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SKINNED MESH COMBINER
♦ Combine meshes with a single click, or method call. Useable in Editor and during Runtime.
TRY FOR FREE!
SKINNED MESH COMBINER LITE
SKINNED MESH COMBINER 'PRO'
✔ 2019.3.2+ HDRP
- Atlases BaseColorMaps, NormalMaps, and MaskMaps; and has slider control properties for Metallic, Smoothness, and Ambient Occlusion for the HDRP/Lit material. Map types have the option to be excluded.
✔ 2019.3.2+ URP
- Atlases BaseMap, Normal, Specular, and Occlusion maps for the URP/Lit material. Map types have the option to be excluded.
✔ 2019.3.2+ Standard
- Atlases Diffuse, Normal, Specular, and Occlusion maps for the Standard material. Map types have the option to be excluded.
⚠ Does not work with all Unity versions. For instance, this asset incurs a buffer error in Unity 2019.4.40 (however it is not known to appear in previous 2019 versions, such as 2019.3.2, or later 2020+ verions).
Optimization
♦ Combines any number of skinned meshes, with any number of materials, into a single mesh, utilizing a single material, with texture atlases for your Diffuse, Normal, Specular, and Occlusion maps. (BaseColorMap, NormalMap, and MaskMaps in HDRP; with slider control properties for Metallic, Smoothness, and Ambient Occlusion).
♦ This is an ideal tool for games requiring multiple, interchangable armors, or any number of character appearance options - easily combine all of your customizations into one.
♦ Not limited to humanoid characters. Any skinned meshes utilizing any animation type will work just as well.
Save Data
♦ You may also SAVE all mesh, texture, and material data, with just a single click. All data will be saved directly to your project, and create a working prefab of your character. Hence being the perfect tool for creating optimized NPCs.
♦ Save any Texture, Material, Mesh, or Prefab to your project:
SaveCharacterData.SaveAsPrefab(GameObject myObject, string path);
SaveCharacterData.SaveTexture(Texture2D myTexture, string path);
SaveCharacterData.SaveMaterial(Material myMaterial, string path);
SaveCharacterData.SaveMesh(Mesh myMesh, string path);
Blendshapes
♦ If your character uses BlendShapes, the blendshape values will be baked into the new mesh. However, blendshape values do not carry over to the new mesh so they can not be modified after they are combined. (Unless disassembled).
Non-Destructive
♦ You may disable your combined mesh, with no harm done to the original meshes.
♦ Your character will remain completely compatible with its animations.
⚠ Your materials may be modified if 'Auto-Force Standard Material' is enabled, or a texture is added through 'Fill Missing Textures'.
♦ Your textures import settings may be adjusted if 'Auto-Force Read/Write' is enabled, but no modifications are ever done to the actual image.
New Features
♦ Material color value is now baked into the diffuse textures.
♦ 'Fill Textures' will now create an appropriate metallic map based on the Metallic and Smoothness values.
♦ Incompatible sub-meshes will now be instanced separately, instead of excluding the entire skinned mesh from the combine. These instances will utilize new mesh data, yet retain the same project material.
♦ You now have the option to instance transparent materials. This is ideal when the majority of your character requires an opaque or cut-out shader, but still has transparent materials for things like eye glossiness.
LIMITATIONS
♦ Please be aware of the limitations to ensure this asset works for you.
Orientation
♦ Your character must be imported properly into Unity, with an orientation of (0, 0, 0). As well, your character's root armature must also have proper orientation within the root game object (also, (0, 0, 0)). A warning is displayed if these values are not correct, and we provide an easy 'Fix' option to try to resolve them for you.
Textures
♦ All textures of the same material should be the same size (different materials may have different sized textures), and each must have Read/Write Enabled in the Import Settings. We will try to automatically correct these for you, and notify you in the console if there are issues; in which case we may instance your submesh separately from the combine. View the demo video for an example of this occurrence.
Material
♦ Does not support custom shaders. Any mesh containing a material that does not use the proper shader will be instanced separately from the combine. An option is provided to force all materials to use the appropriate shader. View the demo video for an example of this occurrence.
Mesh
♦ All skinned meshes must be rigged to an EXACT, identical armature as one another. For example, all armor meshes appended to your character must be rigged with an exact armature as your base character model. If your character's additional meshes are falsely 'rigged', by parenting bones to the base armature hierarchy, the combined mesh will not deform properly.
♦ Only supports SkinnedMeshRenderers. Ignores MeshRenderers and other meshes parented to the character's armature or child bones.
♦ Model must be marked as Read/Write in the import settings.
♦ Your model(s) must have Read/Write enabled in the Import Settings.
Duration
♦ As displayed in the video(s), the combining of the character may take a second or so, depending on the size and number of elements combined, as well as the targeted atlas size. This may or may not cause a noticeable hiccup during runtime.
Support is always available! Please don't hesitate to send me an email if you have any questions!
Website
lylekgames.com
Support
lylekgames.com/contacts
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