Vertex Animation Texture in UE5. Tools, blend transitions and more. Patreon

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Texture Animation: Applying Morphing and Vertex Animation Techniques

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UPDATE: Now supports Nanite. Unreal 5.4 +
Sample project with all data: bake tools, player etc.

YourSandbox
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My advice for viewers on this. Take your time and absorb everything you can from this deep dive. It really helped me add to my understanding gained from the trash praxis video. Awesome video and breakdown! thank you sir.

tbarsnessvfx
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amazing tool for RTS projects, just like butter

GimliG
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your blueprints are so organized oh my god i love it

RictorScale
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In the original material layer, the PrevFrame is used with a PreviousFrameSwitch to help create the motion vectors with WPO. In your modification, you repurpose the PrevFrame to do the anim blending, however this also contributes to the blurring from TAA. You can keep the PreviousFrameSwitch if you have 2 CurrentFrame and 2 PrevFrame. Each sampled anim has a current and prevframe to connect to a PreviousFrameSwitch.

ChadVernon
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Very nice! Thank you for your work :) I did not know about the AnimToTexture Plugin, that will come in handy^^

QuakeProBro
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Your content is pure gold! thank you so much for all the knowledge you provide!

johnnycantraymarch
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Some great stuff right here! Looking forward to making use of it :-D

the-nomad-show
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dude this tutorial is awesome, im dev joining your patreon

RictorScale
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can you change the color of the static mesh AFTER you bake the animation to texture?

drinksoft
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Hi! Quick question. Just started out on this and I can't seem to find the correct nodes to connect the Normal and Wold Position Offset plugs in the Material. Meaning your Teal "Normal" node and Yellow "WPO" nodes. What types would they be? I think it's the final piece of the puzzle for me :) . Great video really liked how you dissected the logic behind the process.

ElectricBlobz
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Hi. Great tutorial. It help me a lot to understand how the plug in worked. But for some reason I can´t make the Bake VAT on the utility to work correctly. It doesn´t write the UV channel 01 (previously deleted), nor actualizes the textures. Any idea of what could be happening? I´ve started from the previous version of the utility, which worked fine in 5.1. Thanks in advance.

argieforever
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To have the calculation of every frame outside of the shader, don't you loose the purpose / performance of having the VAT all calucated on the GPU?

legrandours
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thank you was look for how to covert anim to vertex

StrongzGame
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Curious about how to randomize the animation between the different instances to break up the uniformity? Would that be like a a forth custom data value that just sends random value in each iteration of the for loop and then feed that back into the bone mods?

JossAbaco
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I wonder if there is a way to update this plugin to apply to the abc cache animation?how to do

hezhao-irfs
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Hello are you the Guy before in unity ?The Asset in unity has Name Smart VAT

DerBaerliner
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please can you assist. i followed your tutorial but the static mesh doesnt show in the view port and the texture is a semi circle not a scattered texture. please

ajibolalaleye
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Im thinking of using this technique not for RTS, but 3d person rpg. Using VAT is the only way currently animating characters using the Mass tools Epic had provided.
Question is: will it be possible to achieve high enough fidelity of animations?
Other question, is it possible to switch from using vat animations to regular skeletal animations at runtime?

RomanTimm
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Is it just visual or you can shoot with physics every character?

maykul