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Godot Vertex Animation Textures Plugin

A plugin that extends the MultiMeshInstance3D node to support instanced vertex animations using vertex texture data generated by the Not Unreal Tools - Vertex Animation Blender add-on, with a vertex shader inside Godot Engine.

What are Vertex Animation Textures?

Vertex Animation Textures (VAT) bakes animations of a mesh into textures. These textures can then be used to create motion in a game engine.

Best to watch this video to understand fully.

Preview

github

Features

  • Can support multiple baked in animations (supports a total of 8192 combined frames).
  • Animation tracks' metadata is configured in the editor, not the code.
  • Animations tracks can be different frame sizes.
  • Ability to set a unique animation track per instance.
  • Ability to control the alpha channel for individual instances.
  • All the MultiMeshInstance3D features such as a unique transform (scale, rotation, and position) per instance.
  • Works on all renderers, and on HTML builds.

Limitations

  • Mesh must be less than 8192 vertices.
  • Total number of frames for all animations must be less than 8192.
  • No blending or transitions between animation tracks possible.
  • Current Blender add-on tools tested on Blender 3.3 (Version 4.X not supported)
  • MultiMeshInstance3D custom_data is used by this plugin so you will not have access to it.

Requirements

  • Godot 4.x
  • Blender 3.3.x (any version less than 4.x should work but not tested)
  • Not Unreal Tools - Vertex Animation Blender add-on.
  • An animated 3D model with less than 8192 total vertices.
  • For encoding multiple baked in animations, you will need to learn how to concatenate multiple animation tracks into one animation track in Blender. This is the hardest part of using this solution.

Installing

Maybe if this plugin gets noticed, I will add it to Godot's AssetLib. Until then follow these instructions:

  • Download this repository as a ZIP file.
  • Extract the ZIP file.
  • Copy the addons directory from the extracted ZIP file into your Godot project's res:// filesystem.
  • Go to Project > Project Settings > Plugins and enable Godot Vertex Animation Textures Plugin.
  • Test to see if you can add the new VATMultiMeshInstance3D node into a scene.

VATMultiMeshInstance3D

This plugin provides a new node called VATMultiMeshInstance3D which inherits MultiMeshInstance3D.

The Scene dock with show warnings when you first create a VATMultiMeshInstance3D node indicating that you need to define animation track data and add a MultiMesh.

Error messages will also appear in the Output console.

VATMultiMeshInstance3D Properties

  • Instance Count: int = the number of instances
  • Rand Anim Offset: bool = randomize the animation offset (true/false)
  • Animation Tracks: Array[Vector2i] = the list of animation tracks with start frame = x, end frame = y information.

VATMultiMeshInstance3D Functions

Set/update functions

update_all_instances(animation_offset: float, track_number: int, alpha: float)

Updates ALL INSTANCES with the provided animation_offset, track_number, and alpha unless rand_anim_offset = false, where it sets the animation_offset to 0.

update_instance_animation_offset(instance_id: int, animation_offset: float)

Updates the current instance_id with the provided animation_offset (0..1), unless rand_anim_offset = false, where it sets the offset to 0.

update_instance_track(instance_id: int, track_number: int):

Updates the current instance_id with the provided track_number (0..number_of_animation_tracks - 1)

update_instance_alpha(instance_id: int, alpha: float):

Updates the current instance_id with the provided alpha (0..1)

Get helper functions

get_start_end_frames_from_track_number(track_number: int) -> Vector2i

Get animation start/end frame Vector2i from track_number. track_number must be within (0..number_of_animation_tracks - 1)

get_start_end_frames_from_instance(instance_id: int) -> Vector2i

Get animation start/end frames Vector2i from instance_id. Instance must have been initialized.

get_track_number_from_track_vector(track_vector: Vector2i) -> int

Get track_number from start/end frame Vector2i. Returns -1 if not found.

get_track_number_from_instance(instance_id: int) -> int

Get track_number from instance_id. Returns -1 if not found.

MutiMeshInstance3D custom_data

MultiMeshInstance3D custom_data is used by this plugin. Here is how it is used:

  • custom_data.r = animation offset: used to randomize instances playing the same animation track
  • custom_data.g = animation start frame
  • custom_data.b = animation end frame
  • custom_data.a = alpha of mesh: used to fade in/out a unique instance

Vertex Animation Shader

The magic of vertex animations happens both in Blender and in the shader. This is why you should understand what is happening in the shader.

To make it easy, it is recommended you use GeometryInstance3D > Geometry > Material Override to add the a new ShaderMaterial.

In the Shader property select Quick Load and select: vat_multiple_anims.gdshader

Once loaded expand Shader Parametrs and you will have access to configure the following shader parameters:

  • Time Scale: How quickly animations will play.
  • Offset Map: A texture that encodes the position of each vertex for every frame.
  • Normal Map: A texture that encodes the normal of each vertex for every frame.
  • Texture Albedo: The UV color texture that is used for the mesh.
  • Specular, Metallic, Roughness: See Godot docs for more information.

Make sure both offset and normal textures are imported with Lossless format.

The custom_data in the MultiMeshInstance3D and the shader parameters are passed to the shader to do its magic. Here is some of the shader code that uses this data:

uniform sampler2D offset_map;
uniform sampler2D normal_map;
uniform sampler2D texture_albedo;

uniform float time_scale;

uniform float specular : hint_range(0,1);
uniform float metallic : hint_range(0,1);
uniform float roughness : hint_range(0,1);

varying flat vec4 custom_data;

void vertex(){
	custom_data = INSTANCE_CUSTOM;

	float start_frame = custom_data.g;
	float end_frame = custom_data.b;
	
	float num_frames = end_frame - start_frame;
	float frame_offset = num_frames * custom_data.r;
	
	...
}
		
void fragment(){
	vec3 albedo_col = texture(texture_albedo, UV).rgb;

	ALPHA = custom_data.a;  // fader
	
	ALBEDO = albedo_col.rgb;
	METALLIC = metallic;
	ROUGHNESS = roughness;
	SPECULAR = specular;
}

Demos

There are two demo scenes in the demo subfolder:

  • MultipleAnimations: 90 instances with 5 animations, with different scales, and positions. Every 3 seconds all instances change animations tracks.
  • AlphaTest: Shows how to control alpha so that you can fade in/out individual instances.

The skeleton mesh included in the demo has 5 baked in animations:

  • Track 0: Walk
  • Track 1: Cheer
  • Track 2: Spin
  • Track 3: Twearking?
  • Track 4: Dead (static pose)
2024-11-14.21-07-52.mp4
2024-11-13.10-40-42.mp4

Godot games made with this plugin

itch.io: Skeletron 2084

YouTube: Skeletron 2084 Gameplay

Blender 3.3.1 Add-On Guide

  1. Download the files from Not Unreal Tools - Vertex Animation and install vertex_animation.py in the Blender -> Edit -> Preferences... -> Add-ons -> Install... menu. In the 3D Viewport side bar, you should now have a Not Unreal Tools menu and if selected it will show a Vertex Animation panel.
  2. In Object Mode select the object you want to process, make sure the current animation you want is selected and playable in the Timeline.
  3. Adjust the Frame Start, End and Step values as required. Changing these settings will update corresponding Timeline values.
  4. Click the Process Anim Meshes button. This will create a new object named export_mesh in the Outliner, this is the special mesh that will be animated. In the source .blend file path there will be a newly created folder called vaexport and inside will be two files; normals.png and offsets.exr.
  5. The export_mesh needs to be exported as a glTF file for importing into Godot. Select the export_mesh object in the Outliner and then from the Blender File menu, select Export -> glTF 2.0 (.glb .gltf). Make the following changes to the export options and then click the Export glTF 2.0 button:
    • Include -> Selected Objects (enable)
    • Geometry -> Materials (disable)
    • Animation -> Animation, Shape Keys, Skinning (disable all)
    • Filename -> can rename to anything

install

tool

Godot Import Guide

  1. You should now have 3 files generated from Blender: normals.png, offsets.exr and export_mesh.glb (whichever filename was chosen, this guide will refer to the default name).
  2. Copy the files into the Godot project folder of your choice. Godot will run the import process as soon as it detects the new files. The import settings for each file still need more changes to ensure all of them work properly with the vertex shader.
  3. In the Godot FileSystem dock, select the glTF file (export_mesh.glb) and then click the Import dock (default location is docked along side of the Scene tree). Godot Docs - Importing 3D Scenes
  4. Make the following adjustments and then click the Reimport button. There should be a new file called export_mesh.mesh in the same folder as the glTF file (export_mesh.glb).
    • Meshes:
      • Compress -> (disable)
      • Ensure Tangents -> (disable)
      • Storage -> Files (.res)
    • Animation:
      • Import -> (disable)
  5. Add a MeshInstance or MultiMeshInstance node to the scene. Drag the export_mesh.mesh file into the Mesh parameter slot for a MeshInstance or the Mesh parameter slot inside the MultiMesh for a MultiMeshInstance node. This guide will not cover loading Mesh resources via script.
  6. The import settings for normals.png and offsets.exr will need to be updated after they are added into the shader parameters since Godot will make changes based on what node the image was applied to (3D nodes apply import settings for images used in 3D).
  7. Apply the custom vertex animation shader material to a MeshInstance/MultiMeshInstance. Recommend using the GeometryInstance -> Geometry -> Material Override slot.
  8. Go to the Shader Parameters and click the drop-down arrow and select load for the following parameters:
    • Offset Map -> load offsets.exr
    • Normal Map -> load normals.png
  9. Now find normals.png and offsets.exr in the FileSystem dock, go to Import settings, make the following changes for both files and click the Reimport button:
    • Compress:
      • Mode -> Lossless for normals.png, Uncompressed for offsets.exr
    • Flags:
      • Repeat -> (disable) when changing the current frame using an AnimationPlayer or via script. (enable) when looping animations using shader TIME.
      • Filter -> (disable)
      • Mipmaps -> (disable)
  10. If you are importing more image files such as albedo textures, refer to Godot Docs - Importing Images. For palettes and texture masks, recommend using Lossless compression and disable Filter and Mipmaps, so there is no blending of the colours.

Assets

Skeleton by Kay Lousberg - CC0 License

Floor Tile by Kenney - CC0 License