Features:

  •  Slicing skeletal meshes

  •  Slicing static meshes

  •  Example material-based visual effect on created slices

Code Modules:

  •  ActionSlicing (type: Runtime)

Number of Blueprints: 5

Number of C++ Classes: 8

Network Replicated: No

Supported Development Platforms: Win64

Supported Target Build Platforms: Win64, Android, Linux

Documentation: Spotlight Video – Preview + Tutorial

特征:

  •  切片骨架网格

  •  切片静态网格

  •  创建的切片上基于材质的视觉效果示例

代码模块:

  •  ActionSlicing(类型:运行时)

蓝图数目:5

C++类数:8

网络复制:没有

支持的开发平台:Win64

支持的目标构建平台:Win64、Android、Linux

文件: 聚光灯视频-预览+教程










Slice actors with static or skeletal meshes using minimal setup. Supports slicing skeletal meshes during animation at runtime.

VIDEO:

Spotlight Video – Preview + Tutorial

WHY SHOULD YOU CHOOSE THIS PLUGIN?

It does not require preparing the slices as static meshes – the resulting slices are generated dynamically at runtime. This means, that when a skeletal mesh gets sliced – at this moment its animation gets paused, and the skeletal mesh gets converted to static mesh. At this point, the static mesh gets converted to a procedural mesh, which gets sliced into 2 pieces (all of this happens in the backend – you just call one blueprint function in order to execute this functionality).

WHAT CAN IT BE USED FOR?

Action Slicing is a solid choice when you need to implement slicing in low to mid-poly projects. For high-poly projects: keep in mind that slicing high-poly skeletal meshes at runtime will be costly. There is an optimization in place, which will dynamically swap the high poly mesh with a less complex LOD version (if it exists) – which will result in lower quality slices, so just be aware of that. I highly suggest watching the spotlight video and/or looking at the screenshots – you will notice this. That being said – any project where you want to slice through walls, chests, robots, or any other static/skeletal meshes – Action Slicing might be just what you need.

使用最少的设置对具有静态或骨架网格体的actor进行切片。 支持在运行时在动画期间对骨架网格体进行切片。

短片:

聚光灯视频-预览+教程

你为什么要选择这个插件?

它不需要将切片准备为静态网格体-生成的切片是在运行时动态生成的。 这意味着,当一个骨架网格体被切片时–此时它的动画被暂停,并且骨架网格体被转换为静态网格体。 此时,静态网格体转换为过程网格体,并将其切成2块(所有这些都在后端发生-您只需调用一个蓝图函数即可执行此功能)。

它能用来做什么?

当您需要在中低聚项目中实施切片时,动作切片是一个可靠的选择。 对于高多边形项目:请记住,在运行时切片高多边形骨架网格体的成本很高。 有一个优化的地方,这将动态交换高多边形网格与一个不太复杂的LOD版本(如果它存在)-这将导致较低的质量切片,所以请注意这一点。 我强烈建议观看spotlight视频和/或查看屏幕截图-你会注意到这一点。 话虽这么说-任何项目,你想要通过墙壁,箱子,机器人或任何其他静态/骨架网格体切片-动作切片可能正是你所需要的。

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