Extensions
  • Home
  • Add-ons
  • Themes
  • Approval Queue
  • About
  • Upload Extension
  • Sign in
  • BLENDER.ORG

    • Download

      Get the latest Blender, older versions, or experimental builds.

    • What's New

      Stay up-to-date with the new features in the latest Blender releases.

    DEVELOPMENT

    • Roadmap

      See which projects are currently being worked on and what's next.

    • Documentation

      Guidelines, release notes and development docs.

    LEARNING & RESOURCES

    • Blender Studio

      Access production assets and knowledge from the open movies.

    • Manual

      Documentation on the usage and features in Blender.

    • Benchmark

      A platform to collect and share results of the Blender Benchmark.

    • Blender Conference

      The yearly event that brings the community together.

    DONATE

    • Development Fund

      Support core development with a monthly contribution.

    • One-time Donations

      Perform a single donation with more payment options available.

All Add-ons

Add-on OpenVAT
OpenVAT

Encode and preview vertex animation textures.
Add-on by sharpened
About What's New Reviews Version History

11 Reviews

  • Laura-Uson-Dolsac
  • v1.1.0
  • 1 mo

Its a good addon, very intuitive, although I'm having and small issue with the values when I import the model to unity, it seems all my vertex are displaced and it doesnt keep the shape correctly

  • sharpened replied
  • 1 mo

There are a couple reasons this can happen, specifically texture import settings in unity, or could be an issue related to your specific encoding setup. Likely, you should check the VAT texture compression in Unity is set to RGB 16 or Automatic (differs between Unity versions) and check that it is imported with max size matching the real dimensions of the export

  • Fchap
  • v1.0.41
  • 6 mo

Really cool add-on ! Thanks you so much :) I was wondering if you were going to implement a feature more focused on rigid bodies. In the context of a rigid body simulation, instead of baking each vertex position, could there be an option to simulate the pivot point (2 maps: position & rotation) of each piece of debris?

  • sharpened replied
  • 6 mo

It’s possible, but from initial research it most likely requires RGBA for correct quaternion rotation. So Flexibility with rendering to Alpha channel has to come before this, and will take a fair amount of work outside of Blender in engine shaders- but yes, this is on the docket.

  • jia-wang
  • v1.0.41
  • 10 mo

This addon is awesome. The author is also a very nice man. Help me solve the problems I encounter during use. 5 stars, Absolutely.

  • michaelharmon
  • v1.0.3
  • 1 y

sharpen3d has done an incredible job especially with this new version. It's intuitive to use, makes efficient use of texture space while keeping to power of 2 texture sizes, and is actively developed.

if you need easy vertex animation textures, look no further

  • sharpened replied
  • 1 y

Thank you for the kind words, already planning some stability and flexibility updates for the next update - feel free to reach out if you see any lacking features!

  • Ivan-Golubić
  • v1.0.2
  • 1 y

IDK anything about what kinda work goes on behind the scenes of this, but it works and works well and without it my blender-unity pipeline for VAT would be impossible. I thank you for this. I must add tho, often I have to sort of "cheat" it to get it to make the damn texture. For no reason it refuses to do it with neither of the normals options checked, then another time it does it first try, then another time it doesnt work with the cleanup option checked, and yet another it does etc. I would REALLY like to be able to see what the hell its actually "thinking" and what exactly it does and how to stop it. For example it keeps outputting "vat.001" when the folder is emptied etc ect. Its very useful and mildly to medium frustrating. Please try and perfect it if you can.

  • sharpened replied
  • 1 y

Hotfix for overwrite handling (.001 folder creation on repeated encoding) available in 1.0.3a (preview update patch on GitHub)

Thank you for the review, next version should have a little more stability. It may help to purge all orphaned data before running the encoding process- your comment about ‘.001’ is kinda hinting this to me. Here’s a video explaining more of what is going on in the background - Baking Complex Vertex Animation For Games (OpenVAT for Blender Overview) https://youtu.be/eTBuDbZxwFg

  • maurisev
  • v1.0.2
  • 1 y

Awesome addon, although I hoped it would work for Unreal, but I couldn't get it to work

  • sharpened replied
  • 1 y

Check out the current process for OpenVAT to UE5 here:

Blender to Unreal VAT Pipeline – Real-Time Mesh Animation with OpenVAT https://youtu.be/T1KVvUIduGI

  • 22Mihail_
  • v1.0.2
  • 1 y

Very interesting addition. Thank you for your work! In one of the comments, the question was asked "Is it possible to make it support EEVEE or Cycles? I want to try it for crowd animation." You answered that this is done by default, but in my case no settings in the shader happened. Can you give more detailed information?

  • sharpened replied
  • 1 y

Sorry for the confusion, in Blender itself, the vat preview is automatically generated- but at this time it runs from geometry nodes, not shader. When you create a new vat, a second object appears in scene myObject_vat. This IS reading the vat texture, just utilizing geometry nodes for vertex displacement in the same way a few engine would utilize a vertex shader (check out this automatically created geometry node group on the result '_vat' object for detailed notes and info)

My understanding is that since my last update of this tool, EEVEE now supports vertex displacement- so stay tuned and this will likely be an option in an update.

  • H86070166
  • v1.0.2
  • 1 y

Is it possible to make it support EEVEE or Cycles? I want to try it for crowd animation.

  • sharpened replied
  • 1 y

This is done by default, after creating a vertex animated texture, by default it is automatically created as an EEVEE/Cycles shader. Feel free to reach out with any questions!

  • RanjitMenonK
  • v1.0.2
  • 1 y

VAT is a name that i do not like personally ;). But this OpenVAT i really like

  • sharpened replied
  • 6 mo

Vertex Animation Texture != Value Added Tax ;)

  • Kostas-Gerontis
  • v1.0.2
  • 1 y

Thanks for this. More people should know about it. Great alternative to point-cache/alembic for game engines, especially for VR where Unity doesn't support alembic for performance reasons. Currently I'm trying to find a way to produce a result which would encode a simulation with subdivision surface post-simulation.

  • sharpened replied
  • 1 y

You can apply subdiv post-simulation without issue. To do this, simply after the vat is created, take the new object 'yourObject_vat' and apply the subdivision in modifier stack. You will notice it still works correctly when you scrub the animation, as the VAT uv layer has not been modified. This is actually a fairly appropriate way to keep your vertex animation image textures small while retaining a good amount of model detail.

Obviously the position of new vertices will be somewhat quantized relative to the movement of their closest neighbor, as you would need to create the vat with full vertex amount to get per-vertex movement definitions.

  • Takeshi-Kudo
  • v1.0.2
  • 1 y

The vertex animation output using this add-on worked perfectly in Unity! I hope that this add-on will grow into a standard VAT tool between Blender and Unity.

By the way, how can I make this FBX appear as a Particle in a ParticleSystem and animate it? In ShaderGraph, it seems like I could just input the Particle's Lifetime to one of the ports of the openVAT_standard node.

  • sharpened replied
  • 1 y

I have not tried this but yes, your theory about particle system should be correct- use your deforming mesh as a mesh particle, then use lifetime (which is 0-1) multiplied by your number of frames, and input to the ‘frame’ input in openVAT_standard. This could be a good case I can add to demos

11 reviews

5.0

11 reviews
5
4
3
2
1
Rate this Add-on Report an issue
  • About
  • Privacy Policy
  • Terms of Service
About
  • Blender Foundation
  • Blender Institute
  • Blender Studio
  • License
  • Logo & Trademark
  • Credits
  • Privacy Policy
  • Code of Conduct
Organization
  • People
  • Jobs
Blender Network
Download
  • Latest Blender
  • Blender LTS
  • Previous Versions
  • Experimental Builds
  • Source Code
  • Requirements
  • Benchmark
  • Flamenco
Extensions
  • Add-ons
  • Themes
Developers
  • Get Started
  • Roadmap
  • Projects
  • Docs
  • Blog
  • Forum
  • YouTube
  • Python API
Blender Studio
  • Films
  • Training
  • Tools & Pipeline
Support
  • Manual
  • Community
  • FAQ
Get Involved
  • Documentation
  • Education
News
  • Press Releases
  • User Stories
Blender Conference
Follow Blender
Support Blender
  • Donate
  • One-time Donation
Artistic freedom starts with Blender The Free and Open Source 3D Creation Suite