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SKELOT - Instanced Skeletal Mesh Rendering

Instanced Skeletal Mesh Rendering Component.

  • サポートされたプラットフォーム
  • サポートされたエンジンバージョン
    5.2 - 5.4
  • ダウンロードのタイプ
    エンジン プラグイン
    この製品には、コード プラグインが含まれており、ビルド済みのバイナリと Unreal Engine に統合される全ソースコードが完備されています。任意のエンジン バージョンにインストールし、プロジェクト毎に有効化することが可能です。

Watch Main Trailer

Watch Other Videos: Video 1, Video 2, Video 3

Download Win64-Demo

Download SampleProject-UE5.4.2 , OldSampleProject-UE5.2

Join Discord for QA and Support.

Quick Start Document


Render hundreds of thousands of skeletal meshes without pain directly within Editor. 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. very suitable for TopDown/RTS games.


UPDATE:

  • NEW: Instancing with negative scale is supported now
  • NEW: Modular Mesh. several USkeletalMesh can be attached to one instance now (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)
  • 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 SkeltalMeshes now.
  • OPTIMIZATION: Spatial Grid for culling + SIMDified Codes.

テクニカルノート

Features:

  • Supports Modular Mesh. easily attach/detach skeletal meshes to the instances.
  • Supports Dynamic Transition. blend from sequence A to B smoothly. (transitions are generated and cached at runtime when needed)
  • Supports Dynamic Pose. (Instances can be marked as dynamic and be filled with whatever you want. physics simulation and AnimInstance is possible now).
  • Anything is done inside Unreal Editor
  • Frustum Cull + Spatial Grid + LOD
  • No Anti-Aliasing and Motion-Blur artifacts (writes accurate velocity)
  • Uses skinning instead of Vertex Animation technique (less VRAM usage + animations are shared for skeletal meshes with the same skeleton)
  • Fully dynamic with simple StructOfArray design (destroy and spawn thousands of instances every frame)
  • Supports Sockets and Attachments
  • Simple LineCast through Customized PhysicsBody
  • Supports PerInstanceCustomDataFloat (can be accessed by material)
  • Blueprint Support


Code Modules:

  •  Skelot (Runtime)
  •  SkelotEd (Editor)


Number of Blueprints: 2

Number of C++ Classes: > 30

Network Replicated: No

Supported Development Platforms: All

Supported Target Build Platforms: All (only Win64 and Android tested till now)