Vertex Animation Texture in UE5. Tools, blend transitions and more. Patreon
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- čas přidán 6. 09. 2024
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Texture Animation: Applying Morphing and Vertex Animation Techniques
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www.patreon.com/posts/vat-tools-in-ue5-91225451
Sample project with all data: bake tools, player etc.
This tested for 5.4?
My advice for viewers on this. Take your time and absorb everything you can from this deep dive. It really helped me add to my understanding gained from the trash praxis video. Awesome video and breakdown! thank you sir.
In the original material layer, the PrevFrame is used with a PreviousFrameSwitch to help create the motion vectors with WPO. In your modification, you repurpose the PrevFrame to do the anim blending, however this also contributes to the blurring from TAA. You can keep the PreviousFrameSwitch if you have 2 CurrentFrame and 2 PrevFrame. Each sampled anim has a current and prevframe to connect to a PreviousFrameSwitch.
Sounds interesting. Gonna check it, thank You
amazing tool for RTS projects, just like butter
your blueprints are so organized oh my god i love it
Very nice! Thank you for your work :) I did not know about the AnimToTexture Plugin, that will come in handy^^
Your content is pure gold! thank you so much for all the knowledge you provide!
Some great stuff right here! Looking forward to making use of it :-D
dude this tutorial is awesome, im dev joining your patreon
Hi! Quick question. Just started out on this and I can't seem to find the correct nodes to connect the Normal and Wold Position Offset plugs in the Material. Meaning your Teal "Normal" node and Yellow "WPO" nodes. What types would they be? I think it's the final piece of the puzzle for me :) . Great video really liked how you dissected the logic behind the process.
It’s a named reroute nodes. Just like a shortcut or local variable to keep node graph cleaner.
Oh I thought it was something a more fundamentally important. In that case. I need to go back and find why my character isn't moving. Thanks for the clarification!
thank you was look for how to covert anim to vertex
Pure Gold!
Great tutorial! Thanks
thanks bro it worked
glad to hear it, hope u didn't struggle too much :)
please did you change anything from the tutorial. my textures dont comeout properly and the static mesh iis blank if you can share please
Hi. Great tutorial. It help me a lot to understand how the plug in worked. But for some reason I can´t make the Bake VAT on the utility to work correctly. It doesn´t write the UV channel 01 (previously deleted), nor actualizes the textures. Any idea of what could be happening? I´ve started from the previous version of the utility, which worked fine in 5.1. Thanks in advance.
Check if your static mesh model doesn’t have checkbox selected on Generate Lightmap UV. Also check how many UVs it has and then inside DA select proper channel value. Let’s say it has 2 channels 0 and 1. In DA fill 2 so it would be your third UV for only VAT purposes.
@@kostiantyntelego3622 All that checked. Only one UV (0) in the mesh, UV set to 1 in the DA.
I found that seems to be something related with the animation. With another animation sequence it worked.
I also noticed at the end of the video that if the frame count isn’t normalised to 30 fps and has redundant keyframes it can’t be baked due to size of texture it generates
@@kostiantyntelego3622 Yes, but as I´ve used the same animation in the previous version without trouble, I didn´t realized it could be the issue. But it appears to be. Thanks a lot.
Im thinking of using this technique not for RTS, but 3d person rpg. Using VAT is the only way currently animating characters using the Mass tools Epic had provided.
Question is: will it be possible to achieve high enough fidelity of animations?
Other question, is it possible to switch from using vat animations to regular skeletal animations at runtime?
VAT being only way for MASS crowd animation is news to me. I was also wandering about transitions from VAT to skeletal animations and only way I think its possible is to manage the animation timelines ourselves and when transitioning from VAT to skeletal, calculate the timeline of current VAT animation and transfer it to newly initialized skeletal ABP so it can init and resume the anim from exactly same pose. Managing complex layering logic is another thing to take care of. For simple crowd I believe its possible with some work. Ragdolls or bone related logic will be really hard though
To have the calculation of every frame outside of the shader, don't you loose the purpose / performance of having the VAT all calucated on the GPU?
Frame is simple math with some clamps and that all. But with this I have control over it. Not a big deal at all in terms of performance. Most benefits come from avoiding calculations of each bone and vertex on skeletal mesh component. Once I implement VAT on nanite meshes performance gonna be crazy :) or I will wait till Epic supports it
how would you connect the VAT WPO node if a material already has WPO value from its own material nodes?
I can’t see how it can be done, cause all vertices are already playing animation baked into them. And I can’t see the real use case for it.
When you blend the normals at the end, you can also add the WPO values together. This is useful, for example, if you bake a MetaHuman head and want to still use the "HideNeck" feature of the material.
I wonder if there is a way to update this plugin to apply to the abc cache animation?how to do
please can you assist. i followed your tutorial but the static mesh doesnt show in the view port and the texture is a semi circle not a scattered texture. please
Hi, I clicked "Show plugin Content" but I didn't find "ML_BoneAnimation_Mod".
Can you help me?
You won’t. It’s my modified version. Did u watch whole tutorial?
thanks you
cool, tried vats few times but never did a blending
Is it just visual or you can shoot with physics every character?
Each ISM has capsule collision so it works pretty well. Just can’t rag doll, but can play proper animation if needed
@@kostiantyntelego3622 ah okey, thanks for answering ^^
how can i replace my chracter model with sample project, please help me
It would be great if in BP_Vat_preview you could add some randomizer for positions, rotation and scale.
I gonna update it soon. I made several improvements both for tool and previewer. As I use VAT in my game for NPCs, I will also share it in few weeks
@@YourSandbox sick, thanks for the effort of adjusting it for UE 5.3
👋👋👋@@YourSandbox
@@YourSandbox could you update this? Also, I wanted to get the project files, but I'm not a patreon and can't afford that monthly fee. Anyway, I could pay for one month, which plan would I need just for this purpose? Thank you and good work
Cannot seem to get array of different instances with random anims playing. This tutorial is great for the 1 instance. The grid system does not randomize using Setup Instance function. It only takes 1 instance. While the Add Instance works with arrays but the instances lay on top of each other. Any help on this?
This tutorial is not about setting up crowds. It’s about making tools, blending VAT and just an example of how to use. Why ppl think it’s crowds if it’s not even mentioned..
True , but it is a question I am asking. @@YourSandbox
DOES IT WOEK WITH UE5.3
Yes. As I said in video. And sample project is also 5.3
@@kostiantyntelego3622 yeah, indeed i send the msg before i saw it. sorry. but, the question now is why ue crash after i have tried to create static mesh from selected? please help
Does it crash on any skeletal mesh? Have u tried some basic ones? It should not, it’s not my code, transferring from skeletal to static is done on AnimToTexture plugin side. I need to see some information like log or crash message, dump file. U can send me your skeletal via email so I can try to reproduce the bug
@@YourSandbox thank you for reply.i have sent you an msg email via an other email adress.
i forget the password of this imail lol
Does this support Nanite?
Atm no, but I guess Epic will make it work in future. As from 5.0 to 5.3 the plugin has had lot of changes and improvements. So it’s just matter of time