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== C# Code ==
== C# Code ==
<syntaxhighlight lang="csharp">
@Autor: Gabriel Santos
@Autor: Gabriel Santos
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SkinMeshCombineUtility.MeshInstance[] instances = (SkinMeshCombineUtility.MeshInstance[])myInstances.ToArray(typeof(MeshCombineUtility.MeshInstance));
SkinMeshCombineUtility.MeshInstance[] instances = (SkinMeshCombineUtility.MeshInstance[])myInstances.ToArray(typeof(SkinMeshCombineUtility.MeshInstance));
// Make sure we have a SkinnedMeshRenderer
// Make sure we have a SkinnedMeshRenderer
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Latest revision as of 20:45, 10 January 2012

Author: Gabriel Santos

[edit] Description

Class Model that allows you combine multiple skinned meshes at runtime. IMPORTANT: The number of vertices and bones is very particular, you must set it up according to your own model.

This Class uses the SkinMeshCombineUtility !

Feel free to clean up the code and add to it. :D

[edit] C# Code

@Autor: Gabriel Santos
@Description Class that Combine Multilple SkinnedMeshes in just one Skinned Mesh Renderer
@Usage: Just AddComponent("CombineSkinnedMeshes") to your root component;
@IMPORTANT: This script uses the SkinMeshCombineUtility Script!
PS: It was tested with FBX files exported from 3D MAX
This Vertex Number and Bone Number must be configured according to your own AVATAR...
You can make a Counter to get the Number of Vertices from your imported character, I choice not do it since 
this is script is just executed one time... */
using UnityEngine;
using System.Collections;
public class CombineSkinnedMeshes : MonoBehaviour {
		/// Usually rendering with triangle strips is faster.
		/// However when combining objects with very low triangle counts, it can be faster to use triangles.
		/// Best is to try out which value is faster in practice.
		public bool castShadows = true;
		public bool receiveShadows = true;
	/* This is for very particular use, you must set it regarding to your Character */
		public static int VERTEX_NUMBER= [Your Vertices Number]; //The number of vertices total of the character
		public static int BONE_NUMBER =[Your Bones Number];		//The number of bones total
	// Use this for initialization
	void Start () {
		//Getting all Skinned Renderer from Children
		Component[] allsmr = GetComponentsInChildren(typeof(SkinnedMeshRenderer));
		Matrix4x4 myTransform = transform.worldToLocalMatrix;		
		//The hash with the all bones references: it will be used for set up the BoneWeight Indexes
		Hashtable boneHash =new Hashtable();
		/* If you want make a counter in order to get the total of Vertices and Bones do it here ... */
		//The Sum of All Child Bones
		Transform[] totalBones = new Transform[BONE_NUMBER];//Total of Bones for my Example
		//The Sum of the BindPoses
		Matrix4x4[] totalBindPoses = new Matrix4x4[BONE_NUMBER];//Total of BindPoses
		//The Sum of BoneWeights
		BoneWeight[] totalBoneWeight = new BoneWeight[VERTEX_NUMBER];//total of Vertices for my Example
		int offset=0;
		int b_offset=0;
		Transform[] usedBones= new Transform[totalBones.Length];
		ArrayList myInstances = new ArrayList();
		//Setting my Arrays for copies		
		ArrayList myMaterials=new ArrayList();
		for(int i=0;i<allsmr.Length;i++)
		//Getting one by one
			SkinnedMeshRenderer smrenderer  =  (SkinnedMeshRenderer)allsmr[i];
			//Making changes to the Skinned Renderer
			SkinMeshCombineUtility.MeshInstance instance = new SkinMeshCombineUtility.MeshInstance ();
			//Setting the Mesh for the instance
			instance.mesh = smrenderer.sharedMesh;
			//Getting All Materials
			for(int t=0;t<smrenderer.sharedMaterials.Length;t++)
			if (smrenderer != null && smrenderer.enabled && instance.mesh != null) {							
				instance.transform = myTransform * smrenderer.transform.localToWorldMatrix;
				//Material == null
				smrenderer.sharedMaterials =new  Material[1];
				//Getting  subMesh
				for(int t=0;t<smrenderer.sharedMesh.subMeshCount;t++)
					instance.subMeshIndex = t; 
				//Copying Bones
				for(int x=0;x<smrenderer.bones.Length;x++)
				bool flag = false;
					for(int j=0;j<totalBones.Length;j++)
							//If the bone was already inserted
								flag = true;
					//If Bone is New ...
						//Debug.Log("Inserted bone:"+smrenderer.bones[x].name);
						for(int f=0;f<totalBones.Length;f++)
							//Insert bone at the firs free position
								usedBones[f] = smrenderer.bones[x];
						//inserting bones in totalBones
						//Reference HashTable
						//Recalculating BindPoses
						//totalBindPoses[offset] = smrenderer.sharedMesh.bindposes[x] ;						
						totalBindPoses[offset] = smrenderer.bones[x].worldToLocalMatrix * transform.localToWorldMatrix ;
				for(int x=0;x<smrenderer.sharedMesh.boneWeights.Length ;x++)
						//Just Copying and changing the Bones Indexes !!						
						totalBoneWeight[b_offset] =  recalculateIndexes(smrenderer.sharedMesh.boneWeights[x],boneHash,smrenderer.bones);
				//Disabling current SkinnedMeshRenderer
				((SkinnedMeshRenderer)allsmr[i]).enabled = false;					
		SkinMeshCombineUtility.MeshInstance[] instances = (SkinMeshCombineUtility.MeshInstance[])myInstances.ToArray(typeof(SkinMeshCombineUtility.MeshInstance));			
		// Make sure we have a SkinnedMeshRenderer
		if (GetComponent(typeof(SkinnedMeshRenderer)) == null)
		//Setting Skinned Renderer
		SkinnedMeshRenderer objRenderer = (SkinnedMeshRenderer)GetComponent(typeof(SkinnedMeshRenderer));
		//Setting Mesh
		objRenderer.sharedMesh = SkinMeshCombineUtility.Combine(instances);					
		objRenderer.castShadows = castShadows;
		objRenderer.receiveShadows = receiveShadows;
		//Setting Bindposes
		objRenderer.sharedMesh.bindposes = totalBindPoses;
		//Setting BoneWeights
		objRenderer.sharedMesh.boneWeights = totalBoneWeight;
		//Setting bones
		objRenderer.bones =totalBones;
		//Setting Materials
		objRenderer.sharedMaterials = (Material[])myMaterials.ToArray(typeof(Material));
		//Enable Mesh
		objRenderer.enabled = true;					
		/* 	Debug.Log("############################################");
		Debug.Log("M Materials "+myMaterials.Count);
		Debug.Log("bindPoses "+objRenderer.sharedMesh.bindposes.Length);
		Debug.Log("boneWeights "+objRenderer.sharedMesh.boneWeights.Length);
		Debug.Log("Bones "+objRenderer.bones.Length);
		Debug.Log("Vertices "+objRenderer.sharedMesh.vertices.Length); */
	@Description: Revert the order of an array of components
	static Component[] revertComponent(Component[] comp )
		Component[] result = new Component[comp.Length];
		int x=0;
		for(int i=comp.Length-1;i>=0;i--)
		return result;
	@Description: Setting the Indexes for the new bones	
	static BoneWeight recalculateIndexes(BoneWeight bw,Hashtable boneHash,Transform[] meshBones )
		BoneWeight retBw = bw;
		retBw.boneIndex0 = (int)boneHash[meshBones[bw.boneIndex0].name];
		retBw.boneIndex1 = (int)boneHash[meshBones[bw.boneIndex1].name];
		retBw.boneIndex2 = (int)boneHash[meshBones[bw.boneIndex2].name];
		retBw.boneIndex3 = (int)boneHash[meshBones[bw.boneIndex3].name];
		return retBw;
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