The latest version of MeshMaker is now available with many changes to Geom, updates to the other 8 tools and the same low price of $25. That’s only $2.78 per application!
Why so cheap? Not because the tools are inferior or broken, but because I’d rather sell to a hundred people at $25 than 25 people at $100. Hey, I’d even prefer to sell a million copies at $1 if I thought I could get that number of customers. This way more people get to to use and enjoy the tools that I have made.
@MediaGiant
Sorry if this has been asked already but does the split mesh function work on skinned meshes. Basically could i sever an arm Off a character save it and still have the rest of the skinned mesh working properly ?
Thanks for your time- josh
I haven’t dabbled with skinned meshes enough to be sure but I’d say the splitting routines probably don’t. Future tools will be made to work exclusively with skinned meshes though
I have now submitted a new addition to the collection called 3D Brush. To give you a preview of the new package I will post some screenshots and link to the introduction video here.
Just watched the video there Alan. It looks great. I like the way you can change brush shape and include or exclude painting to a shape. This seems like it may be useful if changing/creating layers to draw to could get messy. if you could add a make brush option then when a shape is created that could be a custom brush to draw/erase with.
Thanks Doc, it should make painting around buildings and garden areas easier. For now I chose to use the Photoshop method of painting to a selected area with a normal brush which gives full control over the density and placement within that area, but I just thought how easy it may be to add a shaped brush as you describe. It would just be a case of moving the shape to the mouse position as the mouse moves and scaling the brush up to cover the whole shape. Look for this in a future release.
I’ll also make another video in a day or two which will cover creating brushes and precise placement of prefabs. To learn more about all of the features of the program you can also have a read of the tutorial here at http://www.meshmaker.com/tutorials.html
Thanks again for checking out the video and your great feedback. I’m open to all new ideas for extending this tool.
Both Mesh Maker and Mesh Cutter have been submitted for review by the Asset Store team so they should be available in 7-10 days. All twelve programs have also been uploaded from Unity5 and should be available around the same date. Thanks for checking out the new apps.
Al.
All of the programs, bar one, are now available for Unity 5. The asset store was super quick at reviewing them, only two days! One note I forgot to mention about 3D Brush is that in Unity 5 it is recommended to turn of continuous baking of lightmaps. You can do this by going to the menu and navigating to Window/Lighting/Lightmaps and unchecking the checkbox. This will prevent lag and stuttering in the editor.
The standalone version of Mesh Cutter is still under review as it is a new program but you can get it now as part of the Mesh Maker collection.
Can Geom be used to make pure 2D meshes, suitable for use in Unity’s 2D mode?
I’m looking for a tool that will let me define arbitrarily shaped 2D meshes, that I can use as simple terrain meshes. I need to be able to create a 2D mesh, preferably edited directly within my 2D scene, so that I can align it with the 2D sprites that will populate the terrain.
It looks like Geom has a great editor for building 2D frames vertex-by-vertex, but I can’t tell if easily exports them as 2D meshes. All the examples look like extruded 3D forms.
Hi, Geom can certainly create 2D meshes. You just create a new shape by moving the vertices and click build without adding a new grid. It will be two sided by default but you can make it one sided by turning off Cap First Grid in the build options. The new mesh will have a mesh filter, mesh renderer, mesh collider and a material added by default. You can change the background picture which allows you to trace new shapes. To create the object at the right location you can also just double click on an object in your scene to make the framework snap to that location which saves you having to position it manually. I hope that helps. If you have any questions just let me know.
I bought Geom and I’m having trouble building a mesh. The grid in the picture below is made up of coplanar vertices (Z = 0 for all of them). When I try to build a mesh for it, I get this error:
Any idea what I might be doing wrong? I’ve got this error for every permutation of Build and UV Mapping settings that I’ve tried. I’m using Unity 5.0.1f1.
I think I know what is happening here. From your picture I can see you are building a 2D mesh in the XY plane. Geom was originally made for working in the XZ plane so to the program it looks like your mesh is a line. Try building the same shape in the XZ plane and then rotate it to the XY plane in Unity. If you double click on the vertical face of an object it will orientate the grid to that vertical position.
I’ll have to make a note of this in the documentation and the new set of videos for Geom. Thanks for bringing this to my attention.
Sorry I didn’t see your post earlier as the email notifying me of a new post didn’t arrive in my inbox.
Al.
For what it’s worth, this issue makes it harder to use Geom in a 2D scene. I can only really build this shape in XY space because it’s designed to wrap around other objects arranged in the XY plane.
Is this something you’d consider making possible in a future update?
Or as a workaround, is there a way to rotate a grid after it’s been built? That’d let you create an framework in XY, rotate it in XZ to build, and rotate the result back to XY.
I will add the option in the next update. For now wouldn’t adding a -90 degree rotation around the X axis in the inspector for the finished mesh do the trick?
In Mesh Tools, which is included in the Mesh Maker collection, there is a Move & Rotate Pivot Point tool which would have done this for you in a second but I believe you purchased Geom as a standalone app. Please write to me at support@meshmaker.com and I’ll send you a voucher for a free copy of Mesh Tools. This will rotate the mesh to be permanently in the XY plane.
You’re welcome. I know the rotation will look right for you and it’s just a question of whether you want to make it permanent so it is easier to work with in your scene. The offer will wait if you need it. All the best with your project.
Al.
Sorry, not really. Though Boolean Ops can work in runtime using the source code listed here at http://forum.meshmaker.com/index.php?topic=67.0 and one university student even used it in his project to make a Portal clone. I’m sure I will get around to adding runtime support for a few of the programs but on the whole they are designed to help developers by extending the Unity editor.
I used meshcutter to edit a mesh on an asset store bought building. It worked fantastically. REALLY useful.
MeshMaker is really coming on great. Hope you sell bucket loads.