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M
Great Nice'n'Simple tool
a year ago
Miscellaneous이전 버전 1.0
Thanks for providing your tool for free, love its simplicity and how easy it is to use.
Thou, I don't understand why it create multiple baked meshes in root when the desired result is just 1 baked mesh.
private const int private const int MAX_VERTEX_COUNT_PER_ONE_OBJECT = 2000000000;
newMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
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0
0
1. Not working with prefabs
Select Objects -> RMB on Objects in Hierarchy -> BakeMesh -> Mesh Created -> Put the created mesh object into existing prefab -> Save Prefab
MeshFilter:Mesh is null in the prefab. So it could be fixed if the created mesh would be saved on the disk drive
2. The created mesh has offset from 0,0,0, so you can't working with it normally without parenting it
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2
0
M
Easy to use
3 years ago
MachioKinniku이전 버전 1.0
This is a good asset. However, in rare cases, the front and back of the mesh will be inverted, so RenderFace must be specified as Back in the material settings.
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0
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M
Incredibly useful for a free asset.
4 years ago
MysleyMakers이전 버전 1.0
Great for optimizing your scene. Keep in mind it has a limit to how much it can bake though, but it is still a very good tool for performance.
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0
0
Out of all the other mesh bake/combine/simplify/etc assets this is the only one I could fine that would do one simple thing: bake a skinned mesh into a pose and convert it to a regular mesh.
It doesn't save the new mesh, but installing the FBX exporter fixes that. Export then import and now you have your skinned mesh turned into static asset in whatever pose you want. Maybe that's not a common need, but it's nice to have a solid the a solution to a weird problem.
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d
Does what it says, and so good for free :-)
4 years ago
davidgbarnes_inertialframes이전 버전 1.0
Nice to see free scripts like this available for solving that problem instantly in the Editor for static objects, rather than coding!
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