Instanced Skeletal Mesh Rendering Component.
实例化骨架网格体渲染组件。
Features:
- Supports Modular Mesh. easily attach/detach skeletal meshes to the instances.
- Supports Dynamic Transition. blend from sequence A to B smoothly. (transitions are generated and cached at runtime when needed)
- Supports Dynamic Pose. (Instances can be marked as dynamic and be filled with whatever you want. physics simulation and AnimInstance is possible now).
- Anything is done inside Unreal Editor
- Frustum Cull + Spatial Grid + LOD
- No Anti-Aliasing and Motion-Blur artifacts (writes accurate velocity)
- Uses skinning instead of Vertex Animation technique (less VRAM usage + animations are shared for skeletal meshes with the same skeleton)
- Fully dynamic with simple StructOfArray design (destroy and spawn thousands of instances every frame)
- Supports Sockets and Attachments
- Simple LineCast through Customized PhysicsBody
- Supports PerInstanceCustomDataFloat (can be accessed by material)
- Blueprint Support
Code Modules:
- Skelot (Runtime)
- SkelotEd (Editor)
Number of Blueprints: 2
Number of C++ Classes: > 30
Network Replicated: No
Supported Development Platforms: All
Supported Target Build Platforms: All (only Win64 and Android tested till now)
特征:
- 支持模块化网格。 轻松地将骨架网格体附加/分离到实例。
- 支持动态转换。 从序列a到B平滑地混合。 (转换在需要时在运行时生成和缓存)
- 支持动态姿势。 (实例可以标记为动态,并用您想要的任何内容填充。 物理模拟和AnimInstance现在是可能的)。
- 任何事情都是在虚幻编辑器中完成的
- 截头剔除+空间网格+LOD
- 无抗锯齿和运动模糊伪影(写入精确的速度)
- 使用蒙皮而不是顶点动画技术(较少的VRAM使用+具有相同骨架的骨架网格体共享动画)
- 使用简单的StructOfArray设计完全动态(每帧销毁和生成数千个实例)
- 支持套接字和附件
- 通过自定义物理体进行简单的线播
- 支持PerInstanceCustomDataFloat(可通过材质访问)
- 蓝图支持
代码模块:
- 骨架(运行时)
- 骨架(编辑)
蓝图数目:2
C++类数:>30
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(仅Win64和Android测试到现在)
Watch Other Videos: Video 1, Video 2, Video 3
Download Win64-Demo
Download SampleProject-UE5.4.2 , OldSampleProject-UE5.2
Join Discord for QA and Support.
Render hundreds of thousands of skeletal meshes without pain directly within Editor. no need for customized material, just adjust your SkeletalMesh’s LODs, make an SkelotAnimCollection DataAsset and then use SkelotComponent. well optimized as light as InstancedStaticMeshComponent. very suitable for TopDown/RTS games.
UPDATE:
- NEW: Instancing with negative scale is supported now
- NEW: Modular Mesh. several USkeletalMesh can be attached to one instance now (similar to Leader/Follower pose).
- NEW: Dynamic transition. (transitions are generated and cached at runtime when needed, eats less VRAM )
- NEW: Dynamic Pose (instances can switch to Dynamic Pose and be bound to a USkeletalMeshComponent)
- UPDATE: No more Bone or Influence limit. uint16 bone index and skin weight added, up to 8 influence is supported now.
- UPDATE: Animation sequences are generated at load time. AnimCollection takes less disk size now.
- UPDATE: AnimCollection uses DerivedDataCache. rebuild won’t take minutes anymore.
- OPTIMIZATION: Only sends skinned bones to VRAM . SkinWeight is taken from SkeltalMeshes now.
- OPTIMIZATION: Spatial Grid for culling + SIMDified Codes.
下载 Win64-演示
下载 采样项目-UE5.4.2 , OldSampleProject-UE5.2
加入 不和谐 供QA和支持。
直接在编辑器中渲染数十万个骨架网格体而不痛苦。 无需自定义材质,只需调整SkeletalMesh的Lod,制作SkelotAnimCollection DataAsset,然后使用SkelotComponent即可。 以及优化为轻InstancedStaticMeshComponent。 非常适合TopDown/RTS游戏。
更新资料:
- 新的:现在支持负刻度的实例化
- 新的:模块化网格。 现在可以将几个USkeletalMesh附加到一个实例(类似于Leader/Follower pose)。
- 新的:动态过渡。 (转换在运行时生成并在需要时缓存,少吃VRAM)
- 新的:Dynamic Pose(实例可以切换到Dynamic Pose并绑定到USkeletalMeshComponent)
- 更新资料:没有更多的骨骼或影响限制。 uint16骨指数和皮肤重量相加,现在支持多达8个影响。
- 更新资料:动画序列在加载时生成。 AnimCollection现在需要更少的磁盘大小。
- 更新资料:AnimCollection使用DerivedDataCache。 重建不会再花几分钟了。
- 优化设计:只将剥皮的骨头发送到VRAM。 SkinWeight现在取自SkeltalMeshes。
- 优化设计:用于剔除+模拟代码的空间网格。
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