Code Modules:
- Tether (Runtime)
- TetherEditor (Editor)
Network Replicated: N/A
Supported Development Platforms: Win64
Supported Target Build Platforms: Win64
代码模块:
- 系绳(运行时)
- TetherEditor(编辑)
网络复制:N/A
支持的开发平台:Win64
支持的目标构建平台:Win64
Procedural cable / rope tool
NOTE: The “self-collision” feature does not currently work with Chaos physics (UE5). Solutions for this are being investigated, but the rest of the plugin functions as expected.
Tether is a tool for creating cables, ropes, chains, flexible pipes, and other long bending objects, in the Unreal Engine editor, for environment art and set-dressing purposes. Tether simulates physics and builds static meshes in-editor, allowing rapid creation and iteration of cables using a non-destructive workflow.
Editor mode:
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The Tether editor mode allows easy placement of cables by clicking points in the world.
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Adjust slack, set tangents, and chain multiple cable segments together as part of the cable creation workflow.
Cable Actors:
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Tether Cable Actors are self-contained objects in the world that handle all the functionality for a single cable, including settings, physics simulation, mesh generation, and the resultant static mesh.
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The overall path of the cable before a simulation can be controlled using Unreal’s spline tools.
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When modified, cables are automatically simulated and rebuilt for the fastest possible iteration time.
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Simulation supports physics collision with other objects in the world, including other cables, allowing them to coil up on the ground and hang on each other.
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The mesh for the cable can be generated procedurally using a specified resolution for the number of sides and edge loops, or use a user-specified mesh for full control of the final result.
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The generated static mesh is saved inside of the Actor in the world, removing the need for any asset management by the developer. The developer can still open it and modify the static mesh properties as usual.
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At runtime, all physics simulation and mesh generation functionality is stripped away leaving the final static mesh. There’s no physics simulation slowing down the game at runtime, which allows environments to have many more cables than if they were dynamically simulated.
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Optionally, sets of one or more cables can be saved as a static mesh asset to be reused across multiple places in the project.
程序电缆/绳索工具
注意:”自碰撞”功能目前不适用于混沌物理(UE5)。 正在研究解决方案,但其余的插件功能如预期。
Tether是一款用于在虚幻引擎编辑器中创建电缆、绳索、链条、柔性管道和其他长弯曲对象的工具,用于环境艺术和布景修整。 Tether在编辑器中模拟物理并构建静态网格体,允许使用非破坏性工作流程快速创建和迭代电缆。
编辑器模式:
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系绳编辑器模式允许通过点击世界上的点轻松放置电缆。
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作为电缆创建工作流的一部分,调整松弛、设置切线和将多个电缆段链在一起。
有线电视演员:
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Tether Cable Actor是世界上自包含的对象,可处理单个电缆的所有功能,包括设置、物理模拟、网格生成和生成的静态网格。
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可以使用虚幻的样条工具来控制仿真前电缆的整体路径。
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修改后,电缆会自动模拟并重建,以获得最快的迭代时间。
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模拟支持与世界上其他物体的物理碰撞,包括其他电缆,允许它们在地面上缠绕并相互悬挂。
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电缆网格可以使用指定的边数和边环数分辨率以程序方式生成,也可以使用用户指定的网格来完全控制最终结果。
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生成的静态网格体保存在世界中的Actor内部,无需开发人员进行任何资产管理。 开发人员仍然可以像往常一样打开它并修改静态网格体属性。
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在运行时,所有的物理模拟和网格生成功能都被剥离,留下最终的静态网格。 没有物理模拟会在运行时减慢游戏速度,这使得环境拥有比动态模拟更多的电缆。
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或者,可以将一组或多组电缆保存为静态网格体资源,以便在项目的多个位置重复使用。
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