I'd say it's in alpha stage now. I mean it already works with brushes, but I'd like to make it as robust and simple to use as possible. There's that, and all the doc to write. So it'll depend on how much time I get to iron things out. If I don't hit a snag it could get released within a couple of weeks. Before that I'll need some beta-testers of course...
@Cry-Ruan: Yes, that's more or less the gist of it. The trickiest part was to get the math right for turning euler angles into quaternions in a perfectly reliable fashion (I'm not a real programmer after all). Which was made even more complex by the fact that Sandbox uses Z as the world up axis
. Here's the UI so far:
So for example the rocks you see in the OP pictures all use the same model (scaled, rotated, etc...). First the rock asset itself gets exported (as a .cgf file). Then I can duplicate that mesh as many times as I want, and freely translate, rotate or scale it. Those meshes all live in a special "Sandbox layer" group which gets exported as a ".lyr" file. Which in turn gets imported in Sandbox either as a new layer or as a replacement/update for an existing one.