- Full Source Code Included - Works with Unity 4.x-5.x, Free and Unity Pro - Edit Mesh objects, even skinned Meshes! - Now includes a basic API - Check out the website - Buy Mesh Toolkit from the Unity Asset Store
Mesh Toolkit is an essential set of tools for working with meshes. It helps you to visualize, troubleshoot and correct meshes. Mesh Toolkit allows you to quickly view and edit mesh vertices, triangles, normals, and uvs. If you have ever had a problem with an imported mesh or need to tweak a mesh, this is the perfect solution to tweak the mesh geometry.
Some of the features:
Change mesh name
Make mesh unique
Save mesh as asset, OBJ, or FBX
Combine children into mesh
Apply/Bake transform
Mirror Mesh
Center pivot
Set pivot
Split vertices
Share double vertices
Remove unused vertices
Generate triangle strips
Select mesh geometry using single select, box select, or paint select.
Move, rotate, scale, color, weld, and delete vertices
Move, rotate, scale, flip, extrude, subdivide, and delete triangles
Mesh TK version 1.3.1 has just been released to the Asset Store!
Here are some of the updates:
Select all added
Paint select added
Fixed a few bugs
Added edit mesh as unique button (looks like the wrench with a plus sign). This is a very important feature. For example, when editing a built in mesh like the plane, it is important to click edit mesh as unique the first time you edit it. If you do not, Unity will not save your changes when you exit the program.
Thoughts for the next update:
Sculpting with ability to extrude, depress, or smooth
I just used Mesh Toolkit on a mesh, mostly for vertex removal and subdivision. My project requires that I warp this mesh. This is the result.
How can I fix this?
First off, the reason you are getting holes in your meshes is because of the problem illustrated above. If you subdivide a triangle, but not its neighbor, the neighboring triangle is not connected to the subdivided triangle at the subdivided triangles new vertex. You can solve this simply but just subdividing the triangle and its neighbor(s).
In response to your other question, you cannot currently add vertices manually, but I will look into adding the feature.
Now supports skinned mesh editing! Now you can edit skinned mesh objects right in the unity editor. (Bones can not be altered in this version, just the mesh)
New option to automatically delete verts included in deleted triangles
I purchased your asset today and it seems great all in all.
I’m having one problem however;
I need to reset pivot points for a bunch of sub meshes that make up a rock. These meshes are all children of a rock game object with the main pivot at the base.
Each child mesh needs it’s pivot point set to its centre, without changing its local transform.
This works perfectly with your pack, but for some reason when I save my project, the changes are lost. When I restart unity the pivots are reset to normal and the meshes local transforms are out by the same factor.
If I then reset all the individual transforms to 000 (local), the rock retakes its shape and the pivots are back where they started!
Your meshes are probably saved in the scene. If this is the case, you will need to save the scene (not just the project) for the changes to be there next time you open Unity.
Added Save location notifications under the object tools menu. This will tell you if the mesh is saved in the scene, an asset file, or an external model file.
Could you implement the option to assign a new material to selected faces (triangles) in a mesh?
This feature is present in other mesh editing packages and I think it is very useful.
Thanks.