Tags are one of the filter facets, and the search understands them.
Search
The Integrated Search understands the same facets as the filter panel, and the two compose. Searching while a filter is active narrows within that filter rather than replacing it. Search also matches through texture resource names.
Sorting
Sorting reorders the display only. Names, thumbnails, tags, IDs, type, gender, position and file size stay readable as the rows resize.
Use the Grouped / Flat toggle beside Sort to remove category headers and compare all visible items together. DCT remembers the choice for this project. Search uses a flat list automatically. Return to Grouped and clear filters and sorting before dragging items to change their project order.
The performance sorts help you find assets that need closer inspection:
Triangles, Geometries, Vertices (High LOD)
High-detail geometry in the main model file
File size
The primary source file, such as the clothing model
Total texture-file size
All distinct assigned texture variation files combined
Largest texture variation
The largest assigned variation file
Texture resolution
The largest texture by pixel area, including embedded textures
Estimated texture memory
Embedded texture data plus the largest variation, including mip levels
Choose highest or lowest first. The active measurement appears on each row, and unavailable measurements appear last. The memory value is an asset estimate, not a measurement of the game running. Separate first-person and alternation models are not included in the geometry counts.
Expand All and Collapse All act on the drawable type groups that are currently visible, including groups that span several generated resources.
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