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Mesh Toolkit - Mesh Geometry Editor

Discussion in 'Assets and Asset Store' started by bitoffdev, Aug 5, 2014.

  1. bitoffdev

    bitoffdev

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    Mesh Toolkit v1.10 by EJM Software
    Click here to view the most recent post on this thread.
    image.jpg

    - Full Source Code Included
    - Works with Unity 4.x-5.x, Free and Unity Pro
    - Edit Mesh objects, even skinned Meshes!
    - Now includes a basic API
    - Check out the website
    - Buy Mesh Toolkit from the Unity Asset Store


    Mesh Toolkit is an essential set of tools for working with meshes. It helps you to visualize, troubleshoot and correct meshes. Mesh Toolkit allows you to quickly view and edit mesh vertices, triangles, normals, and uvs. If you have ever had a problem with an imported mesh or need to tweak a mesh, this is the perfect solution to tweak the mesh geometry.


    Some of the features:
    - Change mesh name
    - Make mesh unique
    - Save mesh as asset, OBJ, or FBX
    - Combine children into mesh
    - Apply/Bake transform
    - Mirror Mesh
    - Center pivot
    - Set pivot
    - Split vertices
    - Share double vertices
    - Remove unused vertices
    - Generate triangle strips
    - Select mesh geometry using single select, box select, or paint select.
    - Move, rotate, scale, color, weld, and delete vertices
    - Move, rotate, scale, flip, extrude, subdivide, and delete triangles
    - Rotate, calculate, and invert normals
    - Move, rotate, flip, unwrap, and export mesh uvs

    EJM Software website
    Buy Mesh Toolkit from the Unity Asset Store
     
    Last edited: Jul 22, 2015
  2. radimoto

    radimoto

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    Excellent update, looking forward to the new features!
     
  3. bitoffdev

    bitoffdev

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    Mesh TK version 1.3.1 has just been released to the Asset Store!

    Here are some of the updates:
    1. Select all added
    2. Paint select added
    3. Fixed a few bugs
    4. Added edit mesh as unique button (looks like the wrench with a plus sign). This is a very important feature. For example, when editing a built in mesh like the plane, it is important to click edit mesh as unique the first time you edit it. If you do not, Unity will not save your changes when you exit the program.

    Thoughts for the next update:
    1. Sculpting with ability to extrude, depress, or smooth
    2. Decimate/Unsubdivide triangles
    3. Smart Vertex Auto-Weld
     
  4. radimoto

    radimoto

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    Another great update! Thanks!!
     
  5. bitoffdev

    bitoffdev

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    Mesh TK version 1.4 has just been released to the Asset Store!

    Some of the updates include:
    - An improved UI
    - Optimized code
    - Vertex color editing
    - UV map export to png added
    - Mesh subdivision autoweld added
    - namespacing to avoid clashes with scripts from other tools
    - Bug fixes

    Make sure to remove the previous version of Mesh TK before importing the new one if you are upgrading to the new version.
     
    Last edited: Oct 2, 2014
  6. startleworks

    startleworks

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    Is there any chance you might add the functionality to create a mesh out of the 2D polygon collider a Sprite has?
     
    Last edited: Oct 7, 2014
  7. startleworks

    startleworks

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    I just used Mesh Toolkit on a mesh, mostly for vertex removal and subdivision. My project requires that I warp this mesh. This is the result.
    How can I fix this?
     
    Last edited: Oct 7, 2014
  8. startleworks

    startleworks

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    The ability to add vertices manually could help me fix this. Is this possible?
     
  9. bitoffdev

    bitoffdev

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    image.jpg First off, the reason you are getting holes in your meshes is because of the problem illustrated above. If you subdivide a triangle, but not its neighbor, the neighboring triangle is not connected to the subdivided triangle at the subdivided triangles new vertex. You can solve this simply but just subdividing the triangle and its neighbor(s).

    In response to your other question, you cannot currently add vertices manually, but I will look into adding the feature.
     
  10. bitoffdev

    bitoffdev

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    Mesh Toolkit version 1.5 is here!

    There are many new exciting features:
    - Added ability to set pivot under object tools
    - Added ability to remove unused vertices
    - Now supports skinned mesh editing! Now you can edit skinned mesh objects right in the unity editor. (Bones can not be altered in this version, just the mesh)
    - New option to automatically delete verts included in deleted triangles
    - Small fixes and performane improvements
    - Added basic API for some tools

    Check it out on the Asset Store or on the Website.
     
  11. -Singularity-

    -Singularity-

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    Hi,

    I purchased your asset today and it seems great all in all.

    I'm having one problem however;

    I need to reset pivot points for a bunch of sub meshes that make up a rock. These meshes are all children of a rock game object with the main pivot at the base.

    Each child mesh needs it's pivot point set to its centre, without changing its local transform.

    This works perfectly with your pack, but for some reason when I save my project, the changes are lost. When I restart unity the pivots are reset to normal and the meshes local transforms are out by the same factor.

    If I then reset all the individual transforms to 000 (local), the rock retakes its shape and the pivots are back where they started!

    What am I doing wrong?

    Thanks in advance!
     
    Last edited: Dec 30, 2014
  12. bitoffdev

    bitoffdev

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    Your meshes are probably saved in the scene. If this is the case, you will need to save the scene (not just the project) for the changes to be there next time you open Unity.
     
    Last edited: Jan 1, 2015
  13. -Singularity-

    -Singularity-

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    Thanks for the quick response.

    Apologies, I probably should have been clearer - I did indeed save my scene (I always do both).

    It is odd, as some info is clearly being saved.

    Perhaps it's related to parenting or my prefab setup?
     
  14. bitoffdev

    bitoffdev

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    [Edited]

    Solution:
    Mesh TK can not update external model files, so you will want to save the edited mesh with a new name in the project folder.

    Explanation:

    There are four ways meshes are stored:
    1. Unity builtin primitive
    2. In a scene file (.unity)
    3. In an asset file (.asset)
    4. In an external model file (.fbx, .obj, etc)

    Mesh TK can update meshes in scene files and asset files automatically. Mesh TK cannot update Unity builtin primitives or external model files.
     
    Last edited: Jan 1, 2015
  15. angel_m

    angel_m

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    Not offense but this is a gibberish.
    Why not simply save the edited mesh with a new name in the project folder?
     
  16. bitoffdev

    bitoffdev

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    That's what I am suggesting. I just expressed my explaination poorly, in "gibberish". I will make my previous answer more clear and direct.
     
  17. -Singularity-

    -Singularity-

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    Thanks guys, your help is much appreciated. I'll give this a go.
     
  18. bitoffdev

    bitoffdev

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    Mesh Toolkit version 1.6 is here!

    This is a small update for saving and exporting.

    New features:
    - Added OBJ Export LH/RH coordinate export options.
    - Added Save location notifications under the object tools menu. This will tell you if the mesh is saved in the scene, an asset file, or an external model file.
     
  19. bitoffdev

    bitoffdev

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    Mesh Toolkit version 1.8 is here!

    Release Notes:
    - Added BoxCollider Auto-update
    - Added Invert normals button
    - Added triangle detach button
    - Improved extrusion normals
    - Added shortcut keys
    - Fixed mirrored mesh collider updating
    - Fixed mirrored mesh normals
    - Fixed skinned mesh targeting

    Also, there is now a manual for Mesh TK.
    You can read the manual here.
     
  20. angel_m

    angel_m

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    Could you implement the option to assign a new material to selected faces (triangles) in a mesh?
    This feature is present in other mesh editing packages and I think it is very useful.
    Thanks.
     
    ZJP likes this.
  21. ZJP

    ZJP

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    Totally agree. :cool:
     
  22. bitoffdev

    bitoffdev

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    I agree that this should be added. I will add it in the next release.
     
    ZJP likes this.
  23. ZJP

    ZJP

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    Good move. :cool:
     
  24. angel_m

    angel_m

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    Ok, thanks :)
     
  25. bitoffdev

    bitoffdev

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    The next update should be released this week.

    Among the new features, you can set the material when detaching triangles:
    screenshot.png
    I may also add an option to set the material for the sub-meshes containing selected triangles.
     
  26. GoGoGadget

    GoGoGadget

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    Looks like a great product! Just wondering - I've got a skinned mesh character, and it'd be really nice to be able to subdivide/add some tris on certain areas on the mesh to smooth it out a bit. Would Mesh Toolkit be able to do this?
     
  27. angel_m

    angel_m

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    Yes, it would be better. :)
     
  28. bitoffdev

    bitoffdev

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    You can subdivide triangles, but at the moment, you will have to smooth them manually by moving, rotating the vertices and triangles.
     
  29. GoGoGadget

    GoGoGadget

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    Ok, and just to double-check, that means I'll have to use a 3rd-party program like Blender for that?
     
  30. bitoffdev

    bitoffdev

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    You can subdivide triangles using Mesh Toolkit. You can also move, rotate, and scale vertices in order to smooth out the mesh in Mesh Toolkit.

    However, there is no smoothing brush currently in Mesh Toolkit. If you want to use some sort of auto-smoothing brush, you will have to use Blender, etc.
     
  31. GoGoGadget

    GoGoGadget

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    Thanks, just purchased it, haven't used it for long but it seems pretty good!
     
    Last edited: Mar 3, 2015
  32. bitoffdev

    bitoffdev

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    The next version of Mesh TK will be available soon. You will be able to set the material of the selected triangles' submeshes, or you can detach the selected triangles with a new material.

    Here is a screenshot setting the material of the selected triangles:
    SetMaterial.png

    The other features that will be added to the next version of Mesh TK include:
    - Changes to the UV Editor
    - Better support for Unity 5

    Also in the works and hopefully in the next release:
    - Basic primitives
    - Reduce triangle count of faces
    - Create mesh from image
     
    GoGoGadget likes this.
  33. ZJP

    ZJP

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    Yeah... For skinned/animated mesh to? :oops:
     
  34. bitoffdev

    bitoffdev

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    Yes, it will work with skinned meshes as well.
     
  35. ZJP

    ZJP

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    Oh, good news. Thanks. :cool:
     
  36. angel_m

    angel_m

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    Is already available the new version?
     
  37. ZJP

    ZJP

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    BTW, do you have (or planned) an option like 'fusion meshes'?. I would 'mix' some primitives (like cube) with this... ;)
     
  38. GoGoGadget

    GoGoGadget

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    Hi, just trying to save an edited mesh with 5 submeshes at the moment, and it doesn't seem to save the submeshes? The saved .obj mesh has the same material applied to all of it.
     
  39. bitoffdev

    bitoffdev

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    I apologize for not replying sooner, I was not aware of the new posts on this thread. The new update is coming out this week. It has many features listed above, as well as basic primitive creation.

    You can combine meshes if that is what you mean. At the moment you can only combine meshes found in child objects into the object that is currently being edited.

    I know what you are talking about. I am working on the OBJ exporter and will get back to you as soon as possible.
     
    GoGoGadget likes this.
  40. ZJP

    ZJP

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    I'm an idiot. Of course.... :confused:
    Thanks...
     
  41. bitoffdev

    bitoffdev

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    Mesh Toolkit version 1.9 is out now! It has full support for Unity 5.

    Some of the other great new features:
    • Added flat primitive creation
    • Create primitive from image (Can be found in the primitives menu)
    • Changes to the UV editor
    • Edit all the uv sets
    • Detach triangles to another object
    • Set material of selected triangles
     
    ZJP likes this.
  42. ZJP

    ZJP

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    Oh yeah...
     
  43. radimoto

    radimoto

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    The Asset "Cruncher" has an API that allows you to lock vertices by passing an array of the mesh vertex indices. This then allows Cruncher for example to keep the edges aligned for adjacent meshes, which optimising the remaining mesh.

    Is there any way to grab the vertex selection as an array from Mesh Toolkit so that I can use it with Cruncher?

    Edit - This also prompts a possible feature request, in the vertex selection tools it would be great to have "Select Edge" which maybe has a threshold angle (e.g. with a plane, a 90 degree angle would stop the selection, hence only selecting one edge) and "Select Edges" which selects all verts on the outside of the mesh.

    Edit 2 - I have managed to find a good workflow using Blender that is getting really good results. Would still be nice to be able to access the Mesh Toolkit vertex selection though. Could be very useful...
     
    Last edited: May 8, 2015
  44. bitoffdev

    bitoffdev

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    I will look into it.
     
  45. stefanob

    stefanob

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    I want to use the toolkit on a skinned mesh. When I select it, activate the toolkit and use the vertex tool, it shows the Vertices not in the same place as the mesh. Unfortunately I don't know how to show the mesh "unskinned" and also I can't find the cloned mesh anywhere in the Editor.

     
  46. bitoffdev

    bitoffdev

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    Stefanob,

    Thanks for the notification about the issue. I have looked into, and certain Skinned Meshes were not aligning. I have fixed it for the next version of Mesh TK, which should be release in the next week.

    If anyone would like the fix for this problem sooner, send your purchase invoice number to ejmsoftware.com/contact.
     
  47. jalapen0

    jalapen0

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    Hello, I love this product btw.

    I'm getting an error when I try to subdivide a triangle. I have no idea why. I created this mesh with an image, using your tool. (works great for rivers btw) Any ideas?


    Error in console:
    IndexOutOfRangeException: Array index is out of range.
    MeshTK.TriangleTools.SubdivideByEdge (UnityEngine.Mesh mesh, System.Int32[] indices, Boolean weld, Single threshold) (at Assets/mesh-toolkit/API/TriangleTools.cs:496)
    MeshTK.TrianglesEditor.GUIWindow (Int32 windowID) (at Assets/mesh-toolkit/Editor/TrianglesEditor.cs:144)
    UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) (at C:/buildslave/unity/build/artifacts/generated/common/runtime/GUIBindings.gen.cs:1458)
    UnityEditor.DockArea:OnGUI()
     
  48. bitoffdev

    bitoffdev

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    It doesn't look like I replied to this comment, but Mesh TK does now export separate submeshes. Also, an FBX exporter will be included in the next release.

    Jalepen0,

    I am glad to hear that you have found Mesh TK useful. I have looked into your issue and quickly fixed the bug. The fix will be included in the next release of Mesh TK, or you can send me your purchase invoice number at ejmsoftware.com/contact, and I will email you the fix right away.
     
    GoGoGadget likes this.
  49. bitoffdev

    bitoffdev

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    Mesh Toolkit version 1.10 is released now!

    Here are the latest updates:
    - Added FBX Exporter
    - Added options for triangle detachment
    - Fixed Skinned Mesh Editor
    - Fixed Triangle Subdivision

    FBX Exporter
    - Export 3D models from Unity
    - Use LH or RH coordinates
    - Automatically exports all uv sets (up to 4)
    - Exports materials

    Stefanob,

    Your problem should be fixed in this release.
     
  50. ZJP

    ZJP

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    Oh yeah. Skinned + Animations too?
     
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