I’m dying to ditch maya and autodesk altogether, and so far silo3d is closest to what I would consider a true maya alternative for modelers. thanks for bringing it back to life, if we can have python scripting support for hotkeys and api documentation, perhaps numpy pre-installed, that would be a heaven, if that happens I would recommend every modeler at work to move away from maya haha. But in either case here are some suggestions from testing silo for few days.
split loop could have an option box to add multiple edge loops at once, bonus if we can do two loop split at given distance offset from coresponding end point of each ring edges so row of faces containing the two new loop get sharp edge on sbdv, this is a super time saver for text work etc. almost same as extruding and inset scale but doesn’t form a loop like extrude, also ensures all the corners would have same contour in sbdv, vs 2 x manual loop split slide won’t have exactly same offset on each execution.
clicking on manip handle axis should lock mouse button tweak to the axis. in maya clicking on center of manip resets axis lock.
for mouse selection, select thru should perform select visible on single click, select thru on drag. select visible always select visible.
paint selection mode would be more useful if it activates rectangular selection when mouse drag starts on outside of the model.
hotkey stack would be great ie assign multiple functions to same hotkey and cycle thru, please disable selection style mode hotkey toggling back to previous selection mode when pressed twice, it is confusing. either it should cycle all three or simply change to the mode assigned to the hotkey.
average normal flatten especially in edge mode is pretty much not useful. for edges, consider straightening selected edge loop using start/end vertices, bonus if there’s an option to re-distribute each edge to equal length. This function should apply for each continuous edge loop when multiple edge loops present in current selection
for face or vertex, straightening them using camera XZ space would be much more useful, ie use dot product between camera position to each component and get one far end, get the other end (furthest component selected using camera space XZ distance), flatten them using cross between a vector of the two points and camera view normal.
also it’d be useful to have “snap to closest vertex” / “snap to closest curve point”, as a button. vertex snap is super useful when combining two different parts and weld vertices, later for managing edge contour ie for vehicle, for example I would draw a curve using edge tool for side crease line of the vehicle as my guide, subdivide few times to make it a smooth curve, then while working on actual poly model, keep snapping edge flow for side crease back to the curve to keep the smooth flow.
bonus if these two tools only work in camera XZ space for ortho view. ie snap to closest vertex in front view calculates closest point only using world XY position of vertices, snap to closest vertex but does not modify Z value, same with snap to curve.
it’d be useful to have separate hotkey for flatten worldX/worldY/worldZ instead of changing option
snap to grid needs to be lot more sensitive, for now it snaps to grid when the component is very close to grid line, instead it should just snap to closest grid regardless of where they are
extrude face should create faces wether or not it has adjacent face . currently extrude on single face work properly generating four faces around it, but if one edge has face attached there, it only extrudes face where it has adjacent polygon, generating only one additional face there. At least there should be an option to not do this.
as mentioned above, we need freeze transform and object transform values displayed in numeric editor
slide should also work on vertices, slide along edge it’s on (perhaps drag up/down left/right decides which edge it would slide along) Option to prevent slide go past end of the edge (when vertices overlap), also option to slide using distance vs currently it’s proportional to edge length.
another bonus would be snap an object to another object’s pivot, way to copy object pivot between objects. it could use selection order ie first selected object’s pivot copied over to rest of the selection. for snap, target position could be last selected object’s pivot.
wireframe/normal/uvseams/texture also need toggle button work similar to show grid or show view images for single hotkey operation, there could be two mode, one toggle each object’s status or on/off globally using button status.
viewport image need options to change color gain / alpha value to darken up, it seems position doesn’t seem working (always behind asset). also we should be able to add image on persp cameras with depth control
option to turn Scene info to a hud, ie text over viewport somewhere like maya.
single vertex should still focus/frame just use general scene scale or adjacent component to gauge the zoom level.
Duplicate with transform/number of duplicates so we can easily create a custom array of meshes. Creating curve (poly line) using edge duplicate work as a workaround, though currently array doesn’t bake point normal into duplicate objects.
array should take edge / point normal or subdivided curve tangent into account, rotate instances accordingly
option to set partial vs fully enclosed convert between component, ie single edge converts to two faces it’s attached to like maya.
ability to re-arrange scene editor
break should keep pivot position of original object, currently rotation gets preserved but not position.
custom entry for scene info (specifically I’d like to see non manifold geometry there)
these are bugs I’ve experienced
-cmd and ctrl swapped on mac
-all three modifier (ctrl-alt-shift) hotkeys does’t work
-on my old laptop, having anti alias makes selection unstable, close vertices get selected together
-changes on “button editor -> tabs -> button page” need restart to get applied.
-hotkey on numeric keypad doesn’t work with modifiers (ie alt + * on keypad register as *)