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	Model Baker
Model Baker ScriptableObject, bakes models and outputs the data. Can also generate prefab and animation books for quick setup. Updated GUI.
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		@@ -1,16 +1,4 @@
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// References:
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// https://forum.unity.com/threads/help-combining-and-manipulating-skinned-mesh-renderers-imported-from-blender.505078/
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// http://wiki.unity3d.com/index.php/CombineSkinnedMeshes
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// http://wiki.unity3d.com/index.php/SkinnedMeshCombiner
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// TODO:
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// ---Bake ALL the MeshRenderers/SkinnedMeshRenderers and merge them together.---
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// ---Bake multiple animations.---
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// ---Get the longest animation to calculate the texture height, so all the textures have the same height for the 3D texture.---
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// Add options and previews for texture size, animation phasing/fps.
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// Either merge with the animation books or generate them from this and maybe store them as child (and then don't destroy them on re-bake to keep the reference but replace it).
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using UnityEngine;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Linq;
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@@ -1,5 +1,3 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TAO.VertexAnimation
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@@ -9,10 +7,20 @@ namespace TAO.VertexAnimation
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	{
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		public GameObject model;
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		public AnimationClip[] animationClips;
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		[Range(1, 60)]
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		public int fps = 24;
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		public int textureWidth = 512;
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#if UNITY_EDITOR
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		public bool saveBakedDataToAsset = true;
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		public bool generateAnimationBook = false;
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		public bool generateAnimationBook = true;
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		public bool generatePrefab = true;
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		public Shader materialShader = null;
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		public GameObject prefab = null;
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		public Material material = null;
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		public VA_AnimationBook book = null;
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#endif
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		[SerializeField]
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		private AnimationBaker.BakedData bakedData;
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