Better Avatar Bounds - FACS01-01/FACS_Utilities GitHub Wiki
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).
How to use
- Open its window from the menu
FACS Utils/Avatar Tools/Better Avatar Bounds. - Put the avatar's root
GameObjectinto the object selector and press Scan!. - Select the
Skinned Mesh Renderersyou want to edit. -
- Press Exact Bounds to generate the appropiated and smallest
Boundfor eachSkinned Mesh Renderer. - Press Loose Bounds to generate a new bigger
Boundfor 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
Extra tips and notes
- You can select
Prefabsor unpackedGameObjects, from aSceneor Project folder. - The tool skips
Skinned Mesh Renderersinside "Armature" (GameObjectcontaining 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 innerGameObjectfor the object selector, different to the avatar's root, for example the "Armature"GameObjectitself. - While running Loose Bounds, the tool groups the selected
Skinned Mesh Renderersby their Root Bones, to generate more appropriateBoundsfor each group. - The tool provides 2 types of visualizations so you can locate the meshes more easily: List View and Hierarchy View.