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A member registered Feb 14, 2018

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Thing is, it is comparatively easy to do in parametric 3D, where objects are mathematical constructs first and foremost and any mesh geometry will be generated wholesale by the software. That's why it is a staple in CAD products. AssetForge does not work with parametric 3D objects, it works with pre-made meshes. Cutting pieces out of them, stitching them together and deciding where faces and vertices have to be placed to not damage the pre-existing geometry but to also modify it in accordance with other geometry that joins with it/cuts it is a whole different kettle of fish.

If I remember the Unreal engine correctly then it is not "universally" supported, it only applies to the level editor, which basically is a fancy volumetric object editor. It's not applicable to the various geometric meshes you import to populate your scenes with or use as actors.

That would require metadata to be included which is not assured any target software can actually read and use.

That means it is not worth trying to implement, costs too much development effort for too little benefit.

Additive and Subtractive Mesh

You are asking for boolean modeling, something that is difficult to do even in full-fledged 3D suites. It may sound esy to the user, but the geometry creation is very far from trivial.

By importing them to a different scale.

Shame for you then that most programs do not support all those options but just the most common subset. You're better off sorting it out on your UV map than expecting the .mtl file to do that job.

wait for the next release

SHIFT-click to select multiple objects

You might be better served with a program like MagicaVoxel. 2.0 will bring some of that but AssetForge is not really made for that kind of thing.

You move with the middle mouse button

Running without problems here and without itch app.

The latter. Which was what you were asking about in your post.

Read through the other bug reports here. It has been mentioned.

No. An upgrade.

He's busy working on 2.0

Nope, not getting it on a Mac. Trying it on a PC  I get far far fainter and shorter lines just about a single pixel wide.

Cannot re-create the issue

Open the object in a 3D app of your choice, scale the object to the correct dimensions, export.

Use the blocks from the guide for size reference.

Add the $ character to your custom object to disable automatic UV mapping

How about changing the scaling when importing into Unity?

Works for me on El Capitan.

Did you click through the whole list? The custom collections are listed after the inbuilt ones.

I addition  a set of traditional top/bottom/left/right/front/rear views on hotkeys would be useful. It's a bit cumbersome having to constantly fiddle with the view just to figure out if elements are correctly aligning or not.

Do you just want the program to have it? Buy regular. Do you think what the developer is doing is awesome and you want to support them? Buy Deluxe.