I’m blown away by the progress you’ve made so far - Looking really awesome :).
**Just a few questions: **
if I wanted to subdivide a selected face (similar to Blender’s functionality), say from 1 face to 4, is there a way to do this?
What are your plans for the plugin long-term? Are you planning to continue to add new features / support even after Geo 2.0 becomes available?
Saw it on an earlier post, but wanted to confirm - is add / modify pivot coming to the next release?
Also, do you have a roadmap you can share? Would be great to get an idea of what you will be working on.
Im really happy to hear you are looking at improving level building :D. TrenchBroom / Hammer / Radiant are excellent examples to draw from - cant wait to see what you come up with!
Thanks! I think there’re 2 main constraints regarding UI:
1. Looks native in UE4 environment
That means use built-in slate widget as much as possible, not only save dev time, but also make it consistent with the host env.
2. Easy to iterate
Currently Mesh Tool is still in rapid dev. phase, so the UI should be easy to change/iterate. That’s the main reason I hesitate adding icon/images and prefer use text only buttons. But when the major features are there, it’ll comes to the phase to add more visual elements to improve user experiences.
Mock ups or simply references from other mesh editing package will both be great
- if I wanted to subdivide a selected face (similar to Blender’s functionality), say from 1 face to 4, is there a way to do this?
There’s no specific subdivide face feature. but you can select 2 edges of a quad, the use “Insert edge Loop” turn 1 face into 4.
- What are your plans for the plugin long-term? Are you planning to continue to add new features / support even after Geo 2.0 becomes available?
I intend to continue developing Mesh Tool even after Geo 2.0 released. Making tools is fun, plus I enjoying using my own tool in my own projects I might consider to refactor some functionalities to base on the new EditableMesh framework comes with Geo 2.0 after it been released.
- Saw it on an earlier post, but wanted to confirm - is add / modify pivot coming to the next release?
Yes, set pivot feature will be in 1.0.7 release.
- Also, do you have a roadmap you can share? Would be great to get an idea of what you will be working on.
The closest thing to roadmap is the issue tracking list (Issues · marynate/mesh-tool · GitHub) which I used to not only tracking bugs also logging feature requests and ideas.
I believe those gifs are from relative early versions of ProBuilder which the UI were mainly composed by native Unity buttons, that’s actually the approach I’m taking on current Mesh Tool UI: use as much native buttons (without customization) as possible.
Slab Transform mode is a widget free transform mode allows level designers to block out level a little bit easier. Inspired by TrenchBroom and Obduction.
Looks awesome! Can you add a fill-in for prefixes? like instead of using the object shape as a name allow the user to type something like “wall” or “pillar” or “dome”
-The bridge tool can be set to “curve” the bridge mesh and subdivide it (look at the Hammer 2 vid)
-There is a “Propagate Mode” in Geo 2.0 - a change to a specific SM propagates to all cloned SMs in the level. This could be super useful if you can implement it
-Buttons to Triangulate and Quadrangulate - This can (hopefully) be added easily by using the OpenSubDiv library already included in the Geo 2.0 branch
-Select mode “Any” in Geo 2.0 - This isn’t really necessary but it might make it efficient for some people