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Best way to do this would probably be to add a post processing step to the bake function where the mesh is copied and the bake result texture is read and stored per-vertex, then create a new asset for the resulting mesh in the output folder. Could get complicated for skinned meshes?
The text was updated successfully, but these errors were encountered:
Best way to do this would probably be to add a post processing step to the bake function where the mesh is copied and the bake result texture is read and stored per-vertex, then create a new asset for the resulting mesh in the output folder. Could get complicated for skinned meshes?
The text was updated successfully, but these errors were encountered: