It's a really interesting approach and the video explains it well. With nanite is becoming a thing for Skeletal meshes, it looses a bit of interest But your approach still save all the anim computations at runtime. Would have love to see your approach to create the texures from the animations. Great work !
Would it makes sense to use this method for a full playable character? Instead of using a skeletal mesh with animations using something akin to a sprite library with different vertex animations that are driven by blueprint? For most characters it wouldn't make sense but for something like Crash Bandicoot or say a blob of slime it would it be useful to convert a something like a softbody simulation or procedural displacement into a baked vertex animation for an otherwise static mesh?
The game Kingmakers( Timetravelling soldier with gun in medieavel times) uses a heavily customized version of VAT to generate entire massive armies of 1000+ npc that react to physics. They only have skeletal meshes on a few npcs near the player and switch between VATs and skeletal meshes depending on proximity.Check out the trailer and get your mind blown
It's a really interesting approach and the video explains it well. With nanite is becoming a thing for Skeletal meshes, it looses a bit of interest But your approach still save all the anim computations at runtime. Would have love to see your approach to create the texures from the animations. Great work !
Amazing!!
Would it makes sense to use this method for a full playable character? Instead of using a skeletal mesh with animations using something akin to a sprite library with different vertex animations that are driven by blueprint? For most characters it wouldn't make sense but for something like Crash Bandicoot or say a blob of slime it would it be useful to convert a something like a softbody simulation or procedural displacement into a baked vertex animation for an otherwise static mesh?
You might be better off with blend shapes, although of course it depends on the complexity of the animation.
The game Kingmakers( Timetravelling soldier with gun in medieavel times) uses a heavily customized version of VAT to generate entire massive armies of 1000+ npc that react to physics. They only have skeletal meshes on a few npcs near the player and switch between VATs and skeletal meshes depending on proximity.Check out the trailer and get your mind blown