UE4的MS_VertexAnimationTools_MorphTargets节点(3dmax中动画转为顶点动画并生成两张顶点贴图→记得转成纹理连)

1.记录点信息

动画完成后蒙皮完成后

点缓存(WSM)     修改器

新建一个,然后记录缓存信息,如果点记录没生成缓存信息就说明有问题

2.复制一个模型,转化为多边形(不带缓存文件的)

点缓存修改器,点加载(无骨骼,但有动画)

UE4自带了一个插件

打开文件位置

UE4.26/Engine/Extras/3dsMaxScripts的VertexAnimationTools.ms

拖动到3dmax里面

确认单位设置

3.Process Animated Meshes

确定保存位置

保存后一张是运动顶点,一张是法线顶点

4.选中插件生成的不带顶点的可编辑网格模型并导出

5.导入UE4

不生成光照贴图

生成缺失碰撞

合并网格体

导入的模型勾选使用全精度UV,距离场分辨率缩放改为0,距离场替换网格体改为无,应用改动

6.设置运动贴图和法线贴图

压缩设置HDR(RGB,no sRGB)

去掉sRGB的勾

过滤器改为最近

Mip生成设置改为无mip贴图

层次细节里勾上从不流送

7.UE4材质

材质里的切线空间法线要去掉

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Requires Unity 5.3.0 or higher. Make Skeleton & Vertex Animations right inside the Unity Editor. [New Online Manual] [v1.9.1] Constraints System Skele: Character Animation Toolssignificantly speeds up animator/indie's animation workflow in several ways: 1. Enable developers to make / modify character animations in UnityEditor. Reduce software switching and tedious import/export/split work 2. [BETA] Integrated Timeline editorGreatly accelerate authoring productivity for complex multi-character scenes (cutscenes / finishing moves / etc) 3. Mesh-Morpher tools to make blendshape-like animations without bones 4. Export skinned meshes and animations as DAE archive 5. Utilize the clips you bought from store, modify them to your needs, convert clip type, export to external softwares, etc. 6. Constraints system working in both edit-mode & game-mode. 7. Spline Editor to edit movement path. ******************* Humanoid rig needs special treatment:Please read the two FAQ posts: (1)How to Edit Humanoid clips? (2)Best workflow for Humanoid models? ******************* Main Features: 1. Make animation for your rigged characters with FK/IK support. flag, stick, dragon, ghost, mech, bird, fish, robot, human... you could manipulate ANY rigged models. 2. Modify animations. Modify Generic/Legacy animations directly; with our converter, you could also modify and export clips you bought from assetstore too. Modify and get the result immediately. 3. Make blendshape-like vertex animations directly in Unity Editor. 4. Integrated with Timeline Editor [BETA]. Edit the cutscene right inplace, and easily integrate with code/fx/audio/gui/etc. 5. Visualize the bone link, the vertices, and bone weights, etc. 6. Reduce the folder size, you don't need to include duplicate meshes for each animation. 7. Make/Save/Load poses on disk 8. Convert MuscleClip(Humanoid clip) to and fro Legacy/Generic clip 9. Generate RootMotion from RootBone curves 10. Export character mesh and character ani
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