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Get Started with Content Creation

flow____ edited this page Feb 23, 2024 · 13 revisions

New Mesh Checklist

Skeletal Meshes are not compatible with Turbo Sequence, every skeletal mesh has to get converted into a Turbo Sequence Mesh Asset.

Here is a little checklist from the import of the Mesh to the production ready Turbo Sequence Mesh:

1) Create a Material

  • Materials for Turbo Sequence need to have the Turbo Sequence Position offset node plugged into the World Position Offset Pin
  • The Material should have a Turbo Sequence Normal Calculation, there is Tangent space and World Space, optional Flat Normals
  • Turbo Sequence use Niagara Static Meshes to render the Instances, which mean the Material needs to have the Niagara Mesh Particle render feature
  • Assign the Material to your Archetype Skeletal Mesh Character

2) Create the Static Meshes

  • Open the Turbo Sequence Control Panel and follow the instructions until you generate the Mesh

3) Write or Use an Animation Controller

  • Navigate to Plugins\TurboSequence\Resources and find BP_TurboSequence_MeshTester_Lf, drag and drop it into your map and assign the mesh
  • Most Projects need to write specific Animation Controllers, in this case there is a C++ API -> Here

Materials

The Material needs to support Niagara Mesh Particles, it needs a World Position Offset Pin.

Here a default Turbo Sequence Material, the most minimal way:

Most Minimal Material

Turbo Sequence comes with prebuild Materials Functions, the use case is somehow clear by title.

Material Function

Control Panel

How to show the Control Panel

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

ShowCP

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

Reference Section

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.

Control Panel Reference Section

Generate Section

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.

Control Panel Generate Section

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.

Tweak Section

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.

Control Panel Tweaks Section

Mesh Assets

Mesh Assets are Data Assets which store info about the Mesh, like all TS Mesh properties and Level of Details and hidden data like Skin Weights, Bone Indices for working with CPU and GPU.

Mesh Asset

When Tweaking the Mesh Asset, you can optimize a lot of CPU and GPU Times by simply iterate over adjusting the settings and play testing. Some Performance, best practices can be found Here.

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