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Vertex Animation Toolset, crowd rendering

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    #31
    Q1 Wouldnt it make more sense if the Plugin itself determined the texture resolution based on the Vertex Anim Profile? Would be way less trouble for the user? I checked the video and the amount of time spent on entering texture resolution is quite high and feels pretty redundant?

    Q2: Would it make sense to keep the data asset in the example content? Ofc this would require to have the Plugin already in there? Which would be convenient if you do not want to copy your Plugin into the engine plugins.
    Guido Lein
    Technical Artist - LeFx www.lefx.de

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      #32
      Originally posted by LeFxGuy View Post
      Q1 Wouldnt it make more sense if the Plugin itself determined the texture resolution based on the Vertex Anim Profile? Would be way less trouble for the user? I checked the video and the amount of time spent on entering texture resolution is quite high and feels pretty redundant?

      Q2: Would it make sense to keep the data asset in the example content? Ofc this would require to have the Plugin already in there? Which would be convenient if you do not want to copy your Plugin into the engine plugins.
      -I'd rather keep the choice of resolution up to the user as there can be a lot of special cases. Also setting the texture resolution is just a 1 minute process you only have to do once per skeletal mesh.

      -Are you asking for the Mannequin Vertex Anim Profile that was used to bake the animation of the example content project? Or are you asking if you need to create a Profile and keep it in the example project in order for it to work? Since the binaries are included you just have to grab the "VertexAnimToolset" folder under the "VertexAnimToolset_4-22" folder, and either drop it inside a "Plugins" folder of whatever project you want to use the plugin with, or inside the "...\UE_4.22\Engine\Plugins\Marketplace" folder to have it enabled on all of your engine projects.

      Cheers.

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        #33
        Originally posted by OptimisticMonkey View Post
        Hethger New Example looks awesome - did you update the Gumroad download with it? Would love to test it out
        Yes, you can download it again from gumroad or grab it directly from here https://www.dropbox.com/s/isyjyq0haj...mples.rar?dl=0

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          #34
          Originally posted by Hethger View Post

          -I'd rather keep the choice of resolution up to the user as there can be a lot of special cases. Also setting the texture resolution is just a 1 minute process you only have to do once per skeletal mesh.

          -Are you asking for the Mannequin Vertex Anim Profile that was used to bake the animation of the example content project? Or are you asking if you need to create a Profile and keep it in the example project in order for it to work? Since the binaries are included you just have to grab the "VertexAnimToolset" folder under the "VertexAnimToolset_4-22" folder, and either drop it inside a "Plugins" folder of whatever project you want to use the plugin with, or inside the "...\UE_4.22\Engine\Plugins\Marketplace" folder to have it enabled on all of your engine projects.

          Cheers.

          1) Well, maybe have an auto and manual mode but I understand your decision. And no, you have to fill in texture resolution 3 times. In Texture Res, in Bake profile and in the Material Editor. So because this is quite repetitive, I thought you could change that. For Example the Data Asset could retrieve the texture resolution from the textures that are plugged into it. Or maybe the user enters texture resolution into the Data Asset and then there is a button to auto-generate the textures and render targets. Furthermore, there could also be a function to auto-fill in a material, although I am not sure how much work this is and if you can add all the nodes properly connected via C++. Anyway, this is just feedback and suggestion for improvement.
          Maybe it would be a great idea to retrieve almost every data from the data asset. So when you click on "bake anim" in skeletal mesh editor, the user selects the Vertex Anim Profile and then it already knows which textures to use. No need to select them again manually. Or is there a purpose in doing so? Just ideas. Cheers

          2) And yes, the Mannequin Vertex Anim Profile. This way, a user can compare the values for the material and better understand, although after 2-3 times, it is quite obvious but why not.

          3) And yes, I proposed to just add the binaries so that users dont have to copy stuff around, especially since this is the example project which relies on the plugin anyway. This is just a service for your users.

          In general, I tested the tool with a rather ****** skeletal mesh and after fixing the number of frames, it was quite the great result and really fast and easy to use.
          Guido Lein
          Technical Artist - LeFx www.lefx.de

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            #35
            Plugin has been released to the Marketplace! https://www.unrealengine.com/marketp...x-anim-toolset

            Thanks to everyone who purchased and tried out the beta version. I'll be contacting everyone about granting access to the plugin through the marketplace soon.

            Cheers.

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              #36
              Hello Hethger

              This looks awesome for Hordes (thinking something like Days Gone Freaker Hordes), but can this system also be used to significantly improved performance rendering of single ultra high poly character or character assembled from 100s of separate meshes like ...
              GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

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                #37
                Originally posted by TechLord View Post
                Hello Hethger

                This looks awesome for Hordes (thinking something like Days Gone Freaker Hordes), but can this system also be used to significantly improved performance rendering of single ultra high poly character or character assembled from 100s of separate meshes like ...
                I'd advise against using this technique specifically for that. Because of texture resolution limits, baking the vertex animation for a character with more than 25K verts is only going to allow a few frames of animation.

                For that Knack style character you are better off using particles.

                Cheers.

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                  #38
                  Originally posted by Hethger View Post

                  I'd advise against using this technique specifically for that. Because of texture resolution limits, baking the vertex animation for a character with more than 25K verts is only going to allow a few frames of animation.

                  For that Knack style character you are better off using particles.

                  Cheers.
                  I appreciate your response and advise. Thank you.
                  GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

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                    #39
                    Oh wow, thank you ! Just checking in, and bought this!! Excited to try it!!

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                      #40
                      This looks awesome.

                      Hethger, is there an easy way to get the meshes to rotate/orient from their root? Like for having a bunch of bugs running up a hill/incline.

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                        #41
                        Originally posted by Colin.Williamson View Post
                        This looks awesome.

                        Hethger, is there an easy way to get the meshes to rotate/orient from their root? Like for having a bunch of bugs running up a hill/incline.
                        Of course, all of the Examples use instanced static mesh components, with its "Update Instance Transform" blueprint function you can simply set each instance's orientation to whatever you want.

                        Cheers.

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                          #42
                          can his be used to lay ut a crowd based on something like flipbooks on planes? Im looking to populate my environment with random people like in the streets or in an arena or nightclub.

                          Im thinking each person would be like a generic idle or action cycle. The characters are not 3d though. They are png sequences or maybe a sprite sheet or fli[book. I would like to lay them down as background characters. Any thoughts?

                          Heres a sample of where im at... took me a while to figure out how to do a 2d composite... now im looking to fill this ware house with a crowd of characters.
                          https://youtu.be/k_OK1ld9VaY

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                            #43
                            Originally posted by toontitan View Post
                            can his be used to lay ut a crowd based on something like flipbooks on planes? Im looking to populate my environment with random people like in the streets or in an arena or nightclub.

                            Im thinking each person would be like a generic idle or action cycle. The characters are not 3d though. They are png sequences or maybe a sprite sheet or fli[book. I would like to lay them down as background characters. Any thoughts?
                            Rendering an animation into a 2D flipbook is not part of this plugin.

                            This plugin is for baking the Vertex Animation in 3D of a Skeletal Mesh, to later be used by a Static Mesh through the World Position Offset input of the Material Shader.

                            Cheers.

                            Comment


                              #44
                              Hey, I Just sent a message about granting marketplace access to everyone who purchased the beta version. The email address that will receive this message is the one associated with your gumroad account.

                              In case you purchased the beta version and have not received this email message me at Hethger@gmail.com

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                                #45
                                Is it possible you can upload a video tutorial on creating an animated mesh from scratch. I am having trouble following along. Thank you!

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