SKELOT – Instanced Skeletal Mesh Rendering 5.4-5.5

SKELOT - Instanced Skeletal Mesh Rendering 5.4-5.5
 Render tens of thousands of skeletal meshes without pain directly within Editor with very little CPU consumption. No need for customized material, just adjust your SkeletalMesh’s LODs, make an SkelotAnimCollection DataAsset and then use SkelotComponent. Well optimized as light as InstancedStaticMeshComponent. Highly suitable for TopDown/RTS games.

New: Easy to use Component-Less design
New: Virtual Shadow Map Support
New: Runtime AnimCollection (now you can generate AnimCollection at runtime)
NEW: Curve Sampling Supported. Curves are cached and can be sampled from materials.
NEW: Instancing with negative scale is supported.
NEW: Modular Mesh supported. Several USkeletalMesh can be attached to one instance (similar to Leader/Follower pose).
NEW: Dynamic transition. Transitions are generated and cached at runtime when needed, eats less VRAM.
NEW: Dynamic Pose. Instances can switch to Dynamic Pose and be bound to a USkeletalMeshComponent.
New: Fast Recast Functions available now.
New: Socket Transforms Supported.
UPDATE: No more Bone or Influence limit. uint16 bone index and skin weight added, up to 8 influence is supported now.
UPDATE: Animation sequences are generated at load time. AnimCollection takes less disk size now.
UPDATE: AnimCollection uses DerivedDataCache. Rebuild won’t take minutes anymore.
OPTIMIZATION: Only sends skinned bones to VRAM. SkinWeight is taken from SkeletalMeshes now.
OPTIMIZATION: Spatial Grid for culling + SIMDified Codes.

Details: https://www.fab.com/listings/95495ad4-98b1-4299-a59f-a7b6ab24a2f0 


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SKELOT – Instanced Skeletal Mesh Rendering 5.4-5.5


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