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Get Started with Content Creation
Turbo Sequence is having a custom Control Panel interface in Unreal Engine. The Control Panel can get accessed from the dropdown menu.

It contains out of 3 sections:
- Reference Section
- Generate Setion
- Tweaks Section
It goes like; Reference the Mesh Asset, Generate The Mesh and optional tweak settings
The Reference Section is a key part of Turbo Sequence. It requires a Mesh Asset, without it nothing works in the Control Panel, you can create a Mesh Asset by right click in the content browser of UE.

Turbo Sequence works this way: It does render a Static Mesh Model with Niagara, and the Material is deforming the Vertices of this Static Mesh to make it animate. In order to animate a Mesh, you need bones and skin weight information, and TS gets this info from the Archetype Skeletal Mesh Model you initially like this animate.

So the Generate Section is making several steps:
- It lets you define a Skeletal Mesh Archetype for the generation (The Model you like to animate)
- It Generates Static Mesh, Level of Details based on your selection, 8–13 is a good range
- It writes Bone Info and Skin Weights into the Mesh Asset
After generating your model successfully, it should be ready for using it.
The tweaks section is optional, sometimes you need to tweak the texture size to fit your personal mesh targets. It highly depends on your target device, sometimes it makes sense to lower or higher it, but it always should be as close as possible to your target.
