WeavR is a massive project that we’re continuously working on.
Here you can see what tools, actions and features we have planned so far, as well as keep track of their progress.
We are always open to new ideas and suggestions, so if you want something that isn’t here please tell us about it!

#wvr-158: Action – Subdivide

This action will take each of the selected polygons and replace them with a few smaller polygons, creating a more dense surface.

Subdivision breaks the polygon into quads by creating a center vertex and connecting it to the middle of each of the Ngon’s existing edges.

Automatic component conversion¹ applies.

In Progress

#wvr-149: UI – Splash Screen

Introduce a friendly Splash Screen when WeavR is loading to notify the artist, cover up for loading resources and be pretty in general.


#wvr-102: Tool – Merge by Distance

This tool will define pairs of vertices that are within a specified distance from each other and fuse them into a single vertex, created at the center of the group.

Tool parameters include:

Threshold – this parameter defines the distance that vertices should be from each other to be eligible for merge.

Automatic component conversion¹ applies.

Undergoing QA

#wvr-90: Tool – Move

The Move tool allows translation of mesh components using a 3-axis Move gizmo.
Move supports snapping, both to whole grid units as well rounded incremental movement.

Tool parameters include:

Space – defines the coordinates in relation to which the translation will happen.

    • Object – translation will occur in relation to the mesh object’s rotatio.
    • World – translation will occur in relation to the world axes.
    • Normal – translation will occur in relation to the computed average normal of the selected components.
    • Custom – translation will initialize to the computer Normal, but the artist can rotate this normal to their liking, creating a custom movement space.

Snap – toggles whole grid units snap, partial snap uses the built-in shortcut of Ctrl+drag.

In Progress

#wvr-74: Action – Triangulate

This action will convert each of the selected polygons to their underlying triangle representation.

Triangulated surface have a few benefits over polygonal surfaces composed of Ngons, especially when planning an export to another program like zBrush, which does not support Ngons.

Automatic component conversion¹ applies.


#wvr-73: Action – Split

This action separates the selected surface polygons from their shells, and assigns them to a newly created shell of their own.

Automatic component conversion¹ applies.


#wvr-71: Action – Merge to Center

This action takes all of the selected vertices and merges them together into a single new vertex created at the center of the selection.

Vertices from every part of the mesh will be merged, regardless of their shell assignment or the distance between them.

Automatic component conversion¹ applies.


#wvr-56: UI – Action Bar

The concept of the ActionBar was borrowed from MMORPG games.

This bar links to up to 10 actions or tools, which can be configured by the artist and replaced at any time.

The ActionBar itself can be configured with 10 different layouts, and switching between layouts is done with simple shortcuts.


#wvr-41: Core – Component Gizmos Via UberGizmo™

The UberGizmo™ system allows WeavR to display hundreds of thousands of mesh components (vertices, edges, polygons etc.) with unnoticed performance impact.

Behind the scenes, the system creates special meshes with custom shaders and uses vertex color as state indicator.


#wvr-5: UI – Getting Started Window

This window provides a short presentation and point of entry into working with WeavR.

Links to tutorials, the documentation and more useful places are presented in this window, which can be toggled to never appear again.


#wvr-3: Core – Undo/Redo

Enable the option to undo an operation – an action or the result of a tool – and redo it again, using as little resources as possible.

By saving as little data as possible and caching the mesh state, the WeavR undo system allows practically unlimited history records.

Due to the nature of the system, which rebuilds the mesh from the cached state to the present, performing redo operations is significantly faster than undo operations.
This status is currently being worked on and future cache steps will allow to eliminate this performance difference.

Under QA

And more to come…

There are over 100 tasks, features and tools we are currently working on, and they will be added to this page in the near future.

Please be patient, and check frequently for updates.

¹Automatic component conversion will take the selected components and compute which relevant components, that are required by the action, are connected to them. This method eliminates the need to either convert manually before an action can be made, or create a dedicated action for each component type.