Have you encountered such a development challenge? When your character needs to swap equipment like hair, clothing, or weapons, the animation sequences or blend spaces played by the Animation Blueprints applied to these items always restart from the beginning. Meanwhile, the character's own animations have already progressed to different points, causing desynchronization between the character and their equipment. Alternatively, you might be forced to make the equipment share the same skeleton as the character, relying on copying poses from mesh components, utilizing cloth systems, or implementing numerous nodes in the Animation Blueprint to enable physics simulations for additional attached bones. These approaches often struggle with interpenetration issues between clothing and the character during physics or cloth simulations, or suffer from bugs where vertices get stuck inside the character's bone collision bodies.
This plugin solves your problems! It offers the following capabilities:
Time-Based Synchronization: No matter when you create an Actor for hair, clothing, or other equipment and initialize its Animation Blueprint, all internal Animation Sequence and Animation Blend Space will automatically start playing from the current position of the corresponding character animation.
No Shared Skeleton Required: Hair, clothing, and other attachments do not need to use the same skeleton as the character.
Minimal Performance Impact: Nearly zero performance overhead even with multi-threaded execution of Animation Blueprints.
Easy to Use: Simple integration and straightforward workflow.
Native Engine API Compatibility: Built using Unreal Engine's native APIs, ensuring support across all platforms (note: you need to build if plugin had not pre builded).
EngineVersionSupport: Supports any engine version that implements FANimNodeReference, but requires self compilation and build in addition to the provided engine version.
Of course, using this plugin does require some additional work on your part:
You must create animations for attachments (such as hair and clothing) that correspond one-to-one with the character's animations.
You are responsible for managing the attachment relationships and positioning of hair, clothing, and other items onto the character.
You need to implement communication between Animation Blueprints using the components and interfaces provided by the plugin.
您是否遇见这样的开发难题?当您的角色需要更换头发、衣服、武器等等装备时,应用在头发、衣服、武器等装备上的动画蓝图播放的各种动画序列或者混合空间总是从头开始播放,而角色的对应的动画却播放到各自的位置,与以上的装备不同步?或者你只能让装备使用和角色相同的骨骼,依靠从网格体复制姿势以及布料系统、或者在动画蓝图中使用大量节点来开启各个部位附加骨骼的物理模拟来处理额外的运动?难以解决物理模拟或者布料模拟中服装和角色之间的穿插,以及顶点卡在角色骨骼碰撞体内部的BUG?
这个插件可以解决您的问题,它可以做到以下几点:
1、基于时间的同步,无论您何时创建头发、衣服等装备的Actor并开始初始化动画蓝图,其内部的各个动画序列和混合空间都会从当前角色对应动画的播放位置开始播放。
2、不要求头发、衣服等附加物和角色使用相同骨骼。
3、对于动画蓝图的多线程执行几乎没有性能影响。4、简单易用。
5、使用引擎原生API,支持所有平台(除了插件预编译的平台(win64, android, linux)外需要您使用提供的插件源码重新编译)。6、支持任何实现了FAnimNodeReference的引擎版本,但是除提供的引擎版本外,需要自行编译和构建。
当然,使用本插件需要您进行额外的工作:
1、对头发、衣服等附加物制作与角色一一对应的动画。
2、自行处理头发、衣服在角色上的附加关系和附加位置。
3、按照插件提供的组件和接口实现动画蓝图之间的通信。