Neos7 wrote:The move using "TAB" can't be undone
may be this is specific bug in some kinds of scenes, as I can't reproduce it. do you have a .z3d file that does this?
The "Select by Name" is really slow if you have hundreds of objects in hierarchy, also it refreshes for each letter you type so you have to wait it finishes the query to keep typing
will check what could be done over there.
Models with shader materials like those from GTA V exported as .OBJ can't be imported by zmodeler2 or 3DS (no problems with blender)
not sure here, but .OBJ is a text file (as well as an associated .MTL file), may be you can spot the cause by editing it by hands? There is nothing specific on export of shader materials in .obj and .3ds formats except some extra material options that are possible to put into .MTL file. Inside .OBJ only material name is specified, may be a short name should be used. Try renaming materials to something like Material01, Material02 etc. before exporting.
Add button to select in hierarchy all the selected objects in the scene could help too
Do you mean an option to send scene objects selection to rows selection (so you can right-click on them) or vice verse: from rows being selected in hierarchy to get associated objects get selected with a button click?
Add an option to allow the rendering of vertex colours on shader materials like GTA V ones
Vertex color is rendered on all Shader materials by default. This feature is disabled on all GTAV materials by togging an option "Ignore vertices color" on "Advanced options" page of each material.
Add the possibility to use Display tools in UV Mapper would be great, also allowing to have a pivot for each mesh like in zmodeler2 would help a lot
Display tools on vertices level (to hide/disable some vertices) or on objects level to hide/disable some charts?
What would be a point for pivot on each mesh?
Add and .FBX importer...
Quite possible, but with the very low priority.
64bit version to remove all the memory limits
Possible too, but with low priority too. An overal performance could be a drawback. When messing with complex scenes that could cause out of memory message, ZM gets quite slow. By allowing to work with such a scenes in 64-bit version, it is taken as a must for ZModeler to be able to handle them with appropriate speed and response time. This would involve a serious remastering and optimization of existing code (compared to "simple" upgrade to 64-bit version).