Mesh Extractor - Take those assets apart.

If you are like me then you have certainly bought a LOT of assets.

The problem I had was that I often only needed a part of the asset. Opening it in Blender or ProBuilder and extracting the mesh & textures takes time (just a little, but still enough to be annoying). With my tool you can do it inside Unity in a minute (or less).

Links: Asset Store, Manual

The assets shown in the video are from the FANTASTIC Village Pack by the awesome Tidal Flask team. Go check out their stuff. Their assets are great.

*Links are with affiliate id. We small publishers need all the help we can get, thank you for understanding :slight_smile:

The tool generates a ready-to-use prefab + sclied textures, material and UVs. It also merges meshes which use the same material (or not depending on your settings).

I added a “select linked” feature. Something I used a lot in Blender.

It works with high poly models too. Though anything beyond 100k tris may be slow (you may have to wait a little while extracting, there is a progress bar).

Hope you like it.
All feedback is welcome :slight_smile:

2 Likes

Just watched the video and thought: why do I have to press that “select linked” button? It seems obvious to automatically do that on click, and only select individual polygons while holding down shift or something. That would speed up the workflow because in most cases it should give the user the desired result rather than having it a two-step process. :wink:

Anyway, this asset seems worth checking out because I’m a Rather-Not-Blender and I think I’ll have some use for extracting some meshes in the near future. Especially tile meshes where there is stuff on them that I wish to be separate.

1 Like

Interesting, I got similar requests on reddit too.

In the video I use the “select linked” button to illustrate its use. So that’s a slow workflow on purpose to show what it does. In practice I almost always use the S key which is much faster (click, press key, done).

I think there is no right or wrong with this. Some will prefer it the way it is, others would want what you suggested. I also think it’s situational. I have written it down and I will probably add it as a settings option so people can choose.

However, I will most likely not make “select linked” the default behaviour simply because it is a bit slower than normal select (especially on high poly models). Also changing it now would disrupt the experience of existing customers (am a big fan of continuity).

Thanks for the feedback :slight_smile:

You will want to advertise the most convenient workflow! :wink:

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True, I guess I focused too much one making sure the feature is understood than illustrating the convenience. For a tool that is actually all about convenience it seems an obvious mistake … now :smile:

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Preview video of bone weight export (coming soon).
It’s fun to play around with the Synty characters :smile:

https://vimeo.com/808838708

Thanks for creating this asset. Just downloading it and trying it out now! :smile:

@_geo1

When might I want to Save as .obj and when might I want to simply save as a .Asset instead? Got any use-cases for examples?

Also,
Maybe there should be a note add to the guide for this:

9134299--1268407--upload_2023-7-8_18-18-29.png

Every time I export, I get this in the preview window.

Took me 15 minutes to realize that (? I think ) its generated by the Mesh Extractor, if its still open.
Close the mesh extractor widget and the green preview goes away.

^ Does this seem normal, or have I done something wrong?

Using Unity 2022.3.4f1 Is there a recommended/better Unity Editor version for use with this tool ?

Thanks!

1 Like

My First Attempt:
(Almost got it! )

This is an excellent tool. :slight_smile:

Hi,
thanks for using my asset. I am glad you like it.

The difference between .asset and .obj export is that .obj can be opened in tools other than Unity (like blender, maya, max). The down side to saving as .obj is that not all infos can be exported (like bones), obj is a pretty limited format. If you do not need to edit the model in another tool then I’d stick with the .asset for at.

Sadly the green mesh in the preview is a side effect of how I draw the selection mesh in the scene in the editor. I have not yet found a way to hide it in the preview. If anyone knows I’d be glad to fix that as it is indeed a bit distracting.

I hope I have answered all your questions. Feel free to ask more if needed :slight_smile:

1 Like

Thanks for the great info @_geo1
I appreciate your speedy response. :slight_smile:

I could not figure out how to get it to save as an .obj file for about 20 minutes or so.
Finally, I discovered that (it appears) if the Extract Bone Weights is Unchecked, then “Save as .obj” will save to an .obj file.
If the “Extract Bone Weights” is checked, then you will not get an .obj file.
? I think this by design?, and if so, maybe it warrants a note into the manual for future users, so they can save some time.

Thanks for creating this! It’s super-helpful!

Note on Camera Settings:

If your in-editor Scene view camera has the default settings, you may find that the camera moves to fast to carefully get the triangles into view that you need, without a lot of manuvering around.

Myself, I’ve slowed the camera speed down, a lot, and it makes the whole process of selecting parts/pieces/trianges much more convenient and accurate.

If it helps anyone, here’s the camera settings I use, (found by clicking the (video camera-style) icon in the Scene windows’s top-of-window icons:

9135871--1268779--upload_2023-7-9_19-17-52.png

1 Like

Hi,

That’s on purpose as .obj files can not contain bone information and thus extracting with bone infos is not possible. I do disable it if bones are enabled to void exporting incomplete .obj files. I have it mentioned in the manual as a side note “NOTICE: The obj format does only support one set of Uvs and no extra info like bone weights.” but I agree, that doesn not explain why the .obj export option is not available if bones are checked. I have updated the manual.

Thanks for the feedback :slight_smile:

I have just added Blend Shape Support (should be available in a couple of days, v 1.3.0)

https://vimeo.com/846203381

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This asset gets better and better!

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Hello, can you add mesh filling feature?

9409982--1317665--upload_2023-10-15_14-7-5.png

Hi,
thanks for asking.

Sadly modifying the mesh is a whole different beast of a task so it’s not included. Though there are some great tools for that like: uModeler or ProBuilder. ProBuilder is free since it has been accquired by Unity.

Hope that helps :slight_smile:

1 Like

Heya - sorry for the dumb question but I can’t get any of the yellow poly selections to show. How do you actually SELECT something? I copied what you did in the video but it just seems you selected the prefab then the mesh component then opened the mesh extractor but I dont get the same results.

OK I just think it doesnt work on meshes embedded in LODs - think the docs should probably say this :slight_smile:

Hi, could you please send me the model for testing (office@kamgam.com)? I admit LODs are not in my test set (yet) but I’d love to give it a go. Usually it should just take whatever mesh is currenty assigned to the MeshFilter.