Mesh Baker is a simple plugin that helps you bake several meshes to one.
In addition, it contains a Bone Baker. It is a simple wrapper over SkinnedMeshRenderer.BakeMesh() method, which allows you to convert
MeshRenderer considering transformations and poses in two clicks.
HOW TO USE
To install it, copy the Mesh Baker folder to your project.
To bake the Meshes, select
SkinnedMeshRenderer components on it or its children, make a right click and press Bake Meshes.
One Mesh can’t contain more than 65,000 vertices, so if source meshes together have more than 65,000 vertices, Mesh Baker will create several objects.
The plugin will ask you: “Do you want to separate objects with different materials?”. If you choose “Yes” Mesh Baker will bake source objects with different materials to the separated Meshes. If “No” Mesh Baker will bake all the meshes together and set one of the source materials for it.
Also if several but not all meshed use
Vertex Colors, or
Normals Mesh Baker will ask how to resolve it. You can remove it from all objects or create with default values where it needed.
Then Mesh Baker will ask you: “Do you want to remove sources?”. Click “Yes” if so, or “No” if you want to leave these objects for now.
Then the plugin will show a popup with the number of baked objects.
To use Bones Baker, select
SkinnedMeshRenderer components on it or its children, make a right click and press Bake Bones.
The plugin will ask you: “Do you want to remove bones after backing?”. Press “Yes” if so, or “No” if you want to leave bones for now.