It might be possible to build something on top of Open Brush. What's tricky is extracting smaller parts of it. Have you looked at the API stuff? That is a good guide to how to activate specific bits of functionality outside of the main UI
@andybak I just started playing with the "save selected strokes" & media library tools. The unity scene that results when brought in via GLB doesn't contain the referenced models (they're just empty). And the files that it spits out into the Media Library folder are .usd, which, I'm not sure if it's supported by the toolkit.
Let me know if you think this should work in theory, or if i'm barking up the wrong tree.
I'm going to see if there's a USD plugin I need in order to pull in the models first
personally - i would like to replace the "save selected strokes" with a more flexible approach. at the moment the strokes become non-editable (coz they are .usd files)
but there's also a note in the code from ages back saying "additive loading is buggy as it duplicates existing strokes" - i can't seem to see any evidence of that but i haven't tried too hard
i think even with bugs it's quite appealing. it might be "bearably buggy" and we can hide it behind a settings flag so normal users don't get tripped up by it
I just need something which breaks apart by individual strokes. And one which resets the pivot of the group to the centroid, or the centroid + minimum bounds on the Y
If i export an object (eg an animal) piece by piece, but don’t move it, when I import all the pieces into unity, will they automatically reassemble themselves? As in they will be in the same position as when I exported them so i don’t have to try and reassemble them in unity (which I find too hard) - thank you!!