[Free] Skinned Mesh Combiner
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This tool has been migrated to a package bundle, Ava Utils. https://github.com/JLChnToZ/avautils/ You may install this tool with Ava Utils via VCC: https://xtlcdn.github.io/vpm/ This is an all-in-one utility that use to combine skinned mesh while preserving blendshapes and bones. It is also capable to combine selected bones to its parent and bake selected blendshapes as well. It is made with optimization on avatar models for metaverse such as VRChat in mind, but it does not depend on any framework except for Unity. This tool is a free software, you may download it for free, but if you think it is useful, please consider support me by donations! GitHub/Documentation: https://github.com/JLChnToZ/SkinnedMeshCombiner
Change Log
0.1.0 [2023.04.02] - - Initial Release 0.1.1 [2023.04.03] - - (UnityPackage only) Fix wrong path the script placed in, which may prevents standalone project build. 0.2.0 [2023.04.04] - - Enhanced Cleanup flow, now it will checks references on scene and can safely deletes on one-click. 0.3.0 [2023.04.05] - - Enhances undo integration, now it groups all operations into 1 undo, includes combining and cleaning up. - Add batch toggle/folding when holding shift button in bone combine tab. - Auto create mesh now creates a new object instead of attaching renderer on existing parent. - Combine button will be enabled even there is no destination objects, and will auto create the destination when proceeding, just like clicking the auto create mesh button. - Adds auto cleanup option and enables it by default, truly one-click combine. 0.4.0 [2023.04.05] - - Minor bug fixes on one of source is destination. - Auto switching tab when combines and clears. 0.5.0 [2023.04.08] - - Add a checkbox to select all blendshapes - Add 2 buttons to auto select bones to merge (Convenient to merge bones after using other clothes-wearing tools) - Use different approach to calculate bounds - Auto create should no longer create game object with conflict names - Refactor code & Minor bugfixes 0.5.1 [2023.04.08] - - (UnityPackage only) remove a file that unassociated with this tool - Proper message display on mesh combiner tab. - Minor bug fixes on not cleaning up after combine, it may produce junks in memory. 0.5.2 [2023.04.11] - Now it would attempt to use 32-bit index when total vertices go beyond 65535 limit. Even it would generates, but not all platform supports this format. 0.6.0 [2023.04.22] - Add an option to remove triangle/vertices which affected by specific blendshape keys. This is intent to use with combination of model/avatar's "anti-penetration" shape keys, which prevents skin overlays while wearing other clothes. - It will normalizes root bone "zero" transform before combining them. While this feature is mostly unnoticeable when use with skinned mesh renderer, it helps to retain a better look on the mesh itself and for achieving following feature. (Usually this resolves the problem that different meshes uses different coordinate system to export from 3rd party software) - It will treats bones are the same bone if their bind pose (zeroed position/orientation of the bone) are close enough and mapped to the same transform (Either using external tools or provided merge bone upwards feature) 0.7.0 [2023.04.23] - You can remove portions of a mesh where attached bones are set to scale 0 (Another common approach to hide parts of a model) - Additionally, you can choose to remove/retain portions where there isn't any bone (missing) attach to it (but it should have one). Default it is enabled for each skinned meshes. - Now you can choose to retain or remove sub meshes that hasn't any materials assigned (Which will shows a lovely pink color in the scene) - Some refactoring and bug fixes 0.7.1 [2023.04.24] - Minor bug fixes on not reducing triangles cause by a logic bug while refactoring. 0.7.2 [2023.04.25] - Bug fixes on merging zero vertices mesh/sub mesh 0.8.0 [2023.05.06] - Experimentally handles VRCPhysBone, DynamicBone and VRM SpringBone when cleaning up, to preserves their chain. - You can merge into an ordinary mesh renderer instead of skinned mesh renderer, while it will not preserve blend shapes and bones data, instead it will enforce to apply the state (Almost identical to making a statue/immobile figure of your rigged model). 0.8.1 [2023.05.10] - Minor bug fixes - Changes auto create button style 0.8.2 [2023.05.11] - Bug fixes on mesh vertices deleting - Extended Vertex Cutter class for general use 0.9.0 & 0.9.1 [2023.05.13] - Adds blendshape rename function. - Add 2 buttons to auto selects/deselects blendshapes has references (animated) to be combined. - Add support for dropping renderers into the window - Some internal refactoring (code splitting) 0.9.2 [2023.05.14] - Fixes a bug on checkboxes in bone combine window unable to be checked in some cases. - Fixes a bug on create bone option for merging ordinary mesh renderers flipped - Fixes a bug on fail to reconstruct bone mapping on skinned meshes lack of bone weight stream. 0.9.3 [2023.08.20] - Fixed a bug that cause out of range in some skinned meshes without tangent/normal blendshape data.