$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.
Lee is right - you can use a gradient effect when you vertex paint in your chosen 3d modelling platform (I've done it in max), meaning the wind effect shifts from nothing to maximum along the length of the leaf/branch/whatever.
I'm fairly certain you can vertex paint the bottoms of the foliage and control the movement using vertex colors along with the wind node. I did this in an earlier project and was able to create a scene with grass that moved less and less as it went down until stationary. I created the grass and painted the vertexes black to red (bottom to top) in Maya.
3D Developer Alexander Shatalov has released a new version of his animation tool for Unreal Engine 4 called Allright Rig. Let’s take a look at some of the improvements.
Allright Rig Window
Control and customize rig for selected skeletal mesh via user interface. Now you have more properties and commands in custom property editor under Window->Allright Tools->AllrightRig menu. In the future there will be menus for animation tools and motion capture.
You can save and load presets for your character.
Bake facial animation
Bake facial animations from controllers to an animation sequence and from animation sequence back to the rig.
Update skeletal mesh animation after bake
Bake skeletal mesh animations to the rig, edit it, and bake it back to skeletal mesh. Skeletal mesh animation will automatically be updated in the editor viewport.
Package Your Game with Allright Rig
Now you can build games with Allright Rig. Plugin modules are divided into editor and runtime modes.
Select any controller and command will snap all Ik and Fk controllers to the current bones positions.
Move, rotate, scale any controller
Stretchy arms and legs
You can enable or disable stretch mode in FkIk controller parameters.
Improved Ik setup
If your characters arms or legs are absolutely straight in the reference pose, it is impossible to calculate pole vector location, so the developer has added simple mode for finding pole vector location during the rig creation.
Fk/Ik mode is now available for legs
Comfortable Fk/Ik switch
Now you can switch and animate Fk/Ik blending and set auto stretch using new Fk/Ik controllers.
Author: Artyom Sergeev