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This repository has been archived by the owner on Jun 10, 2024. It is now read-only.

Releases: JLChnToZ/SkinnedMeshCombiner

0.9.3

20 Aug 15:26
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  • Fixed a bug that cause out of range in some skinned meshes without tangent/normal blendshape data.

0.9.2

14 May 14:31
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  • Fixes a bug on checkboxes in bone combine window unable to be checked in some cases.
  • Fixes a bug on create bone option for merging ordinary mesh renderers flipped
  • Fixes a bug on fail to reconstruct bone mapping on skinned meshes lack of bone weight stream.

0.9.1

13 May 08:37
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Minor bug fixes

0.9.0

13 May 08:24
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In this version,

  • Adds blendshape rename function.
  • Add 2 buttons to auto selects/deselects blendshapes has references (animated) to be combined.
  • Add support for dropping renderers into the window
  • Some internal refactoring (code splitting)

0.8.2

11 May 13:10
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  • Bug fixes on mesh vertices deleting
  • Extended Vertex Cutter class for general use

0.8.1

10 May 12:53
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  • Minor bug fixes (#1)
  • Changes auto create button style

Full Changelog: 0.8.0...0.8.1

0.8.0

06 May 07:52
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New feature:

  • Experimentally handles VRCPhysBone, DynamicBone and VRM SpringBone when cleaning up, to preserves their chain.
  • You can merge into an ordinary mesh renderer instead of skinned mesh renderer, while it will not preserve blend shapes and bones data, instead it will enforce to apply the state (Almost identical to making a statue/immobile figure of your rigged model).

Full Changelog: 0.7.2...0.8.0

0.7.2

25 Apr 13:08
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  • Bug fixes on merging zero vertices mesh/sub mesh
    Full Changelog: 0.7.1...0.7.2

0.7.1

24 Apr 14:35
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  • Minor bug fixes on not reducing triangles cause by a logic bug while refactoring.
    Full Changelog: 0.7.0...0.7.1

0.7.0

23 Apr 12:07
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  • You can remove portions of a mesh where attached bones are set to scale 0 (Another common approach to hide parts of a model)
  • Additionally, you can choose to remove/retain portions where there isn't any bone (missing) attach to it (but it should have one). Default it is enabled for each skinned meshes.
  • Now you can choose to retain or remove sub meshes that hasn't any materials assigned (Which will shows a lovely pink color in the scene)
  • Some refactoring and bug fixes
    Full Changelog: 0.6.0...0.7.0