Features:
- Bake Skeletal animations onto VertexAnimation
- Save/load rigs for further baking
- VAManager component can be used to swap animations at runtime
- Animations can easily be out of sync with a simple Primitive Float Parameter
Code Modules:
- VertexAnimator (Editor)
Number of Blueprints: 10
Number of C++ Classes: 3
Network Replicated: No
Supported Development Platforms: Windows 64 (untested on others)
Supported Target Build Platforms: Any (runtime only requires Content assets)
Documentation: Link
Example Project: Link
特征:
- 将骨骼动画烘焙到VertexAnimation上
- 保存/装载钻机以进行进一步烘烤
- Vamanager组件可用于在运行时交换动画
- 动画很容易与简单的原始Float参数不同步
代码模块:
- VertexAnimator(编辑)
蓝图数目:10
C++类数:3
网络复制:没有
支持的开发平台:Windows64(未经测试)
支持的目标构建平台:任何(运行时只需要内容资产)
文件: 连结
示例项目: 连结





For version 5.0, send me an email (I can’t publish for older versions of the engine).
This plugin was developed as an alternative to Skeletal Meshes, and more optimized than the traditional VertexAnimation that bakes all vertex positions, allowing it to use LODs or even Nanite with the trade off of a slightly lower visual quality.
It basically requires a regular rig, a few adjustments on a 3D software of your choice and the setup inside the plugin afterwards. The plugin allows you to bake several animations at once as well as editing the StaticMesh bounds and reduction settings.
This trade off offers a huge benefit in performance, as most of the information is delegated to the GPU at runtime (as after baking the animation is read by a shader). Ideal solution for large crowds.
对于版本5.0,请发送给我 电子邮件 (我无法为旧版本的引擎发布)。
这个插件是作为骨架网格的替代品开发的,并且比传统的VertexAnimation更优化,它可以烘烤所有顶点位置,允许它使用Lod甚至Nanite,以换取稍微低一点的视觉质量。
它基本上需要一个常规的钻机,对您选择的3D软件进行一些调整,然后在插件内部进行设置。 该插件允许您一次烘焙多个动画,以及编辑StaticMesh边界和减少设置。
这种权衡在性能方面带来了巨大的好处,因为大多数信息在运行时被委托给GPU(就像烘焙动画后被着色器读取一样)。 适合大量人群的理想解决方案。

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