蓝图 Transform Effector 适配UE4.23-4.27,5.0-5.1

Unreal插件信息
插件名称: Transform Effector
官网地址: https://www.unrealengine.com/marketplace/zh-CN/product/transform-effector?lang=zh-CN
版本: 4.23-4.27,5.0-5.1
解压密码:
引擎版本: UE4 UE5 
素材类型: 蓝图














Drag & Drop Easy to use blueprint for animating any actor of your scene. Just TAG your actors to be controlled by blueprint Transform Effector. You can animate the objects just by moving the Blueprint or edit its values. The transformation is defined by distance of the Blueprint and tagged actor (its pivot). You can easily change the values in blueprint for different types of animations. All the values are editable in the cinematics, so you can easily create complex animation in sequencer with only one blueprint. Feel free to attach blueprint to players or dynamic objects.

Works with: custom static meshes, skeletal meshes, particles, lights, texts, you name it... All you have to do is just Tag the actor and you can control it with our blueprint BP_T_Effector. You can use any meshes you want to. Transform is based on distance of BP and pivot of tagged object, be sure you have pivot in the center or bottom of you mesh for best results.

If you want to properly export bigger scene with multiple meshes (for example archviz) from your 3d application, I recomend to use .datasmith exporter. All meshes are imported well with pivot on the same plase as in your 3d software.

This blueprint is made mostly for the motion graphics and cinematics, use carefully for games (can drops fps if you control hundreds of actors at once).

技术细节
One Main Blueprint BP_T_Effector in 5 different variations.
Showcase map with detailed description and usecases.
Third person example map with Transform Effector.
Sequencer example map with Transform Effector.
Test geometry meshes (cubes, crystal, column)
Basic materials


拖放式蓝图易于使用,可为场景中的任何角色制作动画。只需输入要由蓝图变换效果器控制的角色名称。您只需移动蓝图或编辑其值,即可为对象制作动画。变换由蓝图和标记的角色(其枢轴)之间的距离决定。您可以轻松更改蓝图中的值,以制作不同类型的动画。所有数值都可以在电影中编辑,因此只需一个蓝图,您就可以在序列器中轻松创建复杂的动画。可随意将蓝图附加到玩家或动态对象上。

可用于:自定义静态网格、骨骼网格、粒子、灯光、文本...... 您只需标记角色,就可以用我们的蓝图 BP_T_Effector 控制它。您可以使用任何网格。变换基于 BP 的距离和标记对象的枢轴,确保枢轴位于网格的中心或底部,以获得最佳效果。

如果您想从 3d 应用程序中正确导出带有多个网格的大型场景(例如 archviz),我建议您使用 .datasmith 导出器。所有网格都可以通过与 3d 软件中相同的枢轴导入。

这个蓝图主要是为运动图形和电影制作的,在游戏中请谨慎使用(如果同时控制数百个演员,会降低帧速)。

技术细节
一个主要蓝图 BP_T_Effector,有 5 种不同的变化。
带有详细说明和使用案例的展示地图。
带有变形效果器的第三人称示例地图。
使用变形效果器的序列器示例地图。
测试几何网格(立方体、晶体、圆柱)
基本材料





作者 cg小白兔 发表于 2024-3-1 15:07:30
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