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Can we have a option to ignore meshes that do not have a matching mesh name when baking mirrored geometry?
When baking a character with mirrored geo using the same uvs and material (eg. boots or gloves) we dont always have a left and right side in the high poly. What we do is just export one side and bake that side and the other side should use the same bake as they share the same uvs. For example I have a glove_l_low and a glove_l_high in my full character fbx export but I also have a glove_r with no matching high as I only want to bake the one side. I then use match my mesh name to isolate each part.
I would think that anything that doesnt have a mesh name match would not get baked, however what seems to happen is the right side is still trying to bake but because there is no matching high poly it ray casts into forever but conflicts this bake with the other side with the matching high poly causing baking issues.
One way around this is to export a baking mesh with just one side active but that can be painful if you are making iterations and constantly having to export out multiple versions of an fbx. being able to only have the option to only bake assets with a matching high poly mesh and ignore the mirrored side would allow us to only export a single mesh.
I hope this makes sense.
Thanks.
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