Features:

  • Generate Vertex Animation Textures (VAT) inside the editor for any Skeletal Mesh animation
  • Profiles that you can safe with your Skeletal Mesh assets
  • Fully works from the preview of your Blueprints to your Shipping Builds
  • Included Runtime Components to easily playback in C++ and/or Blueprints
  • Included Material Functions to playback in the material
  • Included Material Function to easily plug-in into any of your existing materials
  • Included Auto-Instancing for ISM and HISM VAT components
  • Included Notification Components to use in the editor and play events driven by the VAT
  • Included ready-made Niagara Notification Components

Code Modules:

  •  VertexAnimationEditor (Editor)
  •  VertexAnimationManager (Runtime)

Number of Blueprints: 3

Number of C++ Classes: 13

Network Replicated: No

Supported Development Platforms: All

Supported Target Build Platforms: All

Documentation: https://drive.google.com/file/d/1_ekKL2hLWzBcOC0TmH1_fbrOSarwhhn0/view?usp=sharing

特征:

  • 在编辑器中为任何骨架网格体动画生成顶点动画纹理(VAT)
  • 您可以使用骨架网格体资源保护的配置文件
  • 从蓝图的预览到运输构建,都可以完全工作
  • 包含运行时组件,可在C++和/或蓝图中轻松播放
  • 包含在材质中播放的材质函数
  • 包含材质功能,可轻松插入任何现有材质
  • 包括ISM和HISM增值税组件的自动实例化
  • 包含要在编辑器中使用的通知组件,并播放由VAT驱动的事件
  • 包含现成的Niagara通知组件

代码模块:

  •  VertexAnimationEditor(编辑)
  •  VertexAnimationManager(运行时)

蓝图数目:3

C++类数:13

网络复制:没有

支持的开发平台:全部

支持的目标构建平台:全部

文件: https://drive.google.com/file/d/1_ekKL2hLWzBcOC0TmH1_fbrOSarwhhn0/view?usp=sharing










Introducing the Vertex Animation Manager for Unreal Engine 4 and 5! This plugin allows the generation of vertex animation textures directly within the Unreal Engine editor, without the need for any additional tools. It comes with included components for the playback of Static Meshes, Instanced Static Meshes (ISM) and Hierarchical Instanced Static Meshes (HISM).

The plugin provides access to sockets and bones from both C++ and Blueprint code, allowing for the retrieval of socket transform, location, and rotation. You can easily setup your Blueprint actors and attach components by using the sockets. The runtime component can update the transforms automatically during the playback if you enable this option. The animation can also be played back without the need for any ticking enabled, as everything is controlled by time. Even if you have set up your skeletal mesh with notifications, these can still be used for the playback of animations by the vertex animation runtime components.

Discord Q&A and support: https://discord.gg/tu6ZNgwAb9

Update 1.12 (UE5.4):

  • NEW: ISM previous transforms (UE5.4+)
  • NEW: HISM Async Build-Tree (UE5.4+)
  • NEW: Static Mesh Sockets from non-animated VAISM/VAHISM

Update 1.11 (UE5.2+):

  • NEW: Perfected Nanite workflow and support for all meshes
  • NEW: Reduction tool for automatic influence optimizations in editor
  • NEW: Ultra-precision profile setting for 32-bit float texture data

Update 1.10:

  • NEW: Two-Phased Game Loop, For game loop optimizations and multi-threaded processing
  • NEW: VAISM/VAHISM visibility flag adds and removes instances on the fly
  • NEW: VAMovementComponent to integrate Nav Mesh path finding with root motion

Update 1.9:

  • NEW: Full support up to UE5.3

Update 1.8:

  • NEW: VAT Physics Feature
  • NEW: VAT Normal Mapping
  • NEW: VAT Async Loading
  • NEW: VAT Morph Target Export to Texture

Update 1.7:

  • NEW: Full support up to UE5.2
  • NEW: Root Motion System
  • NEW: No frame limits, >500000 frames with 100 bones in one texture
  • NEW: Modular characters with one control
  • NEW: Sync with fully dynamic cloth systems
  • NEW: Support of TAA, MotionBlur and more with velocity data on ISM and HISM
  • NEW: Variations asset for multiple meshes on shared profiles
  • NEW: Scripted Action Assets for batch processes
  • NEW: Pause/Resume World

Update 1.3:

  • Tick-less Animation Blueprint to control animations
  • SyncMarkers and SyncGroups
  • Switch to RagDoll Skeletal Mesh

Update 1.2:

  • Nanite enabled for bone animations (UE 5.1+)

介绍虚幻引擎4和5的顶点动画管理器! 该插件允许直接在虚幻引擎编辑器中生成顶点动画纹理,而不需要任何额外的工具。 它附带了用于播放静态网格体、实例化静态网格体(ISM)和分层实例化静态网格体(HISM)的组件。

该插件提供从C++和蓝图代码访问套接字和骨骼,允许检索套接字转换、位置和旋转。 您可以使用套接字轻松设置蓝图actor并附加组件。 如果启用此选项,运行时组件可以在播放期间自动更新转换。 动画也可以在不需要任何滴答声的情况下播放,因为一切都是由时间控制的。 即使您已经使用通知设置了骨架网格体,这些通知仍然可以用于顶点动画运行时组件播放动画。

不和谐问答和支持: https://discord.gg/tu6ZNgwAb9

更新1.12(UE5.4):

  • 新的:Ism以前的变换(UE5.4+)
  • 新的: HISM Async Build-Tree(UE5.4+)
  • 新的:来自非动画VAISM/VAHISM的静态网格套接字

更新1.11(UE5.2+):

  • 新的:完善的Nanite工作流程和对所有网格的支持
  • 新的: 在编辑器中自动影响优化的减少工具
  • 新的: 32位浮动纹理数据的超精密轮廓设置

更新1.10:

  • 新的:两阶段游戏循环,用于游戏循环优化和多线程处理
  • 新的:VAISM/VAHISM可见性标志在动态中添加和删除实例
  • 新的: Vamovementcomponent将导航网格路径查找与根运动集成

更新1.9:

  • 新的:完全支持高达UE5.3

更新1.8:

  • 新的:增值税物理特性
  • 新的:增值税法线贴图
  • 新的:增值税异步加载
  • 新的:VAT Morph目标导出到纹理

更新1.7:

  • 新的:完全支持高达UE5.2
  • 新的:根部运动系统
  • 新的:无帧限制,>500000帧,一个纹理有100个骨骼
  • 新的:一个控件的模块化字符
  • 新的:与全动态布料系统同步
  • 新的:支持TAA、MotionBlur和更多的ism和HISM速度数据
  • 新的:共享配置文件上多个网格的变体资源
  • 新的:批处理的脚本操作资产
  • 新的:暂停/恢复世界

更新1.3:

  • 用于控制动画的无刻度动画蓝图
  • SyncMarkers和SyncGroups
  • 切换到布娃娃骨架网格体

更新1.2:

  • 为骨骼动画启用纳米(UE5.1+)
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