Mesh Toolkit - Mesh Geometry Editor

Mesh Toolkit v1.10 by EJM Software
Click here to view the most recent post on this thread.

- 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
  • Rotate, calculate, and invert normals
  • Move, rotate, flip, unwrap, and export mesh uvs

EJM Software website
Buy Mesh Toolkit from the Unity Asset Store

Excellent update, looking forward to the new features!

Mesh TK version 1.3.1 has just been released to the Asset Store!

Here are some of the updates:

  1. Select all added
  2. Paint select added
  3. Fixed a few bugs
  4. 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:

  1. Sculpting with ability to extrude, depress, or smooth
  2. Decimate/Unsubdivide triangles
  3. Smart Vertex Auto-Weld

Another great update! Thanks!!

Mesh TK version 1.4 has just been released to the Asset Store!

Some of the updates include:

  • An improved UI
  • Optimized code
  • Vertex color editing
  • UV map export to png added
  • Mesh subdivision autoweld added
  • namespacing to avoid clashes with scripts from other tools
  • Bug fixes

Make sure to remove the previous version of Mesh TK before importing the new one if you are upgrading to the new version.

Is there any chance you might add the functionality to create a mesh out of the 2D polygon collider a Sprite has?

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?

The ability to add vertices manually could help me fix this. Is this possible?

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.

Mesh Toolkit version 1.5 is here!

There are many new exciting features:

  • Added ability to set pivot under object tools
  • Added ability to remove unused vertices
  • 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
  • Small fixes and performane improvements
  • Added basic API for some tools

Check it out on the Asset Store or on the Website.

Hi,

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!

What am I doing wrong?

Thanks in advance!

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.

Thanks for the quick response.

Apologies, I probably should have been clearer - I did indeed save my scene (I always do both).

It is odd, as some info is clearly being saved.

Perhaps it’s related to parenting or my prefab setup?

[Edited]

Solution:
Mesh TK can not update external model files, so you will want to save the edited mesh with a new name in the project folder.

Explanation:

There are four ways meshes are stored:

  1. Unity builtin primitive
  2. In a scene file (.unity)
  3. In an asset file (.asset)
  4. In an external model file (.fbx, .obj, etc)

Mesh TK can update meshes in scene files and asset files automatically. Mesh TK cannot update Unity builtin primitives or external model files.

Not offense but this is a gibberish.
Why not simply save the edited mesh with a new name in the project folder?

That’s what I am suggesting. I just expressed my explaination poorly, in “gibberish”. I will make my previous answer more clear and direct.

Thanks guys, your help is much appreciated. I’ll give this a go.

Mesh Toolkit version 1.6 is here!

This is a small update for saving and exporting.

New features:

  • Added OBJ Export LH/RH coordinate export options.
  • 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.

Mesh Toolkit version 1.8 is here!

Release Notes:

  • Added BoxCollider Auto-update
  • Added Invert normals button
  • Added triangle detach button
  • Improved extrusion normals
  • Added shortcut keys
  • Fixed mirrored mesh collider updating
  • Fixed mirrored mesh normals
  • Fixed skinned mesh targeting

Also, there is now a manual for Mesh TK.
You can read the manual here.

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.

1 Like