I know some of this has been mentioned already, but I wanted to write down all inconveniences I personally came across for completeness’ sake.
- setting transforms numerically
- grouping so I can easily transform objects together
- better project management (the current UI doesn’t really scale)
- filling holes
- moving pivot point
- split by connected (for splitting separate meshes into separate objects)
- a merge/Boolean operation that respects topology (as opposed to voxel merge)
setting transforms numerically
A bit of a pain because I don’t have any widgets for that for the moment (iOS/Android, etc).
Probably in the future.
grouping so I can easily transform objects together
Grouping is done through the “Multi-Selection” checkbox in scene.
All tools are disabled for now but later I’ll allow the gizmo.
better project management (the current UI doesn’t really scale)
I don’t plan any changes in that regard.
Maybe you can simply use the “export glb” feature and handle yourself folder hierarchy on iOS?
Internal projects are simply zipped glb with previews.
I don’t know where to put it at the moment.
The easiest way for now is to use the Trim tool, all the holes will be filled.
moving pivot point
The gizmo and some of the settings (e.g: Vertex -> UseMask) will change as well.
split by connected (for splitting separate meshes into separate objects)
A bit specific but why not. It’s just a small convenience to avoid masking all the separate part and using the mask split feature.
Low priority though.
a merge/Boolean operation that respects topology (as opposed to voxel merge)
Not trival so not for now