OverAnimation - Real-time 3D Animation Exaggeration & Mesh Deformer Plugin
Developer: DynaMax
Documentation: https://dynamaxgtl3rd.github.io/OverAnimDocs/
Engine Compatibility: Unreal Engine 5.2 ~ 5.8
1.Summary
OverAnimation is an advanced real-time 3D mesh deformer and animation exaggeration plugin for Unreal Engine 5.
It brings classic 2D cartoon animation principles such as Smear, Squash & Stretch, Mesh/Muscle Bulge, Spring Physics (Secondary Motion), and Bone Scaler directly to 3D characters in real time, fully driven by GPU Mesh Deformers and Data Assets.
2.Detatiled Description
OverAnimation is a high-performance runtime and editor plugin designed to infuse 3D character animations with dynamic, stylized exaggeration.
Without the nedd for complex custom shaders or tedious manual rig setups, developers can simply attach an OverAnimComponent to any character and assign an OverAnimMeshDeformer Data Asset instantly enable real-time, GPU-accelerated mesh deformations.
Equipped with an intelligent Motion Phase Analyzer and an AnimNotify Signal System, OverAnimation automatically calculates acceleration, velocity, and impact phases to trigger precise exaggerations during attacks, jumps, or impacts with full real-time editor viewport preview support
3. Technical Specifications & Dependencies
Supported Unreal Engine Versions: 5.8
Supported Target Platforms: Win64
Minimum Graphics API / Hardware Requirements: RHI Feature Level SM5 / Vulkan / Metal 2
Project Compatibility: Fully supports both C++ and Blueprint-Only projects
4. Key Features
1) Stylized 3D Exaggeration Modules
Smear Effect: Real-time 3D motion trails and streak stretches for high-speed swings and movements.
Squash & Stretch: Organic volume-preserving deformations upon jumping, landing, or impacting.
Mesh Bulge & Contact Dent: Muscle flexing, impact compressions, and contact reaction volumes.
Spring Physics & Inertia: Real-time secondary motion and follow-through physics reacting to character movement.
Bone Scaler / Group: Real-time scaling and proportion control for specific bones and joint groups.
This product was independently developed by me(us) while participating in the Epic Project, a developer-support program of the KRAFTON JUNGLE GameTech Lab. All rights, title, and interest in and to the product are exclusively vested in me(us). Krafton, Inc. was not involved in its development and distribution and disclaims all representations and warranties, express or implied, and assumes no responsibility or liability for any consequences arising from the use of this product.