Have a great week โ๏ธ
04.08.2025 00:26 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0@ghislaingir.bsky.social
UE content creator, specialized in tech art. I don't share my opinion much.
Have a great week โ๏ธ
04.08.2025 00:26 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Now that Iโm out of my Python rabbit hole, itโs time to cook up more juicy UE stuff.
Plenty of good things already live on my Patreonโthanks so much for the ongoing support ๐ฅฐ
More coming soon ๐
www.patreon.com/c/GhislainGir
Files can be found in my Examples Content project for my Game Tools Blender extension: github.com/GhislainGir/...
04.08.2025 00:26 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0๐ฅณ New video is live!
I walk through building a lightweight custom state machine in Niagara to drive Vertex Animation Textures in Unreal Engine.
Part 1 of a short (probably 2-part) series on Niagara state machines. ๐งต
โกSketch 004โก
Post process practice.
Mentor: @ghislaingir.bsky.social
Class: www.youtube.com/playlist?lis...
#gamedev #realtimevfx #rtvfx #techart #ue5
#UE5 #vfx Making use of my Bone Animation Textures baker :) GPU Niagara Swarm with custom AI + nearby obstacle/particle avoidance and the ability to pull particles out of the sim to convert them to CPU AI agents, and push them back to the GPU sim. Still a few quirks to solve.
01.08.2025 17:30 โ ๐ 11 ๐ 1 ๐ฌ 0 ๐ 0Glad it got people excited! Feel free to reach out if you need help :)
25.07.2025 23:11 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I wasn't too confident spending 5+ months working on coding a tool that implements a bunch of decade(s)-old techniques... but it sounds like people are interested in it! Kinda relieved :D
25.07.2025 23:10 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Great tools always come with good doc :D or something. Thanks!
25.07.2025 23:06 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Feel free to reach out if you need any help ๐
25.07.2025 13:06 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Material functions that streamline the use of this tool are included as a pluginโready for you to copy and paste right into your projects.
Special shout-out to my incredibly generous Patreon community who've kept me afloat all this time: patreon.com/c/GhislainGir
Youโll also find plenty of Unreal Engine content examples in the Doc repo., including hundreds of samples with source files. The Blend files are especially useful, letting you explore exactly how the tools were set up to achieve the demonstrated results.
25.07.2025 11:46 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0The accompanying Wiki page offers detailed information and quick-start guides, packed with theoretical insights to help you understand the concepts behind the different tools.
Worth the read for junior tech-artists, even if you don't plan on using these tools.
The tool is completely free and can be installed directly from Blenderโs official extension systemโjust search for โGame Tools.โ You can also participate in its development and report bugs here: github.com/GhislainGir/...
Wiki: github.com/GhislainGir/...
Each data channel can come from:
โข The object itself
โข Its parent
โข A custom object
โข An object linked via a custom property
Allows for workflows like Pivot Painter-style hierarchy baking (with some caveats).
Great for tech artists!
Supported data types:
โข Position
โข Axis
โข Shape Key (offset/normal)
โข Mask
โข Random (float1, float2, float3)
โข Value
โข Custom Property
โข Frame
โข Hierarchy Depth
โข Quaternion
5. Data Baker
Bake object properties into UVs, Vertex Colors, and even Normals.
It supports numeric & bitwise packing:
โข Pack 2โ3 floats into a single 32-bit UV channel
โข Store two values using the int/fractional parts of a float
Example: bake XYZ pviots pos into one UV map!
A major upgrade: full hierarchy pre-bake. This avoids costly parent-to-parent texture fetches in the vertex shader. You can also limit hierarchy depthโtreating deeper children as part of their parent.
25.07.2025 11:46 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0You can disable Pivot Painterโs original 16-bit encoding if needed. Element indices can be packed into 8-bit format when working with โค 256 unique elements. Data can be baked to textures or vertex colors.
25.07.2025 11:46 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0You can bake a wide range of object-level properties:
โข Position
โข Axis
โข Scale
โข Extents
โข Hierarchy
โข Custom properties
โข Quaternions
4. Object Attributes
A complete reimagining of Pivot Painterโrebuilt from scratch to support both old and modern workflows. It lets you fully bake complex hierarchies and reconstruct them in the vertex shader.
Animation data supports:
โข Position
โข Rotation (axis-angle, quaternion, bit-packed)
โข Scale
โข Axis
โข Custom properties
Everything can be remapped for 8-bit texture storage, including skinning (if โค 256 bones).
BAT includes everything from the VAT Baker and more.
Skinning data is fully customizableโyou can even store bone indices & weights in vertex colors if needed.
3. BAT (Bone Animation Textures)
BAT is more advanced than VAT.
โข Skinning data = per vertex
โข Animation data = per bone per frame
โ
Much smaller memory footprint than VAT
โ Only works with skeletal animations
โณ Vertex shader cost varies with bone influence count
You can bake:
โข Position
โข Rotation (axis-angle, quaternion, bit-packed)
โข Scale
โข Axis
โข Custom properties
All of it can be remapped for 8-bit texture storage.
Like the VAT Baker, OAT supports any coordinate system & scale.
It includes:
โข Overflow/underflow handling
โข LH/RH system support
โข One-click mesh/texture/XML export
โข Frame stepping & padding
โ
Lower memory usage than VAT
โ
Vertex shader still lightweight
โ No vertex deformationโonly object-level motion is supported
2. OAT (Object Animation Textures)
Unlike VAT (per vertex per frame), OAT bakes data per object per frame. Great for keyframed object animations or rigid body sims, played back directly in the vertex shader.
You can bake:
โข Vertex offset
โข Position
โข Normals
Each channel can be remapped to fit into 8-bit textures if needed.
Itโs the most feature-complete Blender VAT baker I know of.