thank you very much for the video! It helps seeing the problem, but we're still having issues trying to replicate it.
We've seen cases of "bad" snap coordinates in our testing (that will need fixing!), but couldn't reproduce the issue in the video where a line disappears entirely without creating the cut previewed earlier.
I think that I understand what's happening now (sorry the video helps but not seeing the hand/pencil still makes it difficult to guess)
if the cut is "confirmed" (double tapping) on an existing point it performs the cut.
if the cut is "confirmed" (double tapping) in a place where there was no point before, it cancels the cut. (adds point temporarily but cancels it)
The Dissolve tool, simply said, does not merge; it typically takes away definitions in a certain area of the model. Merging, from my point of view, would be more about creating a connection between or among polygons while not reducing the details.
The typical result of the Dissolve in Forger is an N-Gon, which has some advantages during modeling, but anything after modeling might produce questionable results. Typically, the mesh is triangulated inside the render engine, which might not be how it is preferred. N-Gons are polygons with more than four points to define the boundary edges. If two polygons are dissolved in an N-Gon, the amount of boundary (island) points does not change.
(Many three or 4-point polygons in a group are not an N-Gon.)
Please note that the only UI setting that isn't stored (for now) are the "floated" coordinates of the shortcuts panel.
There's a small performance cost to having the panel floating around (instead of docked to the side panel) and this for now is a way to avoid this "cost" added even when it isn't needed. We also think that when the panel is floated the "good" floated coordinates might change across a session so having it in a certain X/Y place might not be useful after reopening/reorienting the device so not storing it in a way solves the two possible issues.
Perhaps this is what you expected, to have a separate plane for the Image.
Since we can have several Cameras in the list, we can also have more images—one per Camera. To activate a camera, use the right-sided > icon to get to the submenu; the Look Through sets the Camera to be active. With this, the Image below the Camera is active as well.
Please feel free to ask new questions while opening a new forum thread. If you have more questions, please do so in a new thread so the forum stays easy to search and read.
We certainly will do what we can to answer those. If I don't know it, I will ask the developers. I love first-hand information and never (well ~99%) answer from memory, as things might have changed. So I try to re-create the setup. If you have a file, that would be great.
Please let me know what your target is and what hasn't worked. I like to see this forum as a creative solution forum.
I would also really like to know what units my models are measured in, and how to even find that out. None of the menus seem to actually tell me what size my selected object is. It makes modelling anything hard when you don’t know whether the overall model is the size of a mouse or a mountain. I just discovered this app and feel like I can’t make use of it until this is figured out, and the calliper tool does nothing except spit out some arbitrary number. This seems to be the only thread that touches on this problem
Regarding the other points, please know that we unfortunately can't comment on what's coming up... but know that we're not considering the modeling feature set "finished" by any means, and that we're actively working on extending the app further ;).
This sounds like a License problem, which hopefully can be fixed quickly.
Can you sign out of the app and sign in again?
It is the first screen you see when the app starts and shows you some of your work. In the left upper area is a circle with a "head" in it. This should get you going. Fingers crossed.
Yes we did release an improved Mesh re-projection workflow along with the ZRemesher release.
To keep detail I would try doing the following:
Duplicate the mesh to be zremeshed
ZRemesh the mesh (after setting up curves, painting densities etc)
With the ZRemeshed mesh, go to the Mesh (Object) menu and go to "Misc. Actions > Mesh Projection..." this allows projecting over all geometry in scene or only visible one, there's a "Max. Distance" parameter that requires having a bit of knowledge of the "scene scale" if that makes sense (you can use the Caliper Tool to measure an OK max distance for this)
The above will attempt to project the entire mesh, to fine-tune this projection you can always use the "ZProject" brush, this does only project in the camera "forward" direction over visible geometry.