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Instant Meshs Support #2
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Instant meshes is for retopo work more than LOD work. |
Instant Mesh is a good suggestion for static mesh because it produces the cleanest mesh of any decimator I have used, but as @HeadClot said it does a heavy retopo and so if the model LOD-ed is a skin then it might cause problems unless UT ads retopo locks, if weights are blended = no retopo. Also, at this time it doesn't transfer UVs, so this would requires some additions by the unity team. |
I took a look at this and tried using CLangSharpPInvokeGenerator from https://github.com/microsoft/ClangSharp, but it didn't work immediately and looks like it would require a lot more work. It's possible to launch a process to simplify each mesh, but that isn't ideal and would require compilation of instantmesh for each platform and distribution, which is not maintainable. It's possible to set up a pipeline to build that on the user's machine, but then those tools would be required by the dev. So, overall, the best situation would be where someone ports instantmesh to C# code and/or publishes libraries for each platform w/ C# wrappers and that can get used here in AutoLOD. |
Update AutoLOD.cs
Hi,
Is it possible to integrate InstantMesh Support ?
It's free :)
https://github.com/wjakob/instant-meshes
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