MeshBake

4h Interactive - 7월 1, 2020

Bake and merge Skeletal Mesh and Static Mesh materials and sections

  • 지원 플랫폼
  • 지원 엔진 버전
    4.24 - 4.26
  • 다운로드 유형
    엔진 플러그인
    이 제품은 코드 플러그인과 함께 미리 빌드한 바이너리와 언리얼 엔진에 통합되는 모든 소스 코드를 포함하고 있으며 원하시는 엔진 버전에 설치하여 프로젝트에 따라 활성화할 수 있습니다.

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

Documentation

Discord

Forum Thread


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.
  • 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.

기술적 세부사항

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: