UniVRM/Assets/UniGLTF/MeshUtility/Documentation/notes/MeshSeparator.md
2021-01-25 18:48:30 +09:00

1.4 KiB

MeshSeparator

MeshSeparator provides a functionality of separating meshes contained BlendShape. Simply select a GameObject with skinned Meshes and click processing. The mesh splitting results are generated in the Assets folder. The model with sparse BlendShape data distributed in a large-volume mesh can be benefited from size reduction and performance improvements after mesh separation.

How to use

Select a GameObject contained skinned mesh and BlendShape (or drag and drop a GameObject to TargetObject field shown below):

From menu go to UniGLTF -> Mesh Utility -> MeshProcessing Wizard, select MeshSeparator and click process:

The separate meshes are saved in the Assets folder.

In the Hierarchy Window, click the generated GameObject and export.

In this example, the model's mesh are split into two parts: face and body:

Face: with BlendShape Body: without BlendShape

Note that if all the polygons of a mesh are used by BlendShape, MeshSeparator will not perform mesh separation.