Features:
- Bake and merge materials for both Skeletal and Static meshes
- Merge separate SkeletalMeshes together while preserving skinning & mesh data
- SkeletalMesh skinning preserved
- SkeletalMesh bones, sockets, and skeleton preserved
- Auto-Merge/Bake materials based on shading model type
- Merge/Bake materials based on manually defined input/output section map
- Bake vertex colors (optional)
- Transfer vertex colors (optional)
- Transfer clothing & clothing sections (optional)
- Run on components in PIE or directly on assets in the content browser
- In-Editor plugin, no importing/exporting of assets required
Code Modules:
- MeshBake [Editor]
Number of Blueprints: 0
Number of C++ Classes:5
Network Replicated: N/A
Supported Development Platforms: Windows 64-bit only
Documentation: Documentation
Important/Additional Notes:
特征:
- 烘焙和合并骨架和静态网格体的材质
- 将单独的SkeletalMeshes合并在一起,同时保留蒙皮和网格数据
- SkeletalMesh剥皮保存
- SkeletalMesh骨骼,插座和骨架保存
- 基于着色模型类型的自动合并/烘焙材料
- 基于手动定义的输入/输出截面图合并/烘焙材质
- 烘焙顶点颜色(可选)
- 转移顶点颜色(可选)
- 转移衣物及衣物组(可选择)
- 在PIE中的组件上运行或直接在内容浏览器中的资源上运行
- 编辑器内插件,无需导入/导出资源
代码模块:
- MeshBake[编辑]
蓝图数目:0
C++类数:5
网络复制:N/A
支持的开发平台:仅限Windows64位
文件: 文件
重要/附加注意事项:
Video 1: Demonstration Video
Video 2: Reducing drawcalls from 7700 to 1000 with MeshBake
Video 3: Merging modular Skeletal Meshes to one output Skeletal Mesh while also baking the materials
New Features in 1.7:
-
Morph Target baking. Active Morph Targets on selected actors can be baked directly into the baked mesh geometry. A button has been added to the SkeletalMesh editor viewport that will select the preview mesh in the SkeletalMesh/Animation editor viewport when clicked. This allows for any Morph Target values set in the editor window to be quickly baked out to a new model directly from the SkeletalMesh editor window.
-
Merging of identical UV mesh sections into a single shared UV space. Identical source mesh sections will share a single unique set of UV values in the baked output mesh.
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Low memory mode. Enabling Low memory mode greatly reduces the maximum memory usage while baking, at the expense of being slightly slower in certain cases. If your system is paging to disk while baking, enable this option to help prevent paging and greatly reduce the total baking time.
New Features in 1.2: Skeletal Mesh and Static Mesh merging. Modular Skeletal Meshes can now be merged together in the editor quickly and easily.
MeshBake is a C++ plugin that allows in-editor baking and merging of materials and sections for both Skeletal and Static meshes. MeshBake allows you to bake meshes without leaving the editor, thus avoiding the cumbersome importing and exporting of assets and recreating of materials that would normally be required when baking with a third-party program.
视频1: 示范短片
视频2: 使用MeshBake将drawcall从7700减少到1000
视频3: 将模块化骨架网格体合并到一个输出骨架网格体,同时烘焙材料
1.7中的新功能:
-
变形靶烘烤。 选定actor上的活动变形目标可以直接烘焙到烘焙网格体几何体中。 在SkeletalMesh编辑器视口中添加了一个按钮,该按钮将在单击时选择SkeletalMesh/动画编辑器视口中的预览网格体。 这允许在编辑器窗口中设置的任何变形目标值直接从SkeletalMesh编辑器窗口快速烘焙到新模型。
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将相同的UV网格部分合并到一个共享的UV空间中. 相同的源网格体部分将在烘焙输出网格体中共享一组唯一的UV值。
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低内存模式。 启用低内存模式可大大降低烘焙时的最大内存使用率,但在某些情况下会稍微慢一些。 如果您的系统在烘焙时分页到磁盘,请启用此选项以帮助防止分页并大大减少总烘焙时间。
1.2中的新功能: 骨架网格体和静态网格体合并。 模块化骨架网格体现在可以在编辑器中快速轻松地合并在一起。
MeshBake是一个C++插件,允许在编辑器内烘焙和合并骨架和静态网格体的材料和部分。 MeshBake允许您在不离开编辑器的情况下烘焙网格体,从而避免了使用第三方程序烘焙时通常需要的繁琐的资源导入和导出以及重新创建材料。
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