karl- / pb_stl Goto Github PK
View Code? Open in Web Editor NEWSTL import/export for Unity, supporting both ASCII and Binary.
License: MIT License
STL import/export for Unity, supporting both ASCII and Binary.
License: MIT License
You maybe train for me user project or example run unity. Thanks.
I have a question how should I execute the import script during runtime?
I give the path to the Importer.Import() method but nothing happens.
Is there any other parameter that I should add to the method besides the path?
I don't know why but if I import a .stl file with indexFormat option UInt32 the instantiated object with mesh filter has no triangles but all vertices. Does anybody know where this comes from?
When import STL file,How to convert from right to left handed coordinates?
Hello, it's a good day. I would appreciate it if you could understand that I use a translator because I can't speak English.
Mesh[] mesh = Importer.Import(path);
I created STL file that I want to import through the phrase, with several meshes.
But here, the meshes were divided into several pieces, so is there a standard for dividing the pieces?
I'm wondering if there's a way to bring the whole piece or divide it into the pieces you want. #
With Unity 2017.3 they added the ability to import meshes over 65k vertices by increasing the indexformat to 32 bit. Would it be possible to manually set the indexformat on the stl importer, or have it check for vertice count > 65k and automatically flag it?
Hi there, thanks for this tool, it'll be super useful for my workflow. I'm wondering about the dimensions of imported files. I've got a 6 meter diameter ring exported from Fusion, but it's absolutely massive in-game. Here's the imported ring with a 1 meter cube inside for scale. The ring had to be scaled down to 0.0005 on all axes to get it to this size - everything is scaled up 1000x compared to Fusion. Is this expected behavior?
i made something in unity and when i exported it with the stl thing and put in my 3d slicer it was covered in the mesh filter object that i chose please help me
Line 446 in f13d4ca
"indexFormat = indexFormat" have to be put before "triangles = t", or else it will fail to set indexes.
i have a question regarding the default metric unit system when converting to STL.
How can I import an STL to a GO in runtime via script? which functions? maybe add the infos to the readme file? THANKS!
I want to get STL file from a morphed animation.
This animation is created on 3DS MAX and I want to get STL file at any time I want.
Play the animation and stop the animation, then export STL file.
But my model is SkinnedMeshRenderer so this plugin is not working well for my model.
Please help me.
Thank you.
https://stackoverflow.com/questions/46733430/convert-mesh-to-stl-obj-fbx-in-runtime
At the end of the answer at the address above, I confirmed and tried that STL can be fetched during runtime.
But the code didn't work as I expected.
The error appeared from the part called pb_stl.
The following is declared using alt + enter to check whether the related namespace is not called.
using Parabox.Stl;
Nevertheless the code showed an error.
please help me.
The Mesh direction is probably reversed.
2017.1 introduces ScriptedImporter
which could make the pb_Stl_AssetPostProcessor
obsolete.
https://docs.unity3d.com/Manual/ScriptedImporters.html
https://github.com/karl-/pb_Stl/blob/master/Assets/pb_Stl/Editor/pb_Stl_AssetPostProcessor.cs
using (FileStream fs = new FileStream(path, FileMode.Open, FileAccess.Read))
{
using (BinaryReader br = new BinaryReader(fs, new ASCIIEncoding()))
{
while (br.BaseStream.Position < br.BaseStream.Length)
{
}
}
}
Would it be as simple as changing this piece to
using (BinaryWriter bw = new BinaryWriter(new MemoryStream()))
{
bw.Write( * byteArray here * );
using (BinaryReader br = new BinaryReader(bw.BaseStream, new ASCIIEncoding()))
{
while (br.BaseStream.Position < br.BaseStream.Length)
{
}
}
}
An object which Blender tells me have 12k vertices somehow ends up with 70k vertices after using this script to import it to Unity. With Unity's 65k max vertices count pr mesh this is an obvious problem, not to mention performance in general.
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