Here is another video of 2500 Mannequin Instances of a single HISMC showing multiple animations. Each individual instance can be on a different state: Idle in place, Running from the sphere or walking back to their original position. https://youtube.com/watch?v=C94CImc6qOM
-Take the vertex deformation from a skeletal mesh animation (both bone and morph target) and bake it into two textures (one for positions and another for normals).
-Vertex positions and normals are encoded to allow for different LODs of the same model to use the same texture (on the videos only one texture is used for all LODs).
-Multiple animations can be packed into one texture, and animation can be interpolated, only needing to bake a few frames of animation.
-Create static mesh asset from skeletal mesh with the additional UV-Set needed for fast animation texture lookup. Can also stack multiple rows to acomodate models with more vertices than UE’s texture resolution limit.
I have posted a comment on your YouTube video, I would absolutely love to test this ASAP. I have a great use case and would love to share the concept with you, as well as have a future conversation. Thank you!
The agents in that video do not have any collision resolution.
As for having crowds of enemies with complex collisions like swords and all that you may have to resort to doing what ubisoft did for crowds in assassins creed, where they have a crowd of simple instances, but they spawn full characters in the place of the instances when the Main character gets too close, or hits them, etc.
Hey finally saw your comment, you can now test the BETA version through gumroad, as for any questions involving your specific use case you can put them in this thread or message me about it at: firstname.lastname@example.org
Will definitively try the Beta! I just have to finish some stuff am doing this days, and will go for it!
Just quick question that pop-up on my mind. The crowd of agents on the content examples of the plugin driven by the standard method they use the same tech right?
And also now i got this other question as well:
Is it correct/accurate in your opinion to describe this tech as “Vertex animation texture with multiple segments in the texture for different animations”, and then having to use distance to point to select segment?
The Crowd of agents is an array of regular characters, but rander than having a Skeletal Mesh, theres only 1 Instanced static mesh component that Updates the transform of each instance to the transform of their corresponding character actor, the material shader for the instances uses the material functions included in the plugin.
As for the second question, the way animation is selected is by simply scrolling the UV coordinates along the y axis, it is mostly based off of Houdini’s version of the same technique explained here:
I don’t get why textures are 2048 with all that wasted space. they are not going to be streamed anyway so you don’t need mips (any mipmap is useless except the full resolution, so don’t need power of 2)
will you support animation blending of some kind? I understand this is for crowds but even then the hard cuts are jarring
also since animation textures are generated per mesh * per animation * per LOD, you’re probably aware that if you have more than a handful of characters you’re going to end up with a big texture library and potentially a lot of texture memory used.
at my previous work some years ago we developed a similar system but instead of animating per vertex, the animations had bone transforms (rotation only though), and every character had a vertex-to-bone-mapping texture. this way animations could be shared between LODs and even between meshes with the same skeleton, while animation textures had much less data (since there’s always less bones than vertices in a character).
it’s a long shot and highly technical, but you might consider it interesting
@Hethger Just bought off gumroad! I have been using the Houdini vertex animation baking extensively - would love to be able to bake the textures in UE.
@Chosker I was pondering a similar idea - the rigid body vertex animation in houdini takes a similar approach to what you describe. I am thinking about attempting a similar approach - do you have any other docs or links about it?