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This means that if you want to affect the vertices of a Skeletal Mesh in a similar manner you will need to use Morph Targets instead. This tool will also not work with Skeletal Mesh Animations as the bone transforms are not available to the Material Editor. The tool generates the data in the Texture using the following formula.įinal texture resolution: X = number of vertex in the mesh, Y = Number of frames captured.ĭue to this limitation this tool is best suited for Visual Effects or ambient Static Meshes that require animations but might not justify using a complex animation rig to do so. This is because the maximum Texture size a Texture can be for DirectX 11 is 8192 pixels in either the X or Y direction.
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While this tool is very good at reducing animation overhead by storing complex animation data into a texture, there are a few drawbacks to using the tool.įirst of all the tool can only affect a maximum of 8192 vertices in a single 2D Texture. The newest version of the Verext Animation Script has been updated to correct for the way 3Ds Max 2014 and later handle image gamma.
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Engine\Extras\3dsMaxScripts\VertexAnimationTools.ms
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The Vertex Animation Script will be in the following location and is called VertexAnimationTools.ms. In the following documents we will cover how you can use this script to generate content for your projects.īefore we can begin using the script there are few things to be aware of so you can get the best results possible when using this technique.
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One of those advantages is allowing you to use complex animation data inside systems that would not otherwise be capable of utilizing Morph Targets like the Cascade Particle Editor. In the past you might have used Morph Targets to do the exact same thing, however this new method has a few advantages that Morph Targets do not. Storing complex animation data into 2D Textures or a meshes UV's is a great way to reduce animation overhead while still maintaining the required look and feel of the animation.
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