diff --git a/Readme.md b/Readme.md index 59d5ab2..5f0f8ae 100644 --- a/Readme.md +++ b/Readme.md @@ -1,4 +1,3 @@ - ### Real-time Dismemberment Editor Development Guide #### 引擎版本:UE5.5 @@ -95,92 +94,4 @@ FLESH 插件提供了全面的蓝图接口,允许开发者无需编写代码 - UE5 内置 Geometry Script:https://dev.epicgames.com/documentation/en-us/unreal-engine/geometry-scripting-users-guide-in-unreal-engine ### 联系方式 -如有问题或建议,请联系:[您的联系信息] - -### Real-time Dismemberment Editor Development Guide - -#### Key stages: -- Core Function Modules -- Real-time Editor Architecture -- Visual Tool Chain -- Physical Simulation Subsystem -- Data Serialization Module -- Anatomical Structure Brush -- Damage Type Preset -- Real-time Effect Preview -- Soft Body Physics Parameters -- Fracture Threshold Curve -- Binary Asset Packaging -- Version Control Integration -- Key Technology Implementation - -#### Performance Optimization Strategy -- Asynchronous Physical Calculation: -Assigning Non-critical Physical Simulation Tasks to Task Graph Thread Pool -- Incremental Resource Loading: -Using Streamable Manager to Dynamically Load High-precision Anatomical Resources - -#### 资源参考: --《死亡岛2》的肢解系统:https://www.youtube.com/watch?v=d3VrPOm-KDE -- Dead Island 2 的 FLESH 系统如何程序性地破坏皮肤和骨骼:https://www.youtube.com/watch?v=GW7N83E1NqY&t=542s -- Dead Island 2 - F.L.E.S.H. Gore System (Melee): https://www.youtube.com/watch?v=LQEVydDlFuk -- Full analysis of the gore effects: https://www.youtube.com/watch?v=Y23zTuc2drk -Hey there and welcome to Random Madness! This channel is about showcasing and discussing response mechanics in video games. Blood and gore effects, destruction, vehicle damage and so on. Here's an overarching video on this theme: -https://www.youtube.com/watch?v=U4-lOPreM0U -You can find the discussion videos of character responses in this playlist: -https://www.youtube.com/playlist?list=PLE8BZenM9K-AH6yrlnnWkhXmvhlQCsMIj -You can find videos on the topic of destruction and vehicle damage here: -https://www.youtube.com/playlist?list=PLE8BZenM9K-AExTsE9779PQjZ-CcCIh3g -If you like the music you hear on the channel, you can find it here. It mostly leans towards heavy metal, with elements of thrash, prog and other influences as well: -https://www.youtube.com/playlist?list=PLE8BZenM9K-ApYtWLdwAZhJoM44mLfLnQ -https://open.spotify.com/playlist/4C2tqInaRi8gxg7TI7gYDI -That was showcased in the 3rd demonstration, it will be mentioned in the full commentary too -https://www.youtube.com/watch?v=CjC6SAomB6E - -### 参考资源 -###### UE5 Bult-in -- Geometry Script: - https://dev.epicgames.com/documentation/en-us/unreal-engine/geometry-scripting-users-guide-in-unreal-engine -- Procedural Mesh components: - https://forums.unrealengine.com/t/converting-skeletal-mesh-to-procedural-mesh/1718443 - https://zhuanlan.zhihu.com/p/358074568 -###### ThirdPart -- Gore and Dismemberment Plugin (BlueprintExposed): - SourceCode: Games\Lyra\Plugins\FLESH\Reference\UEGoreSystem - Doc: https://github.com/Klian326/-Public-UEGoreSystem/wiki/4.-Procedural-Control-Rig#lyra - Setup process: https://github.com/Klian326/-Public-UEGoreSystem/wiki/4.-Procedural-Control-Rig#lyra -- Skinned Decal Component: - SourceCode: Games\Lyra\Plugins\FLESH\Reference\SkinnedDecalComponent - Fab link: https://www.fab.com/listings/7491af07-f541-493d-a78f-d7fa5d466a0d - Docs:https://ac.virtuosgames.com:8443/display/TSZO/Skinned+Decal+Component+Documentation -- EnGore Procedural Dismemberment: - SourceCode: Games\Lyra\Plugins\FLESH\Reference\EnGoreProceduralDismemberment - Fab: EnGore: https://www.fab.com/listings/cb680946-6bde-445f-9ebe-3cecf4bec21e - Demo: EnGore: https://www.youtube.com/watch?v=MN31jCDQ5zY - Doc: https://app.milanote.com/1MQHr51cI5RJ2H/dismemberment-system?p=XmVzKYwdfSs -- Dismemberment: - Github: Thyke/Dismemberment: Advanced dismemberment system for Unreal Engine, featuring dynamic limb separation, weapon dropping, and customizable body part data. -- Fake Flesh System TechArt: - Github: https://github.com/Vincent-Devine/Fake_Flesh_System_TechArt -- Slice Skeletal Mesh Now: - Github: https://drive.google.com/open?id=12VlbtXGcpTXCVoVphhX3ZawnmmvD_AfM - -#### Hierarchical modeling of anatomical structures -Use multi-layered materials (4-6 layers) to simulate skin/muscle/bone, and control visibility through material masks -Add secondary collision bodies (such as muscle expansion bodies) to the skeletal system to achieve force deformation -Sample code: -``` -// Add physical constraints to the bone modifier -FConstraintInstance* Constraint = SkeletalMesh->AddConstraint( - EConstraintType::Physics, - BoneName, - ParentBoneName, - FTransform::Identity -); -Constraint->SetLinearXMotion(ELinearConstraintMotion::LCM_Limited); -``` -#### Real-time cutting algorithm -Plane cutting: Use UE5's APEX Destruction module and combine it with Signed Distance Field to calculate the cutting surface -Dynamic topology reconstruction: Use Procedural Mesh Component to generate a new mesh. Note: -- Vertex cache reuse (to avoid GC jamming) -- Dynamic calculation of normal smoothing groups (to prevent jagged sections) \ No newline at end of file +如有问题或建议,请联系:[您的联系信息] \ No newline at end of file