This is my current passion project. My dream is to create a fully player controllable powered ragdoll character. It is powered by forces and torques at the joints. It needs to keep its own balance, be able to get up when it falls down, uneven terrain is difficult. The player sets goals (direction, speed, turning…
I have always wanted a keyboard controlled, fully physically simulated powered-ragdoll that would walk, run, jump, stand using forces and torques (just like a real world person). With the accessibility of deep learning APIs, this appears to be becoming possible. The current version can stand, walk, run, getup (not very robust yet), jump (do we…
Mesh Baker 2.29.0 has been released. This update brings the ability to work with Texture Arrays! Here is a link to the manual Mesh Baker – Texture Arrays manual which explains how to work with them in detail.
This version includes improvements to the MeshBakerGrouper workflow. The Pie grouper now has rings as well as segments and all segments in the inermost ring can be combined into a single segment. (Thanks for the suggestion @nickrart ). Settings used by a MeshBaker can now optionally be stored in a ScriptableObject asset. These can be shared by…
Mesh Baker is 50% off on the Unity Asset Store!
The update includes to bug fixes: Fix bug with MeshBakerFast texture packer where textures could be copied to atlas upside down on some platforms. This fixes issue where meshes baked in the editor cannot be modified at runtime. Added code to delete runtime created meshes when switching scenes. The update also changes how Mesh Baker…
Some meshes (eg. tree trunks) use a lot of tiling textures that are repeated many times vertically up the mesh. Baking this tiling would usually exceed the maximum atlas size and atlas quality would be poor. It would normally be impossible to pack these textures together effectively in an atlas. However it is still possible…
I will be at the Unity annual developer conference October 3 – 5 in Austin, Texas. Check out the Digital Opus kiosk on the expo floor of the Austin Convention Center. I look forward to meeting some of you there!
Mesh Baker was selected for the Unity Mobile Essentials Pack !
Drive high poly skinned meshes with low poly soft bodies using Bullet Physics. The full tutorial is available here.