VAT plugin is made in C++, I hope it helps every animation technician.

Features:

  • Bone Tools
  • Curve Tools
  • Notify Tools
  • Montage Tools
  • Asset Tools
  • Root Motion Tools
  • Motion Capture Tools
  • Mirror Tools
  • Retarget Tools
  • Pose Search Tools
  • Game Framework Tools
  • Curve Runtime Library (Get Animation Curves Data)
  • Pose Search Runtime Library (Support Animation And Montage)

Communication / Support:

  • Discord
  • QQ Group: 881583389 (China)

Code Modules:

  •  VirtualAnimationTools – Runtime Module
  •  VirtualAnimationToolsEditor – Editor Module

Number of Blueprints: 2

Number of C++ Classes: 70

Supported Development Platforms: Win32, Win64

Important/Additional Notes:

(1)The plug-in will remain updated and maintained (including slate, which will be combined with the animation editor in the future).

(2)You can set the initialized VAT data class in the project plugin setting.

(3)Every time a large version is updated (a lot of content is added), the price has some increase.

VAT插件是用C++制作的,希望对每个动画技术人员都有帮助。

特征:

  • 骨工具
  • 曲线工具
  • 通知工具
  • 蒙太奇工具
  • 资产工具
  • 根运动工具
  • 动作捕捉工具
  • 镜像工具
  • 重定位工具
  • 姿势搜索工具
  • 游戏框架工具
  • 曲线运行时库(获取动画曲线数据)
  • 姿势搜索运行时库(支持动画和蒙太奇)

通讯/支援:

代码模块:

  •  VirtualAnimationTools-运行时模块
  •  VirtualAnimationToolsEditor-编辑器模块

蓝图数目:2

C++类数:70

支持的开发平台:Win32、Win64

重要/附加注意事项:

(1)插件将保持更新和维护(包括slate,以后将与动画编辑器结合)。

(2)可以在项目插件设置中设置初始化的VAT数据类。

(3)每次大版本更新(增加了很多内容),价格都有一定的上涨。










Showcase:

Tutorial:

Examples:

Documentation: (discord has full development progress)

Release Notes: Discord

Are you tired of repetitive manual configuration?

Are you working on tens of thousands of animations?

Do you want bone layer blended for animation?

Do you want a more accurate distance matching curve?

Do you want to generate foot step Pos/Lock/IK curves(notify) automatically?

Do you want a tool that includes all the animation features?

Let “Virtual Animation Tools” help you solve them!

BoneTools:

  • Add Bone (Add weapon bones, IK bones, camera bones and other unskinned weight bones)
  • Remove Bone ( Remove unskinned weight bones)
  • Add Animation Bone Data (Add or fix the bone data on the animation, such as adding the initial data of the fixed camera)
  • Modify Animation Bone Data (You can modify each frame of animation data, such as repairing animation jumping caused by too much value change)
  • Remove Animation Bone Data
  • Baking Bone Data

<1> Bake animation attack frame for low frame rate client or server

<2> Bake the specified bones. On the server, we can use this data to simulate the head and torso positions of crouching, crawling, etc.

  • Blend Animation Bone Layer (Similar to the animation node Layered Blend Per Bone)

<1> Convert arm animation to full body animation (FPS to TPS)

<2> Blend with other animations, such as repairing missing hand animations in motion capture animations, etc.

  • Constraint

<1> Constraining IK and FK bones.

<2> Copy the data on the IK weapon bone to the hand weapon bone.

CurveTools:

  • Motion Curve (Distance matching curve, sample per-axis data on the root bone for distance matching)
  • Bone Curve (Support vector, transform curves)
  • Copy Curves
  • Transfer Curves
  • Sort Curve (Sort the curves in the initial order)
  • Remove Curve (Delete specified or clear all curves)
  • Output Curve (Export the specified animation curves data to an external curve asset,support float curve, vector curve)

Notify Tools:

  • Add Notifies (It is an instantiated data, which means you can modify your custom variable data here)
  • Modify Notifies(You can collect animation notifications used by current animation assets and modify their positions, variable parameters, etc.)
  • Remove Notifies(The specified animation notification class, location, notification track, etc. can be deleted in batches)
  • Add Notify Track
  • Modify Notify Track(You can capture the animation notification track names used by the current animation asset and modify them)
  • Remove Notify Track (it will delete all animation notifications on that track)
  • Generate FootStep Notifies(You can use this feature to automatically generate an animated notification that plays footstep sounds)

Montage Tools:

  • Montage Slot Modifier(Can be added, modified, deleted like the source engine)
  • Montage Loop Section (Set the section marked “Loop” fragment as a loop fragment, if the character is not found, set all fragments as a loop)

Asset Tools:

  • Crop(Can delete any range of frames)
  • Insert(Can insert a specified continuous pose to any frame)
  • Resize(Resize animation sample frame rate and length)
  • Composite(Multiple animation assets can be merged and blended)
  • Replace animation pose frames (which can fix animation assets that do not match the poses of the first and last loops)
  • Rate Modifier: Modify animation play rate and output the one rate asset.
  • Sample Motion Data

<1> Convert the motion capture animation to the root motion animation.

<2> Convert root motion animation to motion capture animation.

<3> Data of motion capture can be sampled and baked into the root motion after secondary adjustment

  • Convert Root Motion Data(Can scale the size of the root motion data, or sample the root motion data curves and perform secondary adjustment)
  • Motion Capture Reset To Zero(The initial position of the motion capture animation can be reset to the origin)
  • Generate LODs

<1> Can generate LOD with deformed data.

<2> Batch generation of LODs for multiple skeletal meshes.

  • Remove LODs(Batches)
  • Export(Export resampled animation assets, refer to the engine recording)

Mirror Tools:

  • Sample

<1> Mirrored bones can be selected, full body/upper body/local body

<2> Can choose to overwrite or create a new asset

  • Bone Tree(Automatically sample bone data to generate a mirrored bone tree, eliminating the need to manually configure bone information)

Retarget Tools:

  • Pose

PoseSearch Tools:

  • Distance(It will generate a unique value for each pose, which is a compressed pose password)
  • Animations(Each frame of animation A will be generated corresponding to the position of animation B)

GameFramework Tools:

  • Foot IK(Generate disabled or enabled footsteps IK alpha curve)
  • Foot Lock(Generate footsteps Lock alpha curve)
  • Foot Offset (which can be used to determine whether the footstep has shifted or not)
  • Foot Weight(Generate footsteps weights curve,Indicates whether it can meet the connection Stop animation, etc.)
  • Foot Position(Generate footsteps position curve,often used to distinguish between left foot or right foot)

展览厅:

教程:

例子::

文件:(discord有充分的发展进展)

发行通知书: 不和谐

您是否厌倦了重复的手动配置?

你正在制作数以万计的动画吗?

您是否希望混合骨骼层用于动画?

你想要一个更精确的距离匹配曲线吗?

您想自动生成脚步Pos/锁定/IK曲线(通知)吗?

你想要一个包含所有动画功能的工具吗?

让”虚拟动画工具”帮你解决!

N.骨灰,骨灰:

  • 添加骨骼(添加武器骨骼,IK骨骼,相机骨骼和其他未剥皮的重量骨骼)
  • Remove Bone(去除未剥皮的重量骨头)
  • 添加动画骨骼数据(在动画上添加或固定骨骼数据,如添加固定摄像机的初始数据)
  • 修改动画骨骼数据(可以修改每一帧动画数据,如修复值变化过大导致的动画跳跃)
  • 移除动画骨骼数据
  • 烘焙骨骼数据

<1>低帧率客户端或服务器的Bake动画攻击帧

<2>烘烤指定的骨骼。 在服务器上,我们可以使用这些数据来模拟蹲伏,爬行等的头部和躯干位置。

  • 混合动画骨骼层(类似于每个骨骼的动画节点分层混合)

<1>将手臂动画转换为全身动画(FPS到TPS)

<2>与其他动画融合,例如修复动作捕捉动画中缺失的手部动画等。

  • 约束,约束

<1>约束IK和FK骨骼。

<2>将IK武器骨骼上的数据复制到手持武器骨骼上。

曲线,曲线:

  • 运动曲线(距离匹配曲线,根骨上的每轴数据样本进行距离匹配)
  • 骨骼曲线(支持向量、变换曲线)
  • 复制曲线
  • 转移曲线
  • Sort Curve(按初始顺序对曲线进行排序)
  • 删除曲线(删除指定或清除所有曲线)
  • 输出曲线(将指定的动画曲线数据导出到外部曲线资产,支持浮动曲线,矢量曲线)

通知工具:

  • 添加通知(它是一个实例化的数据,这意味着你可以在这里修改你的自定义变量数据)
  • 修改通知(您可以收集当前动画资源使用的动画通知,并修改它们的位置、变量参数等。)
  • 移除通知(指定的动画通知类,位置,通知轨迹等) 可以批量删除)
  • 添加通知跟踪
  • 修改通知轨迹(您可以捕获当前动画资源使用的动画通知轨迹名称并对其进行修改)
  • 移除通知轨道(它将删除该轨道上的所有动画通知)
  • 生成脚步声通知(您可以使用此功能自动生成播放脚步声的动画通知)

蒙太奇工具:

  • 蒙太奇插槽修改器(可以像源引擎一样添加,修改,删除)
  • 蒙太奇循环片段(将标记为”循环”片段的片段设置为循环片段,如果没有找到角色,则将所有片段设置为循环)

资产工具:

  • 裁剪(可删除任意范围的帧)
  • Insert(可对任意帧插入指定的连续姿势)
  • Resize(调整动画样本帧速率和长度)
  • 复合(多个动画资源可以合并和混合)
  • 替换动画姿势帧(可以修复与第一个和最后一个循环的姿势不匹配的动画资源)
  • 速率修改器:修改动画播放速率并输出一个速率资产.
  • 运动数据样本

<1>将动作捕捉动画转换为根动作动画。

<2>将根运动动画转换为运动捕捉动画。

<3>运动捕捉的数据可以经过二次调整后采样并烘焙到根运动中

  • 转换根运动数据(可缩放根运动数据的大小,或采样根运动数据曲线并进行二次调整)
  • 动作捕捉重置为零(动作捕捉动画的初始位置可以重置为原点)
  • 生成Lod

<1>可以用变形数据生成LOD。

<2>批量生成多个骨架网格体的Lod。

  • 移除Lod(批次)
  • Export(导出重采样动画资源,参考引擎录制)

镜像工具:

  • 样本

<1>镜像骨骼可选择,全身/上身/局部身体

<2>可选择复盖或创建新资产

  • 骨骼树(自动采样骨骼数据生成镜像骨骼树,无需手动配置骨骼信息)

重定位工具:

  • 摆姿势

PoseSearch工具:

  • 距离(它会为每个姿势生成一个唯一的值,这是一个压缩的姿势密码)
  • 动画(动画A的每一帧都会对应动画B的位置生成)

GameFramework工具:

  • Foot IK(生成禁用或启用的foot ik alpha曲线)
  • 脚锁(生成脚锁阿尔法曲线)
  • 脚偏移(可用于确定脚步是否发生偏移)
  • 脚重(生成脚重曲线,表示是否能满足连接停止动画等。)
  • 脚位(生成脚位曲线,常用于区分左脚或右脚)
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