We have reached the first milestone. Version 1.0 is already a highly useful tool for animators and game developers alike.
What is an even bigger step forward:
FBX export — brand-new system (the biggest item)
- New standalone
MeshLoaderFBX_Export.cpp(~1,370 lines) and a Blender-style export popup with a full settings set (FbxExportSettings+ presets). - Bone/skinning and animation export, axis conversion (Forward/Up), global scale,
Apply Transform(bakes world transform into geometry), n-gon triangulation. - Materials: diffuse + normal map + emissive map, PBR scalars (metallic/roughness), and per-face multi-material (submesh) support.
- Texture path modes: Absolute / Relative / Strip Path / Copy (copies textures next to the FBX).
- Vertex color round-trip (import → edit → export).
FBX import — major rework
- Rewritten
MeshLoaderFBX.cpp, newFbxNode.h, FBX animation import, multi-material import, texture path resolution, import settings + presets UI.
OBJ import/export UI — dedicated settings & preset system (ObjImport/ExportSettings, …Presets).
Material & UV system
- New
MaterialRegistry, multi-material groups, fully reworked material inspector. - Multi-UV (multiple UV channels), large UV editor panel rewrite, 2D drawing gizmo (
Gizmo2D).
Rendering refactor + performance
EntityRenderer/RendererManager/MeshGPUBuffermoved to GPU-buffer-based rendering; consolidated duplicated texture loaders. Updated shaders.- Detailed refactor plan and FBX export checklist docs added (
docs/). - Timeline panel, mirror/subdivision modifiers, undo/redo refinements.





