MeshSync is Awesome ...and Free!

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  • เผยแพร่เมื่อ 28 ม.ค. 2025

ความคิดเห็น • 69

  • @gamefromscratch
    @gamefromscratch  ปีที่แล้ว +3

    Links
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  • @funderburk5
    @funderburk5 ปีที่แล้ว +6

    Thanks!

  • @FaceForwardd
    @FaceForwardd ปีที่แล้ว +34

    Thank you for all the work you do in keeping us updated. With how busy life can be its impossible to keep up to date with all the latest tools and toys. Always recommend you when I can. Cheers 🍻

  • @dreamisover9813
    @dreamisover9813 ปีที่แล้ว

    I had this on my radar a while ago, but haven't tried it yet. It's great that this gets wider coverage on your channel!

  • @thegamedevcave
    @thegamedevcave ปีที่แล้ว +2

    this is insane!!! downloading this instantly!

  • @alpaykasal2902
    @alpaykasal2902 ปีที่แล้ว +8

    I loved when 3ds Max had this feature in v1, way back in 1996!!! I really enjoyed live editing the non-destructable stack in Max in seeing the updates in combustion and Autodesk's other tools. And that was on an Early Pentium! I always wondered why this feature is not seen more? Adobe bridge is great too, and barely anyone uses it :/

    • @IronKore
      @IronKore ปีที่แล้ว +2

      Those examples are within one company's software environment. This one in the video is across different companies. Might be a reason why it took time

  • @S_Tadz
    @S_Tadz ปีที่แล้ว +5

    Holy ¥√π×∆¢
    I don't think we can understand the potential of this combined with geometry nodes just yet.
    This is going to be a big one.

    • @kebrus
      @kebrus ปีที่แล้ว

      to be fair it works with other softwares as well but I understand what you mean

  • @VictorEstivadorebarbudo
    @VictorEstivadorebarbudo ปีที่แล้ว +3

    I had to say, navigate in the scene and manipulate the meshes is way easy in Blender than Unity, with all the shortcuts one can go around really fast. sounds like a pretty cool way of populating a 3D level.

    • @Genebriss
      @Genebriss ปีที่แล้ว

      Look up unity plugins like blender transforms or blender hotkeys

  • @dt1926
    @dt1926 ปีที่แล้ว +3

    my guess would be that the light intensity issue is related to a unit/scaling difference between the two. Maybe one think the area being lit is 10m x 10m while the other thinks it's 1000m x 1000m. That's where I've seen this kind of issue before. Try tinkering with your default unit size in blender or unity if that has it.

  • @broganking9830
    @broganking9830 ปีที่แล้ว +2

    Wow this looks amazing

  • @Striker112890
    @Striker112890 ปีที่แล้ว +4

    The lights don't match across blender to Unity because blender has a rather arbitrary light value unit while Unity in HDRP uses real world units. The outdoor scene is also exposure was set for daylight but I'm pretty sure it was supposed to be adaptive and I expected to see something when you turned the sun off.
    It won't be easy to develop a solution for this because the lighting scale is difficult to map out 1 to 1 since the units have nothing in common. A great way around this may be to set your light values in Unity and change the exposure in blender to get it somewhat close. It might not work but it's worth a try.

    • @jmcsorley
      @jmcsorley ปีที่แล้ว +1

      Solid insights, thanks for explaining

  • @xapu8775
    @xapu8775 ปีที่แล้ว

    can't believe that this is free! definitely gonna try it

  • @awesomemike3857
    @awesomemike3857 ปีที่แล้ว +3

    Pretty awesome way to improve workflows

  • @KevinCastillo-hh1fn
    @KevinCastillo-hh1fn ปีที่แล้ว

    Very awesome tool! thanks for sharing! :D

  • @Aeroxima
    @Aeroxima ปีที่แล้ว

    Looks very useful.
    Sequoia is the new foliage.

  • @johnbinary5989
    @johnbinary5989 ปีที่แล้ว +1

    Does it support syncing image textures? It seems that this was not shown in the video.

  • @_w_t
    @_w_t 8 หลายเดือนก่อน

    6:00 awesome!

  • @quadriproduction
    @quadriproduction ปีที่แล้ว +1

    lights are ok but hdrp has exposure as post proc volume for physically based values of lighting..

  • @tenpovine1668
    @tenpovine1668 ปีที่แล้ว

    I wonder if a model and armature would carry over to unity? What about LOD

  • @occularmalice
    @occularmalice ปีที่แล้ว +1

    You mentioned URP or HDRP, no built-in support?

    • @kuromiLayfe
      @kuromiLayfe ปีที่แล้ว +1

      Just tested it and no, it does not work on build-in renderer..it has to be URP or HDRP for the tools to run At least two scripts have issues on build-in so maybe someone could figure out those issues and get it to work

    • @marsplanet0004
      @marsplanet0004 ปีที่แล้ว +1

      Fact is, it does work on built-in pipeline. I'm using unity meshsync with blender 3.4 and its running on built-in pipeline.

  • @c0nsumption
    @c0nsumption ปีที่แล้ว

    How do I get it to export the materials from blender as URP? It always sends the material data as HDRP ☹️

  • @VincentNeemie
    @VincentNeemie ปีที่แล้ว

    Your light in unity seems to be a point light, it should be directional, no?

  • @apathypeace
    @apathypeace 3 หลายเดือนก่อน

    I really wish they kept this updated for current versions of blender, very sad it's such a good tool for level concepts.

  • @MarcV_IndieGameDev
    @MarcV_IndieGameDev ปีที่แล้ว

    Give us blenderSync to Unity, now that would be something xD
    I'll have to check this bad boy out!

  • @FesterThanLight
    @FesterThanLight ปีที่แล้ว +1

    Incredible!

  • @immersionevolution1210
    @immersionevolution1210 ปีที่แล้ว

    i ve'been using it for more than 6month its great

    • @blahmandeep
      @blahmandeep ปีที่แล้ว

      any issues ? or things i should keep in mind ?

    • @immersionevolution1210
      @immersionevolution1210 ปีที่แล้ว +1

      @@blahmandeep i remember i got several crash of the unity editor 2020.3.28f when syncing some geometry node in blender 3.0
      but i was really pushing it besides that it was working as intended , am still using MeshSync0.13.1 on a blender 3.1.2 and unityEditor 2021.3.6f1 and its pretty stable with my workflow so i didn't see the need to upgrade to MeshSync0.17.1 yet

    • @mercartax
      @mercartax ปีที่แล้ว +2

      @@immersionevolution1210 what this video skips is how the end result is saved in Unity - as long as everything is live connected to your DCC application that application is in control of saving (blend file). but once you are satisfied, is there a way to save the DCC scene file to a game ready fbx as easily as it promotes changing the mesh? or do you have to do this manually?

    • @immersionevolution1210
      @immersionevolution1210 ปีที่แล้ว

      @@mercartax when you link a blend file to your unity project it create a folder in your asset directory named MeshSyncAssets that contain a prefab of all objects that are present in the blender scene and you can bring them all to your scene or unpack for individuals,export fbx or whatever you wish to do and it is saved independantly but twice... actually you have the objects saved on the blend file side and the same objects are also saved on the unity directory side even if the blend file directory must live inside the unity assets directory for MeshSync to work

    • @blahmandeep
      @blahmandeep ปีที่แล้ว

      @@mercartax thats what i wanted to know too

  • @gostan2718
    @gostan2718 ปีที่แล้ว +2

    subcribe to your channel is a must

  • @vi6ddarkking
    @vi6ddarkking ปีที่แล้ว

    I was wondering if once Text to 3D is inevitably implemented into Blender if Unity would have a competing Asset.
    Guess that point is moot now.

  • @sutsuj6437
    @sutsuj6437 ปีที่แล้ว +2

    Does something like this exist for Godot too?

    • @GoblinArmyInYourWalls
      @GoblinArmyInYourWalls ปีที่แล้ว

      My exact thought. I would actually pay for a tool like this.

  • @arunachalpradesh399
    @arunachalpradesh399 ปีที่แล้ว

    its stable future version will be good i hope, it will be time saver as everytime need to export , save etc and then again import to unity , if there is mistake again repeat everytingl

  • @d3v1lsummoner
    @d3v1lsummoner ปีที่แล้ว +1

    Neat, now its easier to do greyboxing in an easier to use authoring software rather than unity directly.
    Also Metasequoia support? People still use that? I remember picking it up like a decade and a half ago because it had a free trial and I didn't know Blender existed.

    • @designator7402
      @designator7402 ปีที่แล้ว +1

      MetaSeq has a much bigger market share in japan than in the west. It makes sense that Unity Japan would work on supporting it (at least a little).

    • @d3v1lsummoner
      @d3v1lsummoner ปีที่แล้ว

      @@designator7402I was being *half* facetious. I do know and have seen some people using it in the past couple years (follow jp artists), but I don't know how they can compete with open source and paid alternatives. Maybe it secretly has some really advanced tech?

  • @Sprogster
    @Sprogster ปีที่แล้ว

    Doesn't Godot 4.0 have this built in for blender?

  • @tusharbromine
    @tusharbromine ปีที่แล้ว

    VERY
    POWERFULL THING

  • @DamonikArt
    @DamonikArt ปีที่แล้ว

    But is there something like this for Unreal🤔

  • @tudorbodeanu1465
    @tudorbodeanu1465 ปีที่แล้ว

    The whole installation part on windows is way easier. You just install the add-on in blender and then with a few clicks it installs everything for unity

  • @pianosouls_yt
    @pianosouls_yt ปีที่แล้ว

    wow nice tool

  • @MaxIzrin
    @MaxIzrin ปีที่แล้ว

    While that is nice, I would rather have control over the axes when importing a blend file.

  • @chaver28
    @chaver28 ปีที่แล้ว

    maaaaan we need this for UE5

  • @grunerd
    @grunerd ปีที่แล้ว +1

    Perfect timing!
    Today I finally dusted off that Blender 3 book I bought a while ago to finally give it a go (again). Why? Because I want to do some simple models and animations to use in Unity. And here you go, bringing me one of the few tools that I was missing from using Modo (Indie). I loved using Bridge, seeing changes immediately ingame and having changes going back and forth. This is a real game changer for me! Thanks!
    Regarding M1: It works on M1 Macs BUT only with the x64-Build of Blender 3.3.x - the Arm64/M1 build of Blender does not allow you to activate the plugin and crashes because of an binary-architecture-mismatch. Not sure if they will fix this - but the performance for now still works great (16" M1 Max with 64gb RAM in use here)

  • @God-Of-Mischief
    @God-Of-Mischief 3 หลายเดือนก่อน

    Doesnt support 4.x LTS Sad

  • @mipe7755
    @mipe7755 ปีที่แล้ว

    We need this for UE

  • @LanciaSiluri
    @LanciaSiluri ปีที่แล้ว

    if only we can get this for the unigine engine

  • @AntonioSorrentini
    @AntonioSorrentini ปีที่แล้ว

    Go do this for Godot 4 please!

  • @lastshow3425
    @lastshow3425 ปีที่แล้ว

    good lord

  • @Itsme-wt2gu
    @Itsme-wt2gu ปีที่แล้ว +2

    It should be added in unreal

  • @Cloud-Yo
    @Cloud-Yo ปีที่แล้ว

    What manner of witchcraft is this?!?!?!

  • @gw33b
    @gw33b 4 หลายเดือนก่อน

    hey thnaks for the vid! i can only get the sync to work one way, blemder to unity. when i make changes in unity nothing happens...

  • @TorQueMoD
    @TorQueMoD ปีที่แล้ว +1

    Might want to change the title to say "Mesh Sync for Unity is Awesome" so those of us who don't use Unity don't waste our time.

  • @PurpleKnightmare
    @PurpleKnightmare ปีที่แล้ว

    Wow my computer I built last year is so much faster than yours. :p
    Thank you for the demo!

  • @zeropointzer0
    @zeropointzer0 ปีที่แล้ว +1

    So in 6 months it's 0.17.2-preview, then nothing's going to happen for 3 years and then its status will be changed to "deprecated". Not that Unity would EVER do such a thing, but... 🙃