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Better Avatar Bounds
FACS01-01 edited this page Apr 20, 2024
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Resizes the Bounds
of Skinned Mesh Renderers
, to a bigger/Looser size, or to their Exact size.
Can solve issues with clothes/meshes disappearing when viewed from certain angles (angles where the mesh's Bound
ends up off-screen).
If the Skinned Mesh Renderer
has a modified Bound
, this tool can restore/calculate its original size, not needing the original FBX
or being on T-Pose to do so. (Very proud of this one, a lot of math and iterations went into discovering this by myself).
- Open its window from the menu
FACS Utils/Miscellaneous/Better Avatar Bounds
. - Put the avatar's root
GameObject
into the object selector and press Scan!. - Select the
Skinned Mesh Renderers
you want to edit. -
- Press Exact Bounds to generate the appropiated and smallest
Bound
for eachSkinned Mesh Renderer
. - Press Loose Bounds to generate a new bigger
Bound
for allSkinned Mesh Renderers
. Use the Loose Multiplier to make it a bit bigger if you want (x1 englobes all meshes already, but is still "tight").
- Press Exact Bounds to generate the appropiated and smallest
- You can select
Prefabs
or unpackedGameObjects
, from aScene
or Project folder. - The tool skips
Skinned Mesh Renderers
inside "Armature" (GameObject
containing the avatar's skeleton), because normally those shouldn't have the "mesh disappearing" issue, due to not using the avatar's "Hips" as their Root Bone. If you want to edit those too, select another more innerGameObject
for the object selector, different to the avatar's root, for example the "Armature"GameObject
itself. - While running Loose Bounds, the tool groups the selected
Skinned Mesh Renderers
by their Root Bones, to generate more appropriateBounds
for each group. - The tool provides 2 types of visualizations so you can locate the meshes more easily: List View and Hierarchy View.