Yeah, he may have that in another package, but why not have it in a “mesh editing” package like this? Already paying a premium for this one. It just seems like a standard feature for something like this.
Ill give the insert mesh tool a try. Does that actually replace the mesh? Because what I am really looking for is starting with NO mesh that already exists and then when done editing I can save that mesh as a new mesh in the browser.
Not sure if this exists or planned but I was wondering if you can extrude edges using the scale tool. Right now it just… scales when holding shift. I just wanted to extrude those edges out in the gif, rather they just scaled. Is there another way to do this with out being stuck to extruding on one axis?
Regarding your questions: Set Pivot: That’s something I’m working on, will be in next 1.0.7 update (you can track it here: Set Mesh Pivot to Current Transform Widget Pivot · Issue #25 · marynate/mesh-tool · GitHub) UV Window: Custom UV editing is the feature I want to have but haven’t get time to really start working on. I would like to start working on it after wrapping
up current planned features (mainly slab transform and blueprint based mesh building). Meanwhile you can try Auto UV (as mentioned or the Texture Mapping tools under Texture Map category) New mesh from scratch: Insert Mesh with “Replace Mesh” option checked will basically give you new fresh mesh to work on. But form UX pov, I guess a new “New Mesh” button will make more sense. Will add that.
There’s currently no functionality to extrude edges by using the scale tool implemented. I think it would be a good feature to have in the future, thanks for that.
There’re 2 possible way to archive what you want with existing tools:
by extrude face
The process will be: 1. Select faces 2. Extrude with “0” amount and “Keep Original Face” on, “Flip Original Face” off. 3. Scale extruded faces 4. Delete extrude faces 5. Select and flip border faces
Set pivot: Awesome.
UV Window: Cool. Makes sense. =)
New mesh from scratch: Yeah, with out using an existing mesh. Just a mesh from nothing that you can add to a folder you want somewhere in content browser when done or right when you start is basically what I am thinking.
On Extruding edges: Way too much to do haha. I think I will just straight extrude the edges with move tool and bridge edges where needed or collapse / weld verts where I want hehe.
My bad, I should rename it to something like “Copy Quad Texture Map” to make it less confuse with “Match Face Texture Map”.
Basically what “Match Quad Texture Map” do is just copy the source UV from first Quad and paste to next Quad you click on. ( Unlike the face version which will actually project target face into source face’s triangle space base on it’s baryCentric coordinate)
Another request here. Sorry if its in plans or I missed it. Didn’t see this in the . Would it be possible to have a mode that selects a quad (two faces / triangles) that are connected? Selecting co planar with hotkey C is handy but can get tedious and also is not always what you want if you have more than two faces. So if I had a plane of 10x10 subdivisions I may want to just select a quad in the middle (two faces) and would rather be able to do this with one click instead of two clicks.
I got mail from Epic this Monday that it’s scheduled to be released on marketplace on July 20th, but since the version been reviewed is quite old, I just sent newest version to Epic. Not sure how long will take for marketplace team to process and stage the new version as I haven’t got reply yet.
Oooooohhhhhhhhhh. It’s there using the 4 key. My bad. It’s just I don’t have that quad mode graphic you have on my bar. Killer. Yes… this is what I meant though. =D
. I just noticed while assigning materials… it seems to keep a reference to the unused materials. When looking at the object properties I have like 7 material references now even though just using one.
Hi TechLord, currently the focus of Mesh Tool is in editor mesh editing, so there’s no run time functionality.
Thanks for the report. It’s a known issue, I’m adding Compact Material Slots option in 1.0.7 to get rid of unused material slots. (Meanwhile you can use built-in static mesh editor to manage the material slots but it’s a little tedious.)
Wrapping up first implementation of Slab transform (widget free transformation) in 1.0.7 now, will work on bevel after that, hopefully get something done in 1.0.8.