- Posts: 7
- Joined: Sat May 21, 2022 7:44 am
Hello there!
I wanted to suggest some new features that I think would be extremely useful in many cases.
Thank you so much for the continuous effort to update this app!
Here's a list of things I wish TreeIt had:
1) History tab, like Photoshop where you can view the changes you've made or even go back to a certain point by clicking on the older change to compare the old version with the new one.
2) Auto Save, It would be extremely useful to have one, in case the app crashes or something happens, maybe an option to turn it on/off and how often it should save, perhaps every 5/10/30 mins.
3) A Reworked + Colored Select/Move/Scale Tool like Unreal Engine or other engines, I know there is one already but it often feels confusing on which axis you're scaling or where you should be clicking/dragging. It also feels limiting at times when you want to move a leaf card a certain direction but it doesn't go or it kinda rotates weirdly, that's why I said reworked, it would be helpful if we can move/rotate/scale the leaves however we wanted while it is attached to the trunk/branches.
4) A Hierarchy based system for the trees.
Child of Child (Leaves)
^
Child (Branch)
^
Parent (Trunk)
And each branch and the leaves attached to it having their own identity, so when you use it with Pivot Painter In Unreal each branch/leaf moves independently from each other.
https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/PivotPainter/PivotPainter2/
5) An option to remove the sky background and be able to choose our own solid color for the background as well as change the light intensity.
6) I don't know how doable this is, maybe a sculpt tool? For minor details like trunk holes etc and the UV's adjust automatically?
7) Binary FBX exports rather than ASCII or maybe a new option for Binary, it feels kinda repetitive having to go through a different program to convert the ASCII FBX to a Binary one and then get it to Blender etc.
8) A proper root system for the trunks, so you don't need to create + load a separate .tre with branches that are crinkled and facing down.
9) A Human for scale next to the trees that we can maybe also scale to match the scale of things in other engines like the height of the Unreal Engine Mannequin. It would be extremely useful, I find myself having to go through imports and exports so many times to find the scale I'm looking for.
9a) An option for the app to automatically adjust the scaling of things to match Unreal/Unity scale? Like how blender supports this feature.
10) The ability to ctrl + C/V (copy/paste) a selected branch/leaf or group and freely moving them around their respective attach points being the trunk for branches or branches for leaves etc.
11) Either removing or setting the zoom up/out boundary quite a bit further, I often try to zoom out to view a really big tree I'm making for Unreal but I cant cause there's a limit, so I have to keep scaling the tree up/down.
12) Support for thicker trunks, I know you can override the max radius of the trunk but usually it ends up looking wonky and there's some weird results, it would be nice if there's a proper way of making really thick trees.
Thank you for your time and thank you again for all the amazing work you're doing!
Hopefully we'll see some of these implemented one day!
I wanted to suggest some new features that I think would be extremely useful in many cases.
Thank you so much for the continuous effort to update this app!
Here's a list of things I wish TreeIt had:
1) History tab, like Photoshop where you can view the changes you've made or even go back to a certain point by clicking on the older change to compare the old version with the new one.
- history.png (6.04 KiB) Viewed 2361 times
2) Auto Save, It would be extremely useful to have one, in case the app crashes or something happens, maybe an option to turn it on/off and how often it should save, perhaps every 5/10/30 mins.
3) A Reworked + Colored Select/Move/Scale Tool like Unreal Engine or other engines, I know there is one already but it often feels confusing on which axis you're scaling or where you should be clicking/dragging. It also feels limiting at times when you want to move a leaf card a certain direction but it doesn't go or it kinda rotates weirdly, that's why I said reworked, it would be helpful if we can move/rotate/scale the leaves however we wanted while it is attached to the trunk/branches.
- scale.jpg (15.01 KiB) Viewed 2361 times
4) A Hierarchy based system for the trees.
Child of Child (Leaves)
^
Child (Branch)
^
Parent (Trunk)
And each branch and the leaves attached to it having their own identity, so when you use it with Pivot Painter In Unreal each branch/leaf moves independently from each other.
https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/PivotPainter/PivotPainter2/
5) An option to remove the sky background and be able to choose our own solid color for the background as well as change the light intensity.
6) I don't know how doable this is, maybe a sculpt tool? For minor details like trunk holes etc and the UV's adjust automatically?
7) Binary FBX exports rather than ASCII or maybe a new option for Binary, it feels kinda repetitive having to go through a different program to convert the ASCII FBX to a Binary one and then get it to Blender etc.
8) A proper root system for the trunks, so you don't need to create + load a separate .tre with branches that are crinkled and facing down.
9) A Human for scale next to the trees that we can maybe also scale to match the scale of things in other engines like the height of the Unreal Engine Mannequin. It would be extremely useful, I find myself having to go through imports and exports so many times to find the scale I'm looking for.
9a) An option for the app to automatically adjust the scaling of things to match Unreal/Unity scale? Like how blender supports this feature.
10) The ability to ctrl + C/V (copy/paste) a selected branch/leaf or group and freely moving them around their respective attach points being the trunk for branches or branches for leaves etc.
11) Either removing or setting the zoom up/out boundary quite a bit further, I often try to zoom out to view a really big tree I'm making for Unreal but I cant cause there's a limit, so I have to keep scaling the tree up/down.
12) Support for thicker trunks, I know you can override the max radius of the trunk but usually it ends up looking wonky and there's some weird results, it would be nice if there's a proper way of making really thick trees.
- trunk.jpg (63.95 KiB) Viewed 2361 times
Thank you for your time and thank you again for all the amazing work you're doing!
Hopefully we'll see some of these implemented one day!