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@ -1,52 +1,70 @@
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# Editor
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Files for using the Unity editor
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## Installation
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Place the "Editor" folder anywhere in your project Assets folder.
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## Usage
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### MeshPostProcessor
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Used to perform various operations to models on import to unity
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#### Add Colliders
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To convert objects to colliders on import, add the following strings to the object's name:
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* `_COLLIDER`: Converts to a mesh collider
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* `_SPHERECOLLIDER`: Converts to a sphere collider
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* `_CAPSULECOLLIDER`: Converts to a capsule collider, with the axis along the object's longest axis
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* `_BOXCOLLIDER`: Converts to a box collider. The box will be aligned to the object's local coordinates
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#### Merge Meshes
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Add `_MERGE` to an object's name, and all its child objects meshes will be automatically merged into one. Does not work for skinned meshes
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#### Delete Objects
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Add `_DEL` to an object's name to delete it on import
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#### Trim animations
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Automatically removes any animations with only 2 keyframes to make them easier to edit manually
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### TexturePostProcessor
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Used to perform various operations on textures on import to Unity. Configured with constants in the top of the file.
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Only works on files with the extension `EXTENSION` (default ".png").
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#### Specular maps
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If `SPEC_ENABLE` is enabled (default true), textures with the suffix `SPEC_TAG` (default "-spec") will be copied into the alpha channel of the texture without that suffix. For example, the file `foo-spec.png` will be copied into the alpha channel of the imported texture `foo.png`.
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#### Normal maps
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If `NORMAL_ENABLE` is enabled (default true), textures with the suffix `NORMAL_TAG` (default "-spec") will be marked as normal maps on import and when KSP PartTools exports the texture. if `NORMAL_GENERATE` is enabled (default true), then the texture will automatically be converted from a hightmap using Unity's normal map generation tool.
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# Editor
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|
|
|
|
|
|
|
|
Files for using the Unity editor
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|
|
|
|
|
|
|
|
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## Installation
|
|
|
|
|
|
|
|
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|
Place the "Editor" folder anywhere in your project Assets folder.
|
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|
|
|
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## Usage
|
|
|
|
|
|
|
|
|
|
### MeshPostProcessor
|
|
|
|
|
|
|
|
|
|
Used to perform various operations to models on import to unity
|
|
|
|
|
|
|
|
|
|
#### Add Colliders
|
|
|
|
|
|
|
|
|
|
To convert objects to colliders on import, add the following strings to the object's name:
|
|
|
|
|
|
|
|
|
|
* `_COLLIDER`: Converts to a mesh collider
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* `_SPHERECOLLIDER`: Converts to a sphere collider
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* `_CAPSULECOLLIDER`: Converts to a capsule collider, with the axis along the object's longest axis
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* `_BOXCOLLIDER`: Converts to a box collider. The box will be aligned to the object's local coordinates
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#### Merge Meshes
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|
|
|
|
|
|
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Add `_MERGE` to an object's name, and all its child objects meshes will be automatically merged into one. Does not work for skinned meshes
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#### Delete Objects
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|
|
|
|
|
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Add `_DEL` to an object's name to delete it on import
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#### Trim animations
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|
|
|
|
|
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Automatically removes any animations with only 2 keyframes to make them easier to edit manually
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####Additional Notes (when used in conjunction with Taniwha’s Blender Mu Plugin)
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For those who use Taniwha’s Blender importer, to import existing .mu’s, the following steps & notes
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need to be addressed before importing your model into Unity with the MeshPostProcessor installed:
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1) You need to make sure you only suffix the name of the *object*, and *not* of the mesh, with the above operators.
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2) In Blender, you need to convert any imported collider instances to “real”.
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a) To do this, in Object Mode, select the collider instance object, then select:
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Object→Apply→Make Instances Real (Shift-Ctrl-A)
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b) Then move the new object back into it’s original place in your hierarchy.
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Holding Shift+Alt while dragging/dropping will keep its transforms/properties.
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c) Rename the *object* name, adding the appropriate operator suffix.
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(I suggest removing the “collider:” prefix from the *mesh* name, but thats just personal preference)
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3) Now you have to go into Edit Mode, and fill in all the faces in the mesh. Check that all of
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the created face normals are facing outside.
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(When you make real the collider instances, only vertices & edges seem to get created, and not faces.)
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This will be apparent, if upon Unity import, you get this error, or similar in the Console window:
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‘Can't calculate tangents, because mesh '<your_object_name>_BOXCOLLIDER|mesh:<your_mesh_name>|Dupli|' doesn't contain normals.’
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### TexturePostProcessor
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Used to perform various operations on textures on import to Unity. Configured with constants in the top of the file.
|
|
|
|
|
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Only works on files with the extension `EXTENSION` (default ".png").
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#### Specular maps
|
|
|
|
|
|
|
|
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If `SPEC_ENABLE` is enabled (default true), textures with the suffix `SPEC_TAG` (default "-spec") will be copied into the alpha channel of the texture without that suffix. For example, the file `foo-spec.png` will be copied into the alpha channel of the imported texture `foo.png`.
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#### Normal maps
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If `NORMAL_ENABLE` is enabled (default true), textures with the suffix `NORMAL_TAG` (default "-spec") will be marked as normal maps on import and when KSP PartTools exports the texture. if `NORMAL_GENERATE` is enabled (default true), then the texture will automatically be converted from a hightmap using Unity's normal map generation tool.
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