As one of Vuo's developers, I work on Vuo's engine (the thing that makes compositions run), work on nodes, and write documentation. You'll see me on the forums answering people's questions about Vuo.
I've been developing apps and frameworks for several years (since I was in college). Pre-Vuo projects include Kineme Quartz Composer plugins, iOS apps for education, an app that analyzes photographs of tomato slices, and software to help people with disabilities use talking keyboards.
I enjoy using Vuo to make live music visuals. My hope for Vuo is that it will grow into a community of people of diverse backgrounds and identities making lots of different artistic, useful, unique, goofy, beautiful, crafty, wonderful compositions.
I hope Alastair’s answer makes it more clear. I think you voted for the right one.
Usually with feature requests we try to split them into work that can be done independently. Like here, it would be possible for Vuo to have local subcompositions without grouping or vice versa, if the community had an overwhelming desire for one to be implemented before the other.
[@bLackburst] It might be worth making mention of the fact that macro/group/collapsed nodes should be live-editable
Consider it mentioned. Although we don’t have a public feature request for that, Ability to edit GLSL shader code in Vuo Editor has a similar need. So the ability to live-edit nodes (covering both GLSL and subcompositions) is in our plans.
[Alastair (@usefuldesign)] Nicer would be window in window for all types of sub-compositions in same Editor as I've illustrated above
Oh, I was thinking the hypothetical Change Item Ranges in List would have a Ranges port that is a list of ranges, like Get Item Ranges from List. Having a singular Range port would not be as complex. Still, you'd have to do a little math to make sure you're feeding in the desired number of replacement items. (The range 2-5 would take 4 items, not 5.)
You can generate a list of positions in a range currently using Make Points along Line. It would be cool if we also had a node to more straightforwardly generate integer sequences.
Thanks for sharing the non-working .ply. This console message gave a clue as to why textures aren't applying correctly:
4/18/17 10:43:54.676 AM VuoComposition-HQrO63: VuoSceneObjectGet.c:240 convertAINodesToVuoSceneObjectsRecursively() Warning: Mesh '' is missing tangents, bitangents, texture coordinates. These channels will be automatically generated, but lighting and 3D object filters may not work correctly.
Actually the .ply file does have texture coordinates (as seen in MeshLab), but for some reason the library that Vuo uses to import meshes (Open Asset Import) seems to be ignoring them — so I've converted your question to a bug report.
When texture coordinates are missing, Vuo tries to generate some, so that shaders will at least partially work. But because this scene's texture map is complicated/piecemeal, the generated texture coordinates aren't close to what the mesh author intended.
@Bodysoulspirit's explanation is correct. Still, as @bLackburst pointed out, the fact that the Transform -> Rotation type converter is automatically chosen there can easily to mistakes when building a composition, so it could be considered a usability bug. Scheduled for work.