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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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    Currently, it will export the skinned mesh as a normal mesh, without skinning data or animations. I will try to add skinned mesh and animation exporting to the next release, because that would be extremely useful!
     
  2. stefanob

    stefanob

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    Great, thanks!
     
  3. stefanob

    stefanob

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    Hmm, now I have a similar problem again. The mesh disappears from the knight and shows in the same place as the vertices. This would be okay for me but the mesh is smaller than the vertices and rotated:
     
  4. gilley033

    gilley033

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    Hi, I am trying to delete a single vertex on a mesh with vertex colors, but when I do so the entire mesh turns black and/or some of the faces are set to random colors. Any idea why this is happening and how to fix?

    Thanks!
     
  5. gilley033

    gilley033

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    Okay, I dug into the source code and just added color copying via the meshes colors array. Is there some reason you did not already have this? Just want to make sure I'm not missing something, thanks!
     
  6. bitoffdev

    bitoffdev

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    Community,

    I apologize for the recent bugs found in Mesh TK. Several of the previous releases were rushed to get the features to you, and as a result, several bugs were added. In the upcoming week or two, I will be working hard to iron out all of the bugs in order to make Mesh TK completely stable and reliable.

    Stefanob,

    I think I have addressed the issue, but I want to make sure this is completely fixed. If you contact me at http://ejmsoftware.com/contact, I will send you an updated version for you to test.

    Gilley033,

    Thank you for the notice! As I stated above, I rushed several releases, and as a result, several bugs were added. The reason color copying did not work for some functions was because the original version of Mesh TK did not support vertex colors, and a few functions were not updated when I added support for vertex colors. I am glad to hear you were able to fix it, and I will make sure this is fixed for the next release of Mesh TK.
     
  7. gilley033

    gilley033

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    No problem!

    While your fixing bugs, it seems setting Handles.matrix does not work properly. I'm guessing this is a Unity 5 thing, but I managed to fix the issue (which was manifesting as the vertices not being updated properly when an object was moved) by transforming each vertex directly via the Handles.MultiplyPoint function within the DrawVertices method. Cheers!
     
  8. bitoffdev

    bitoffdev

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    I just added handles matrix updating when the transform changes. It will be included in Mesh TK 1.11.
     
  9. gilley033

    gilley033

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    Awesome! I have a little request for the next update, not sure if it's doable but I think it is.

    Could you change the FBX exporter to take vertex colors into account? Or does it already? Quite honestly I havent been able to use this option, as non of my shaders have a _Color property (they all just use the vertex colors stored in the mesh to add color), and every time I try to save my model as an FBX file I get an error about no _Color property being present.

    Otherwise I am finding your tools very helpful. They are crucial to the game I am currently working on, and the issue mentioned above isn't really that big of a deal. Going to rate on the Asset Store now!
     
  10. bitoffdev

    bitoffdev

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    I added vertex colors to the FBX exporter and fixed the error from materials with no color for the next release of Mesh TK.
     
  11. gilley033

    gilley033

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    Now that's great support!

    Thanks!
     
  12. bitoffdev

    bitoffdev

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    Stefan,

    I have just finished adding FBX mesh skinning exportation to the next version of Mesh TK which hopefully will be released this next week! At this time animations will not be exported, but this could change.
     
  13. bitoffdev

    bitoffdev

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    Mesh Toolkit version 1.12 is available in the Asset Store now!

    - Huge stability release
    - Fixed Skinned Mesh Editor matrix bug
    - Fixed scaling bug
    - Fixed vertex data copying (colors, secondary uv sets) for VertexTools and TriangleTools
    - Triangle submesh packing fixed for VertexTools and TriangleTools
    - Added handles matrix updating for Unity 4.1-5.x when the transform is changed
    - Added vertex color to FBX exporter
    - Added mesh skinning to FBX exporter
    - Removed vertex tools duplicate help box
    - Cleaned up code
    - Removed uv1 editing from Unity 4, because it's the same as uv2
     
    Last edited: Aug 26, 2015
  14. Eric-Chadwick

    Eric-Chadwick

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    I'm very interested in purchasing this.

    Q1: Does Mesh Toolkit support vertex alpha? I am painting vertex color and vertex alpha on my meshes (using another tool), but I need to edit the vertex positions too.

    Q2: My apologies if I'm not understanding how this works... when Mesh Toolkit saves an edited mesh, do you replace the imported mesh with a new mesh stored in the .unity scene file? If the mesh is in a prefab (blue in Hierarchy) then it will revert to the original imported mesh? If I export to OBJ or FBX, should I use the same name as the original mesh, so it will be simply replaced in the scene? Or should I import it as a new mesh, and copy the Components? I'm trying to understand the workflow.

    Thank you!
     
  15. bitoffdev

    bitoffdev

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    Eric,

    Q1: Mesh Toolkit will keep the vertices alpha, although you can currently only set the rgb for vertices. So if your mesh already has alpha vertices, they will not be altered.

    Q2: There are four different places meshes are stored:
    1. In the Unity application files (builtin primitives)
    2. In a scene file (.unity)
    3. In an asset file (.asset)
    4. In an external model file (.fbx, .obj, etc)
    Once you open Mesh TK editing, you can click the object tools window, and it will tell you which of these four places the mesh is saved in. Then, you can easily change the meshes save location, by clicking "Save in Scene" or "Save in Project" or "Export." The reason exporting to OBJ or FBX is not called save is because Mesh Toolkit can not update FBX and OBJ files automatically. Meshes saved in the scene or in an asset file are automatically saved as soon as they are edited (Just remember to save the scene when you are done!).

    Mesh Toolkit will never replace FBX, OBJ, or other model files automatically. It will replace .asset files automatically as they are edited.

    When you export to FBX or OBJ you don't have to use the same file name as the Mesh name.

    I hope this answered all your questions. Let me know if it is still unclear. I may make a video on Mesh saving to clear things up.
     
  16. Eric-Chadwick

    Eric-Chadwick

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    Thanks, yes that explains it well.

    I'm looking for terrain-sculpting style tools, but for non-terrain meshes. Brush-like push/pull along an axis with controllable strength and falloff, and a "soften/blur" sculpt tool to average out mesh jaggies. Any plans to add such a feature? I couldn't find any Unity tool that does this.
     
  17. bitoffdev

    bitoffdev

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    Eric,

    I can't guarantee I will add it, but it is certainly a feature I will consider adding. I will keep you updated about this.
     
  18. bitoffdev

    bitoffdev

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    Mesh Toolkit 2.0 is in development!

    Goals for version 2:
    • A redesigned, more effective UI
    • Fix all bugs and errors
    • Add many of the features that have been requested within the last few months
    I will keep you all updated on the progress of this update on this forum. If you have any more feature requests, now is the perfect time to request them. Also, if you would like to have access to early releases of version 2.0, contact me at http://ejmsoftware.com/contact/.
     
    GoGoGadget likes this.
  19. GoGoGadget

    GoGoGadget

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    I would like to echo Eric's request for a soften/blur tool for mesh touch-ups, if possible.
     
  20. angel_m

    angel_m

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    ...the actual UI is simple and clean, and works pretty well, please don't make it worse.
     
  21. MadAboutPandas3

    MadAboutPandas3

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    Jul 3, 2017
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    Hi there,

    are there any updates on the new version? We really like the tool and would be happy to get a new updated version
     
    angel_m likes this.