Mesh Maker VR

Mesh Maker VR

Grebo Punter May 17, 2017 @ 7:22pm
Great! plus suggestions
Very nice, real intuitive for the most part so far. Just started but was quickly able to make an object and then bring it into blender. A good start to my idea of a dream VR design app.

So a couple of unsolicited suggestions from my first impression fwiw:

Handles on the sides of the floating menus would make it a lot easier to grab and move them around without accidentally pressing any menu buttons.

When selecting/deselecting individual vertices it would be nice if they changed color or gave some indication that the trigger pull worked before you move the pointer out of the selection sphere. They change after but there's no way to know the trigger pull went through until you move the pointer, away, even some kind of sound effect would help.

It would be cool if you could flip normals after creating a triangle by continuing to hold the trigger down on the third vertice selection, and then pulling the controller in the direction for the normal to face before releasing. Otherwise half the time you have to go back to the menu and do the separate flip normal process. Would save a fair amount of clicking.

Also an undo function and also a "deselect all" function would be nice, if those are already in there I may have just been too dumb to figure it out yet.

Great stuff though, I look forward to spending some time in it and more updates.
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createthis  [developer] May 17, 2017 @ 8:17pm 
Ok, I think I can help you with a couple of those items without changing MMVR: when creating a triangle the normal faces toward you if you select the vertices clockwise. It faces away if you select them anti clockwise.

I like the idea of making that more intuitive with some sort of gesture at the end though. I'll think about that. Someone else recently suggested holding the trigger down and waving the controller around to select vertices as a way to reduce the number of clicks, so this is on my mind lately.

I agree there should be an explicit "deselect all" button. It hasn't been added yet because switching to another mode will do the same thing. I usually switch to plane primitive then immediately back to whatever selection mode I want and that clears the selection. I need to make this a formal button though; you're right.

I think the vertices not changing color immediately is a bug. I'm doing bug fixes all day tomorrow so I'll see how many of these small changes I can work in. Thanks for the feedback!
createthis  [developer] May 18, 2017 @ 9:23am 
Originally posted by Grebo Punter:
Handles on the sides of the floating menus would make it a lot easier to grab and move them around without accidentally pressing any menu buttons.

I was trying to understand where you're coming from on this today. Are you left handed by chance?
createthis  [developer] May 19, 2017 @ 10:04am 
Added deselect button and fixed the vertex selection color bug: http://steamcommunity.com/games/576790/announcements/detail/1268172671077875603
Grebo Punter May 19, 2017 @ 11:20pm 
Originally posted by createthis:
Originally posted by Grebo Punter:
Handles on the sides of the floating menus would make it a lot easier to grab and move them around without accidentally pressing any menu buttons.

I was trying to understand where you're coming from on this today. Are you left handed by chance?

Right handed. So basically I am working on the model with my right hand, and have the Tools menu on my left hand side out of the way where I can operate the menu with my left hand to switch modes or whatever. So being able to easier grab the menu on the left side of it would be helpful. Even grabbing it by the right side of the menu is a little awkward anyway.

It's also entirely possible and quite likely that I am simply missing some super obvious other way of grabbing or moving the menu around that is already there and it is user error.

New update is great though, the selection and the clear all button very very welcome!

And one more thing while I am posting, any possibility for maybe consideration in the long term, a global snap grid mode as an optional alternative to the snap grid being local to the object? The current method obviously allows you to freely rotate and scale object, perfect for some things, but an optional fixed global grid mode would make it easier to quickly lay out / "sketch" out the basic shape of some kinds of larger objects like furniture and architectural elements. Adjustable snap-to-grid for angular rotations around global x,y,z axis would also be useful in that mode. Hope that made sense. Just throwing that out there.
createthis  [developer] May 20, 2017 @ 6:52am 
I might just increase the padding on the left and right sides of the menu and see if that helps. I'm not sure I understand the global snap question. Do you just want to see the snaps all the time or do you actually want the snaps to not rotate with the object? I can't see how the latter would be useful. The former is sort of the use case envisioned by the alignment tools, though I'm not convinced they do the job very well.
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