Closed jayfield1979 closed 3 years ago
Another good idea, shouldn't be difficult to achieve - again would encourage you to have a go, but I'm sure me or @luketimothyjones will get around to it some time soon as well. Thanks for all the great suggestions!
This would only apply after mesh conversion I guess, it would also be possible to separate the layers into separate curve objects which would make texturing easier
Yes, you're right. Assigning vertex groups would only be possible if the tree trunk and branches are converted to a mesh.
Maybe having them as separate splines/layers (per level) as the default option is the way to go. I guess then, if anyone did need to convert them to a mesh, they could apply vertex groups per level at that time. It's quite a niche workflow I guess.
I really am interested in learning Python for Blender so I will take a look at this. However, I've been selected to participate in the Summer of Unreal workshop for the next 4 weeks, so figure I'm going to be busy with that.
I have several other ideas for your excellent add-on, but I'll save them for now as I've already mentioned quite a few!
Feel free to open them each as a separate issue (I've added some already), it's great to have a record in case others see it and want to contribute, and so we have a place to discuss the idea too
Me again, sorry.
A great help would be to assign geometry to a vertex group per level. So there would be up to 4 vertex groups ready for custom manipulation/application of sub-materials, displacements and decimation. You might even name these: Trunk, Branches01, Branches02, Branches03.
Just a thought. Should be easy to implement and a huge timer saver for your users.