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Unity版本 | 内置渲染管线 | 通用渲染管线(URP) | 高清渲染管线(HDRP) |
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2023.2.16f1 | 兼容 | 兼容 | 兼容 |
- Compatible with Unity 2021 LTS - Unity 6.
- Unity versions below 2022 LTS may experience issues with drag selecting. Their is a code excerpt in the manual that will fix this issue, read the manual for further explanation.
Why use MeshForge?
A robust editor tool allowing the user to split both skinned and static meshes. Take any of your existing character assets and split them into grouped parts making your character more modular. Always wanted to swap out one set of hands for another? How about swapping out one head for another? MeshForge can help you do just that. Interested in separating parts from static mesh object? Extract individual parts and create modular meshes that can be used in an infinite number of ways.
MeshForge currently contains five primary tools:
Mesh Rebaker:
Allows you to simply place a prefab into the prefab field and rebake the mesh into unitys coordinate system.
Splitter:
Splits a skinned and static meshes into separate modular pieces, enabling users to reuse or swap mesh parts easily. If a mesh contains submeshes those will be extracted into their own skinned meshes. All skinned mesh parts will retain their previous attributes allowing them to continue to be used for animations. Additionally, skinned mesh parts can be promised to an entirely different asset allowing for modular parts across different character assets that do not share the same bone hierarchy.
The splitter contains experimental features that can deform the mesh to match the size of its target. Meaning, more options for modularizing parts from "small characters" to "large characters" or vice versa.
Gap Filler:
Fills gaps in a skinned and static meshes by selecting boundary vertices and automatically generates new geometry to fill that region. Gap filler allows the use of two modes fan (flat fill) or a convex shape. The gaps are filled seamlessly with the original material (texture) from the mesh. Alternatively, you can place a secondary material to be used as the new material for the filled in triangles.
Skinned Mesh Combiner:
Allows you to combine separate skinned meshes back to a single skinned mesh.
Topology Splitter (*new in MeshForge v1.2.0*)
With the introduction of ‘static mesh’ support the ‘Topology Splitter’ aims to provide a more robust editing tool for nuanced decisions when splitting a static mesh. It is built on a ‘Topology Separation’ algorithm that separates the mesh into individual parts. The user is then given options for how they want to merge, group, and cap each individual part.
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Non-destructive workflow:
All assets used will retain all of their original properties. Experiment to your hearts content without being concerned with having to reimport any 'ruined' assets.
What MeshForge is not: MeshForge is not a 3D model creation tool. It works with existing assets, currently allowing you to split them into modular parts. While their is some support for modularizing skinned meshes across different bone hierarchies, it does not build or merge hierarchies. Meaning, placing skinned meshes onto a different hierarchy may result in animation fidelity loss or deformation.
Future Updates:
With the introduction of static mesh support I want to provide clarity moving forward on features that are planned or in the works. This list may not be entirely complete but aims to provide insight into my plans for MeshForge's near future. Please join the discord (link below) to provide feedback and any features you would like to see added!
- One-shots
- submesh separator (static/skinned meshes)
- skinned mesh transfer
- mesh combiner update allowing for submeshes and textures to be merged into one mesh/ one material. update support for static mesh combining.
-mesh smoother (static/skinned)
- Runtime
- topology or part based mesh splitting and gap filling (skinned/static)
- skinned mesh transfer
- mesh morpher, allows for a mesh to morph from one mesh to another(static/skinned).
- Editor
- mesh slicing uses a plane to make slices into a mesh at any angle and caps the sliced mesh. (edit and runtime versions)(static / skinned mesh)
- breakable environments/destruction (large undertaking)(edit and runtime versions)
- 'brush sizes' for painting triangles when using the splitter tool.
- uv editor addition for the gap filler, splitter, and topology splitter tools
AND/OR
- uv painter tool for painting textures on a mesh (skinned/static meshes)
- Performance
- as I begin to move towards runtime specific features I plan to keep moving all algorithms/utilities over to using JOBS/Burst
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DISCLAIMERS:
This is currently an Editor only tool and is not made to support runtime operations.
This may change in the future based on user feedback/ suggestions.
None of the assets shown in the video are included with this product they are ment for demonstration/educational purposes only.
Link to my Youtube channel where you can find tutorials for MeshForge:
Link to the CarryForge Discord Server:
https://discord.gg/9RCShGqktS
CONTACT ME DIRECTLY:
Reach out to me with any questions or problems you have with MeshForge. I will respond as soon as possible, but may take up to 3 business days.
If your question is bug related please email me the following:
- Unity version you are using
- Summary of problem
- Screen shots (if applicable)
Email: anthony.halstead@carryforgestudio.com
Website: https://carryforgestudio.com