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Is your feature request related to a problem? Please describe.
Currently making adjustments to meshes is limited to a few common operations that apply to the entire mesh, requiring for individual adjustments for the mesh to be exported and imported again.
Similarly building content fully in-game is limited to the procedural mesh options, that while powerful, can make it difficult to create completely arbitrary shapes.
Describe the solution you'd like
We plan to implement a set of tools and mechanisms that will allow for meshes to be edited at vertex level completely in-game, in a collaborative manner - being able to add/edit/delete vertices, faces, normals, UV's, bone's, bone weights and so on in a visual manner as well as adding/removing faces.
This will allow for creating meshes completely from scratch as well as making edits to existing meshes (assuming user has permission to do so).
The MVP for this feature would be just the core editing tools - mostly just treating the vertices or groups of vertices as if they were individual objects (but in an efficient manner) with translation, rotation and scale options and mechanisms for this editing to occur.
This will allow for more tooling to be built on top in the future, both by ourselves and by the community, expanding the range of tools and options for working with meshes.
Describe alternatives you've considered
Another alternative is mechanism to sync mesh data with external tool, such as Blender, however this won't fit into Resonite's collaborative nature and ability to extend the tools in-game.
Additional Context
This will have a good synergy with ProtoFlux mesh DSP system, allowing to create a set of filters and processing that will apply to the edited mesh, having the processing happen asynchronously anytime the mesh is modified: #569
This would allow for modelling involving arbitrary procedural processing on top of the base mesh or set of meshes.
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem? Please describe.
Currently making adjustments to meshes is limited to a few common operations that apply to the entire mesh, requiring for individual adjustments for the mesh to be exported and imported again.
Similarly building content fully in-game is limited to the procedural mesh options, that while powerful, can make it difficult to create completely arbitrary shapes.
Describe the solution you'd like
We plan to implement a set of tools and mechanisms that will allow for meshes to be edited at vertex level completely in-game, in a collaborative manner - being able to add/edit/delete vertices, faces, normals, UV's, bone's, bone weights and so on in a visual manner as well as adding/removing faces.
This will allow for creating meshes completely from scratch as well as making edits to existing meshes (assuming user has permission to do so).
The MVP for this feature would be just the core editing tools - mostly just treating the vertices or groups of vertices as if they were individual objects (but in an efficient manner) with translation, rotation and scale options and mechanisms for this editing to occur.
This will allow for more tooling to be built on top in the future, both by ourselves and by the community, expanding the range of tools and options for working with meshes.
Describe alternatives you've considered
Another alternative is mechanism to sync mesh data with external tool, such as Blender, however this won't fit into Resonite's collaborative nature and ability to extend the tools in-game.
Additional Context
This will have a good synergy with ProtoFlux mesh DSP system, allowing to create a set of filters and processing that will apply to the edited mesh, having the processing happen asynchronously anytime the mesh is modified: #569
This would allow for modelling involving arbitrary procedural processing on top of the base mesh or set of meshes.
The text was updated successfully, but these errors were encountered: